#ue4-general

1 messages ยท Page 939 of 1

honest lily
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where should the chase the player be

sudden dragon
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Well I don't know, it's your code not mine. I'm just saying everything can be called on the same line of code.

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There's a reason Unreal doesn't allow duplicates of certain events.

honest lily
#

hmmm

silk dagger
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can i do anything about my unreal crashing quite frequently cause it s out of video card memory because for some reason years ago i though 2gb of vram would be enough

naive reef
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Guys, when I launch the MetaHuman sample, my gpu crash

grand granite
#

Can somebody give me some advice on whats best to start off on in unreal? Im a complete beginner with no experience. How should i start off?

fierce tulip
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check the pinned message in this channel @grand granite

grand granite
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thank you! @fierce tulip

fierce tulip
#

good luck!

dim merlin
novel prairie
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Hey quick question, can i box-deselect units?

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Like if I select all assets on a sublevel then from a top down view deselect all the ones on one side...

velvet fog
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Can you please teach me Unreal and C++?

patent grove
#

Hey guys, I have a question regarding a project have in unreal engine 4.25. basically if have a warehouse made from physical Geometry is there a way to light the inside of the warehouse using an HDRI but without the HDRI being physically visible to the camera? I don't mean being lit from the outside from any windows i mean the hdri just being within the contraints of the warehouse.ย I hope this makes sense, I'm the not one primarily working on the scene so I don't know all the details of it but id thought it was worth asking in here. Much appreciated

last slate
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Hello

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I'm new to unreal

reef gulch
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Hello guys

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I am new, someone can help me I have a few questions...

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I would make a visual novel in Unreal, is it possible? Existing mod or something like that?

fringe halo
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Does anyone has any idea how to setup this kind of Depth of Field? Been struggling a lot on it haha

buoyant graniteBOT
#

:triangular_flag_on_post: Steven Explains#0842 received strike 1. As a result, they were muted for 10 minutes.

light thunder
#

You're not wrong to ask but no, I didn't, but I'll try swapping out the > and < and just do the <

next badger
#

@plucky cosmos You generally not put any clothing on top, you replacing it with modular skeletal meshes
but, if you can't do that, you can use vertex offset to sunk in the inner flesh

vocal python
next badger
vocal python
next badger
vocal python
next badger
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well, that is the whole purpose why MIPs exist, to eliminate this effect

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MIPs and texture filtering

vocal python
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can I somehow change the MIP range in the material?

next badger
#

mip bias

vocal python
next badger
#

well, there won't be difference between using mip bias and setting the mip distance (cause it will set the mip bias)

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MIP level is just changing the texture subset inside it

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you can try using different algorithm for generating the mips inside the texture settings

fading vine
#

can someone please explain to me what I need to do while making a mobile drag racing game. Ex: How to organize a ui, where to start, where to get cars, how to make upgrades and customizations for them.

vocal python
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I tried it all but the effect is as in the video

next badger
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I can't see anything on the video. I can see flickering on the fences. Ask the same question on the #graphics

serene birch
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are you making texture sharper at long distance by making the engine use a higher definition mip level?

vocal python
plucky cosmos
next badger
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@plucky cosmos by using a masked shader?

earnest violet
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Hey you guys! How do I make a point light flicker as if it were a dodgy strret lamp? THX! ๐Ÿ™‚

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Anyone help me plz?

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I know it's a really basic basic question but I'm stuck! -/

fierce tulip
plucky cosmos
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I will change dynamically via blueprint, based on what the player chooses

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The character is already with idle animation applied and working without problems ๐Ÿ™‚

worn peak
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how do i cast to a created widget

plucky cosmos
manic oak
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at the moment working for a private project, but it's almost close to be released, I used RL for face tracking and animation, if you want to share some useful tips, would be helpful.

potent bridge
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Man lighting has been driving me mad recently, does anyone know why the shadows get THIS dark?

serene birch
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do you have a skylight?

potent bridge
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I just figured that might have something to do with it. Yes I have one. Setting its intensity to 0.6 fixed a large part of it, any way to make smoother transitions though?

deep saddle
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Hi guys, what is the best option to share a plugin I bought on the marketplace for my team? I have plugins in project directory, it's shared with source control, but my teammates have a popup they should rebuild it, but it fails if they have no visual studio (but we can't install vs on every machine). What are we missing?

next badger
vernal dock
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does anyone know a rotation to get a cube to rotate on a corner like a top

next badger
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@deep saddle is it c++ project or bp?

vernal dock
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like a diamond like on a single corner

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all i need is xyz rotation

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idk why this is so difficult

frosty bloom
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Would be easier to just place the pivot on the location of the mesh you want to rotate around

plucky cosmos
frosty bloom
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Even a socket or scenecomponent would do, if you can't access blender or software of that sort

vernal dock
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yes but i need the rotation coords

frosty bloom
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GetWorldLocation, GetSocketRotation, I'm not completely sure what you're asking, sorry

vernal dock
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rotation coords just to get the cube on one corner and rotation like a dimond

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ill post a video

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nevermind i got it

frosty bloom
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So I got a math issue, I have a cube in my scene that I want a static camera to focus on.
The cube should always be fully visible, no matter what viewport Size or scale it starts off with. (Mobiles, iPads etc)

I have the Viewport Size/Scale and I also have the cubes Origin, Extent and VectorLength value,
but I can't for the life of me figure out the formula. (trying to change camera Z-Axis or potentially FoV)
Spent 2 days researching but can't find any solutions and my own tinkering haven't yielded any good results.

deep saddle
runic fern
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Goodday Guys
4.26.1 Source Release
After Successful Build its loading after 95% its just dissapearing and nothing show

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anyone have an idea

vernal dock
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is there a way to attach a socket of a static mesh to another socket?

runic fern
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or getting this error Assertion failed: NewOperatorInputA [File:I:/UE4 4.26/UnrealEngine-4.26.1-release/Engine/Source/Editor/BlueprintGraph/Private/K2Node_CommutativeAssociativeBinaryOperator.cpp] [Line: 293]

vernal dock
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is there a way to attach socket to socket like attaching actor to actor node

worn peak
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what should I plug on 'object' input pin when trying to cast to my widget

light thunder
light thunder
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so you would "get player controller" and when you do the cast, you are telling unreal - Hey, whatever we are currently using as the player controller, is it "BP_PlayerControllerWithMyHUD" on it? if so, get the Weclome from it

worn peak
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the player character im using its the ThirdPerson from the content pack

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but my widget has nothing to do with

light thunder
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where is your widget?

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Where does it get added to the screen?

worn peak
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on other simple cube bp

subtle bramble
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So I am building a world for a game and the player cant leave the city(I plan to make it quite large) so I want to put a wall around it, lorax style lol. So I have the wall made in blender and I can import it into UE and use it as spline mesh and it works fine but its just quite bland so I downloaded some pipe models and put them on the wall. It imports fine into UE but its the same layout for the walls and theres quite afew walls so I dont want it to be rinse repeat and all boring. Someone suggested greebling the walls and I tried with the pipes but it didnt work well. Im not sure if that is because the pipes bases wernt set correctly or what but I was wondering if there was another way to randomly generate the pipes onto the wall. The wall spans across most of the map so I dont think making one object would be viable. Any help would be great and any suggestions too. But keep in mind that the wall and pipes would most likely need seperate textures, thought they can be the same as its not something the player would be seeing that much. Thanks in advanced

worn peak
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so i have to cast to the bp the widget its created+add to viewport ?

light thunder
worn peak
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it stays

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its created when the level starts and persist till the level its changed

light thunder
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And when does that welcome thing happen like what are you trying to trigger?

worn peak
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trigger box when the thirdperson enters it

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the beginOverlap component event

light thunder
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Are you using this welcome widget any other place or just when that particular trigger box occurs?

light thunder
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So I would make an event on your trigger box blueprint where you actually create that widget and add it to the viewport

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And then on the trigger bp you make a new variable, instead of that variable being a Boolean or a float it is going to be the actual variable of your widget blueprint - and make it instance editable on the variable details

fierce tulip
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@subtle bramble you might want to ask the same thing on the official forums, maaaybe reddit as well so it wont get lost in random other discussions.
It is a good question, but people will need to crack some knuckles to write in detail what you can/could do.. so stuff like forums might be better suited for questions like that.

subtle bramble
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thats a good idea lol I dont know why I didnt do that to start. Thanks

light thunder
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@worn peak once you spawn the widget use the very variable from that same widget to start the event you want to run that exists on your widget

fierce tulip
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no worries, and good luck!
some procedural placement along the spline would really spice your work up :)

worn peak
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so its not possible to cast to a wdgt that its not created+add on a playerCharacter ?

light thunder
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Casting only checks to to see if something matches something else

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But it has to exist in the world somehow, it has to have been referenced and created

vernal dock
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Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x0000000000000000 does this mean i need an isvalid some where?

light thunder
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If you really want to get idea what I'm talking about just make an event tick that prints our, "I exist"would the name of that actor

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Sorry I'm trying to voice type it's all jacked up I'm on mobile

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But widgets will not run any of their functions until they have been created in the world, or if they are on some type of actor like a 3D widget and that actor is already in the world or has spawned at some point

steady zodiac
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I want to create some kind of sensor that detects all actors with the tag "enemy" in a radius. What is the best way to achieve that?

