#ue4-general

1 messages · Page 940 of 1

leaden dust
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run a print string from the keyboard input

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and check if it prints

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no it doesn't print for me

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it might be because the tutorial is old and the engine may have changed

inner cloak
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oh, its a 2015 tutorial

velvet magnet
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yea

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that's the issue

inner cloak
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Ok, will find a more recent one then ! Thanks !

velvet magnet
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definetly had those same issues when I was starting out trying to find tutorials

rigid belfry
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i think only pawns are able to receive player input right?

desert widget
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@velvet magnet can you help me with quixel megascnas thing?

leaden dust
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ya and classes inheriting from pawn

inner cloak
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Really appreciate the help !

desert widget
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I have question?

velvet magnet
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well, you don't need to find a new tutorial, you should just place the event bp in a class that supports it

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also what's the question

steady zodiac
leaden dust
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@inner cloak just move the entire keyboard input chain into your player character

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and it will work

rigid belfry
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@inner cloak say you have want a door to open when you press F. you have a custom event called interact on your character. when you enter the Door trigger, you are then able to fire this event which will interact with the object

inner cloak
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ok, lemme try that

rigid belfry
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or something like that

fierce tulip
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@desert widget you might want to read the #rules

desert widget
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Ok

leaden dust
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@inner cloak did it work?

inner cloak
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wont be long, im not really fast !

rigid belfry
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@steady zodiac find your post process volume in the world outliner and look in the details window. i think thats the exposure?

inner cloak
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Gives me an issue with the Flip door

velvet magnet
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just reinput it in

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delete and re-add the node

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it's from a different class

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if you know what classes are

gritty apex
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hey guys, is anyone working with metahuman? just tried the project but cant seem to find the controls like i see in the demos. I'm quite an unreal noob so it might be super simple to find. Anyone have an idea? 🙂

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or is it some sort of baked demo

steady zodiac
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@rigid belfry Ty!

unique rock
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is there an off topic chat?

leaden dust
unique rock
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ok

leaden dust
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@inner cloak let us know if you are still having problems

inner cloak
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will do

narrow plaza
rigid belfry
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i still have to figure out how chaos works 😆

leaden dust
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I don't get interested in new features anymore

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have been excited for one too many by now

crimson blaze
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yo hows it going?

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does anyone know where i might be able to buy some sniper animations from? we need bolt action animations

thanks alot

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sorry if this is the wrong section to ask 😉

storm lake
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hello, if I make spider enemies for my game, should I make each leg a prefab to optimize?

leaden dust
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prefab?

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you mean blueprints?

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or an actor?

rigid belfry
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prefab dont exist in unreal

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theyre called actors

leaden dust
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I know prefabs from unity

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but I am sure theres nothing called prefabs in unreal

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Although the prefab equivalent in unreal would be blueprints

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and the GameObject equivalent would be Actor

rigid belfry
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it would be an actor, which is made out of multiple components

elfin sierra
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Hello,im very sorry but, is anyone Expert kind to help me out for just 5 min, to anwser 2 questions, about Cinematic Sequencer and Wind Source Actor ? I want to record my wavy Flag, but when i hit Record myScene it dosent move. Do i cannot find the right checkbox to activate it ? Or do i need a code to make wind working while recording ?

gritty apex
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not adjustable characters yet from what i noticed

narrow plaza
gritty apex
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you mean the characters themselves modified, or using the rigs for custom animation>

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because we can adjust the animation, poses etc

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just not the base character

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from my knowledge which is very little in unreal

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also their website suggests its not fully released yet

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im curious if it will be a paid service

narrow plaza
gritty apex
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haha, im still an unreal noob but their website teached me something 😄

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excited for the release.. i was actually still trying to find a solution for realistic digital humans for a passion project im working on, so it comes at a perfect time

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lets just hope it doesnt cost an insane amount of money 🙂

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but given unreals track record of " free" products i cant imagine a terrible price, or free.

fierce tulip
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it should be free for ue4 users

gritty apex
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i would be interested in taking it to external packages though

fierce tulip
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not ue4 > pay

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(though editing in a dcc > ue4 is also fine)

gritty apex
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hmm.. Can consider rendering BG's in external packages, and keeping the characters in unreal

earnest violet
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I have an Ai movement problem! I have scaled nav mesh and placed it down to cover the ai but they're not moving. I pressed p to see nav bounds and it's fine. I'm using third person shooter kit. I don't know if that helps?! Can anyone help me out of a awful pickle?

