#ue4-general
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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.
There's a reason Unreal doesn't allow duplicates of certain events.
hmmm
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
Guys, when I launch the MetaHuman sample, my gpu crash
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?
check the pinned message in this channel @grand granite
thank you! @fierce tulip
good luck!
so im right about 'procedural foliage tool' is no more?
https://docs.unrealengine.com/en-US/BuildingWorlds/OpenWorldTools/ProceduralFoliage/QuickStart/index.html
How to set up and use the Procedural Foliage tool.
Hey quick question, can i box-deselect units?
Like if I select all assets on a sublevel then from a top down view deselect all the ones on one side...
Can you please teach me Unreal and C++?
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
Hello guys
I am new, someone can help me I have a few questions...
I would make a visual novel in Unreal, is it possible? Existing mod or something like that?
Does anyone has any idea how to setup this kind of Depth of Field? Been struggling a lot on it haha
:triangular_flag_on_post: Steven Explains#0842 received strike 1. As a result, they were muted for 10 minutes.
You're not wrong to ask but no, I didn't, but I'll try swapping out the > and < and just do the <
@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
Hello! Can I set the MIP draw range through the material?
it's called Tilt Shift DOF, you can find some guides on the web
I used this logic and it does not suit me, since textures are strobe at a distance
by strobe you mean aliasing flickering?
Yes
well, that is the whole purpose why MIPs exist, to eliminate this effect
MIPs and texture filtering
can I somehow change the MIP range in the material?
mip bias
that's when I start using it, I start strobing
well, there won't be difference between using mip bias and setting the mip distance (cause it will set the mip bias)
MIP level is just changing the texture subset inside it
you can try using different algorithm for generating the mips inside the texture settings
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.
I can't see anything on the video. I can see flickering on the fences. Ask the same question on the #graphics
are you making texture sharper at long distance by making the engine use a higher definition mip level?
senk)
I increased the MIPBias range using and this fixes the problem, but a new problem appears
I solved with texture mask ๐ Thank you!
@plucky cosmos by using a masked shader?
Hey you guys! How do I make a point light flicker as if it were a dodgy strret lamp? THX! ๐
Anyone help me plz?
I know it's a really basic basic question but I'm stuck! -/
No, texture mask in Opacity Mask
I will change dynamically via blueprint, based on what the player chooses
The character is already with idle animation applied and working without problems ๐
how do i cast to a created widget
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.
Man lighting has been driving me mad recently, does anyone know why the shadows get THIS dark?
do you have a skylight?
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?
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?
thats a masked shader (keep in mind, masked it more expensive than surface, not as expensive as translucent ofc)
does anyone know a rotation to get a cube to rotate on a corner like a top
@deep saddle is it c++ project or bp?
like a diamond like on a single corner
all i need is xyz rotation
idk why this is so difficult
Would be easier to just place the pivot on the location of the mesh you want to rotate around
Thanks for the tip, part of the challenge for a job I'm trying to take as "unreal generalist developer" I have a solver via material!
Even a socket or scenecomponent would do, if you can't access blender or software of that sort
yes but i need the rotation coords
GetWorldLocation, GetSocketRotation, I'm not completely sure what you're asking, sorry
rotation coords just to get the cube on one corner and rotation like a dimond
ill post a video
nevermind i got it
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.
@next badger bp
Goodday Guys
4.26.1 Source Release
After Successful Build its loading after 95% its just dissapearing and nothing show
anyone have an idea
is there a way to attach a socket of a static mesh to another socket?
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]
is there a way to attach socket to socket like attaching actor to actor node
@plucky cosmos didnt worked
what should I plug on 'object' input pin when trying to cast to my widget
You should be able to do if via components, get a component of an actor I think, something along those lines
You have to cast to the blueprint you are using for your player controller, wherever BP has that HUD on it
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
the player character im using its the ThirdPerson from the content pack
but my widget has nothing to do with
on other simple cube bp
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
so i have to cast to the bp the widget its created+add to viewport ?
does that cube ever get delete or change during runtime? or is it loaded one and stays
And when does that welcome thing happen like what are you trying to trigger?
Are you using this welcome widget any other place or just when that particular trigger box occurs?
only there
So I would make an event on your trigger box blueprint where you actually create that widget and add it to the viewport
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
@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.
thats a good idea lol I dont know why I didnt do that to start. Thanks
@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
no worries, and good luck!
some procedural placement along the spline would really spice your work up :)
so its not possible to cast to a wdgt that its not created+add on a playerCharacter ?