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like an AoE raycast

frosty bloom
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@steady zodiac SphereTrace would do the trick

steady zodiac
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๐Ÿ˜ฎ sounds exactly what I need, ty

next badger
# frosty bloom So I got a math issue, I have a cube in my scene that I want a static camera to ...

always keep in mind, that Camera Aspect ratio is based on Width, width goes first, then the height is calculated

  1. you can use component bounds sphere radius to get the desired size of any mesh
  2. then you can calculate distance from the mesh based on fov (diameter is base of trangle, fov is top angle, you need height of it)
  3. scale the distance based on height/width ratio (min(height/width,1.0), it cant be smaller than 1.0)
next badger
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@ember shadow you better not to test it on another character, it looks really scary

ember shadow
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i dont even know how i done it lol

next badger
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no constraints are set between bones

ember shadow
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oh

next badger
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but mannequin is not stitched, this is why it looks okay

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stitched chars will turn in to spaghetti

ember shadow
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hahaha

next badger
#

A documentary/short fictional story about the Unreal Engine Mannequins.

โ˜… Ways to Support The Channel โ˜…
Patreon: https://www.patreon.com/JonBeardsell?fan_landing=true
Donate: https://www.paypal.com/donate?hosted_button_id=58TJRR8LZVZ6E

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โ–ถ Play video
frosty bloom
calm pollen
ember shadow
calm pollen
next badger
#

@calm pollen depends, no universal solution

calm pollen
next badger
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@calm pollen they are different, anchors define distances from the corners, in 2nd case you gave no dimensions

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it's hard to understand when you have no context, like stack of buttons, and you have no sub elements on the buttons

grave pollen
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The second one looks prettier

short flicker
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Hello! I have question in regards to live retargeting - is this channel the right place to ask?

fierce tulip
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@oblique linden work in progress stuff goes into #work-in-progress

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thanks!

oblique linden
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Whoops sorry!

light thunder
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So I wanted to make these a 6 lane hwy instead of 4 - I figured the simplest process would be to just examine the texture in blender and UV map the appropriate faces - but then I see this - I'm assuming the way this is being used there is some stretching going on - but I can't find anywhere in the material that has any UV settings - so it's hard for me to correlate where I need to start on this face to double those two lines

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this is being used as a spline mesh but that shouldn't matter AFAIK, because the mesh itself is most important

short flicker
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Is there known to be an issue with AnimationScaled retargeting? I've exported an animation for a rig, but when playing the animation on the rig (exactly the same as it was authored on) the hip-bone translation scales and character floats.

grim ore
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@light thunder the UV texture coords are what determine how the texture/material is going to fit on the mesh. Based on the fact it looks like that, with 4 lanes, you could try scaling the UV coords on the X so its got 6 lanes across. Its either 0.5 or 1.5 that you want in that direction (i can never remember which is larger or smaller). Based on what you said that should just "tile" it to 6 lanes. you would plug a texture coordinates node into that texture sample, or all of them if there are multiple textures, and set it

stiff verge
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this is the fix I found for my VR orientation issue. But it keeps applying the -90 rotation every time I launch the demo.. is there a way to just do it once?

grim ore
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what do you mean launch the demo? when does it do this

stiff verge
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when I click play

next badger
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@short flicker

Typically, you will want to use these settings for bipeds:

    Root Bone, IK Bones, weapon bones, and any kind of markers will use the Animation mode.

    The pelvis will use AnimationScaled so it sits at the right height and is still animated.

        Any other bone you want translation to be animated and retargeted should also use AnimationScaled. 

    All other bones will use Skeleton. They will use the static translation from the target skeleton. 
light thunder
grim ore
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well there has to be a multiplier or something in there somewhere I would assume. I dont know what the material looks like heh

stiff verge
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It makes sense since I trigger this command with Event BeginPlay.. that said.. what I don't understand is why it keeps rotating in 90 steps each time.. I assumed those values were cleared once I stop the playback

grim ore
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maybe he just picks apart the one texture and builds out the road

light thunder
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They are UV 1.0 on the parent material - but maybe this is his base, I'll try your idea

grim ore
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@stiff verge it should be cleared whenever the project stops yes

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does it eventually go in a circle or is it play once, fixed. play every other time, 90

light thunder
stiff verge
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if I play and stop 4 times it goes in a circle yeah

grim ore
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you cant, but you multiply it against a vector 2 and then paramaterize that

light thunder
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ah that's right, thank you

next badger
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@grim ore that is weird, it should not remember the rotation offset from the time before -_-

grim ore
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@stiff verge that is super weird..............

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yep I agree with you it shouldnt lol

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but then again his rotation is also off for some reason at start which is weird as well

stiff verge
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yeah I think it's because this is only a cheap fix.. I'm still sending controller commands where I should just set the orientation right

short flicker
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@next badger Thanks Alexey. This is the setup I'm currently using. The issue I'm facing now is that AnimationScaled doesn't seem to do what it's supposed to :\

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From documentation above:
"AnimationScaled - Bone translation comes from the animation data, but is scaled by the Skeleton's proportions. This is the ratio between the bone length of the Target Skeleton (the skeleton the animation is being played on), and the Source Skeleton (the skeleton the animation was authored for)."

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the bone length of exported target skeleton and source skeleton is the same, thus no scaling should commence. Yet it does for some weird reason.

stiff verge
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@grim ore that's why.. it doesn't set to this value, it keeps adding the value. so when I stop, it still keeps track of the value, it's not reset to 0.

grim ore
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yes but when the play in editor session is over the controller is destroyed

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or it should be

steady zodiac
ocean grove
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Texture Streaming Pool over Budget* is a hardware limitation, there's no settings I can adjust correct?

grim ore
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you can adjust it with a cvar, r.streamingpoolsize XXXX I beleive.

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doesnt mean you should but you can.

ocean grove
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I assume that it's drawing from vram, I'm already at 7/8 G sooo probably shouldnt.

rigid belfry
stiff verge
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hmmm I think the issue is that the HMD orientation works with the view.. but doesn't affect which direction I move in to.. it doesn't rotate the actor

grim ore
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@rigid belfry everything is world doing to be honest, but if you dont have all the time in the world yes. Also there are a few beginner courses on learn.unrealengine.com

rigid belfry
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it depends on what it goes over i suppose

grim ore
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well until you learn the engine and how it all works, jumping right into C++ might end up more frustrating to learn

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but if you want more C++ there is a partnership with gamedev.tv on the learn site with multiple C++ courses

next badger
#

Is anyone here knows how to show Unicode characters in Photoshop? I.e. the fallback fonts (if glyph not supported by the font), to show actual character, not square

steady zodiac
tardy basin
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Can you be more specific

steady zodiac
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In code I'd sometimes comment something out for debugging and testing purposes, I'm surprised I can't do that with blueprints

grim ore
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you "can" but its... not well documented

steady zodiac
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for example if I temporarily want to stop execution of print string

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I guess there is no other way than to break the exec line

stray tangle
next badger
steady zodiac
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ohh nice, I'll try that out

drifting spear
next badger
steady zodiac
#

exactly what I want ๐Ÿ‘

grim ore
steady zodiac
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I wonder why its disabled by default

sullen cloud
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Does/Will NANITE reduce Drawcalls?

next badger
#

@steady zodiac cause it's impure option

grim ore
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thats just another way of doing it, its not disabled by default

next badger
#

@grim ore well, w/o enabling it, it won;t be in the dropdown

grim ore
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the right click option yes, the actual option to disable or not is on by default just not bound

next badger
grim ore
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yes right there in the middle, disable nodes

next badger
#

@grim ore nono, i mean, development only

grim ore
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oh lol didnt see that

steady zodiac
grim ore
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yes there is

next badger
#

oh, cool

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well, they've should make it a toggle (cycle)

grim ore
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should have, didnt, we suffer lol

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but this is not covered very well so, to the youtubes!