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Can anyone help?

stiff verge
inner vine
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4.26 itself is stable, the Chaos branch is in beta.

stiff verge
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ah ok

fierce tulip
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4.9 comes before 4.10

stiff verge
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ooohhhh

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makes sense

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but it can be misleading

thick herald
steady zodiac
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Why does UE4 not find these scene components? They are scene component variables

stiff verge
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So when I create texture images and 3d models for my project, should I place them in the Content folder or elsewhere?

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in other words, should the content folder serve mostly for BP, Material, etc.. or should I put my source assets in there as well?

inner vine
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With "source assets", do you mean the original files like .png and .fbx files and such? It's best to keep those outside of the UE project folder structure.

stiff verge
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yes original png, fbx, etc

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ok thanks

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it makes sense to have a dedicated folder for those assests but when having them part of the UE project, i had this notification that it detected new stuff that I had already imported

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I got equirectangular assets that I want to import as cubemaps.. do I really need to split them into 6 images and then go through the nvidia texture tool?

runic fern
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Goodday Guys
Is anyone working on OnlineSubsystemEOS i need help with installing the plugin

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i keep getting error on compiling

lucid grove
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heya

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Im trying to use basics cloth in UE4, but in step where i should paint cloth parts brush doesnt show up. Why so?

plush yew
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Does Anyone knows how to export from sequencer multiple Iamge mediad texture with synched framerate

regal hollow
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Quick question, can you change the light colour in a material function for lights?

ebon marlin
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How do I reimport the base mesh of a marketplace asset, if I want to change its import translation? 🤔

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I don't actually know where it's located thanks to the ../../ path culls..

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And who is William?! hyperspinthink

calm pollen
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when casting to a widget, what goes in the "object" part on the bottom left

spare kernel
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the widget?

calm pollen
spare kernel
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yes your widget plugs into it that you want to cast

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Cast is not a magical node

calm pollen
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but im casting to the bp of the widget itself, how could it be the object of itself?

spare kernel
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what?

calm pollen
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ok so theres a function in the "RunnerHUD" that checks if a boolean is active, if it is, an animation will play in the widget. I am trying to make this function play after the code that makes the boolean true. I dont think i really worded it right so i can send screenshots if you need

next badger
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definitely work of devil

dense gorge
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not enough

calm pollen
next badger
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@calm pollen you need to cast some hud instance to RunnerHud, that;s the purpose of casting

feral crow
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Hello, if i grab something off the asset marketplace, where do i find the licensing info, and if its non-existant what does this mean in terms of fair use

fierce tulip
calm pollen
stiff verge
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what happened to the blender to unreal github plugin page?

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it says not found

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is the plugin dead?

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I've connected my github to my unreal account too

lean crater
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Guys i pasted some .uasset files into content folder of my project and it's not showing on content browser in ue4 why

stiff verge
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i think you have to restart or force the editor to rescan

fierce tulip
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if the file is from a newer ue4 version it wont appear either

lean crater
stiff verge
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idk but sometimes the editor offered it to me.. but just restart the editor

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save, close, launch your project

lean crater
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It's not working for me i tried 2 times still not working

stiff verge
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i'm trying to follow the forest quixel tutorial thing.. holy fuck the guy assumes we have the assets already lol

lean crater
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Oh

stiff verge
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i don't even know how to have the material brush tool lol

plush yew
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are there any colony sim tutorials out there? theres a bunch of rts ones but theyr all pretty bad lmao

fierce tulip
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@lean crater if the file is from a newer ue4 version, you cant get it working in an older ue4 version project

lean crater
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That's old ue4 project files i am using 4.26

fierce tulip
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then if you place it in the right folder structure (in explorer) it should appear in the content browser

lean crater
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Ok I'll try

lilac citrus
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Hey guys.. i just got reallusion Character creator3 and imported my character to unreal.. but id like to be able to change clothes on my character ingame.. but when i try and make clothes of the characters mesh.. like splitting the characters top from the basemesh so it keeps the bones but as its own object.. i get this error message "FAILED TO MERGE BONES:

This could happen if significant hierarchical changes have been made
e.g. inserting a bone between nodes.
Would you like to regenerate the Skeleton from this mesh?

WARNING: THIS MAY INVALIDATE OR REQUIRE RECOMPRESSION OF ANIMATION DATA.
"
and i have no idea how to work around this or if there is a simple way of doing it?

latent mango
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i need help

lilac citrus
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Nvm.. im i think i solved it:. i had exported it to unreal then from unreal to blender and back to unreal.. apparently it did not like that at all, but it looks like from cc3 to blender and then to unreal works fine

latent mango
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How do I connect visual studio to unreal engine?