Casting only checks to to see if something matches something else
But it has to exist in the world somehow, it has to have been referenced and created
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x0000000000000000 does this mean i need an isvalid some where?
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
Sorry I'm trying to voice type it's all jacked up I'm on mobile
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
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?
like an AoE raycast
@steady zodiac SphereTrace would do the trick
๐ฎ sounds exactly what I need, ty
always keep in mind, that Camera Aspect ratio is based on Width, width goes first, then the height is calculated
- you can use component bounds sphere radius to get the desired size of any mesh
- 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)
- scale the distance based on height/width ratio (min(height/width,1.0), it cant be smaller than 1.0)
@ember shadow you better not to test it on another character, it looks really scary
i dont even know how i done it lol
no constraints are set between bones
oh
but mannequin is not stitched, this is why it looks okay
stitched chars will turn in to spaghetti
hahaha
@ember shadow reminds me https://www.youtube.com/watch?v=OJypDBnqpZU
A documentary/short fictional story about the Unreal Engine Mannequins.
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I appreciate the info, I didn't think about the width before height calculation but it makes a lot of sense.
Currently trying to digest 2 & 3, math is not my strong suit.
Thank you for the help, this should get me rolling!
when anchoring buttons, is it better to do it like this?
LOL ive seen that before. its amazing
or this
@calm pollen depends, no universal solution
oh ok, they both do the same thing though right, i just dont want to take any chances lol
@calm pollen they are different, anchors define distances from the corners, in 2nd case you gave no dimensions
it's hard to understand when you have no context, like stack of buttons, and you have no sub elements on the buttons
The second one looks prettier
Hello! I have question in regards to live retargeting - is this channel the right place to ask?
Whoops sorry!
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
any thoughts on where I should look?
this is being used as a spline mesh but that shouldn't matter AFAIK, because the mesh itself is most important
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.
As you can see, switching retarget method changes the position of the character:
@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
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?
what do you mean launch the demo? when does it do this
when I click play
@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.
Describes how retargeted animations can be used with multiple Skeletal Meshes, allowing you to share animations.
I thought so but how did he get it to go 4 lanes? there are no UV settings on the material instance
well there has to be a multiplier or something in there somewhere I would assume. I dont know what the material looks like heh
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
maybe he just picks apart the one texture and builds out the road
They are UV 1.0 on the parent material - but maybe this is his base, I'll try your idea
@stiff verge it should be cleared whenever the project stops yes
does it eventually go in a circle or is it play once, fixed. play every other time, 90
can I not convert this to a parameter?
if I play and stop 4 times it goes in a circle yeah
you cant, but you multiply it against a vector 2 and then paramaterize that
ah that's right, thank you
@grim ore that is weird, it should not remember the rotation offset from the time before -_-
@stiff verge that is super weird..............
yep I agree with you it shouldnt lol
but then again his rotation is also off for some reason at start which is weird as well
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
@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 :\
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)."
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.
@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.
yes but when the play in editor session is over the controller is destroyed
or it should be
anyone else had the problem where a multispheretrace hit the target twice?
Texture Streaming Pool over Budget* is a hardware limitation, there's no settings I can adjust correct?
you can adjust it with a cvar, r.streamingpoolsize XXXX I beleive.
doesnt mean you should but you can.
I assume that it's drawing from vram, I'm already at 7/8 G sooo probably shouldnt.
https://www.unrealengine.com/marketplace/en-US/product/unreal-engine-hour-of-code is this something worth doing for someone not so new to the engine?
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
@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
it depends on what it goes over i suppose
i wanted to learn more c++ so i suppose this https://www.unrealengine.com/en-US/onlinelearning-courses/programming-kickstart might be more worthwhile
well until you learn the engine and how it all works, jumping right into C++ might end up more frustrating to learn
but if you want more C++ there is a partnership with gamedev.tv on the learn site with multiple C++ courses
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
is there a way to disable blueprint nodes?
Can you be more specific
In code I'd sometimes comment something out for debugging and testing purposes, I'm surprised I can't do that with blueprints
you "can" but its... not well documented
for example if I temporarily want to stop execution of print string
I guess there is no other way than to break the exec line
So you use unreal?...