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I actually didnt know about the experimental option checkbox

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I think the fact its 3 settings and not two is why it doesnt toggle, but cycling thru all 3 would be nice

lapis bronze
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Lmao i didnt even know you could 'comment out' or disable a BP node

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Ive always just put the execution line around one i wanted to 'disable'

grim ore
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they added it a few versions ago but it was hidden, most people dont know about it

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do what?

worn peak
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ops

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holdon

next badger
#

@worn peak you still neet to get some actors

grim ore
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awww you spoiled the punchline

worn peak
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now its right

grim ore
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so you want to convert nothing to something? magic!

worn peak
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i have the thirdPerson char and a bp that its just a mesh and a trigger box

next badger
#

i think he wants to get soma actors and check if they are npcs by cast

grim ore
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ok so you have a bp somewhere. where is it at, how does this blueprint know about it?

worn peak
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i create and add to viewport a widget on this bp triggerBox

grim ore
#

how does this blueprint here know that is the only one of that bp you want to talk to

worn peak
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when I press E i want to switch the index of the switcher on the widget

grim ore
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yep we gotcha

worn peak
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the image was from the thirdPersoChar

grim ore
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you have a thingy somewhere in your level that you want to interact with

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how does this blueprint here, the character, know about this thingy

lapis bronze
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if you have more than one NPC your code already doesnt work
its getting the first NPC everytime

grim ore
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i ask this because you have to know about the thingy to use the cast to node

lapis bronze
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I'd look into some more general BP tutorials my dude

worn peak
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when my ThirdPersonChar is inside the trigger box i want to switch the switcher index

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its already doing it

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but i want to 'rewrite' the blueprints to use cast instead of 'get all'

lapis bronze
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The code snippet you posted searches the entire world for NPCs, gets the first tone, and changes an integer on it

grim ore
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Cast takes A and treats it like B. Do you have an A?

worn peak
#

from my character its possible to cast to that BP_triger to acess his widget ?

grim ore
#

start at step 0 here, we know what you want we are trying to tell you what you want to know

next badger
grim ore
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thats a technicality if we cant get the A ๐Ÿ˜›

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your "get all actors of class" is getting your trigger for you. If you dont use that node, how will this character know about the trigger?

next badger
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@grim ore well, most people who know nothing about inheritance may struggle with it (but i agree, main issue is getting A)

grim ore
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casting doesnt "get stuff" for you, that object input on the left of the cast is the getting stuff

worn peak
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cast to its not for comunicate between BPs so ?

grim ore
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no its not

worn peak
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it works like in all programimg language so ?

grim ore
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casting is to treat A like B, saying this ANIMAL is actually a CAT

next badger
grim ore
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it definitely does not work like that in a programming language lol

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a cast is a "treat like"

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in your case using the get actor(s) of class node is fine if you want to just find it at runtime and you only have one. If not you can expose a variable at design time (assuming your character exists at design time). alternately find another way (if this is a trigger, use the overlap/hit events)

worn peak
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so using ThirdPersonChar event graph to cast to MyBpTrigger to try acess the widget that is created inside of it, its wrong

grim ore
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your character has to know about the trigger before it can cast to it (if it even needs to). CAST is not a magic bullet or node

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its not wrong, its not right. its one way of doing it but you still NEED to get access to that trigger actor in the world first

spare kernel
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I would look.at the blueprint communications tutorial

next badger
grim ore
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should be but its more fun to just randomly throw crap on a graph then get mad that you cant get casting to work because "what do I plug into object"

next badger
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hard one is part where people need to differentiate any BP_TANK in scene from this particular BP_TANK instance

spare kernel
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I understand that object orientated programming can be confusing. Its just hard to explain:p

grim ore
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then you yell at people in this channel because unreal is so hard you just want to get that one tank in the level why is it so hard unity makes this so much easier

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then someone tells you to use the level blueprint to "fix" the issue and then you end up using level blueprint

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then a week later when you cant get anything out of the level blueprint you get mad again you cant do what you want

spare kernel
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I never used or needed to use level blueprint

grim ore
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I think its a rite of passage for new users to learn the level blueprint the wrong way

gaunt abyss
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Only time I ever used it is to quickly run some test

grim ore
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also always using casting the wrong way

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and get all actors of class on tick

worn peak
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why the live of comunication on ue channel brings casting as a type of direct comunication ?

grim ore
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you use casting so you can communicate, you dont use casting to communicate

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coding is about semantics and precision and literal ; characters that can bring down nuclear silos

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also amazing debates over the { character and where it goes on a line

worn peak
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u said u got what i was trying to do earlier, do u suggest any other way to do it ?

grim ore
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first off, what is wrong with what you are doing now?

worn peak
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since all places say that the 'all get' node can be expensive

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it can be expensive

grim ore
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"can" be is the key word here

worn peak
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like

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if instead of one

grim ore
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if you are literally using it once when you press the key, its fine

worn peak
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i was using 30 triger boxes

grim ore
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ah....

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see thats the important thing to realize

steady zodiac
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When should I difference actors by object type instead of tag? I could make an object type "enemy" and assign actors to it, or tags

grim ore
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so at that point if you have 30 boxes, how do you know which box you need exactly?

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why do you want one specific box? what is important about this one?

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is this the one your player walked into? if so the box can tell the player "hey you walked into me" or the player can go "hey this is the box I walked into"

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@steady zodiac just depends on what you want to do and how you are doing it

worn peak
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each one would display a specific widgt

grim ore
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yes, what I said is how you know which trigger box you walked into.

steady zodiac
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I used to use tags for line tracing, but now I want to use the sphereoverlapactors, and it requires me to pass an object type

worn peak
#

theres other way to comunicate with each one instead of use the index of 'get all'

steady zodiac
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since I only want to get enemies, it's probably better to make an object type just for enemies

grim ore
#

there are overlap events on collision volumes/triggers. Those events have an actor variable that says "hey this is the actor I did something with". That actor would be cast to your whatever then you do whatever. in your case it would be more like "i overlapped something, let me save it to a variable for later" then when you press the key you go "hey the thingy I overlapped earlier, lets cast it to a trigger and if its a trigger lets do something with it"

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communicate might be the wrong word to use for this, communicate is the "act of talking to something else" and not the getting that something else to talk to. they are different

grave pollen
#

Holy shit the legend himself

grim ore
#

@steady zodiac the object type for that node could simply be pawn if you are trying to find your enemies. if you enemies are all one class then you can use the actor class filter to only find your enemies

grave pollen
#

I can hear your voice as I read your typing Matthew

steady zodiac
#

right now the enamy is not a pawn, just an actor blueprint. I guess the default object is "WorldDynamic"

grave pollen
#

Dun dun dun dun*intro music

grim ore
#

are they all one class? like BP_Enemy and such?

vernal dock
#

hey guys i am having an issue my game crashes during eos multiplayer testing and i checked the crash logs but it doesnt tell me where exactly it is happening inside the blueprints

#

any good tutorials on how to debug crashes or read the crash logs?

steady zodiac
#

I made an abstract BP called "BP_GenericEnemy" of type actor, all enemies should inherit from this BP

grim ore
#

there ya go, use that as the actor class to filter by then ๐Ÿ™‚

steady zodiac
#

Hmm for SphereOverlapActors I need an object type though

grim ore
#

yep set it to that type

#

thats the collision/physics channel on the item

#

since well you need some collision for a trace to work and all

steady zodiac
#

ahhh

grim ore
#

think of that as a basic filter, then the other one as a fine tuned filter

#

you could definitely make the trace faster by making your own object channel if you want tho ๐Ÿ™‚

steady zodiac
#

Do you think it makes sense to create your own object type for "enemies", or just use the worlddynamic object type? I only want to detect enemies, so I have to further filter hits out after detection when I use worlddynamic

#

yeahh

grim ore
#

in the end it wont matter, both will work, however It probably cant hurt

#

its just more work creating the channel and making sure its set up right but in the end sure. Channel for player, one for enemies, one for maybe projectiles, etc.

lyric timber
#

@grim ore how did you get apex destruction to work in 4.26?

steady zodiac
#

Got it. I try not to overuse it

lyric timber
#

im having issues trying to roll my project back to 4.25

grim ore
#

@lyric timber turned it on, set up some settings in the destructible mesh I created (right clicked a cube and created it), then set up settings like a low amount of damage threshold on it and that impacts did more damage then that and then just dropped it in the world with physics on

light thunder
grim ore
#

the ui is a bit weird, it doesnt seem to show fracture properly all the time in the editor, but it worked

lyric timber
#

hmm

plush yew
light thunder
#

@grim ore Do you know if there is a way to place foliage and control the YAW direction? I can 'unrandomize it" but I can't change it to what I want - EDIT _ I was able to get it to work halfway not the other way

#

Have a few hundred cars to paint on this landscape as background - don't feel like manually selecting all to rotate 90 degrees but I guess I could select a bunch and rotate them by the same amount?

elfin sierra
#

hello folks, need short help Please. does anyone know how to add wind into Level Sequencer in Unreal Engine ? Need wind for a clip but its not working in Cinematic mode, only in Game mode ?!

light thunder
grim ore
#

@light thunder I had never tried to rotate foliage before, but yeah I think its what you want. what you are doing

light thunder
#

is there a way to do it in mass?