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ive watched toturials but they are 3 years old

floral surge
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how much help can I get here for a project that revolves around data and spreadsheets?

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I want to make a dungeon crawler type game

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But it's my first project, first time in unreal 4, and I dont have help

regal abyss
halcyon flame
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hey guys, quick question, what is the name for the object in Unreal Engine that's typically called a lookup table or hash table (dictionary in Python)?

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(not referring to Color Look Up Tables)

spare kernel
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Map?

halcyon flame
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that was my first thought, but in this case the keys need to be a custom structure

spare kernel
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TMap in c++

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and ?

halcyon flame
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is that possible? or do maps only work with basic variable types

spare kernel
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you can have your custom struct as a key

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you have to generate the hash tho

halcyon flame
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ok cool. is that pretty performant?

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what do you mean about generating the hash?

spare kernel
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they are pretty good, most UE4 containers are pretty well optimized

halcyon flame
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if I'm working in Blueprint do I need to worry about generating hashes?

spare kernel
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i think bp structs create the hash for you

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but in c++ you need to do like your custom struct needs to have FORCEINLINE uint32 GetTypeHash(const FMyStruct& MyStruct) { return HashCombine(GetTypeHash(ID.Index), GetTypeHash(ID.AcquireTag)); } for example

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as the Key is hash lookup

halcyon flame
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thanks for your help

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my use case for this is I need the GI to find an array of songs based on the current level and difficulty

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and so now I'm thinking of making this rather sprawling map of all these levels and difficulties to arrays of soft asset references and weights for the songs

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is there a better way to do this?

stiff verge
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How can I tile UVs in unreal?

next badger
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@floral surge only specific questions are answered here, you can use datasheets for source data, but personally i don't think that's wise. just imo

floral surge
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I definitely think I have to use spreadsheets for this specific project I am trying to create

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whether I want to or not

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there's just a massive amount of data I have

next badger
steady zodiac
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I want to spawn an emitter with the same rotation as the airship (player actor). Does it not work like that?

floral surge
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How do those plugins help?

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so far I havent used any plugins

grim ore
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@steady zodiac it should assuming your rotation on the actual emitter is correct for how you want it (+x forward, etc.)

plush yew
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Im here

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Waiting for my shaders to compile

steady zodiac
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Oh I will double check that .. but GetActorRotation should be fine here?

grim ore
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that gets the actor rotation yes, assuming thats from the player it should get their rotation of the capsule since that is the root item which should be forward depending on how your moving the character

plush yew
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Nvm'

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Also anyone who wanna see my project?

next badger
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@steady zodiac does your emitter support rotation at all?

next badger
plush yew
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Ok its in it

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This is gonna seem like a really silly question. But I don't have my taskbar pinned, (I have to hover my mouse over the bottom of the screen for it to appear). But for some reason in UE I cannot do this, I have to click the windows key for it to appear, is there a way to make UE windowless?

steady zodiac
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@next badger I assumed the rotation parameter of the "spawn system at location" function works by default.. do I explicitly have to enable rotation support in the emitter system?

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I just use initial mesh orientation

broken rapids
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Hey what's up guys just wanna ask something that how I can spawn movable obstacle in my endless runner game?

next badger
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@steady zodiac the system itself, may inherit orientation from owner or not
Local is the one you need

broken rapids
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I already have code to spawn obstacles just want to make it movable in my favourable direction...

clear patrol
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is there any way interacting with objects after pressing the play button can impact the actual map

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and save it to where it keeps it in the area it was pushed after leaving and going back into the editor

steady zodiac
broken rapids
oblique linden
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idk i could be wrong

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Welp i tried to start work on my first game today, by that i mean the first one im trying to release and i realised how BORING the concept is. It was like an old arcade game but moderns and is quite boring, so ive got a new game plan:

Spend a while learning Unreal thoroughly and properly while thinking and planning the project for in a few months
Then start work on the game when i feel comfortable with like 80-90% of the stuff i need to know and i can actually think while making the game and not have to google... literally everything xD

solid gyro
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I'd like to use UE4 for a simulation with dynamic objects that resemble musical instruments and machines. These objects will communicate with external applications via the OSC plug-in (https://docs.unrealengine.com/en-US/WorkingWithMedia/Audio/OSC/index.html). The "player" switches point of view between various cameras in the scene and may interact with the objects by mouse or by keyboard or by modifying the OSC messages in the external applications. The player has no mesh or visual representation. Given this goal, can anyone recommend UE4 topics to read more about? Would these objects be characters, pawns, something else?

next badger
true falcon
solid gyro
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Thanks @true falcon. Many of the objects will move. They might roll or slide, probably not walk. They will have internal moving parts as well (gears, levers, etc.). Does a pawn still seem like the correct choice?

true falcon
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you probably want to set up things as actor component so you can have some flexibility in using them

solid gyro
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Ok. Thanks! If I want objects to send OSC when they collide, is that a volume "trigger" or is there actual geometry collision detection?

