#ue4-general

1 messages Β· Page 937 of 1

runic fern
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I will Use Rebuild

smoky sonnet
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does anyone know why this happens with the spline mesh location

stiff bane
delicate estuary
grim ore
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@delicate estuary zoom into the item and look at it from inside/the other side of what should be there. See if it shows up. If it does your normals are flipped and need to be fixed in your DCC program

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@stiff bane if you click on the item link it is telling you about, what is it showing for its scale?

stiff bane
grim ore
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you have 0 for the Y

stiff bane
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ohh

stiff bane
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the audio does thill work

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hold on

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im building it amma see if its away

grim ore
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its weird the scale would be anything other than 1,1,1 to be honest

stiff bane
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i have it now 1,1,1

runic fern
stiff bane
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@grim ore error away:) ty

grim ore
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yay

plush yew
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yay our saviour is back πŸ˜„

blissful trail
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seams legit

stiff bane
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is that just the size of all my vault items i downloaded?

blissful trail
stiff bane
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hehe

smoky sonnet
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@grim ore do you have a tutorial about spline meshes containign the node set start and end?

grim ore
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click on the settings button in the launcher (bottom left) then magic @stiff bane

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you can also click on the drop down next to any asset in your vault and tell it to remove the local content

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@smoky sonnet I dont think I have covered spline meshes at all 😦

stiff bane
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ah yes

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ty

smoky sonnet
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okay then i will leave it for now i wasted 4 hours and cant get it to run correctly

stiff bane
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is it safe to delete that cache?

grim ore
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it is yes, its just where it stores it in case you need it later. like a windows download folder

barren nebula
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how do i move unreal engine to a different drive? i've installed it on my hdd and i want it on my ssd

grim ore
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you can just move it but then you need to register it again with the launcher which is a giant pain in the butt

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if you dont know what you are doing its easier to just delete the version you have installed and redownload it in the correct place

stiff bane
barren nebula
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also, would having it on the hdd cause any performance differences in-editor?

grim ore
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there is a file called unreal version selector in your launcher that you can copy and move into the binaries folder of the engine and run it, that will let it associate it. but this will only say "this version is here now" and your launcher it self will probably still have the old info in the top part of it which requires a fake delete and fake reinstall and its a pain in the ass. If you dont need to launch it from that button then its fine

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in editor I wouldnt expect a huge difference between SSD and HDD for the editor itself. for the project? sure.

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most stuff is load once and you are probably not going to be editing any of the engine files in the project so no worry about recompiling shaders on that drive and such

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the bigger issue is if your windows is on the HDD then your engine cache is also on the HDD which you can move as well

barren nebula
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ah cool, windows is on ssd :), so you're telling me that it wouldn't do much performance problems in editor if i keep the editor itself in hdd but i should keep my project files in ssd?

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im doing that rn anyway

grim ore
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in my experience no but everyone feels hdd latency differently. I keep it all on SSD but thats all I have now. Your editor doesnt hit the hard drive much once it loads stuff, and even then it loads it once.

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the cache drive being ssd is more important than where the actual engine folder is in the end. yes it will be faster. does it matter? meh. You can always try it. Just copy the engine folder over to your SSD and run it directly from there. see if it makes a difference

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the engine is self contained in a main folder like 4_24 and such, the launcher just makes it easier

barren nebula
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ok ill try

plush yew
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i know what a selector and a sequence does, im not sure when to use wich one tho

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or rather

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when or how should I use a selector?

next badger
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@grim ore you can flip normals in ue4 now

grim ore
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one does one thing, the other does another

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selector runs one of them and only one of them, sequence tries to run them all

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@next badger yeah but doing it right seemed like more sense πŸ™‚

plush yew
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so if one task in a sequence fails it tries the next one?

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@grim ore How's your day going pal :3

grim ore
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plsu I dont think the geometry editing tools are enabled by default yet?

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@plush yew no, you have it backwards.

next badger
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@grim ore hm, yep, if it was external asset from say blender or maya, and not just some purchased FBX

plush yew
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selector goes to the next one, sequence keeps trying right?

grim ore
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yup yup he said he imported it so I guessed he made it

valid sun
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i cant wait for unreal ue5

grim ore
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selector goes "hey first node? can you run? well you cant crap. hey node 2? can you run? yay!" " sorry nodes 3 and 4 we will never get to you, maybe next time i run"

plush yew
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oh i'm learning o:

grim ore
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sequence goes "hey first node can you run? yay run. hey node 2 can you run? yay. hey node 3 can you run? no.. crap.. well sorry node 4"

plush yew
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then aborts the whole sequence right?

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so a function that would only occur if node 3 were to activate would be abandoned if node three didnt work

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oh no itll keep trying I think

grim ore
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sequence will finish once it cant do anymore yep. selector will finish once it does something

plush yew
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like in gaming terms if you throw a shoot web to spider swing but it only occurs after hitting a surface spidey wouldnt be able to swing because sequencer node 3 didnt work because no surface was hit

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O>

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whilst selector might make me swing regardless maybe?

grim ore
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well this is for the AI tree so its a little different. It might be like selector helps you find the surface to swing on by checking multiple surfaces till you find one

plush yew
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ooo

grim ore
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while a sequence would be find surface then fire web then start swinging and oh crap I cant fire the web so I never start swinging (fail at fire web)

plush yew
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ah

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so

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guns in most games use sequencers to figure out when your out of ammo before firing i guess

grim ore
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it might yeah, this is the AI setup so that might all be part of the pull trigger event even

plush yew
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this is a really cool function!

grim ore
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depends on how much of the firing code you put into the behaviour tree

plush yew
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you could create super complex ai's with this

grim ore
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yep you could have a sequence that handles firing and one of the nodes is "check ammo" and if the ammo fails it would abort, the sequence would never do the "fire gun" part after the ammo check and it might then fall back up to the selector which is "fire gun" or "reload ammo"

plush yew
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first the state machine now sequencers O:

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unreal engine is sooo cool!

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what about simple parallel nodes πŸ˜…

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nani?

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do elaborate~

grim ore
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from the docs "Simple Parallel nodes have only two children: one which must be a single Task node (with optional Decorators), and the other of which can be a complete sub-tree. Think of the Simple Parallel node as "While doing A, do B as well." For example, "While attacking the enemy, move toward the enemy." Basically, A is a primary task, and B is a secondary or filler task while waiting for A to complete."

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you could have it looking for a player and trying to find cover at the same time for example

plush yew
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oh that's insane

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can you merge all three

grim ore
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or uh.. the example in the part i quoted works as well lol

plush yew
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state machines on ai's with sequences/selectors and simple parallel nodes?

grim ore
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its all part of the behaviour tree yes.

plush yew
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O.O

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you could have some really amazing ai's to fight in gaming

grim ore
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your sequence and selector helps you define how you are doing stuff, the parallel node just lets you do more of them at once

plush yew
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what the heck why dont more developers dive into the potnetials of this

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what confuses me is when to use wich one in an optimal way lol

grim ore
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they do its just making good AI is hard

plush yew
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but I guess that just takes practice and time

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o-o i see

grim ore
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yep practice and time and learning and using, same way we learn anything

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either one might work for the same goal, its possible

plush yew
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blah

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i wish i could work one ai stuff now

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but im still finishing my creator system >O<

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ai is fun πŸ˜„

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watching your little minions come alive

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it sounds fun like omg

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you could have tactical intelligent adaptable adversaries

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that fight akin to people or better even whilst feeling real

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O<

grim ore
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sequence would be if you want to try and do everything, selector is if you just want to do something. "hey where are we going to eat" might be a selector with it checking 10 restaurants and seeing what meets your needs. "hey I want to eat" might be a sequence where you go into the restaurant, sit down, order food, wait for food, eat food, pay, and leave where at any point if something fails in that order you dont need to do the rest.

plush yew
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o.o

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you dont have to explian i know its really detailed stuff

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my question is

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hm so should I use selectors into sequences instead of sequences with decorators?