#

there's only transfer settings in the details of the landscape - I have the gizmo but no way to manually enter things in that I can see

grim ore
#

looks like you can go into foliage, then select all, then select, then rotate?

#

unless I am confused which happens

light thunder
#

I can rotate it manually when I do that but I can't enter in a value like a details panel

grim ore
#

ugh... yeah

light thunder
#

it's weird...some of them place nicely seemingly along with the landscape spline normals - others don't

#

guess it's the world origin of the static mesh the foliage was built on?

steady zodiac
#

If I leave the input open, will it set the variable to NULL, or initialize an empty array?

grim ore
#

its not ideal but you can set custom custom rotation values and then snap to those

light thunder
#

where

grim ore
light thunder
#

ah, didn't know you could use that for foliage placement, thank you

grim ore
#

honestly, there is also the division of 360 right under that. just replace those with your custom lol

spare kernel
#

@steady zodiac that will empty it, tho i recommend using EnemiesNearby->Clear

grim ore
#

or I guess add more as well, its an arraaaaay

light thunder
grim ore
#

ah

deep viper
#

I properly mapped my D-Pad input into Action mappings. I set up my Controller BP as the Controller. 5 Minutes ago the game detected the input I set up just fine. The game still detects the input for pressing face buttons ( button A e.g.), but now the game no longer detects any D-Pad input (pressing D-Pad buttons do not trigger the print string debug node).

I double checked the action mappings for the D-Pad. I restarted the editor.

Am I missing any other possible vectors that might intercept my input? The Controller not being setup/reached is unlikely since the game still detects face button presses.

light thunder
#

So it's working better but half the time it's the wrong direction - I suspect it's maybe the normals or when a new face is on that spline - can you recommend a visualization mode that will help me find that?

deep viper
#

I found it. I have a Gamepad with a button that inverts my D-Pad with the thumbstick. Sigh, it was not an engine issue. Input still works as I would expect it.

daring sequoia
#

When ever i launch on my quest 2 from unreal engine it just crashes emediatly on the headset

grim ore
#

use the adb log to see why

daring sequoia
#

Where do i see that?

#

It does say on the screen

#

Lighting needs to be rebuilt 1 unbuild object

#

But idk how to fix that

grim ore
#

thats not crashing if it says that

daring sequoia
#

Ah

grim ore
#

and adb log is connecting right to the device and reading the log from it. do you just see a black screen is the issue?

daring sequoia
#

No i launch it and just goes crashes

#

Like in the headset

#

The first time i did it it worked

light thunder
grim ore
#

yeah those are the ones you can change in the editor

grim ore
#

your quest is an android device, that was for you

daring sequoia
#

Ah okay thanks

#

@grim ore i checked your link but i dont know how to open the adp

inland aurora
#

how can I find what number between 0 to 1 x is where 0 is min-distance and 1 is max-distance

worn granite
#

1: #blueprint
2: You want to map it to that range, there's a node for it

inland aurora
#

and x is Current Distance uwu

grim ore
#

@daring sequoia its an executable file, you would open a command prompt in windows and type it in

#

theres more info on how to do that in general out there

light thunder
#

@grim ore getting there, thanks again for the other day with the random instance help

grim ore
#

Sloooooooooooooooooooooooooooooooooowly but surely

light thunder
knotty heron
#

people are saying multiply the deltaseconds with a velocity but i dont have one right?

grim ore
#

so for a timeline, its pretty much framerate independent, the output will come out based on the time

#

your issue is your not using a start and end that is fixed over that time

#

your updating your angle, then adjusting that angle in the next frame based on the current value not a set value

#

if you were to use say a lerp node and have a starting and ending value and then lerped it over a fixed time it would be the same X -> Y over that time

#

low FPS, still gonna go thru the X to Y over the same time. same with high fps

deep viper
#

I'm trying to toggle the "SizeToContent" boolean from BP, but I can only acces the "Get" node of that variable? Is this by design?

knotty heron
#

@grim ore I cant really say a fixed value tho because i wanna be able to turn it multiple times in the same direction

grim ore
#

well isnt this just taking the current and subtracting every time it runs?

#

so your going from say 100 at the start to 50 at the end?

knotty heron
#

Yes but everytime i click it goes down by a certain number

grim ore
#

@deep viper look for the Auto Size node

#

your timeline does an update as it runs, every time it runs its going from one point to another.

#

is that not what it should be doing?

knotty heron
#

No yeah thats it

grim ore
#

and when it runs is it not supposed to go a fixed distance?

#

like you have it going down 1.54 every update I assume you want when it runs to go from where it is now to another value

knotty heron
#

I mean the fixed distance would be 1,54 to the right

grim ore
#

so you want it to be 1.54 total or every time it updates?

knotty heron
#

every time i run it it should move 1.54

grim ore
#

so click , over X time change value from current to current - 1.54

knotty heron
#

but when Im at low FPS it ends up not even half way there

grim ore
#

yep use a lerp node.

#

and use a float track on the timeline that goes from 0 to 1 over your time that you want

#

plug that float track into the lerp for the alpha.

#

before you run the timeline store the current angle so you can use it later. Plug that current angle into the A on the lerp. plug that current angle - 1.54 into the B on the lerp. set the output of the lerp into the set angle node

#

this will say "over X time i want to go from the current to the current - 1.54"

#

if you have low fps, it still has a start and end which is what you want and it will "stutter" to get there but it will get there. high fps will get there much smoother (more updates, smaller steps, smoother look)

knotty heron
#

i got the timeline on 0 to 1

grim ore
#

nope

#

that gets the curent render transform every update

#

you want to store the current BEFORE you start this and use that saved variable for the A

#

lerp is A -> B. not current -> B

#

A should be fixed is the key

knotty heron
#

but after subtracting 1.54 it wouldnt be the fixed value anymore

grim ore
#

your never changing the starting value, its always the same you set it before you start this timeline

#

simply subtracting it while the timeline is running and plugging it into A is temporary for that operation, its never being set again just 'hey whats A - 1.54'

plush yew
#

Could someone explain me in a easy way how ue5 can have so much triangles? Is that thing fake?

fringe pivot
#

You guys checked MetaHumans already?
Pretty amazing shit.

plush yew
jaunty zinc
#

the free sample is

fringe pivot
#

I don't think so

plush yew
#

Oh

jaunty zinc
#

includes two models, worth a check

#

pretty sure the full release would be that character creation we've seen in the video

plush yew
#

Yea I hope it isnโ€™t too much expensive

jaunty zinc
#

if you don't have anything professional you could use Apple ARKit

jaunty zinc
fringe pivot
#

I'm expecting it to be free as long as you use it with the engine

jaunty zinc
#

hope it will!

plush yew
#

If itโ€™s free you can create amazing things with megascans

fringe pivot
#

At least some basic version

plush yew
#

And that creator

knotty heron
#

@hollow plank I think I get it. You mean the value 0 in the timeline is my first starting point and then i go step by step towards the value 1?

jaunty zinc
#

it's really cool they release it to the public and don't keep it for themselves

grim ore
jaunty zinc
#

oh that's awesome!

plush yew
knotty heron
#

should i just subtract from the float track instead of the current angle then?

plush yew
#

I consider 10k already a victory so 1MLN... no problem

grim ore
#

I think your missing how the lerp works

jaunty zinc
#

is the 5% royalty a plus for using ue or is it overall?