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Actor component. I saw that. I'll read up on it.

true falcon
solid gyro
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Would you suggest starting with a blank Blueprints template? Is there a template with just a simple floor and gravity?

plush yew
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It´s only in 4.26

jade carbon
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hi does anyone know how to set up the unreal team collab feature...for version control/?

true falcon
true falcon
solid gyro
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Thanks @true falcon . I think that is enough to get me started.

plush yew
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No it´s should not be memery. I have 16 and the other version runs fine . Problem with adding path to when creating c++ classes

true falcon
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It literally says "pagefile too small"

true falcon
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Having your compiler errors be in Swedish might not be the optimal move for asking to help in this channel 😄

plush yew
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I solve that one with closing down as suggested. Now . If I Add a Path to the class I wan´t to create it a error . If I don´t it works fine

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@true falcon What?

hidden sparrow
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Hey, My game freezes when opened as a standalone game but doesnt in the editor. How can I see what causes the freeze?

true falcon
steady zodiac
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@next badger Nope, that didn't fix it.. but I noticed something else. GetActorLocation keeps returning the same position even though I'm moving.

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so maybe this could be the issue ..

plush yew
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@true falcon A Is one of the harddrives . I Have 2 . A And B that is bigger harddrives 🙂

spare kernel
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anyone here have the road editor plugin?

plush yew
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@true falcon Have Nothing to do with harddrives . Test to place in a folder I know working . Same error . And As a Say . ONLY 4.26 . Version before is working .

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So something have happens from 4.25 to 4.26 that created this error

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what would the correct way to attach hairstyles or clothing to a character so you can change it later?

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sockets?

grim ore
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did you try building your module inside of VS and not in the editor then load the editor?

plush yew
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modular character?

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It´s a new project . I add c++ class and add a path to it . Then I get the error . If I don´t add a path . Unreal will create the class .

calm dove
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Can someone help me with Fullscreen/Windowed Mode. Every time I attempt to set my game to Fullscreen it will crash, I've tried googling and finding out solutions but I am at a loss. Fullscreen (borderless) works as well as windowed mode. Its just fullscreen

plush yew
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Trying to recompile from VS gives me this . the new Path is there in the folders but the engine is not recognize the changes 😮

grim ore
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open up your myactor.cpp and what does it show for its header files

vernal dock
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hey guys how can i view the cull distance of a blueprint object?

tardy basin
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.cullDistance_null

gaunt blaze
supple cove
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i'm following along in the guide and i'm not seeing the assets the teacher is showing

vernal dock
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is there a volume i can add inside the blueprint? not in the level outlinter

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outliner*

supple cove
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i don't have an iron torch

ocean grove
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Hey how are you guys transferring your projects? I've been using flash drives and my projects are now in the ~10 Gb range and it takes forever to transfer

supple cove
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My project is a sphere and a dude (1 mb)

true falcon
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"A Sphere and a Dude" - Coming this fall

ocean grove
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"A Sphere and Two Dudes" - Coming 2022

grim ore
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@supple cove did you import the inifinty blade assets?

vernal dock
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guys i have a blueprint...a weapon...i set it to replicate and cut the cull distance down...how can i view that cull distance in the editor? is there a command i can use on the client to see the cull distance??

grim ore
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that would be why then, its part of the infinity blade assets they mention earlier

plush yew
true falcon
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"An Oblong and two Chicas" - Now in RTX

supple cove
vernal dock
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found it...

grim ore
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I know I have it open, in the one about working with content he has you add the infinity blade grass lands asset to your project

supple cove
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iirc this might have been when i went to forums to ask if there was an AutoPlay option for the videos

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FYI there is not an auto play

grim ore
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there isnt unfortunately, its the way the software they are using is designed

supple cove
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that's interesting... i could be wrong but i think the online class marks a project section "complete" showing a green checkmark if you happen to reload the page (not if you've finished the video).