Name every blueprint class!
@steady zodiac
ohh nice, I'll try that out
Hello. How to create Y-junction?
I'm thinking to create this kind of game:
https://www.youtube.com/watch?v=Yv6U...ature=emb_logo
What is the best solution of creating spline junctions?
@steady zodiac once it's enabled you will have this option:
exactly what I want ๐
you dont have to turn it on, theres also a keybind for it in the editor settings
I wonder why its disabled by default
Does/Will NANITE reduce Drawcalls?
@steady zodiac cause it's impure option
thats just another way of doing it, its not disabled by default
@grim ore well, w/o enabling it, it won;t be in the dropdown
the right click option yes, the actual option to disable or not is on by default just not bound
@grim ore is there a key for doing this?
yes right there in the middle, disable nodes
oh lol didnt see that
should have, didnt, we suffer lol
but this is not covered very well so, to the youtubes!
I actually didnt know about the experimental option checkbox
I think the fact its 3 settings and not two is why it doesnt toggle, but cycling thru all 3 would be nice
Lmao i didnt even know you could 'comment out' or disable a BP node
Ive always just put the execution line around one i wanted to 'disable'
they added it a few versions ago but it was hidden, most people dont know about it
do what?
@worn peak you still neet to get some actors
awww you spoiled the punchline
so you want to convert nothing to something? magic!
i have the thirdPerson char and a bp that its just a mesh and a trigger box
i think he wants to get soma actors and check if they are npcs by cast
ok so you have a bp somewhere. where is it at, how does this blueprint know about it?
i create and add to viewport a widget on this bp triggerBox
how does this blueprint here know that is the only one of that bp you want to talk to
when I press E i want to switch the index of the switcher on the widget
yep we gotcha
the image was from the thirdPersoChar
you have a thingy somewhere in your level that you want to interact with
how does this blueprint here, the character, know about this thingy
if you have more than one NPC your code already doesnt work
its getting the first NPC everytime
i ask this because you have to know about the thingy to use the cast to node
I'd look into some more general BP tutorials my dude
when my ThirdPersonChar is inside the trigger box i want to switch the switcher index
its already doing it
but i want to 'rewrite' the blueprints to use cast instead of 'get all'
The code snippet you posted searches the entire world for NPCs, gets the first tone, and changes an integer on it
Cast takes A and treats it like B. Do you have an A?
from my character its possible to cast to that BP_triger to acess his widget ?
start at step 0 here, we know what you want we are trying to tell you what you want to know
*it tries to treat it like B (it may fail)
thats a technicality if we cant get the A ๐
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?
@grim ore well, most people who know nothing about inheritance may struggle with it (but i agree, main issue is getting A)
casting doesnt "get stuff" for you, that object input on the left of the cast is the getting stuff
cast to its not for comunicate between BPs so ?
no its not
it works like in all programimg language so ?
casting is to treat A like B, saying this ANIMAL is actually a CAT
definitely not
it definitely does not work like that in a programming language lol
a cast is a "treat like"
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)
so using ThirdPersonChar event graph to cast to MyBpTrigger to try acess the widget that is created inside of it, its wrong
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
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
that's probably the first thing people should learn about ue4 programming, even it may be hard to grasp
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"
hard one is part where people need to differentiate any BP_TANK in scene from this particular BP_TANK instance
I understand that object orientated programming can be confusing. Its just hard to explain:p
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
then someone tells you to use the level blueprint to "fix" the issue and then you end up using level blueprint
then a week later when you cant get anything out of the level blueprint you get mad again you cant do what you want
I never used or needed to use level blueprint
I think its a rite of passage for new users to learn the level blueprint the wrong way
Only time I ever used it is to quickly run some test
why the live of comunication on ue channel brings casting as a type of direct comunication ?
you use casting so you can communicate, you dont use casting to communicate
coding is about semantics and precision and literal ; characters that can bring down nuclear silos
also amazing debates over the { character and where it goes on a line
u said u got what i was trying to do earlier, do u suggest any other way to do it ?
first off, what is wrong with what you are doing now?
"can" be is the key word here
if you are literally using it once when you press the key, its fine
i was using 30 triger boxes
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
so at that point if you have 30 boxes, how do you know which box you need exactly?
why do you want one specific box? what is important about this one?