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Guess they work the same right

grim ore
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you would use both depending on the goal

low mica
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Hi guys I just started unreal for fun and want to learn something new

plush yew
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can you have the ai try and do 10 things at once but stop at each one it fails going down a priority lists that adapts and changes based on the situation

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O>

grim ore
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a decorator might be has target on a sequence to go fight it, or it could be on a selector which then determines how to fight it

plush yew
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a simple yes would suffice

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if so i might research it later today!

grim ore
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you can do that yep, just need to plan it out. decorators could be used to determine which branch you go down

plush yew
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O<

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oh thats so so cool

grim ore
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i mean its all just code, just got to be smart enough to hammer enough blocks into holes to make it do what you want

plush yew
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im guessing thats how sakurai had such amazingly fun npcs to fight in smash bros at launch before they were nerfed into the ground x3

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they had tactics and plans and strategies and patterns and would adapt just enough to keep you on your toes but still be beatable if you kept at it

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they even had obvious openings that differed based on character play styles

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it was so amazing to watch it go about its business >O<

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okie thanksies mathew ❀️

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im off for now

misty cargo
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@grim ore it worked this time heh

plush yew
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@grim ore thanks btw πŸ˜„

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also your voice always surprises me haha

grim ore
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πŸ™‚

calm pollen
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is there a way to trim animations so they are shorter and begin on a different frame?

plush yew
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anim montages do that right?

grim ore
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in engine? open the animation (I would duplicate it first to be honest) and right click the timeline

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if you have the source animation file you can also change it start and end frames on import/reimport

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you can also create an animation composite and change the start/end in the animation properties

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can also do that same thing in montages

calm pollen
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@grim ore got it, thanks so much 😁

plush yew
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also play montage has a start and end time right?

grim ore
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technically thats true as well, didnt think about just playing from a new start

calm pollen
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wait..are you the guy from youtube?

plush yew
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so i have a thirdperson template. And i made a first person camera But now when i look down the camera goes too low. How do i fix this problem?

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my total lightmap is around 4 mb, how is it possible that is taking too much to build the lights?

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so i have a thirdperson template. And i made a first person camera But now when i look down the camera goes too low. How do i fix this problem?

strange garden
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I come from the Unity discord, as I was told people in this part of the internet do more low level programming than where I was before. I was also told some suggestions from here may translate to Unity fairly well. My problem involves a tower defense game, and projectiles destroying multiple enemies in a single frame when enemies are bunched up ontop of each other. I've been told the solution may be more technical than I'm used to.

median hound
plush yew
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umm

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wdym

median hound
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does the cameras location go low or you can just look down low

plush yew
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i think the camera goes low

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camera location

coral folio
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anyone knows how to get a media track (video texture) to playback correctly in sequencer using Render queue ?

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i'm trying to export a HD render from render queue, but the video texture playback seems a lot faster that what it should normally be

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the video texture is loaded into sequencer as a 'media' track'

stiff verge
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noob here. Starting with the VR template.. how do I change the resolution? Is the resolution setting different for each headsets I'd use?

stiff verge
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2137?

grim ore
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Not if you subtract the windows toolbar from 4K

supple cove
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When you guys download a new version of Unreal in the Library does it say Queued for a few days? How do you make it start downloading?

sterile tulip
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No it would usually start

next badger
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@supple cove restart the launcher

plush yew
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this woudnt work?

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doesnt work

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dont know if im being an idiot or not

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its plugged into the array

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somehow the empty one does work

supple cove
next badger
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@supple cove BTW, there alos a Chaos ue4 version in that list

supple cove
supple cove
plush yew
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Excuse me

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how are u gys?

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*guys

ocean grove
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My system says its only using 4 gb of vram but its incredibly slow at the moment...

supple cove
plush yew
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I am glad! πŸ˜„

ocean grove
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I created a seperate project to load multiple market place assets into, then migrate them out to another project. This was not a smart idea apparently...

supple cove
plush yew
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I am doing good ty for asking

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currently I am looking for a good C++ programmer but I am otherwise doing amazing

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This discord is awesome

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I love I can talk to others about game development

supple cove
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the forums might have places you can post to

next badger
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@plush yew Look at Job Boards section here

plush yew
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@next badger ik I already posted one

pseudo swift
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hi guys, sorry to bother but I have a strange issue i'd really appreciate some help with

plush yew
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What kind of issue?

pseudo swift
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im working with an ocean (believe its the new 4.26 water tools) and im trying to get a boat to leave foam trails

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so I copied that blueprint and replaced the static mesh that was being used, but for some reason doesnt my boat mesh interact / leave foam in the water

supple cove
pseudo swift
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this is the blueprint that is working, i did a duplicate and changed the static mesh and the interaction with the water broke

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what could cause this? bad collision box?

next badger
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@pseudo swift have not used water yet, but, does your new mesh have the simplified collision?

deep viper
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I want the screen to zoom when I [HOLD] the left trigger of the gamepad (the zoom is not relevant).

How can I check if the Action Mapping (Input Indirection) which I hooked to my Gamepad Left Trigger is held down in a boolean? (Google search results imply you can only get it from the key press event node, I wanted to double check).
My plan is to check if the input mapping is held down during the "game tick" event.

pseudo swift
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I also tried replacing my boat for a regular cube, and that mesh didnt work either

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so im not sure whats "so special" about this other sphere

next badger
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@deep viper by trigger you mean analogue one?

deep viper
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Yes, the left trigger of an xbox gamepad for example.

honest lily
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GUYS

next badger
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@deep viper you need to check of its value above some threshold

deep viper
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I see, so it actually has a non-binary range? Interesting.
EDIT: I don't know how to invoke action mapping/axis nodes in blueprints though. I can get input directly, but I can't access the input indirection.

pseudo swift
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just tried to use the same sphere mesh in the duplicated blueprint and that did work, so blueprint is ok atleast - then I know I have to research the mesh details

next badger
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@deep viper no, its a "float" that is polling indefinitely
open the gamepad config in windows

honest lily
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guys for some reason i get this error

grim ore
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not some reason, it tells you the reason

next badger
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@honest lily meant your Drone variable referencing NONE

honest lily
honest lily
deep viper
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I can't seem to find the Logitech driver/software. I'll take your word for it.

next badger
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use "self" node

grim ore
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its saying the DRONE variable is bad when you are trying to call the ACTIVATE node on it.

honest lily
next badger
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oh...yep, you cant activate self

honest lily
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so?

next badger
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im confused

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drone is not self

honest lily
grim ore
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Your drone variable is bad... the code tells you its bad... D R O N E

next badger
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drone should point to some bp in level

worldly rose
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What is the proper way to have a collection of components that can be added multiple times to an actor? So that I can add e.g. a decal once and have it show up in all of them.

deep viper
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Do action mapping events behave like [Event Tick] or do these only fire when you press/release the input button?

next badger
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@deep viper the kind of...they are captured by view class

honest lily
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i found a guy for the drone

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but his thing works

robust marten
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Just a quick question, but is there a way to simply "add" to a variable or will it always be [Variable x] + [Variable Y] and then setting the variable?

knotty heron
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My groom doesnt wanna follow the animation and has a different pivot point anyone has an idea why? i cant find anything

grim ore
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@robust marten depends on what "add" is and what type "variable" is

pseudo swift
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I found a work-around for my issue - do you guys know any way of adding like water splashes around these fin areas when the boat is driving fast? Niagara particle sim and camera motion blur maybe?