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i've reloaded the pages multiple times going through the course when i return to a session

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anyway thanks!

fierce tulip
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lol

grim ore
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so the modules (each section) get checked when you start it.... its uh... an issue they want to remedy. quizes finish when you finish them

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and its also super aggressive for logging you out 😦 all known issues, all being worked on

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an easy way if you just want fast badges is to next module all of them and cheat on the quizzes but.... thats not learning!

vernal dock
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how come when i enter the cull distance range the object doesnt show up?

ocean grove
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1 hour and 35 minutes to transfer to USB... 😦

vernal dock
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for some reason default cull distance works but if i decrease the range it doesnt work

next badger
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@grim ore logging out is a bane of Epic websites -_-

grim ore
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@ocean grove if your not updating all of your project, why not just have it do an incremental copy so it only copies changes?

ocean grove
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I did not know that was a thing...

plush yew
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@grim ore Yea I don´t know what its doing 😮 .

grim ore
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yep basically it sees what is different between the 2 and only updates the changed files, or like the basic copy in command prompt windows goes based on access and modify dates @ocean grove

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@plush yew what does the top of the .cpp file look like where it references the header?

rigid belfry
plush yew
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wrong skeletol mesh lmao

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@grim ore Now I did a change . I delete the Binary, intermediate, Saved and sln. Trying to recompile from outside . Ofcourse it dosen´t work so I delete to actor in the project folder . And did the sama steps with a character. Same . In the c++ . I guess You want the include file here 🙂 #include "Nymapp/MyCharacter.h"

grim ore
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ugh...

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like this is the top of my MyActor2.cpp file ```// Fill out your copyright notice in the Description page of Project Settings.

#include "b/MyActor2.h"

// Sets default values
AMyActor2::AMyActor2()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;

}

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which i was trying to get you to post yours or look at it so you can see the issue

topaz plank
plush yew
grim ore
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yes and look at the include part

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are the .cpp and .h files in the same folder? if so the directory should not be there. it should just be the .h file name in the "" part

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I guess making C++ files in nested folders like that in the editor is broke/doesnt work/who knows but thats the issue and the fix

plush yew
next badger
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spaces is a bad thing

grim ore
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uuughhhhhh

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it seems like you dont know much bout CPP 😦

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this is "fixed". the .cpp and the .h are both in the same folder (b) so there is no reason for the b/ before the MyActor2.h part

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also like they mentioned spaces are bad.

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if you are trying to learn CPP with UE4 I would try and learn CPP first without UE4

plush yew
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@grim ore And it´s compile yes . Then why it´s adding that stuff by default then . I have not change that 😮 . I Always put my in the same . h and cpp

grim ore
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I dunno? bug, broken feature, doing something you shouldnt do?

plush yew
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That is really strange 😮

grim ore
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yep its just a bug introduced in .26, works fine in .25

vagrant hornet
#

when is metahuman released? Also will it cost?

grim ore
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when its done and not for UE4 dev work

plush yew
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@grim ore Yep . It´s adding it when you create a new path when the class are in the same . Then it´s not able to find it .

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@grim ore Thanks for everything 😄

feral cipher
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hey guys im new to unreal engine. i have a bug i cant work out how to fix. in the preview my gun works fine with the bullets but after i export the game the bullets dont come out the gun

dense knoll
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how do you make a particle statix

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c

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so its emmiters dont stay behind when the main system moves

grim ore
#

@feral cipher package the game? if so package the game as development build and you can have it output the log and you can see if there is anything in there. otherwise. do they not come out or can you just not see them?

feral cipher
#

its like they are not in the game at all

grim ore
#

start guessing at random or try the log method

feral cipher
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ill try a log but i dont know what im looking for

grim ore
#

you fire the bullet, it makes a log entry saying "cant find static mesh XXX" or who knows.

plush yew
#

whatd be the best way to attach different meshes to a character like hair and cloths? sockets or?

fiery fiber
#

I'd like to attempt to use UE as a virtual camera, to output the render port to Zoom (or whatever) can someone point me in the right direction? All my googling is returning results for getting webcam IN to UE but I want to do the reverse

dense knoll
#

How do you make a particle systems emmiters not be left behind when the system is moving

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In cascade*

grim ore
#

set them to local space?