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"
@steady zodiac just depends on what you want to do and how you are doing it
each one would display a specific widgt
yes
yes, what I said is how you know which trigger box you walked into.
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
theres other way to comunicate with each one instead of use the index of 'get all'
since I only want to get enemies, it's probably better to make an object type just for enemies
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"
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
Holy shit the legend himself
@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
I can hear your voice as I read your typing Matthew
right now the enamy is not a pawn, just an actor blueprint. I guess the default object is "WorldDynamic"
Dun dun dun dun*intro music
are they all one class? like BP_Enemy and such?
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?
I made an abstract BP called "BP_GenericEnemy" of type actor, all enemies should inherit from this BP
there ya go, use that as the actor class to filter by then ๐
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
ahhh
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 ๐
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
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.
@grim ore how did you get apex destruction to work in 4.26?
Got it. I try not to overuse it
im having issues trying to roll my project back to 4.25
@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
How do I, well, unfuck this?
the ui is a bit weird, it doesnt seem to show fracture properly all the time in the editor, but it worked
hmm
@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?
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 ?!
so close
@light thunder I had never tried to rotate foliage before, but yeah I think its what you want. what you are doing
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
looks like you can go into foliage, then select all, then select, then rotate?
unless I am confused which happens
I can rotate it manually when I do that but I can't enter in a value like a details panel
ugh... yeah
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?
If I leave the input open, will it set the variable to NULL, or initialize an empty array?
its not ideal but you can set custom custom rotation values and then snap to those
where
ah, didn't know you could use that for foliage placement, thank you
honestly, there is also the division of 360 right under that. just replace those with your custom lol
@steady zodiac that will empty it, tho i recommend using EnemiesNearby->Clear
or I guess add more as well, its an arraaaaay
I just meant I forgot that editor snapping tools worked on foliage, not sure why I forgot but there we have it
ah
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.
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?
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.
When ever i launch on my quest 2 from unreal engine it just crashes emediatly on the headset
use the adb log to see why
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
thats not crashing if it says that
Ah
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?
No i launch it and just goes crashes
Like in the headset
The first time i did it it worked
https://forums.unrealengine.com/development-discussion/android-development/73427-debugging-mobile you will run the program from your command line and then it will tell you all the stuff that is happening on the connected android device
yeah those are the ones you can change in the editor
For me or for blake?
your quest is an android device, that was for you
how can I find what number between 0 to 1 x is where 0 is min-distance and 1 is max-distance
1: #blueprint
2: You want to map it to that range, there's a node for it
and x is Current Distance uwu
@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
@grim ore getting there, thanks again for the other day with the random instance help
Sloooooooooooooooooooooooooooooooooowly but surely
You are probably one of the only few who realize just how slowly
i dont understand how to make this FPS-independent
people are saying multiply the deltaseconds with a velocity but i dont have one right?
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
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?
@grim ore I cant really say a fixed value tho because i wanna be able to turn it multiple times in the same direction
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?
Yes but everytime i click it goes down by a certain number
@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?
No yeah thats it
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
I mean the fixed distance would be 1,54 to the right
so you want it to be 1.54 total or every time it updates?
every time i run it it should move 1.54
so click , over X time change value from current to current - 1.54
but when Im at low FPS it ends up not even half way there
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)
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
but after subtracting 1.54 it wouldnt be the fixed value anymore
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'
Could someone explain me in a easy way how ue5 can have so much triangles? Is that thing fake?
You guys checked MetaHumans already?
Pretty amazing shit.
Is it already released?
the free sample is
I don't think so
Oh
includes two models, worth a check
pretty sure the full release would be that character creation we've seen in the video
Yea I hope it isnโt too much expensive
if you don't have anything professional you could use Apple ARKit
tbh idk if it'll cost money, if it will, it will probably be for AAA companies, enterprise-amount of money
I'm expecting it to be free as long as you use it with the engine
hope it will!
If itโs free you can create amazing things with megascans
At least some basic version
And that creator
@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?
it's really cool they release it to the public and don't keep it for themselves
oh that's awesome!
should i just subtract from the float track instead of the current angle then?
I consider 10k already a victory so 1MLN... no problem
I think your missing how the lerp works
is the 5% royalty a plus for using ue or is it overall?
lerp is "hey whats the percent between a and b"
I just hope it include a way creators can share or at least sell clothes
That would be the shit
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
Honestly, Unreal Engine is doing so much for the free side of things
I luv it
I mean it should go from 0 to -1.5 and then from -1.5 to -3 etc
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
I saw more videos as UE4 for rt mograph and it has lot of potential
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?
pretty sure the AA, as well as the other graphic options are already set on max
correct me if I'm wrong
@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
@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
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
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) ?