exotic radish
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how fast is accessing data from datatables by row? are datatables loaded into memory in runtime once or is every row fetch actually means reading data from disc?

grim ore
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@worldly rose can you explain what you are trying to do for example?

next badger
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@deep viper i can't recall exact flow of events, but they are passed from OS to View, to Local Player, then to Player Controller and then to controlled pawn

deep viper
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So action mappings don't work for "holding down" an input key like the left trigger.

grim ore
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they "can" if you keep track of when you pressed it and when you released it

deep viper
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I see, so I can use local variaqbles and set them to true false when they are pressed and released. That makes sense!

grim ore
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yup, or just check for the axis value if you set it up as an axis input

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hell I think there might even be an is pressed node in there somewhere for generic keys

deep viper
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I'll try switching the Trigger buttons to axis mappings first.

grim ore
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bope its was pressed but its kinda not recommended since you are hard coding the key

robust marten
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So like for adding armor amount from different slots. I run this function every time armor is equipped, but it doesn't add up right. It adds the total amount of armor twice.

worldly rose
grim ore
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@robust marten that would be adding two float variables/values together so its basic maths. number + number = output. then you do whatever with that

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@worldly rose you can add an actor component into a blueprint, that can be used to add an actor to a blueprint. each cube could be a self contained actor blueprint then you just add actor components for each "cube" you want

worldly rose
next badger
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negative things?

grim ore
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@robust marten sorry to expand that is the general way its done, you can look into using "references" to pass in values and made a custom macro/node to do what you want. Look at the "Increment" node in the engine, it does that

next badger
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components are like classes in c++

grim ore
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so you could make an add by reference macro that takes in a float variable and 2 values and adds them together for you and sets it all inside the macro

robust marten
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Yes, but how come it adds up twice? Let's say I have nothing equipped, so Total Armor = 0. I equip a Head slot with 5 Armor, then Total Armor = 5. If I equip Body armor with 5 Armor, instead of 10, it will equal 15

grim ore
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@robust marten are you sure your not just calling it twice in that case?

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your code going "hey lets calculate all of our armor again" after you calculated it once

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you never reset the armour back to 0 before doing that from what I can see and I cant see the rest of the code but perhaps thats it?

next badger
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@robust marten just flush armor before adding, it should fix itself

worldly rose
# next badger negative things?

Maybe I'm confusing things. I'm thinking of child actors. Did @grim ore mean something else? Can I create I Blueprint Component and put other Components into that?

next badger
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@worldly rose yep, child actors are...well, bad

grim ore
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aww I like child actors, but yes there is an actor component as well

robust marten
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You're right, the location I have it in runs it every time something is equipped. facepalm

worldly rose
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I don't see an Add Component button in the Actor Component editor.

next badger
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@grim ore we had a huge issue with corruption of child actor components

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BPs just crashed ue4 when opened, once we migrated to new ue4 version

robust marten
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@next badger What do you mean by "flush it"?

grim ore
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@worldly rose @next badger might have more info on what you can do besides child actors

next badger
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@grim ore we now just spawn actors from parent bp iirc

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components are good

deep viper
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I tried googling some more, it seems that [Input Mappings] cannot be accessed in widget blueprint graphs.
https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/1640583-action-mapped-input-in-an-editor-widget-is-it-possible
I"ll resort to hardcoding this. I didn't expect UE4 to omit mappings in widgets though (since practically all menus are widgets).

worldly rose
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A "bag of components" seems like a useful abstraction to me, but perhaps there is some other way to think about this that I don't know yet.

grim ore
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@deep viper they can be if you use the listen for input nodes

worldly rose
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The other approach I tried was to create all my components in the Actor's Construction Script, but the components created there turned out... weird... not like components I create with the Add Component button.

plush yew
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so i made a first person camera in thirdperson template. My character have a nose and i want when i move the screen the nose to follow the camera ( Lock to the camera)

next badger
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@deep viper ue4 has 2 layers of interaction, game(player controller) and umg
there is one layer above it (View)
the issue is you need to pass down the events, so if you want proper control, you nedd to use c++ and hook inputs in View

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if you cant, you have to jump between game and umg captures

forest jungle
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hey i am making a mobile game and it’s almost finished, all that is needed is to scale the screen and stuff down, i was messing with the DPI scaling curve graph thing and now it’s all messed up, if anyone could help me i would be very grateful (sorry for bad english)

deep viper
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@next badger Player controller and UMG are in the same layer, correct? View being the 2nd layer.

plush yew
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hmm never knew hellblade 2 was using ue5

next badger
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@deep viper uum...nope, they are not

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UMG can block events that are passed down from View to Player controller

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i think #umg know more

deep viper
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Thanks, I'll try reading more on input (since the input page I read didn't mention UMG, but UMG is able to consume input). It mentioned Pawns, playercontrolled actors, controllers etc.

plush yew
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why does gather return false?

grim ore
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this code listens for the action i set up in input settings inside of a widget and does stuff, so you can certainly listen for input actions inside of a widget if set up correctly

plush yew
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what am I missing?

next badger
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@grim ore i think SetInputMode GameOnly may break this...but i'm not sure if it can be set in BP

grim ore
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@forest jungle start a new project and get the DPI Curve settings from there

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ui mode breaks it, it has to be in game mode since its listening for normal inputs just like the game would

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this is what lets you use the normal inputs in umg directly rather than overriding the key downs in umg if in ui mode

next badger
grim ore
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@plush yew is the nose a separate mesh? if so make it a child of the camera so it moves with it. if its not? make one

forest jungle
plush yew
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Hm I want it so when gather is true itll be true

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Gather is just a boolean I can turn on and off

grim ore
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@forest jungle you can add or remove keys based on your project, I cant say more since I dont know your project or your target hardware. did the default not work?

next badger
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@plush yew yeah, but..is it true? use the breakpoints and see

plush yew
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is it just getting the first gather boolean, see that its false, and just breaks?

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ah fuck im an idiot arent I lol

next badger
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@plush yew well, it will loop through all of them...if your loop w/o break

plush yew
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it should loop yes

forest jungle
next badger
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@plush yew so, does it? does it loop? (you can print each time it loops)

grim ore
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@forest jungle are the widgets set up with anchors so they will move correctly? if they are too "big" then yes you should adjust that scaling so it scales it down below 1080 (which it does now)

plush yew
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it finds the closest food on the map

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it just ignores the branch

forest jungle
grim ore
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no, you place it where it should go.

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text in the middle of the screen? anchor it to the middle of the screen and make the offsets in the middle of the item you are anchoring

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want text in the bottom right to always be up and to the left? anchor it to the bottom right of the screen and set the offsets to be the bottom right

forest jungle
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oh so the actual text itself doesn’t have to be in that position?

plush yew
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hm maybe it doesnt loop

next badger
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@plush yew btw you're skipping first element, hope - intentionally

grim ore
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Anchor set to the middle, alignment set to the middle of the item I am anchoring (the text), position Y set to 60 so its a little below the middle all the time. if the screen changes size or shape it will always try and keep that text centered below the middle of the screen

plush yew
#

@grim ore no

#

it's the head

grim ore
#

anchor on the right side of the screen, alignment on the right side of the text and in the middle, offset -40 on the X so it will try and keep the right side of the text 40 pixels away from the side of the screen at all times

#

@plush yew so you just want the nose but your mesh is the entire head? might want to just make a nose mesh

plush yew
#

i only want the nose

#

and when i look down i want to see the bodie

#

yeah it's entire head

grim ore
#

then yep make a nose and attach it to the camera

plush yew
#

i did

#

in blender

#

but it's not working

#

it's not following the camera

grim ore
#

is it a child of the camera?