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@fiery fiber when I was doing that I was using OBS and a virtual camera setup that basically took my window and outputted it to a camera that zoom used

fiery fiber
#

(That app is using Unity though)

grim ore
#

Ive seen stuff like NDI but I dont know of any that make a generic "webcam" output

feral cipher
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i exported the game as dev and i cant find where the logs are

burnt cargo
#

How do i deleate the first carecter that cames with the template i just want to do a new carecter with animations

next badger
#

@burnt cargo are you planning to do the character from scratch? (character is a special class in ue4)

grim ore
#

@feral cipher if you create a shortcut to the executable file, add -log to the end of the target in the properties, it will start up with the log in a separate window

feral cipher
#

thx

burnt cargo
#

@next badger i want to replace one for another because if i try to make a blueprint of a character is not going to let me put my sprites in the animation green boxes, only if i use this one TP_2DSideScrollerCharacter i can put the animation on it

grim ore
#

theres the problem. Is the sphere an editor object perhaps?

feral cipher
#

i have no idea

burnt cargo
#

i just want to replace them or do a new character with my animations

grim ore
#

actually I have no idea, you would know lol

feral cipher
#

i just change the ball to a bullet

next badger
#

@burnt cargo before deleting one, just make new one, and pick it in your game mode

burnt cargo
#

how can i amke a new caracter and my animation to it withought using blueprint cause i am doing everything with c++

#

@next badger

grim ore
#

I really wish C++ in UE4 was like New Game+ in RPG's lol

next badger
#

well, you make a character class, then you make a bp from it, and use it in the game mode

#

@grim ore but it is...

  • I'm too young to die
  • Hey, not too rough
  • Hurt me plenty
  • Ultra-Violence
  • Nightmare!
  • UE4 C++
grim ore
#

nope needs to be locked like the newer ones so you have to beat the game first

next badger
#

@grim ore Epic is open to all kinds of devs, even masochists

grim ore
#

or even like the older code based games to even play it. creating a new C++ project would consist of random questions like "What is the difference between an AActor and a UObject" lol

#

"The Player Controller inside of your project refers to your Xbox or Playstation controller if it's hooked up"

next badger
#

And Editor will change the popups based how well you answered, from -kun, to -san, to -sensei?

jaunty cliff
#

Hi, I am currently implementing a grid based building system (like in Space Engeneers) but I can't figure out how to detect if two faces are tuching each other.
I need this to do a disconnection check and temperature propagation. Currently each block (grid element) has its own static mesh.
Also not all faces are the same (I am planing to add thinks like sloped Blocks).
Tips on stopping faces inside a grid construct from being rendert whould also be nice (for performance).
Thanks in advanced for any help.

next badger
#

@jaunty cliff are you planning to leave every module as blueprint in the level?

#

you can add few colliders to element, and when they overlap you can tell if they interlocked
but that will make a lot of hanging unused logic on every element you have

jaunty cliff
#

evry Block (grid element) is a USceneComponent witch gets atached to the grid klass wich is also a USceneComponent

#

can i maybe do a raycast with the normal of a face and the face of the other block ?

next badger
#

i think you need to store the grid abstaction, as a topology graph in some class

#

once you will have this abstraction, you will have a lot of benefits like ability to rebuild the structures, track each element as a pure data, use ECS kind of logic

jaunty cliff
next badger
#

@jaunty cliff Entity Component System does not exist in ue4, but, you can make an implementation based on the same logic, it will be more performant, easy for network replication

modest agate
#

Excuse me, Im having issues with the save and load
I can load the level perfectly but not the location I want
I always load at the beginning of the level

next badger
#

@modest agate you mean the save state?

modest agate
next badger
#

@modest agate have you debugged it with breakpoints?

modest agate
modest agate
next badger
#

@modest agate on your screenshot the location node is not connected

modest agate
#

to which node should I connect it?

next badger
#

but, you need to set actor location from the save right?

#

now you setting it to 0

modest agate
#

yes

next badger
#

yes what?

modest agate
#

I had to set it from save

next badger
#

but you dont, you set actor location to 0

modest agate
grim ore
#

is this opening of level, is this using level streaming or is it a literally separate level?

modest agate
#

opening of the level

grim ore
#

so opening the level destroys all the other stuff in the level and opens the new one. It also stops the code from running after the open level because... well thats part of the old level

#

soo.............

modest agate
#

it would destroy all the things I did and restart the level?

#

oh boy

#

how can I fix it?

grim ore
#

well thats normal, what Im saying is your set actor location node would never work after the open level

#

you showed 2 parts of code, which part is when you load up the game again

modest agate
#

Im going to show you the Save part

grim ore
#

yep thats great and all but where do you load up the save game at

modest agate
#

at Slot Name, I also made a BP called MySaveGame

grim ore
#

U G H

#

ok lets reverse, start over

#

what is the goal

modest agate
#

Im sorry if Im being difficult

#

the goal is to save on a specific location and load there

#

instead of loading at the start of the level

grim ore
#

so when you call the save game it saves the location and the level its in

modest agate
#

yes

grim ore
#

so when you load it, you look at the level name and load the level but at what point when the level loads do you move your player to the new location?

modest agate
#

I move it when it loads and there I save it by pressing K, then I load with L at the location I moved to

#

even I walked far away and tried to load

grim ore
#

your missing what I am saying.

modest agate
#

Im sorry, truly

grim ore
#

you are loading the level from your save game, when you do this it loads the level and everything is set up like its set up since your loading it new

#

at what point when the new level loads up do you move your player to the save spot?