grim ore
#

lerp is "hey whats the percent between a and b"

fringe pivot
#

I just hope it include a way creators can share or at least sell clothes

#

That would be the shit

grim ore
#

so if the lerp A is start and the lerp B is finish and the percent is 50 you get the middle of your A to B

maiden socket
# grim ore

Honestly, Unreal Engine is doing so much for the free side of things

#

I luv it

knotty heron
#

I mean it should go from 0 to -1.5 and then from -1.5 to -3 etc

grim ore
#

so if your start for your render transform is A and the end (your goal , your start minus your 1.54) is B then the alpha/percent is driven by the timeline and it will be from 0 to 1 over your time

maiden socket
#

I saw more videos as UE4 for rt mograph and it has lot of potential

plush yew
#

How do I make the AA better? For example in R6 I can choose between TAA , TAA x2 , TAA x4. How do add the x2 and the x4?

jaunty zinc
#

pretty sure the AA, as well as the other graphic options are already set on max

#

correct me if I'm wrong

knotty heron
#

@grim ore Yeah i get that so far but why should i not take the current value for A if i want it to take the point where it ended in the last run and go from there to another -1.5

grim ore
#

@knotty heron no it wont do that because a lerp is a percent from a to b, and you never change a or b

#

once your timeline is done yes the next time you run it, the code before that gets the current transform and sets it as the new start

#

so yes every click will move it your value over time

knotty heron
#

But now if Im trying to reproduce stutter by pressing f11 its still giving me varying results

#

cause going fullscreen in PIE is kinda laggy

solid gyro
#

Is it possible for the display of a 3D object to be modified in 2D as if in a compositor or Photoshop (stretch, filters, etc) ?

deep viper
#

Do UserWidgets* Inherit the Desired Size from their Root Child? I have a widget with 256x256 size box reporting a desired size of 0x0 (through blueprints).

next badger
#

@knotty heron F11 is not available in packaged game

#

@grim ore well, you can't deny, porn industry will try to use that stuff

#

@solid gyro what is a display of a 3d object?

knotty heron
#

@next badger So its also not valid in the standalone sim?

next badger
#

@knotty heron f11 is the Editor feature

#

to change modes in standalone/packaged game, you need to use CVARS

#

execute console command

knotty heron
#

Nice then i think it works now

next badger
#

many things are purely editor, so, try to package game at least once, before it's too late (ue4 editor code can't be packaged)

knotty heron
#

Wait what do you mean before it's too late?

#

Wouldn't i need to package it again when its done anyways

next badger
#

there were few people who were not aware they can't use editor code in the game ;_;

inland aurora
#

who is not aware exactly

#

?

next badger
#

hm, i think it was the c++ channel

knotty heron
#

Oh you mean to make sure if everything works

inland aurora
#

no

next badger
#

most of the people who use fancy ue4 editor code are there

inland aurora
#

no

knotty heron
#

i should package

deep viper
#

Oh. In order for GetDesiredSize to work properly I had to ForceLayoutPrePass on the Widget whose slot I wanted to get the size of...not the widget I created the widget in. (I need to think more often).

EDIT: Never mind, it didn't work. GetDesiredSize doesn't work. This is one those things I'll figure out tomorrow at earliest.

ivory stag
solid gyro
#

@next badger I'm completely new to UE4. I want the display of a character or other 3D asset to be stretched or distorted like a 2D effect in Photoshop. This is a special effect applied to some objects in the game/simulation. Is this possible?

karmic mountain
#

hi

karmic mountain
#

there is some proble occuring with glass refrections can any buddy tell how to resolve it

ivory stag
next badger
#

@solid gyro "display of a character " is just a mistranslation to English? if so...you want to deform a mesh like a 2d object? it may be possibly using world position offset in shader

#

but it's a complicated matter

stiff verge
#

so my thing runs alright but I was naive to think I could package it easily..
I get a few errors including: ERROR: Unable to determine module type for A:\Unreal\VRTemplate_4.19\VR_Template\Source\Portals\Portals.Build.cs

#

do I have to edit the file to specify a module type?

#

what's a module type?

tribal knoll
#

hello there
didn't know where to put this so forgive me if it's a wrong place for it
i'm a programmer but totally beginner in UE4 or gaming programming in general
want to start with a simple card game
is there any advises for references I can start with?
like videos, posts, articles, anything would be appreciated

thanks in advance

solid gyro
#

@next badger Thanks. I'm actually not mistranslating to English. The problem isn't language. It is inexperience with UE4. I'm familiar with non-realtime renders like Blender and Maya. I'd expect to have to render the 3D scene to an image file so each object was on a separate layer. Then load the file into a compositor and apply 2D effects like distortion and rotation just to certain layers. I would not distort the 3D mesh. I would distort the object after rendering, when it is a 2D image. Then I would composite everything together into a single frame. My question is: could I do something like that in Unreal Engine in realtime?

next badger
#

@solid gyro i see, so you literally want to transform the rendered image of a character
it is possible by using render targets, but its not advised for game/realtime rendering, as render targets rendered at the same time as the main image, so you spend part of the time doing that, that will decrease the time you have to render the rest of the scene

devout gulch
stiff verge
#

okay I just tested packaging the default vr template.. when I launch the .exe, the headset doesn't work. What am I missing?
I'm looking for tutorials on how to package for VR.. can't find much so far

plush yew
#

Can I reference all actors of level ? If yes how do I do it in BPs?

next badger
#

@plush yew it means ALL the objects in level...as each object in the level is actor

median vortex
#

how does a 216kb texture get cooked and become an 8mb file

fierce tulip
#

depends on many factors

next badger
#

@median vortex it says 216Kb in ue4 ?

median vortex
#

yea

#

I press audit asset, says 216 kb

#

i look at uncooked files, it's normally sized.

#

cook it, magically it is bigger.

next badger
#

@median vortex disc size or memory size?

median vortex
#

disc

next badger
#

@median vortex well, it's not game ready texture size

#

each mip adds size, each platform adds size

stiff verge
#

a specific effect relying on blueprints in an actor is gone now that I packaged the project. I'm trying to troubleshoot why

#

any idea?

#

It relies on a plugin that is part of the project

next badger
#

@stiff verge was it using editor logic? debug logic?

stiff verge
#

not sure what that means

#

(but thanks, it's a thing I can look into!)

median vortex
#

ah think I understand, thanks

naive reef
#

Guys, when i play my level it start lag, what can I do?

stiff verge
#

@next badger the actor that doesn't work wasn't part of the content directory (it was imported from a plugin directory) But I was still able to play it in the editor

#

maybe that's why?

#

nope. same issue

median hound
#

the minecraft cart track does that use splines or what does it use to move

inner vine
#

No, Minecraft handles each rail segment separately rather than treating it as one long track.

rigid belfry
#

whats the difference between macros and functions?

inner vine
#

If you want more smooth motion in a more realistic setting then you'd probably want to use splines for rails though, Minecraft's method only works well in a grid-based setup.

median hound
#

so a mini spline created for 1 track? then the splines connect or do they just not use splines

inner vine
#

They just don't use splines.

median hound
#

thx

next badger
#

@stiff verge maybe it references somethign that is still in the plugins folder

#

@stiff verge you need to make sure that both the plugin logic, and all references assets are packaged

knotty heron
#

@next badger just tested it out and f11 seems to work in the packaged game

#

unrelated

next badger
#

@rigid belfry macroses are folders that hide the logic from view, but logic itself is on the graph, functions are separate entities, they have inputs and outputs

stiff verge
#

@next badger thanks. I actually couldn't make it work as a plugin, I'm importing the actor and blueprint in the project, everything is in the project folder. I'm not sure why it's not included when I package

next badger
#

@knotty heron hm, it should use another logic, i need to check what it does

#

yep, it's a binding

#

it's not the same as F11 in the editor

knotty heron
#

Oh huh

#

thats good to know thanks

modest agate
#

Excuse me

#

I have some issues with the save and load

rigid belfry
modest agate
#

When I click on load, it loads on the first level despite having saved on the second level, I know that I put Open Level the first level, but I would like to know hot to load the exact level on the exact location I saved, thank you very much

rocky ridge
#

Is there a way to set the default resolution for the game before building it?

fluid shale
#

Hi I'm completely new and have never used unreal before. And I'm interested in what unreal can do. I have a background in SFM and Blinder. And I Im interested is starting to learn unreal. But I was wondering is it possible to rip assets from another game and use them in unreal like say riping the yennifer textures and using them in unreal? Is that possible? Sorry if that is a stupid question but I was just wondering. As I said I'm very new to unreal and I'm still in the process of understanding it.