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).
Porn animators: Whooo...
@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?
@next badger So its also not valid in the standalone sim?
@knotty heron f11 is the Editor feature
to change modes in standalone/packaged game, you need to use CVARS
execute console command
Nice then i think it works now
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)
Wait what do you mean before it's too late?
Wouldn't i need to package it again when its done anyways
there were few people who were not aware they can't use editor code in the game ;_;
hm, i think it was the c++ channel
Oh you mean to make sure if everything works
no
most of the people who use fancy ue4 editor code are there
no
i should package
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.
Can anybody tell me what that is?
@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?
hi
there is some proble occuring with glass refrections can any buddy tell how to resolve it
ohh thank you
@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
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?
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
@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?
@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
seems really usless considering UE5 -;-
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
Can I reference all actors of level ? If yes how do I do it in BPs?
@plush yew it means ALL the objects in level...as each object in the level is actor
how does a 216kb texture get cooked and become an 8mb file
depends on many factors
@median vortex it says 216Kb in ue4 ?
yea
I press audit asset, says 216 kb
i look at uncooked files, it's normally sized.
cook it, magically it is bigger.
@median vortex disc size or memory size?
disc
@median vortex well, it's not game ready texture size
each mip adds size, each platform adds size
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
@stiff verge was it using editor logic? debug logic?
ah think I understand, thanks
Guys, when i play my level it start lag, what can I do?
@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
the minecraft cart track does that use splines or what does it use to move
No, Minecraft handles each rail segment separately rather than treating it as one long track.
whats the difference between macros and functions?
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.
so a mini spline created for 1 track? then the splines connect or do they just not use splines
They just don't use splines.
thx
@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
@next badger just tested it out and f11 seems to work in the packaged game
unrelated
@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
@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
that's what I'm trying to use: https://github.com/FreetimeStudio/PortalPlugin
@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
Excuse me
I have some issues with the save and load
MySaveGame SaveGame BP
The key to save
Button to load from menu
really considering taking this udemy course https://www.udemy.com/course/unrealcourse/. any opinions? are there any other resources freely available online?
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
Is there a way to set the default resolution for the game before building it?
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.
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.)
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
Correct
great, now i've just gotta find good tutorials to show me where to even start haha
tyvm
you mean like graphics quality?
Ok thx
Yea, I'd like the game to start at 720p/whatever window by default
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
I've scoured those as well but no luck ๐ oh well, whoever ends up trying this game out will just have to bear with it going full res by default
why do you want to set the resolution yourself?
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
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?
why my map sway back n forth like a boat now in 4.26? way to fix?
@frail vale VR?
nope
im guessing is has to do with the new water system in 4.26, but ive not turned anything special on or anything.
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
@astral sundial if you havenโt figured it out yet you just wait.
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
@rocky ridge Iโve never had an issue with it personally. The default one does ignore all saved so you need to edit or remove that.
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)
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
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
adding the map's builddata.uasset seemingly fixes this.... just how
is that meant to be ignored for map files anyway?
@rocky ridge itโs ignored due to size. Itโs like the files in the intermediate folder and can be regenerated so by default itโs ignored.
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
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
has anyone experimented with the hair system in unreal?
and/or consulting an accountant
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?
what
I need the clock to work
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?
I don't need the font just can use the default one in unreal
then ignore the first step above
so I will go with 20 hours and 15 minutes
what do you mean
I needed to decided how long my day is right?
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
Is there a way to have some meshes only visible based on a matte?
That matte could be a material on some other geometry?
Oh wait this is the correct server
@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
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
Anybody knows the issue in UE 4.26 when I try to build the solution? https://gyazo.com/e6a34e624b6dec2556a153bf3aa3ddfb
Anyone know a way to set up trigger events that can work with ifttt? In any way, shape or form is that possible?
@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
Output log helps a lot more than error log also
How to i create a wallrun system??
Hmm osc seems to be one thing I've stumbled into
Is anyone gonna mind this??
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
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
that wasnt directed at you, but it could apply to you as well
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
you can ask whatever you want heh
@plush yew please make yourself familiar with rule number 2 #rules.