#

when you load a level like that it destroys the existing level, all code stops, and it loads the level up new

modest agate
#

I didnt know that

grim ore
#

what did you think loading a level did?

modest agate
#

so when I load the code stops working, yes and it resets everything back to 0, thats why it wouldnt load the new location, what you are asking is WHICH part of the code does that happen, right?

#

Im going to give a deep look at it, print strings

grim ore
#

what I am asking you is with your code, when you do go "hey save game, what is the saved position so I can use that and set my character to that new location"

#

where is your code that does that

modest agate
grim ore
#

ok and when does this code run?

modest agate
#

when I hit L

grim ore
#

ok so you hit l, it loads the save game, it gets the level that was saved, it opens the level, and it stops all code

#

then the new level loads up and resets it all to defaults

#

where in this process does your actor get set to its new location from the save game?

modest agate
grim ore
#

thats the save game part isnt it?

modest agate
#

yes

#

when I hit K

grim ore
#

save is fine, we can ignore save

#

the issue is with loading

modest agate
#

ok

grim ore
#

your missing and not understanding this part

modest agate
#

Does it happen because I settled the Set location AFTER the open level right?

grim ore
#

yes you never set location, it never runs

modest agate
#

oh

grim ore
#

when your level starts, you need to load the save game and check for that saved position and move it and do all your logic at that point

#

you need to decide "when do I need to move my character to a location other than the starting one" and then implement that logic

#

Does save game exist for this level? if so I should move my dude to that location. Does it not exist? then no need to move it. something like this

modest agate
#

so, what you say is to put it BEFORE the open level the actor location?

grim ore
#

if you did that then it will set the actors location, open the new level, wipe everything back to defaults and your back at defaults

#

you need to decide "when is this character supposed to be in its saved spot"

modest agate
#

ok

grim ore
#

then put in logic related to that. is it whenever the level is loaded? is it only if you load a save game?

modest agate
#

whenever I hit the L it loads wherever I saved

grim ore
#

like for example if you put that code for "Does save game exist for this level? if so I should move my dude to that location. Does it not exist? then no need to move it." into the characters begin play it would do it on all levels that player is in if this is what you want

#

well your L for load logic is temporary I hope and not going to do what you want since you are loading the level

#

you need to design your actual load and save mechanics without your temporary system and your problem would probably go away.

modest agate
#

oh ok, the problem is it is temporary, then

#

thank you very much

#

and sorry for the problems I brought here

grim ore
#

for the most part, I dont know how you plan on doing this but your logic is trying to do stuff in a way that wont work since you are just testing it

#

they should be seperate. Loading the level, and loading the data from the save game into the current level. Both can use the save game object, but both actions should be different.

modest agate
#

Got it

sleek karma
grim ore
#

welp.

#

you didnt learn about communication is why not. a character is not a component

#

that code says "hey, I want to treat this overlapped component as a third person character" and the engine is like "uh... no.. thats not even possible"

#

now I assume you wanted the other actor

sleek karma
#

im trying to change the player has master key variable to true in a triggerbox blueprint, the variable is located in my mainplayer blueprint

grim ore
#

cool... sooo...

#

player walks over this trigger, trigger talks to player and sets the boolean to true on the player?

sleek karma
#

thats what im trying to do

#

but it doesnt work

mighty oak
#

Just use other actor, not other component

grim ore
#

yup. and this box is on the trigger blueprint? this event here

sleek karma
#

yes the collision box is on the trigger blueprint

#

oh you mean the event

grim ore
#

yep so like I said before and vbs just did, you want the Other Actor output when this trigger is triggers

#

that will be the OTHER ACTOR that overlapped this item (your character we assume)

#

overlapped component would be your box trigger

sleek karma
#

i want that if the character overlaps the box collision that it changes the boolean to true

grim ore
#

yes and so far you have been told 3 times how to do it

mighty oak
#

What part of use "other actor" do you not get?

sleek karma
#

i dont understand, its being a problem for me to understand your messages, because my main language is german

mighty oak
sleek karma
#

object to other actor

#

do you mean that

grim ore
sleek karma
#

now i will try

mighty oak
#

MathewW, I've been watching your YT tutorials, very good stuff, right to the point.

sleek karma
#

oh its him, i did not notice at all

mighty oak
#

I'm knee deep in trying to figure out how to work with saved game data, and currently keeping it simple, only using Blueprints. But I'm not sure how best to re-load meshes that are in the middle of some physics simulation. Like if I hit a box with physics collision enabled. I can save its transform and re-apply it on load, but what if this box is in the middle of being "thrown"? The idea that I have currently, and its untested, is try to save it's velocity as a vector and then re-apply that when loading the object...