exotic thicket
#

It's not really a question of whether unreal can do something but more of whether you can find a tool that can rip the assets and export into a reasonable format

#

(also copyrights blah blah etc.)

past eagle
#

Hey guys, I'm assuming making a Boss would be pretty much the same as making any normal enemy coding-wise, right? I want to make sure i'm looking up the right stuff haha

exotic thicket
#

Correct

past eagle
#

great, now i've just gotta find good tutorials to show me where to even start haha

past eagle
past eagle
rocky ridge
#

Yea, I'd like the game to start at 720p/whatever window by default

past eagle
#

I have a feeling that would either be like, Project settings
or the "maximum quality / scalable" setting

i'm pretty new as well so i'm not exactly sure haha

#

might be a good start to look there though

rocky ridge
#

I've scoured those as well but no luck ๐Ÿ˜„ oh well, whoever ends up trying this game out will just have to bear with it going full res by default

past eagle
#

xD i'm sure there's a way to do it

#

packaging settings? I have no clue

rigid belfry
#

why do you want to set the resolution yourself?

elfin sierra
#

hello Sir can you help me how to add wind in my cinematic scene ? its only blowing when i hit play, but when i start recording its not acting. what do i miss out ? i have my wind source actor in my cinemativ level sequencer but it dosent change anything. thanks

#

i want to record a Flagg but Wind is not coming in LeveL Sequencer. ciao

astral sundial
#

HELP! i turned on a setting in project setting enable virtual texture support. i had to restart project. but now it wont open stuck a 45% and using 100% cpu. How can I fix this like change project setting back without opening project?

frail vale
#

why my map sway back n forth like a boat now in 4.26? way to fix?

stiff verge
#

@frail vale VR?

frail vale
#

nope

#

im guessing is has to do with the new water system in 4.26, but ive not turned anything special on or anything.

rocky ridge
#

So, is there something wrong with the default unrealengine .gitignore on github, or why does is my project completely fucked when I pull the raw project? It starts up in some random scene included in the startedcontent(which I have actually manually deleted), and the few objects I have in my scene appear completely dark, despite seemingly having the proper materials

grim ore
#

@astral sundial if you havenโ€™t figured it out yet you just wait.

sterile tulip
#

do you need to have a company to publish on steam a game

#

or can you do it as a private person without having a company

grim ore
#

@rocky ridge Iโ€™ve never had an issue with it personally. The default one does ignore all saved so you need to edit or remove that.

gleaming creek
#

I seem to recall it being said that Steam will accept individuals, but the other stores (GOG, at least, probably Epic) want a company

#

You may want to set up a company anyway, depending on your location

#

(I have not published anything, so others would know more detail)

inner vine
#

If you're planning to sell the game then you need a company regardless in most places to be able to properly file income and taxses

sterile tulip
#

In my country you pay monthly if you have a company active

#

so if I can release something without owning one, I would save some bucks

rocky ridge
#

adding the map's builddata.uasset seemingly fixes this.... just how

#

is that meant to be ignored for map files anyway?

tardy basin
#

Are the mods aware that we can't even view the rules channel

#

Nvm

grim ore
#

@rocky ridge itโ€™s ignored due to size. Itโ€™s like the files in the intermediate folder and can be regenerated so by default itโ€™s ignored.

sterile tulip
#

In some countries you dont need to start a company immediately, sometimes you have a limit of income which you can have without having to pay tax or having a company

#

@inner vine

gleaming creek
#

You can also be a sole trader, which means filing a personal tax return. It depends from country to country, and I'd recommended checking your country's citizen's information website

vernal matrix
#

has anyone experimented with the hair system in unreal?

gleaming creek
#

and/or consulting an accountant

mellow arch
#

Hey there, I'm having an issue with levels and sublevels (not sure if this is the right chat to post about this). I have a level with a few sublevels in it for sound, geography, audio, etc. that I want to duplicate. I'd like for the content to remain but I don't want the new level to retain the links to the sublevels since this would mess with the original level. Does anyone know if there is a way to do this?

ancient lotus
#

what

plush yew
#

I need the clock to work

ancient lotus
#

oh. why dont you just use the font thats used in the image? then you can easily alter the clock by using an FString and changing the time based on whatever your using to keep track of time. is this just displayed on the HUD or is it on an object?

plush yew
#

I don't need the font just can use the default one in unreal

ancient lotus
#

then ignore the first step above

plush yew
#

so I will go with 20 hours and 15 minutes

ancient lotus
#

what do you mean

plush yew
#

I needed to decided how long my day is right?

ancient lotus
#

well whatever your trying to do, you just need to figure out what time it will be and simply change the string that your using

plush yew
#

can I get the nodes I need to use?

#

I need a reference photo

stiff verge
#

Is there a way to have some meshes only visible based on a matte?

#

That matte could be a material on some other geometry?

flint rover
#

Oh wait this is the correct server

ancient lotus
#

@plush yew create a widget, place a TextBlock in it, fill that text box with whatever info you want like like 7:00 AM bla bla bla. add this widget to your viewport, when the time changes simply change the text of the TextBlock to print what time it is

marsh swallow
#

anyone have any luck line tracing to the new UE4 Water bodies?

#

There doesnt seem to be any collision channels setup in it. Just something called CollisionProfileName

coarse turtle
maiden fog
#

Anyone know a way to set up trigger events that can work with ifttt? In any way, shape or form is that possible?

grim ore
#

@coarse turtle that is normally due to a module not knowing about a required module

#

like if i was to try and use UMG in C++ and not tell it i need the UMG module that would happen, I dont know what project that is or any other info but I would start there

spare kernel
#

Output log helps a lot more than error log also

plush yew
#

How to i create a wallrun system??

maiden fog
plush yew
grim ore
#

your asking how to implement a feature to your game, no one here is going to tell you how to do that

#

there are quite a few tutorials out there to show you how to do that, this is for general chat and help not making something for you

plush yew
#

sorry

#

I'm not asking for someone to make something for me

#

I am new to unreal engine

#

I am just simply making a rpg

grim ore
#

that wasnt directed at you, but it could apply to you as well

plush yew
#

sorry Matthew

#

just paranoid

grim ore
#

dont have to be sorry, theres a few places out there that have your info I just googled and got it. for the most part this isnt exposed to pure blueprints as saving files is not part of blueprints

plush yew
#

would it be okay if I ask what an fstring is?

#

I mean I am googling it

grim ore
#

you can ask whatever you want heh

spare kernel
#

@plush yew please make yourself familiar with rule number 2 #rules.

#

@plush yew don't ask to ask just ask ๐Ÿ˜›

#

FString is just like std::string. Its just UE4's version of it.

plush yew
#

you know Matt my stepfather told me to learn unreal engine and I have came across some of your tutorials

#

very helpful

plush yew
#

Well I just found the Blueprint code for wallrunning and it crashed and it did not save soo ima just do it all over again lmao

#

lol am watching this tutorial on display world time and I am confused because it says to use a event tick and sequence node and it's hooked up to a battery drain when mine isn't

#

is there a way that I don't need battery drain because that won't be a thing in my game

grim ore
#

what is battery drain? and if you dont need it probably not

plush yew
#

nvm I already commented on it 4 months ago apparently lol

frail portal
#

im gonna try it again

#

i was told that the github method i was linked will take 2 weeks by a team of engineers

novel rover
#

I'm seeing people say that they use mopub instead of admob for mobile ads
does anyone here know how to set it up?
there is an sdk where you integrate it with android studio but I'm struggling to understand how it would know when ads are called in the engine

frail portal
#

but im one man and it took the person a few hours to a day depending on cpu speed

#

(ue4 html5)

grim ore
#

to compile a project to HTML5?

#

i mean if its that important and you dont need anything new you can always use an older version when it was integrated into the engine

frail portal
#

how do i downgrade then lol

grim ore
#

your engine or your project?

frail portal
#

cuz if i can downgrade im sure i would've just done that

#

my project, i was told ue4 isn't forwards compatibile

grim ore
#

yeah you cant get your project down

frail portal
#

that's why im doing the github method sadly

#

i just hope it works

#

because im told the method im doing takes engineers 2 weeks to do

#

when the tutorial took the guy a few hours

grim ore
#

what method are you doing?