plush yew
#

i forgot to connect the array back into the variable lmao

plush yew
#

but i found a way to fix it but now i have a new problem

forest jungle
#

@grim ore so if this was the title, it would now always stay around the top middle of the screen? no matter what size the screen is

pseudo swift
#

how would I turn this masked out part into glass? can I mix two materials in one network?

plush yew
#

still doesnt work tho

sterile tulip
plush yew
#

if i untick Use Pawn Control Rotation and if i tick Use Controller Rotation Pitch the nose it's following the camera but when i look down the camera goes too low

grim ore
#

based on what I can see yes? your anchor looks like its near the middle and the text is set to align to the top middle. if your anchor is the middle on that item and your alignment is 0.5,0 (middle,top) and your position X and Y are both 0 then it should be @forest jungle

pseudo swift
#

@sterile tulip thanks but thats just creating the glass material itself, im wondering how I would map that to the masked out area while having the rest of the ship in the white mat

plush yew
#

how can i fix that

forest jungle
sterile tulip
#

You can assign the materials

#

@pseudo swift

grim ore
#

thats what the dpi scaling is for @forest jungle

sterile tulip
#

Is that a skeletal mesh or a static mesh

pseudo swift
#

@sterile tulip its 1 static mesh

grim ore
#

@forest jungle you can also look into using a scale box around the item

plush yew
#

it doesnt loop?

forest jungle
grim ore
#

yes because its all the same

plush yew
#

if i untick Use Pawn Control Rotation and if i tick Use Controller Rotation Pitch the nose it's following the camera but when i look down the camera goes too low

#

@pseudo swift or try to split / separate the glass from your boat on your modelling software...

sterile tulip
#

Double click on your mesh/asset and send screenshot @pseudo swift

grim ore
#

@forest jungle This is the default scaling, you can see 1080 is set to be 1 scale and it goes up and down from there

pseudo swift
grim ore
#

you can see here if the resolution is 720 its going to scale it all to 66% of normal size @forest jungle

pseudo swift
#

@sterile tulip it would be so much easier if the glass part was actually geometry

#

but i didnt make the original model

#

so its using a texture map for the glass

#

masking it out

sterile tulip
#

Extrude your model into blender and assign your materials there

#

Then import back to ue4

#

And it will be separated

pseudo swift
#

@sterile tulip i know blender quite well, can i pm you quickly? reduce the chat here a bit

plush yew
sterile tulip
#

Yea assign your materials in blender

grim ore
#

@plush yew you need to visualize what you are doing Go into the camera in your character, find the "Camera Mesh Hidden in Game" option and uncheck it. Start the game. Move the character to the position that is "wrong". Press Shift-F1 to get mouse control. Click on Eject on the toolbar to leave the character. You can now fly around and look at how that camera is set up and the way its facing and rotated and its location to try and see if you can figure out why its not right

plush yew
#

ok

grim ore
#

we dont know how your setup is, and doing what you want might not be a simple setup.

plush yew
#

k

pseudo swift
#

@sterile tulip check pm

forest jungle
plush yew
#

does anybody knows Asteroids? How can I implement the "if you go to the edge of the map, you appears on the opposite side" in a 3d isometric game with a fixed camera?

#

anyway, the map is bigger to be seen in one screen only..

#

this is so frustrating lol

#

Cant get it to work at all

grim ore
#

@forest jungle thats the defaults so its meant for landscape, above that is the dpi scale rule which you can change to fit portrait or vertical for example. The default is "these are the numbers for the shortest side" which should still be fine but you can change them to what works.

plush yew
#

i don't find eject

grim ore
plush yew
#

oh

#

ok

#

nvm

#

i found it

grim ore
#

yes. if you are in editor mode, not new window mode

plush yew
#

omg

#

it was my character

grim ore
#

you have use controller rotation pitch enabled I would guess

plush yew
#

yes

#

i only want the head to move

#

with camera

#

not the full character

forest jungle
grim ore
#

thats more complicated then

#

@forest jungle try changing the scale rule to "Scale to Fit" and see what happens.

plush yew
#

can you help me? @grim ore

grim ore
plush yew
#

yeah

grim ore
#

if you want the head to actually look like its rotating down then that would be adjusting the neck bone based on the angle of the camera in your animation blueprint

plush yew
#

oh

#

yeah but i want the nose to follow the camera too

grim ore
#

if the nose is part of the camera it would always follow, its stapled to it as a child

regal abyss
#

how do I import an fbx file with multiple objects in it? I've looked through the fbx option and there is no combine meshes checkbox to uncheck.

plush yew
#

so what do i do

grim ore
#

look at how an aim offset would work, or look at people who have done the blend by bone animation stuff for doing head look when moving the mouse

plush yew
#

unreal engine 5 22th february early access

grim ore
#

@plush yew did they announce that somewhere? Monday is a weird day for them to do it

regal abyss
grim ore
#

thats because that is a skeletal mesh

#

if its not a skeletal mesh then uncheck that, if it is I dont think you can do that because I dont think it would work?

plush yew
#

@grim ore if they dont wanna announce it, i have to

grim ore
#

@plush yew when did they tell you?

plush yew
#

lol never

grim ore
#

oh, well poo

plush yew
#

:poo ?

grim ore
#

poo that its not actually coming out then

crystal flicker
#

Does ANYONE know how to limit the rotation of a joint in unreal engine.

stiff verge
#

where do I change the playback resolution of my project for VR?

stiff verge
#

yes I know about google dot com website internet

#

did you even read this before linking it?

plush yew
#

so it kinda works

#

but not really

#

cause even if its false it finds something

stiff verge
#

sorry about my tone. I just read that page. it's not really what I'm asking however

plush yew
#

probably the first one in the array?

#

and they dont work together either, but either one works on its own

grim ore
#

how does it not do what you want?

#

ue4 doesnt want you to set the resolution directly, they want it to be a scale based on the default resolution returned from the device. that page has that info and how to adjust the scale @stiff verge

plush yew
#

well it kinda works

#

but even if gather is false (meaning I didnt toggle it on any berrybush) it defaults to the closest anyway

stiff verge
#

@grim ore thanks. so it there is no way to adjust this, in other words, I depend strictly on the headset software (like the oculus store or steam vr?)

grim ore
#

@plush yew it sounds like you have some logic issues, have you stepped thru the code using breakpoints?

stiff verge
#

I guess that makes sense

plush yew
#

Yea it was kinda frustating but i got it mostly working

#

now its just figuring out how to stop it from just taking the first object in the array and using that when it shoudnt

grim ore
#

set closest food to nothing -> loop thru all of the items to find what you want -> set the one you want as the closest food -> win ?