@plush yew don't ask to ask just ask ๐
FString is just like std::string. Its just UE4's version of it.
you know Matt my stepfather told me to learn unreal engine and I have came across some of your tutorials
very helpful
Ok
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
what is battery drain? and if you dont need it probably not
nvm I already commented on it 4 months ago apparently lol
im gonna try it again
i was told that the github method i was linked will take 2 weeks by a team of engineers
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
but im one man and it took the person a few hours to a day depending on cpu speed
(ue4 html5)
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
how do i downgrade then lol
your engine or your project?
cuz if i can downgrade im sure i would've just done that
my project, i was told ue4 isn't forwards compatibile
yeah you cant get your project down
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
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
yes which stops at .24 unless I am mistaken
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
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
wym "what method" i posted a link above
so your project is running in .24 right now?
ah, then you should be fine its just compiling another version of the engine
couple hours if you dont have a potato for a pc
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.
bad in comparision to an i7
still going to be a set # of cores and compile in a certain time
yeah
i did successfuly build ue4 from the method but screwed up so im doing it again
sorry if i sound mad btw
I am curious but is pfist the only admin in the server?
Yes
ah I see
Why ?
nvm i failed
i will have to outsource this
wait
is it possible to convert android apk to html5?
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
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.
soon at this point it'll be easier to package your game as an android apk, then use an html5 android emulator than it is to package as an html5
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? ๐
Can you press up in console to see the last command you entered?
"stat game"
Just type it again and it will turn it off
lol
@rain dome what are you trying to debug?
- Who called a custom event?
- (coming from a previous one) Why did BlueprintDebugger ignore the PlayerCharacter when it was debugging the blueprints.
how are you pausing it? are you using breakpoints so it has a stack to check
you can probably format the string to do that
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
may I share what I did?
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
The main question stays the same how should i find out who called a custom event?)
As for the second, i don't know what i've misunderstood - i call the blueprintDebuggers that (probably) registers all BP activity and it ignores the PlayerCharacter(who is BP) completely.
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
and that part is here in it
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
Got it, thanks! But why it's ignored in the execution flow?
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
Execution flow shows things with watched variables only?
the top part of the execution flow shows the current selected item (s) and the level and the watched variables in them
Sorry, not the Execution flow but Execution Trace
the execution trace shows execution
Then why PLayerCharacter action ignored there?
No movement, not hover checks, no mouse clicks
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
I have a guess maybe it's because the PlayerCharacter does not exist?
I mean it's created the moment you start
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
donโt mean to interrupt but how do i make an account system with saving progress and all that, iโm not ready to make it 100% yet but does anyone have an info?
same way you would make any account system pretty much. some database, some connection interface. how and what depends on what you are doing.
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
well the picture above is from the map with the default settings and player start so shrug
Well, it's nice to know that you could go either way. Hopefully these things would make to the documentation because it was driving me mad ๐ Thanks a ton for the help!
As you are here, i'll take my chance to ask if you know some convenient/proper way to check the effectiveness of two small blocks of blueprints calls? Any links or advises would do)
Like a/b testing profiling
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
Ok) Haven't seen a good materials on that matter regarding the UE
Last one, i wonder if you aware if all the standard Overlap and Collision etc detection have some sort of optimisations already or they bluntly check this every tick and it's a good idea to turn this off when the collidable objects aren't anywhere in range? ๐
does anyone know how to make this effect ? this game was made in ue4 https://www.youtube.com/watch?v=xDYEpEuKgns&feature=youtu.be im trying to make the weapon disappear and have the particles after or have particles as its being put away can anyone help please and thank you
if anyone has an idea and can explain the details of how to make this effect would be awesome
Please help. I created a new project and im trying to make the player look around by using the mouse. I used this and it did not work.
hi,In landscape mode there is no sculpt options under my toolbar(no sculpt,erase,smooth etc...)how can i fix it?
For your current setup too work, attach your camera to a spring arm, then check Use Pawn Control Rot
Oh ok
@wraith aspen I can only look up and down
Yeah... you need to connet Add Yaw Input after Horizontal Input
as apposed to Add Pitch Input
Oh ok
in ue4 is Z considered up/down, Y is forward/back, X is left/right? or is Y up down
Any animations for my game?
damn thanks i thought Z up was universal
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
You might be somehow triggering a beginPlay for an actor that spawns actor repeatedly
it was Navigation Testing Actors causing it, removed them and restarted and now all good
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
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.