#

at this point the official plugin seems to have stopped at .24 so if you are going to try and forward port the code and dont know how to do it I would be worried

frail portal
#

im doing the github method

#

the one epic links to their official github

grim ore
#

yes which stops at .24 unless I am mistaken

frail portal
#

and im doing this method

#

because it stops at .24

#

so im hoping it succeeds this time bc im following the error i originally got and editing the files

grim ore
#

what method....

#

do you mean just building a version of the engine based on .24 that has support for HTML5?

#

that shouldnt take long, couple hours at most if your on a slow machine. Making this engine updated to work with a .26 project is an entirely larger pile of worms

frail portal
#

wym "what method" i posted a link above

frail portal
#

this method^

#

im using 4.24

grim ore
#

so your project is running in .24 right now?

frail portal
#

yes

#

so im trying to follow the github documentation

#

and all that

grim ore
#

ah, then you should be fine its just compiling another version of the engine

frail portal
#

yes my project is running in 4.24

#

i just screwed up by accident

grim ore
#

couple hours if you dont have a potato for a pc

frail portal
#

so im doing it again

#

im using a potato for a pc

#

so couple of days lmao

grim ore
#

if its that bad you wouldnt even be able to run ue4

#

8 core is about 35 40 minutes, quad core is about 2 hours.

frail portal
#

bad in comparision to an i7

grim ore
#

still going to be a set # of cores and compile in a certain time

frail portal
#

yeah

#

i did successfuly build ue4 from the method but screwed up so im doing it again

#

sorry if i sound mad btw

leaden dust
#

I am curious but is pfist the only admin in the server?

spare kernel
#

Yes

leaden dust
#

ah I see

spare kernel
#

Why ?

frail portal
#

nvm i failed

#

i will have to outsource this

#

wait

#

is it possible to convert android apk to html5?

grim ore
#

no

south ridge
# grim ore no

Amusingly, there is a slight "yes" to this answer, but not in a practical way he asks about haha

#

I was curious so I googled around, there are at least attempts at making HTML5 based android emulators haha

rain dome
#

Hi, i'm trying to understand how should i debug a custom event call from a Content Examples project, no success so far.
PlayerCharacter calling SetColor custom event but when i open BlueprintDebugger and pause it, it doesn't register the PlayerCharacter calling the SetColor event, only registers the event firing in the SliderBP where the SetColor implementation written. Moreover when i specifically select Player Character for it to appear in the BlueprintDebugger it doesn't register any activity from it whatsoever while it's obviously working because i can move and interact..

It's the very first ExapleProject Welcome room.

frail portal
runic narwhal
#

I accidentally turned on profiling stats using the console and I can't figure out how to turn it off. What's the console command? ๐Ÿ˜„

south ridge
runic narwhal
#

"stat game"

south ridge
#

Just type it again and it will turn it off

rain dome
#

lol

runic narwhal
#

lol thank you

#

sighs...

grim ore
#

@rain dome what are you trying to debug?

rain dome
grim ore
#

how are you pausing it? are you using breakpoints so it has a stack to check

plush yew
#

yes I got a working timer

#

if I could just add another zero

grim ore
#

you can probably format the string to do that

rain dome
#

I start ExampleProjectWelcome in PIE with a started Blueprint Debugger, point on a slider to fire the SetColor, then shift+f1, select BPDebugger, pause, but see only call in the Slider, no activity in PlayerCharacter

plush yew
#

may I share what I did?

rain dome
grim ore
#

I think you might be misunderstanding what should be there

#

that part at the top shows your watched variables

#

the execution flow at the bottom shows what is happening every frame

rain dome
grim ore
#

well where is the custom event being called?

#

so in this case I put a breakpoint on the set color inside of the slider blueprint, I put it on the part where it checks for true since thats what I care about. this is my call stack when it fires off

#

so it tells me the player characters main event graph called it, the event tick was the specific part that did

#

theres also the find in blueprints if you are trying to find who is calling what in a general way

#

this is why i set it where I did earlier btw, the set color in the slider is called every frame so if you just check the event itself you get this

rain dome
grim ore
#

its not you just arent catching it. if you expect it to be on the top its not going to. that top part are for watched variables

#

this is that exact spot from above, its showing it stopped on set color

#

the bp debugging tool is not as robust as say a normal IDE with a full stack trace but the basics are still there. You have to have it paused at the exact moment there are millions of things happening every second

rain dome
grim ore
#

the top part of the execution flow shows the current selected item (s) and the level and the watched variables in them

rain dome
grim ore
#

the execution trace shows execution

rain dome
#

Then why PLayerCharacter action ignored there?

#

No movement, not hover checks, no mouse clicks

grim ore
#

it doesnt theres just only so much that goes thru it and the log is only so long and things go in and out of scope all the time and stuff like that is not going thru this system

#

if your trying to have the engine show you everything that happens every frame it doesnt exist in there

#

I mean technically you could profile a frame and go thru that

rain dome
#

I mean it's created the moment you start

grim ore
#

it does, its definitely in the level

#

like here I set up a watch in the player character to watch a variable and now its part of the execution trace

#

I wouldnt rely on the bp debugger its not perfect, actual debugging in the blueprints using that system works better

forest jungle
#

donโ€™t mean to interrupt but how do i make an account system with saving progress and all that, iโ€™m not ready to make it 100% yet but does anyone have an info?

grim ore
#

same way you would make any account system pretty much. some database, some connection interface. how and what depends on what you are doing.

rain dome
# grim ore it does, its definitely in the level

It was exactly the issue as i said) The moment i deleted DefaultPlayerStart and put a BP_playerCharacter on the map while connecting Player0 controller - it's all in the execution trace now how it should have been rom the very beginning

grim ore
#

well the picture above is from the map with the default settings and player start so shrug

rain dome
rain dome
#

Like a/b testing profiling

grim ore
#

like how efficient it is? can check the execution trace for its start and end time but for the most part it shouldnt be an issue. There is unit testing in the engine as well

#

if you want exactness there is the built in profiler which could give you finer details

rain dome
dark furnace
plush yew
junior rock
#

hi,In landscape mode there is no sculpt options under my toolbar(no sculpt,erase,smooth etc...)how can i fix it?

wraith aspen
plush yew
#

@wraith aspen I can only look up and down

wraith aspen
#

Yeah... you need to connet Add Yaw Input after Horizontal Input

#

as apposed to Add Pitch Input

plush yew
#

Oh ok

median hound
#

in ue4 is Z considered up/down, Y is forward/back, X is left/right? or is Y up down

plush yew
#

Any animations for my game?

median hound
#

damn thanks i thought Z up was universal

grizzled axle
#

My editor slowly eats all the memory while it's focused. This rising stops when I hit play or the editor is on background. It never stops, it eats like 1mb a second and finally becomes unusable, like when I rmb on blueprints to open menus, they instantly close and I need to restart the editor. Any ideas how to start debugging this?

#

this map started at 1200 mb and its already over 3000, while I'm doing nothing

#

another person who is working on a same project, does not have this problem on same map

tardy basin
#

You might be somehow triggering a beginPlay for an actor that spawns actor repeatedly

grizzled axle
#

it was Navigation Testing Actors causing it, removed them and restarted and now all good

plush yew
#

How do I change the animation mesh to the mesh I want??

#

I imported punching animations and the animation's mesh are the mannequin and I want to change it to my boxer

plush yew
#

oh dude

#

dlss is now available as plugin

brisk nimbus
#

Quick question...is it possible to migrate content from 4.26 to 4.25?

#

I wanted to dissect the flakes shader from the meerkat demo, but when I migrate to a 4.25 project, nothing shows up.

wild goblet
#

I frantically entered this discord for help and im not sure if this is specifically where This should be asked so i apologize in advance but please I deleted my .uproject file and I can't recover it (Deleted by Perforce)

#

i dont know what to do is there any way of rebuilding the project?

fierce tulip
#

@brisk nimbus you cant

brisk nimbus
#

Dang. So Iยดll have to take screenshots and try to recreate it from scratch...