#

trying to find the closest item to the player? on loop get the distance between that item and the player. If that distance is smaller than the current saved distance (make a variable for this set to default of 99999) then save that item as the closest food.

plush yew
#

yea I got that part figured out

grim ore
#

that should be all the logic you need I would think to find the closest item

plush yew
#

find closest

#

how do i set closest to nothing? lol

grim ore
#

you just set it to nothing, like literally use the Set Closest Food node and nothing for the input

plush yew
#

well it works guess I need an isvalid node now its spamming me with errors πŸ˜›

grim ore
#

your code that is trying to go to the empty food? yep lol

crystal flicker
#

How do I set limits on my joint rotation

grim ore
#

your comparison looks like you are comparing the current food in the loop to your "closest" food. no reason to do the extra work, just store the closests foods distance as a variable and compare that

plush yew
#

argh haha

#

not working cause closest bush isnt tagged lol

#

nope D:

crystal flicker
#

Someone...Please help. My mii.

thick herald
grim ore
#

that looks like using control rig? if so #animation ?

crystal flicker
#

Sorry, But this is the one thing that I NEED to know and I can't figure it out.

spare kernel
#

@crystal flicker People here help voluntarily, please remember that, they do not have to help or they may not know your answer. Do not spam for help.

hidden sparrow
#

Hey so I realised that render target 2d sees the light that isnt visible to the player. Is there a way to make it so it sees only the light that is visible?

south ridge
vast pewter
#

Hello everyone! I've a very quick and probably obvious question. I think I accidentally pressed some hotkey or option and my selection in editor changed to this. The object is highlighted, and if the realtime mode is enabled - it flickers. How can I return it to the original state? Thanks

calm pollen
#

wait this is the wrong one sorry, if you know can you help in #umg

grim ore
vast pewter
grim ore
#

the selection highlight intensity, default is 0

misty cargo
#

@grim ore

#

Oops

#

Umm Mathew can u provide a video on animation related for a widget I meant to say

#

I do know u make a lot of videos

lusty dirge
#

Wait so is unreal free? Or payed?

misty cargo
lusty dirge
#

Ok

misty cargo
#

Then 10 percent of the profit goes to unreal

#

I believe

lusty dirge
#

Ok

misty cargo
#

It's been awhile since I looked at it

#

U will see before being able to install it

lusty dirge
#

Also how easy is it to get the game in like a window

#

So a downloadable game

#

Bcs unity its hard to do that

misty cargo
#

Ummm to upload to any known place like steam it will cost 100 dollars

spare kernel
#

Unreal Engine End User License Agreement for Publishing: This license is free to use and incurs 5% royalties when you monetize your game or other interactive off-the-shelf product and your lifetime gross revenues from that product exceed $1,000,000 USD.

lusty dirge
#

?

#

Uhh

#

Ok

#

So free until i get an income

spare kernel
#

so if you make over $1Mill you need to pay 5% royalties

#

under that, no royalties.

lusty dirge
#

Ok

misty cargo
#

Shimles I pinged sorry

spare kernel
#

its fine πŸ˜„

lusty dirge
#

And is there a way to have multiple people

misty cargo
#

I forget that reply pings

lusty dirge
#

Do you have to pay

misty cargo
#

<~< ohhhhh umm if u find the right people to work with u for free then yes..... But the wage for making anything is around 30 dollars an hour I believe

lusty dirge
#

Like thr software

#

Is that free

#

People are no problem

misty cargo
#

It's free until u go past the contract saying making a million dollars off the game

lusty dirge
#

Ok

#

Thats better than unity

misty cargo
#

Yes

#

And this came from an admin

#

Sk they no their stuff

lusty dirge
#

Ok

dusty pulsar
#

Hey! Does anyone have any idea how do I create a "volumetric actor"? Like, a pile of grains for example, where I can interact with a machine and maybe add more volume to it or remove volume from it. I have been searching this for a long time for any example, but no findings until now

misty cargo
#

In this tutorial, I'll show you how to quickly get setup from scratch with the new Volumetric Cloud system in Unreal Engine 4.26

My new Unreal Engine for Motion Graphics course is now out!
➜ Creating the Unreal Course: http://www.mograph.com/creatingtheunreal

Buy Winbush a Coffee πŸ˜‰
➜ Ko-Fi: https://ko-fi.com/winbush
--------------------------...

β–Ά Play video
#

Try that

pseudo swift
#

my viewport change color on play, any idea what setting would keep it the same as when im not simulating?

#

ive tweaked the camera + global postprocess settings but still get a different look

dusty pulsar
#

@misty cargo I don't think that is what I'm looking for, but thank you, I will check anyway

supple cove
#

Do I have to install XCode now? I upgraded to 4.26.1 and now it's asking for XCode?

grim ore
#

on macos? yep

supple cove
#

ugh i think xcode is like 20gb

grim ore
#

@pseudo swift you would have to show more of the issue, not just it changes color. Post process and auto exposure are the 2 main ones

toxic hatch
#

Is there a way to increase the size of the underwater post process volume in the new version? thanks

misty cargo
#

Mathew do u have any videos on animation in a widget

supple cove
#

OK it's 30GB!?!

#

I don't want XCode

misty cargo
#

I would recommend getting hardrives ....

#

To back up stuff a lot

#

If u have space issues

grim ore
#

animation in a widget? I might. I know i showed how to use the animation timeline and other methods to do it.

#

if you ever used a timeline and keyframe animation its that

dusty pulsar
#

@misty cargo Definitely not that 😦

misty cargo
#

The rest I should figure out hehe I did learn a bit of animation in unreal with 3d objects

misty cargo
dusty pulsar
#

I can send you a gif to illustrate better

vast pewter
radiant haven
#

HI there, I currently use splines for showing a projectile path, sadly its queit unoptimised as it executes per tick, is there a better practical way?

stark ledge
misty cargo
#

This may help hmmmm

lucid grove
#

Hey

#

When my sword touch the ground its starting to jump around

#

but only when its fully touches the ground

grim ore
#

@dusty pulsar you can look at a technique called pivot painting to achieve an effect like that with just a mesh. Alternately you can swap out meshes as time goes on to simulate something being added or you can scale your full item down to nothing and scale it up over time (especially if it was in a container) https://i.gyazo.com/fc187e09d8c8ae3226989dfd968cd2d3.gif

dusty pulsar
dusty pulsar
stark ledge
#

Yeah pivot painter is a good shout it's a very powerful tool for procedural animation like this. Add some Niagara fx and you're done!

radiant haven
#

@tender holly be a bit more specific please

misty cargo
dusty pulsar
crisp cedar
#

[Sorry for the long question! blobsweat ]
Hey everyone!
Im not sure where to exactly ask this, but I am having issues using UE 4.26.1, 4.25.4 and a custom build of 4.26 for more then 10 minutes. it seems to be related to DX12 (not raytracing, it crashes without RT aswell)
after which it will hang and eventually freeze up my whole PC, requiring me to do a hard shutdown.
I dont see a channel for these specific tech issues, so pls let me know if I need to post it somewhere else πŸ˜…
PS: it seems to have started after updating to the latest NVIDIA studio driver version, but reverting hasnt helped. just like reverting to an older windows update hasnt helped either.
I also tried reinstalling both the 4.26.1, 4.25 and custom engine build aswell as the graphics drivers (tried both game ready and studio drivers).
I have also looked at the forum posts with different issues for a week now, but none of the suggestions on those posts have been of help sadly 😒
Sorry again for the long message and breaking up the conversation!

radiant haven
#

@tender holly not really experienced with shader writing, only wrote an outliner early on and that was confusing, do you have any further details, a video or something that I can use to determin a lenth from two locations through an array (as like the spline)

plush yew
#

Why is it doing this lmao

#

someone help me understand

#

its only getting the closest one no matter what, even tho that branch is AFTER the gathering check

#

do I need two loops? One to check for the boolean and then loop that one for the closest one?

lusty dirge
#

What coding language does unreal use?

grim ore
#

C++ and Blueprints are built in, others are addons (third party)

crystal flicker
crystal flicker
south ridge
#

Or the rig

#

Depending on what kinda limit we're talking about

#

I assumed you were talking about joint limit for the physics asset (ragdoll)

#

For rigging stuff, refer to documentation on whatever control rig system you're using

neat forge
crystal flicker
modest trench
south ridge
#

Animation, physics?

south ridge
#

It's the 'drop tab/window on zone' guide

#

A UI glitch that was there since 4.0

crystal flicker
weak cypress
#

Uhh unreal won't open

#

Uhh

#

It crashes on load

south ridge
pseudo swift
#

I have an ocean setup using the water tools added in 4.26 and they simulate fine in the viewport, though when rendering an image seq the water wave speed look super fast as a rendered movie, am i doing something weird or is it a known bug?

stiff verge
#

anyone got ideas?

crystal flicker
south ridge
#

How are you animating it then?

crystal flicker
#

With a control rig and the sequencer

south ridge
#

I never used control rig, but check properties and nodes available. I rig and animate outside of UE

pseudo swift
#

here is a 1s snippet of the weird sped up looking water, looking for a way to capture the simulation that look fine in the viewport in render

#

video above was rendered as jpg img seq

sterile tulip
#

is there any way I can put the restituition to below 0 ?