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?
@brisk nimbus you cant
Dang. So Iยดll have to take screenshots and try to recreate it from scratch...
Thanks!
I have all my files just missing the .uproject file and im not sure how to recover it
@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
@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
works?
yup!
still no info on when ue5 will be available for preview?
doesn't perforce have a a log or history of some sorts?
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?)
Is there a way to like cut that off?
pro tip: datasmith makes an excelent CAD converter.. imported some x_t parasolids stuff, exported selected as FBX.. opens fine in Houdini.
@oblique loom last week live stream
So the schedule hasn't changed
(Unless they're referring to the preview, which would suck ๐ )
Anyone here used world creator before? When importing the height map to ue4, a terrain is generated without slopes. What's wrong?
What format did you export to?
PNG
There's your problem
Use RAW
๐
PNG doesn't have the depth/precision for this
It's fine for your layer masks though
But not for the heightmap
Ohh, I chose PNG because I thought it's supposed to be lossless
Try raw though, it'll work fine
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
This one
My screenshot is from world machine, but same principle holds true
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
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 ๐
Yeah I will use raw from now on
is there a way to make variables for the character BP which i get from a datatable?
yes
you create a structure then use it on your datatable and create a variable of that struct
you use the datatable handle variable type
or datatable row handle
something like that
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
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?
Make a string array and loop through that
tried that righy, couldn't figure it out, i made a rainbow texture in ps and used a time with a sine node instead ๐
hey guys, when I create a new game, how do I create a "name your new world" like minecraft
can you be more specific plash??
You know minecraft right?
it worked
I don't sorry ๐
Oh
But are you familiar with naming your project when your about to create the project??
you start and create a new project on the bottom right it asks you what to name it
if that's what you meaN
uno momento ๐
Ok
wonder wether i am doing this right. oh well, it works
No not that
what was that node called to add more strings togheter?
Yes
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
what bit sorry? I'm confused ๐
Nah its ok
if you want to rename the project you can do so by going on File(top left), project settings
i doubt a company is going to asnwer your question
but if i am getting this correctly
you want to create minecraft?
Yes
Well ive been a minecraft addict so why not I recreate minecraft buta copyright version
to answer your question, its complicated. is this game going to be multiplayer or singleplayer?
Single
I already had a multiplayer project
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
Ok
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
what games have you made before Plash?
An infinite matrix game stuff and a multiplayer project which I accidentally deleted
anything released?
so you've not had experience with pre-production, character implementation, sprints etc
do something smaller for a first project that could be released
Sprints and crouch I did
I leanrt that the hard way ๐
I also experienced respawning
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 ๐
Im creating the chunks now
wanna see my first game? https://youtu.be/G9HXT4Fhpxo
I experienced doing the chunk thingy
Im just gonna copy & paste the chunk loading stuff
more like dodge random objects falling on your head
oh cool ๐
Hi, i just completed a tutorial on how to make a door BP, but the door does not want to activate ๐ฆ
have you got an in game trigger darkbytepod?
I have that Bp
Wait let me find it
Also it took me 3 hours to do it and it is C++
Well, i am learning to improve my skills
I used a Collision Box
Based on this tutorial : https://www.youtube.com/watch?v=8myZ994L2lg&ab_channel=ShaunFoster
This tutorial shows how to make a door which can be re-used multiple times in a level without any extra work, using a reusable Door Blueprint.
is there some resource with a dump of practice project ideas?
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
@plush yew im learning blueprints, not C++, but thanks for offering to help
Oh
Is there something i need to do for a box collision to trigger when my character enters it ?
@inner cloak yes check if the collider generates overlap events
give me a second I'll send a screenshot
Did you guys see the announcement about Metacharacters ?
Yes, same as the video
Exactly, seems not to detect the overlap
Oh, it printed the text i added
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?
Yes, single BP
give me a screenshot of the whole BP
pasted already in here ๐
I don't see a problem yet
wait so what's the problem, if it printed that it detected it then it detected it
nothing is happening when you press E?
no, nothing seems to happen .. well. the rotating anim is not doing anything
huh did you set up the timeline correctly?
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
lol, well, that is what the tutorial is telling me to do
wait am I misinformed?