#

Thanks!

wild goblet
#

I have all my files just missing the .uproject file and im not sure how to recover it

fierce tulip
#

@wild goblet there should be multiple versions of that uproject on perforce.
if not, fire the person who messed that up :p
you can try just placing a random uproject there since it doesnt contain much info but nooooooo clue if that would work

hybrid sable
wild goblet
#

@fierce tulip idk what god sent you but thank you for this easy fix i feel like an idiot but im too grateful to care

fierce tulip
#

works?

wild goblet
#

yup!

oblique loom
#

still no info on when ue5 will be available for preview?

fierce tulip
honest vale
wild goblet
#

Yea using it as a student though for some reason we don't have access to the rollback functions

#

we only have undo

#

but whenever we try using undo it gives us a "Cannot be Executed due to change log being submitted" (along those lines)

#

(pretty useless eh?)

uneven mica
fluid viper
#

pro tip: datasmith makes an excelent CAD converter.. imported some x_t parasolids stuff, exported selected as FBX.. opens fine in Houdini.

haughty bear
oblique loom
#

awwww ๐Ÿ˜ฆ

#

i want to slap a ton of polys already

forest tree
steady zodiac
#

Anyone here used world creator before? When importing the height map to ue4, a terrain is generated without slopes. What's wrong?

forest tree
steady zodiac
#

PNG

forest tree
#

There's your problem

#

Use RAW

#

๐Ÿ˜„

#

PNG doesn't have the depth/precision for this

#

It's fine for your layer masks though

#

But not for the heightmap

steady zodiac
#

Ohh, I chose PNG because I thought it's supposed to be lossless

forest tree
#

Try raw though, it'll work fine

clever axle
#

I'm tinkering with sequencer and I'm wondering.. how can I make a material parameter collection go from 500 to 0 and then slowly to 100?

I created 3 keys but after the second key, the values jump back to initial (500) before lowering to 100

forest tree
#

This one

#

My screenshot is from world machine, but same principle holds true

steady zodiac
#

With the raw file format, it works perfectly fine. TY

#

Instead of exporting to PNG, I also tried the PNG16 file type export, and this one works too

forest tree
#

Neat, I've usually seen RAW recommended for the heightmap, and it's given me the least amount of problems. I think 16bit png worked generally, but also had artifacts in places

#

But if it works, it works, whichever gets the job done for you ๐Ÿ˜„

steady zodiac
#

Yeah I will use raw from now on

rigid belfry
#

is there a way to make variables for the character BP which i get from a datatable?

honest vale
#

yes

haughty bear
#

you create a structure then use it on your datatable and create a variable of that struct

honest vale
#

you use the datatable handle variable type

#

or datatable row handle

#

something like that

regal hollow
#

I'm trying to make a Colour changing material, something like a logitech or razer RGB in a material
is there any tutorials online? I can't find any

rigid belfry
#

pretty sure there is a time node in the material graph

#

you can use that to fade stuff

#

if not search "fade material ue4" on google

#

this only gives me the values of each individual integer. is there a way to get the actual names of each value inside the array?

#

say for example i name 1 skill "Jump" and the other "Swim". am i able to retrieve their names after i add them to an array?

spark badger
#

Make a string array and loop through that

regal hollow
#

tried that righy, couldn't figure it out, i made a rainbow texture in ps and used a time with a sine node instead ๐Ÿ˜„

plush yew
#

hey guys, when I create a new game, how do I create a "name your new world" like minecraft

regal hollow
#

can you be more specific plash??

plush yew
#

You know minecraft right?

rigid belfry
regal hollow
#

I don't sorry ๐Ÿ˜„

plush yew
#

But are you familiar with naming your project when your about to create the project??

regal hollow
#

you start and create a new project on the bottom right it asks you what to name it

#

if that's what you meaN

plush yew
#

Yes

#

Because the title is only the date

regal hollow
#

uno momento ๐Ÿ˜„

plush yew
#

Ok

rigid belfry
plush yew
#

No not that

rigid belfry
#

what was that node called to add more strings togheter?

regal hollow
#

this bit?

plush yew
#

Yes

regal hollow
#

ok so choose what start content you want (if you want any) on the left you choose the location of where you want to save the project and on the right is where you name the project

plush yew
#

Not that

#

Never mind

regal hollow
#

what bit sorry? I'm confused ๐Ÿ˜„

plush yew
#

Nah its ok

rigid belfry
#

if you want to rename the project you can do so by going on File(top left), project settings

plush yew
#

I know

#

Im just gonna ask Mojang

rigid belfry
#

i doubt a company is going to asnwer your question

#

but if i am getting this correctly

#

you want to create minecraft?

plush yew
#

No

#

I am kinda recreating it

#

But a copyright version

rigid belfry
#

yeah but i mean

#

have you ever created any other game?

plush yew
#

Yes

#

Well ive been a minecraft addict so why not I recreate minecraft buta copyright version

rigid belfry
#

to answer your question, its complicated. is this game going to be multiplayer or singleplayer?

plush yew
#

I already had a multiplayer project

rigid belfry
#

then it doesnt matter what the name of the world is

#

create a widget and thats it

#

store the variable in a save file somewhere and you're done

#

the real problem is, you know, making the actual game

plush yew
#

Ok

rigid belfry
#

thats like me asking "how do i name my NPC". what does it matter what hes called if i haven't even coded any AI yet

regal hollow
#

what games have you made before Plash?

plush yew
regal hollow
#

anything released?

plush yew
#

Nope

#

I was planning to release the multiplayer

regal hollow
#

so you've not had experience with pre-production, character implementation, sprints etc

#

do something smaller for a first project that could be released

regal hollow
#

I leanrt that the hard way ๐Ÿ˜„

plush yew
#

I also experienced respawning

regal hollow
#

put it this way, i've worked on at least 5 successful released games and I still wouldn't approach a recreation of something like minecraft on my own ๐Ÿ˜„

plush yew
#

Im creating the chunks now

rigid belfry
plush yew
#

I experienced doing the chunk thingy

regal hollow
#

๐Ÿ˜„

#

@rigid belfry what is it? chess?

plush yew
#

Im just gonna copy & paste the chunk loading stuff

rigid belfry
#

more like dodge random objects falling on your head

regal hollow
#

oh cool ๐Ÿ˜„

inner cloak
#

Hi, i just completed a tutorial on how to make a door BP, but the door does not want to activate ๐Ÿ˜ฆ

regal hollow
#

have you got an in game trigger darkbytepod?

plush yew
#

Wait let me find it

#

Also it took me 3 hours to do it and it is C++

inner cloak
#

Well, i am learning to improve my skills

#

I used a Collision Box

leaden dust
#

is there some resource with a dump of practice project ideas?

rigid belfry
# regal hollow oh cool ๐Ÿ˜„

it was kinda neat because i had custom points in the world i was putting into an array, and then with my arrow keys i would scroll up and down in the array. you see on the top left the numbers, those are the elements inside the array. i could've had X amount in the world if i wanted to

inner cloak
#

@plush yew im learning blueprints, not C++, but thanks for offering to help

inner cloak
#

Is there something i need to do for a box collision to trigger when my character enters it ?

leaden dust
#

@inner cloak yes check if the collider generates overlap events

#

give me a second I'll send a screenshot

inner cloak
leaden dust
#

1 sec

#

I need to open epic games launcher

inner cloak
#

Did you guys see the announcement about Metacharacters ?

leaden dust
#

you are trying to do the same thing as in the video

#

??

inner cloak
#

Yes, same as the video

leaden dust
#

So what is the problem you are having?

#

the collider is not detecting an overlap?

inner cloak
#

Exactly, seems not to detect the overlap

leaden dust
#

try a print string

#

and check if it is really not detecting it

desert widget
#

Hello

#

I need help regarding megascans can anyone come to voice chat?

leaden dust
#

try doing this and see if it prints

inner cloak
#

Oh, it printed the text i added

leaden dust
#

that means it is getting detected

#

and the overlap is firing

#

the problem must be somewhere else then

#

Is the entire door you are making a single actor?

inner cloak
#

Yes, single BP

leaden dust
#

give me a screenshot of the whole BP

inner cloak
#

here or private ?

leaden dust
#

as you wish

#

I have no problem with either

inner cloak
#

pasted already in here ๐Ÿ™‚

leaden dust
#

I don't see a problem yet

velvet magnet
#

wait so what's the problem, if it printed that it detected it then it detected it

leaden dust
#

nothing is happening when you press E?

inner cloak
#

no, nothing seems to happen .. well. the rotating anim is not doing anything

leaden dust
#

huh did you set up the timeline correctly?

inner cloak
#

lemme check

leaden dust
#

oh I see the problem

#

why are you taking keyboard input in an actor

#

can't believe it took me that long to figure it out

#

you can't take keyboard input in an actor

#

it will not fire

inner cloak
#

lol, well, that is what the tutorial is telling me to do

leaden dust
#

wait am I misinformed?