#

When my mesh collides it flies far to high

#

its almost flying in the air

#

I want the ground to absorb the fall a little bit

#

so it doesnt fly up this high

#

I have a vehicle but I want the collisions to be softer

#

and not that it flies away so high

#

or is there another way to make collisions softer?

south ridge
#

Basically SetVelocity( GetVelocity() * 0.98 )

#

To bleed off energy on each impact

#

The physics engine doesn't represent soft objects or soft collision energy loss, all collisions are impulse events which preserve energy (give or take)

weak cypress
#

Unreal is running out of memory

#

Either on load

#

Or some time after load

south ridge
#

How much RAM and VRAM do you have

weak cypress
#

4gb

#

And idk how much vram

south ridge
#

You need at least 8 GB to use unreal engine editor

weak cypress
#

Wdym

south ridge
#

Unreal Engine editor requires 8 GB of RAM at the minimum

#

Otherwise you will run out of memory lol.

weak cypress
#

Well how to get more ram

sterile tulip
#

There is Nvidia Flex to have softbody on your mesh and I think that would make the collisions soft? But even if it does what about console versions, isnt Nvidia Flex only for PC packaging?

south ridge
sterile tulip
#

@south ridge

weak cypress
#

Ok i mean

#

Which type of memory

south ridge
south ridge
weak cypress
#

Well how do i find out which

south ridge
#

Make sure you actually have slots for the extra RAM sticks too

pseudo swift
#

no one has any tips on how I can render out simulated water?

south ridge
weak cypress
#

I can get a bigger ssd

#

Only this

south ridge
weak cypress
#

I cant upgrade the ram apparently

south ridge
sterile tulip
south ridge
weak cypress
#

I recently got this laptop

south ridge
south ridge
weak cypress
#

It got recommend to me by alot of people

pseudo swift
#

@south ridge its a "waterBodyLake" ocean from the 4.26 water tools, using a material that animates the surface. I just added a camera and sequencer to try render it out

#

not sure how I would tie it to the world simulation time

#

level blueprint is empty

south ridge
#

I think whoever made it might've done goofed a little then

sterile tulip
#

Do you know how I can get the collision event

pseudo swift
#

well its epic games no?

sterile tulip
#

Im not that experienced

pseudo swift
#

its the fortnite water

weak cypress
#

It got recommend by the store's salesman

south ridge
weak cypress
#

And i specified my use said it was gonna do really well

south ridge
# weak cypress It got recommend by the store's salesman

Okay let me put it this way. Your laptop is a normal SUV. It's good, it drives everywhere well, it's comfortable.

Unreal Engine doesn't need a SUV. It needs a huge industrial machine that weighs 1000 tons and has 128 wheels.

You can try to get by with a SUV. But no matter what you do, you're lacking those 124 extra wheels and those extra 998 tons of mass

#

Unreal Engine is like a big trailer. A SUV barely pulls it. You need a real truck to pull it

#

Yeah, you can scrape that trailer all the way to the highway, but it's clearly not going to go as far as a real truck would

south ridge
weak cypress
#

Ok got it

sterile tulip
weak cypress
#

I guess i will save up for a new one

south ridge
sterile tulip
#

Do you know if BeamNG has real softbody collisions? @south ridge

#

They are able to run it well I think

south ridge
#

So they do run it well, but you need to be much more experienced to attain that kinda level of engineering on the physics engine (and integrate it with your game somehow)

#

BeamNG is years and years of engineering work πŸ˜„

sterile tulip
#

wow

south ridge
#

@sterile tulip look up "Rigs of Rods"

#

BeamNG was developed out of engineering efforts that went into Rigs of Rods

sterile tulip
#

are rigs of rods and beamng the same developers?

south ridge
#

I'm not sure

#

I know that people who work on BeamNG did mods for RoR

plush yew
#

this might sound really silly

#

but is it possible to setup AI systems

#

for the playable character

#

so an ai or cpu can temporarily take over a player

#

like how in rpgs or such when a enemy confuses you

#

so your own character starts behaving and following ai patterns on their own

#

but a more deeper sort where the playable character can jsut be controlled by an ai the whole time on and off lol

south ridge
#

Set Visiblity -> False (hidden)

plush yew
#

i dont really want an explaination

south ridge
plush yew
#

just a simple yes or no on the possbility

#

oh wait so you can

#

oh thats really really really cool

south ridge
#

Alternatively, you can create a proxy player and have AI control it, mapping those inputs on the real player

#

Both of these ways are a "yes"

#

Hide it

plush yew
#

well i want to create a feature where the character itself

south ridge
#

Disable collisions

plush yew
#

plays for its self randomly

#

or on set intervals

#

wondered if that was possible

#

as it would make the character feel more living and conscious

south ridge
plush yew
#

oh

#

thats

#

absoltely

#

amazing

south ridge
#

But consider this: players hate control being taken away from them

plush yew
#

holy shit

#

yes yes i completely researched that

#

i know how vexing it can be

#

but i have interesting ideas that may fall flat asf or hit harder than sakurai adding terry bogard to smash bros >O>

#

my last question if you dont mind answering is @south ridge

#

the ai controller were talking about

#

i can make it really complex right

#

like really really really complex with a bunch of sequencers and selectors and such right >O>

frail portal
plush yew
#

this makes me

#

painfully

#

excited

#

and content

#

;DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD

south ridge
#

But consider this: to make a complex AI system you need to have a big brain with lots of wrinkles

#

It's a complex challenge

plush yew
#

i will

south ridge
#

But most certainly attainable

plush yew
#

put steriods

#

in brain

#

if it means i can be stupider faster

#

me meak guuder gaem

#

must slap together cool concepts until guud wurk

south ridge
#

Oh and also consider this: a smart looking AI is superior to a smart AI

rancid lynx
#

how do I copy terrain from one project to another? i tried opening both projects, dragging, copy paste,

south ridge
#

People love smart looking AI. People find smart AI boring

plush yew
#

well yes

#

i wanna do a bit of both dependant of situation

#

but the fact that it isnt all that crazy

#

to create

#

boggles my mind

rancid lynx
#

correct. too smart is boring. fake smart , people like.

plush yew
#

like to start

#

not make a good one i mean

#

o-o

#

if you dont mind elaborating to a smol brain what does a smart ai mean

#

like one who always does the right thing instead of what makes it fun

#

or is a pattern set or behavior tree that makes it annoying

south ridge
#

Yes. Smart AI knows how to flank player, how to corner them, how to drag them out into a kill zone etc

rancid lynx
#

oh. you can migrate MAP. im so dumb X_x

plush yew
#

ah

south ridge
#

It has provisions for all these things

plush yew
#

so a actual smart ai means an ai that can kick your ass

south ridge
#

A smart looking AI looks like it has those provisions, but actually follows simpler logic and scripting

plush yew
#

which people hate

south ridge
#

You want the AI to cover, but you don't want AI to start dividing your attention

plush yew
#

ah

#

i get it

#

so a smart ai kicks your ass or fights better than you possibly

south ridge
#

FEAR is a great example of stupid AI that looks really smart

plush yew
#

whilst smart looking ai

#

makes all of the right moves but badly

south ridge
#

FEAR is what you should look at towards smart looking AI that is actually pretty normal and dumb otherwise

plush yew
#

so it seems like their doing good but actually messing up and having openings and such

grand granite
#

anyone know a really good source for learning unreal engine? Theres lots of them but I dont know which one is good.

plush yew
#

okie

#

ill note that

#

study fear ai

#

is there an example of an actual smart ai people hate so much?

south ridge
#

FEAR has a lot of fun elements. For example, the way squads work

#

If you play with a squad, you will see that all members are highly coordinated

grand granite
#

where do you get the official tutorials?

south ridge
#

They take turns and they do all sorts of coordinated movement

plush yew
#

o.o

south ridge
#

What actually happens is that AI is running for the squad leader and all squad members are replicating the leaders decisions

#

The decisions are simply copied from the leader AI into squad AI with some minor alterations hahahahaha

plush yew
#

ah

#

so

south ridge
#

And that makes all squad members seemingly work together

#

There's much more to it, but it's little tricks like that

plush yew
#

they think their smart but actually dumb and even dumb people can see through it

south ridge
#

Yes, I think Half Life AI is also very very good when it comes to smart looking

plush yew
#

even though it looks smort as heck from first glance

south ridge
plush yew
#

whilst actual smart is like fighting machine and can be frustrating as heck

#

ah

#

i see

south ridge
#

Actual smart fighting is when you never SEE the enemy

#

You just walk walk walk and suddenly BAM. You're dead

#

Never seen where it came from

plush yew
#

i see i see

south ridge
#

The AI can attract you into a kill zone where you will be shot down no matter how much health and armor you have

plush yew
#

an ai that acts like hes smort but hes setting up situations that are fun and exploitable and such

grand granite
#

thank you ponk

plush yew
#

whilst real smort bois are just a glitchy and mean

#

and will put you over the table and take you to town and back

#

okie okie

#

this makes alot of sense

south ridge
#

Real smart bois know that not exposing themselves to getting shot is the only reasonable decision

plush yew
#

i wonder if you can blend the two

south ridge
#

Smart bois fire 100 bullets so they can get 1 impact that kills

plush yew
#

so their smart

#

but than turn dumb

#

than smart

#

lol

south ridge
#

In a real situation most bullets don't hit targets

plush yew
#

like smart ai but he exposes himself >O>

#

oh that definitely

south ridge
#

In a real battle, maybe 1% of bullets go towards targets. The rest are used to herd the enemy, to suppress, to control movement, to cover etc

plush yew
#

ive seen tricks like making a forced miss every first time or so

south ridge
#

That looks like a transform gizmo lol

plush yew
#

okie this makes alot of sense

#

thanksies ❀️

#

i mean it kind of turned into ai talks so im sorry but im glad you can create ai systems and rig them to players lol

#

thats so damn cool

south ridge
#

The component must be a root component

#

So its transform is the actor transform

#

You can't change it, you can only change it by spawning the actor and setting a different transform

#

Press G?

#

Well, yeah

#

You can disable the grid separately in most windows

#

It is supposed to look like that

#

What do you mean

#

I'm not entirely sure about where in the editor you are

#

Root components can't have translation or rotation (or scale tbh), those are defined on spawn

#

Yep. That's a root component

#

You cannot move it or rotate it

#

If you want to really badly, place a "Scene" object there (scene component)

#

And make your mesh the child of the scene component

#

Then scene component will have no translations and the children components can be transformed relative to it

#

Then you were doing something you were not supposed to, root components transform is what defines actor transform (position in 3D space and such), it's supposed to be left at default

plush yew
#

is using for each loops heavy on performance?

knotty heron
#

How can I change groom hair color to look like the underneath material? I cant find anything at all on that

#

@tender holly why so small

#

you can just press ctrl a > scale in blender for fixing

south ridge
#

Set import scale haha

#

Not mesh scale!

somber rover
#

Anyone got any half decent UE tutorial guys on youtube? 90% of them start teaching one thing, then their next 20 videos they tell you how to install photoshop before they ever get back to part 2 of their UE4 tutorial, frustrating trying to search thru the 1000s of wannabe teachers

knotty heron
#

Id say just start making games and look for the tutorials you need

#

that way you learn and wont forget everything

stiff verge
#

hmm i just bought an asset on the marketplace that I probably won't be able to use.. is it possible to get refunds?

somber rover
# stiff verge hmm i just bought an asset on the marketplace that I probably won't be able to u...

probably not, the marketplace support sucks pretty bad and hugely favors the sellers over the buyers. I bought one that the dev promised to update to 4.26, but when he tried 4.26 broke his AI and he said he had no idea how to fix it and wouldn't bother to even try and fix it anymore, and they wouldn't refund me, because it works as intended for what he has it listed for, so that was $60 wasted on something i'll never use, and i've wasted the last 4 days trying to fix it myself with no luck.

stiff verge
#

ahh I see.. thanks for sharing your experience

somber rover
#

in order to actually get a refund, the asset has to be hugely broken for whatever version they listed it for, or completely misleading from the description

clever vault
#

ok so found my first game idea and opened unreal and realised

#

how do you make a 2d game

#

or is unreal fit for gard games

light thunder
#

why cant I select that sidewalk on the right - originally I thought it was a static mesh but when I hid the landscape, it disappeared

remote oasis
#

wich website best for unreal

light thunder
#

Why can I not select these in the right, the sidewalk spline - I know it's landscape because when I hide the landscape as an object, they disappear too but I can't seem to find or see the control points

#

oh because it's a "side mesh" of that road spline, that's why

#

ugh, how do I do those side meshes again?

#

Baffles me - WHAT IS THAT SIDEWALK MADE OF??? the landscape spline has only one entry in its array

#

aaand it's time to go to bed

frail portal
#

Yo does it take hours to build html5 compared to just packaging for windows?

uncut prism
#

anyone know how to fix this lighting? im using emmisive light on object and it look wired.
1024 on light map res

frail portal
#

What kind of lighting you going for?

#

Also lightmaps should apply too?

thorny coral
#

so i tried repackaging my game today

#

after like 30 minutes it froze then went to sleep mode for the next 20 or 30 minutes idk, so i went to go eat something cuz ik this would take a while maybe even the whole night, and when i get back to it i see this

#

can i share the log file here from the crash

grim ore
#

That looks like a video card error.

uncut prism
#

what do you mean apply light map?

thorny coral
#

"Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0007 - 'RESET')" what is this?

grim ore
#

Yes it’s windows losing your video card. Driver or hardware issue.

#

Try not letting windows go to sleep see if it helps.

frail portal
thorny coral
#

if i had a stronger GPU then this AMD pile of trash i probably wouldnt have this issue

grim ore
#

What do you mean by going to sleep?

thorny coral
#

yknow how if you dont touch your computer or phone or whatever device for a bit it just, goes to sleep mode

grim ore
#

Yes. Disable that.

uncut prism
#

@frail portal i dont really know , i just drag a cube from the basic menu and put a emmisive light on it

thorny coral
#

ill try that

grim ore
#

Are you using light maps/baked lighting for that @uncut prism ?

uncut prism
#

no

thorny coral
#

ok so apparently sleep mode was already disabled

#

so how the hell does my PC keep turning off the monitor and failing to package

uncut prism
remote gale
#

Do you have only 2 spline points? I think you need to create more spline points and place them around your "island"

thorny coral
#

tried it again, got the same damm error

#

this is what i get for buying a factory built PC from HP

timid spade
#

is it possible to undo a math equation using a timeline

#

like i move an actor to a specific spot by calculating how far it needs to move

unique kraken
#

anyone has information about "squash and strech" anims in ue4?
im intending to do a character that streches a lot.
i dont want the bones or its children to just sclae up but "get longer"
in blender there is a "preserve volume" option and i wonder how this is done in ue4

frail portal
spark turret
frail portal
#

PhysX_3.4\lib-1.39.0-fc-mt\LowLevel_O3.bc

#

anyone know how to get this?

#

cuz im legit confused tbh

#

im too stupid to know how to do this

#

and it's urgent and im told to edit a .sh file but i can't even edit it cuz i don't know

rose cloud
#

Anyone used the sqlite plugins? I can't seem to get any data out of FSQLiteResultSet

regal abyss
#

anyone know how to prevent the left click hold camera movement while vertex painting?

pseudo swift
#

hello guys, im at my wits end here, did anyone successfully render out these new water things? Just dragging and dropping a lake and then rendering it out just give me a super sped up version of the simulation

#

waves look fine in editor but goes hyperspeed in the rendered movie

wary wave
#

sounds like a tick rate related issue

pseudo swift
#

yea - any idea how I could sort that out?

#

level blueprint and sequencer setup?

#

regarding the water it just says "instance" and I cannot find like 1 main major blueprint to inspect or tweak for the lake

#

these new water tools use a lot of actors instances and materials and its really hard to kind of pinpoint where there 'speed' issue is coming from

wary wave
#

I don't even know where to look, but if use of delta time is inconsistent it could do all kinds of wild things

south shore
#

Does anyone know of a decent unreal tutorial focused on c++ and not blueprints, preferably in text format? I've done some c++ programming and know OpenGL, but am new to unreal, if that helps narrow it down. Have not had great success utilizing the unreal documentation..

wary wave
#

unfortunately it seems the world at large has decided they want video tutorials for programming

#

I agree that it's absolutely moronic, but here we are

uneven mica
#

I got a material from bridge and wanted to change displayement but there isnt the option for that, any fixxes for that ?

honest lily
#

guys do you know why is my player moving like a robot?

pseudo swift
#

@wary wave if you download the 4.26 ue engine you can search for water and drag in a 'Water Body Lake' just hit render and watch the vid back for the sketchy speed

#

sorry i cant provide better details

wary wave
#

yeah, sorry, I'm not going to do that

south shore
#

@wary wave Yup, can't wrap my head around why video tutorials is the norm. Would you perhaps know of any that is decent (out of the gazillion that exists), if text is unavailable?

wary wave
#

I guess it depends what you're looking for, but tbh, I really hate video tutorials for this kind of thing, so have never really looked at them

south shore
#

Just a basic 'best practices' and maybe a sample project, so I can start building my own stuff. End goal is doing simulations and visualizing them using compute shaders.

gilded lichen
#

Morning, what is the best way to rotate an object to the mouse's location. E.g. open and close a door based on the mouse's position

digital anchor
#

End goal is doing simulations and visualizing them using compute shaders.
btw, you can do that now using niagara

gilded lichen
#

A good example of this is in Phasmophobia where it happens to all objects like door, draws, cupboards, etc.

digital anchor
#

so interacting?

#

you can use a trace to see whats under the mouse cursor

#

you can also use maths to check radius near the object and cone of vision

gilded lichen
#

Yep, then I used find look at rotation but that didnt work

#

What I have is a trace and I get the location of the end of the trace. I use the location of the object and the end trace in the find look at rotation and only use one of the axis. But that didnt work

gilded lichen
rigid belfry
#

quick question. i want to have different skills, each with a different set of target exp for a level up. what would be the best way to store the target XP required for the skills to level up? and how do i reference it? say i want my player to gather xp while using different equipment for example

#

i assume having everything inside the character bp would be redundant, right?

gleaming creek
#

You probably want to keep your numerical gameplay data somewhere separate

#

Maybe a data table or even an external config file

#

Exactly where you put it is going to depend on how you design the entire system, though

#

Having all the numbers in one place would make it easier to rebalance things later, since you could see and compare all the values in one place, and change them easily

rigid belfry
#

i'd like to read more about these tables. i am pretty sure thats what i wanna go with

gleaming creek
#

The official docs are pretty terrible tbh

rigid belfry
#

i've got most of the mechanics going but i need to work on a mastery system

south shore
#

@digital anchor I see, I'll look into it.

gleaming creek
rigid belfry
#

i hope the video's up to date, its from 2017. i have had bad experiences with other products dropping features constantly

plush yew
#

how can i import a material already textured to ue4?

rigid belfry
#

btw i come from unity and i was wondering wether it was worth it to try blueprints or just learn c++. i am slightly in favour of the latter because at the end of the day, c++ is widely supported while bp are a strigtly UE related scripting language.

kindred viper
#

learn both. They are both as important

#

then learn the new scripting language when it finally arrives too. You can't have too many tools in this game.

plush yew
#

how do I grab something out of an array/loop that has 2 booleans set to true at the same time?

#

do I need 2 loops one for each variable?

neat hamlet
#

hi. i need help. Im trying to make a boat controller in unreal engine but im not quite sure how to do it. could anybody please help me? (btw im using blueprints)

kindred viper
#

@plush yew use the AND conditional in your if statement

uneven mica
wary wave
#

I'm going to assume you're in 4.26, which does not support tesselation

uneven mica
idle needle
#

Hi everyone. Is there a way to create "global" custom events? More or less like the blueprint function library or the macro one. I'm doing mulitplayerstuff and I have some events that repeat multiple times, like the play sound or the spawn fx. Thanks!

plush yew
#

@kindred viper i tried that, it didnt work sadly

kindred viper
#

can you show your code?

#

@idle needle there is a global event manager plugin, Im not sure if they added something recently that does it or not. But you can always make a class that deals with event registering and broadcasting

plush yew
#

trying to find the closest ''gather'' tagged obj

#

you basicly mark food so the ai know wich one to gather

kindred viper
#

did you add the character "o" in your index check rather than "0" ?

plush yew
#

nah thats a zero lol

#

they both work tho

#

the find closest to actor

#

and the boolean branch

#

they dont work together

#

gets weird

#

only solution I can think of is using 2 loops but that seems like a lot of code

#

look

#

πŸ˜…

austere hinge
#

I am using twinmotion unreal plugin.. But when I pack the project.. I cannot see twinmotion assets in the windows app.. In the log it says unable to find /plugins/twinmotion content / etc etc and cannot find file..

How to fix it?

thick herald
#

I've been out of this convo, but I assume you have an array of valid food actors? Get the location of the animal, and of the food. Get Path Length between those then check if it's a valid path. This will be your current path. You'll need another variable, something like previous path checked, compare them with <= and set the closest food to the current actor (from the your array) @plush yew

plush yew
#

yea i figured that part out a long time ago πŸ˜›

uneven mica
#

Is there a way to cobine mega scan surfaces to paint with them ?

lusty dirge
#

can someone help me setup unreal pls?

#

i downloaded it and got a note pad

#

oh i had to get the epic games launcher

sharp frigate
#

@light lintel convert mp3 to wav

lusty dirge
#

how long does epic games take to download / install

hoary goblet
#

Hi, what you think? Is it still safe starting a new game for incl. iOS/macOS with unreal engine? I mean because of the Epic/Apple clash... I fear a bit of running into unsolvable issues, at a point without return, due to this...

glass imp
#

Hi, I'm seeking advice for open world lights, is it preferable to use full dynamic lights or can I use stationary lights for the skylight and directional light? Will stationary create too many lightmaps and require too much memory? Has anyone tested this setups with large worlds?

worldly turret
#

Guys, where would I post about help with a scaling issue in UE4?

#

Like, a scaling glitch maybe?

wary wave
#

just ask