#

Maybe that's a bad strategy, i don't know... any suggestions would be welcome.

grim ore
#

dont do it?

sleek karma
grim ore
#

click on the last red node, the Set Player Has Master Key, and press F9 so it has a red dot on it. then play. see if it stops

sleek karma
#

i deleted (hit) and used overlap now it works i missclicked

#

i accidentally selected hit

jolly oak
#

just wanted to ask a question real quick. I'm kind of new to UnrealEngine and wanted to know what the best blueprint class would be for making a door that could be grabbed/pushed by VR controllers. I know the PickUp-Cubes are StaticMeshActors, so I was wondering if I should use that class.

grim ore
#

yes to the first, and yep that would cause it to not work if using hit

#

chances are yes? static meshes are the thingies you see in the world that are not animated (skeletal animation)

#

how you interact with them is just how you set it up. Moving it with physics, or animation, or etc.

#

there are a few videos on recreating doors like that, both in vr and not vr, that you can look at

jolly oak
#

I'll check em out. Thanks!

grim ore
#

also there is the robo recall mod editor you can get from the store on the launcher that is a good thing to just download and look at. see how they implemented stuff like grabbing and holding and moving

plush yew
#

if i was making a morph and modular based creator system

#

and i have about 4 races in the game

#

with teenage and adult options for 3 out of 4 races

#

if i attach different animations to the teenager than adult so they animate completely differently based on the teenage and adult fighting one another as well as fighting with the same type size and age type

#

would i need to import 4 adult models 3 teenage models of said race; for a total of 7 base morph and modular race meshes for said creator system

#

and gameplay?

#

@grim ore help me master engine lord D:

true ridge
#

Anyone experiencing the editor becoming unstable when open for very long? My whole editor is flashing black and context menus disappear.

opal kraken
#

hi is there any way to convert a prototype object to a static mesh

#

i find them much easier to work with than modelling it in 3d software

#

nevermind i found it

ionic hamlet
#

gonna give it more time

#

it's still loading

#

yup it finally loaded, ty

opal kraken
#

its only the bsps i converted to static meshes

#

nothing else

plush yew
kindred viper
#

@tame zephyr depends on your project. But yes usually.

plush yew
#

Also, the Enable Window Animations editor setting gives me glitchy black UI

#

I'd make sure that's off, and try the latest nVidia studio driver — seems pretty solid

latent mango
#

can someone please help me?

#

when I try to open my game it says this

#

does anyone know how to fix this?

latent mango
#

my computer lags a lot when I try to open it

#

how

opal kraken
#

did you use blueprints

latent mango
#

Im looking in google but I dont understand

latent mango
true ridge
latent mango
#

can you tell me where to find the .sln file?

opal kraken
#

where unreal puts that im not sure

latent mango
#

In unreal engine or in vs?

opal kraken
#

unreal

plush yew
latent mango
#

I have many folders

#

in which one is it?

plush yew
#

It'll be near the project root

latent mango
#

😕 can someone send me a screenshot?

#

im new to this

plush yew
#

Heheh, UE is hard.

opal kraken
#

try the build folder

#

I would guess it would be there

#

or the source folder

plush yew
#

@plush yew you owe me a coke

latent mango
#

this?

opal kraken
#

No

#

The file extension needs to be .sln

latent mango
#

agh

#

I dont have that file

plush yew
#

Have you been using Visual Studio, or Rider? Some IDE to edit C++ ?

#

Or only UE and Blueprints?

latent mango
#

only UE

plush yew
#

Maybe that's why, I think you have to generate the IDE project files from the file menu

opal kraken
#

How is he gonna do that if he can't open it

latent mango
#

how? 😞

plush yew
#

Yeah I understand the predicament :/

opal kraken
#

Have you tried opening it from the epic launcher

#

Rather than the project file

latent mango
#

yes

plush yew
#

hello, im trying to add armor to my mesh ingame using master pose component

#

but im not sure how to set it up

#

do I just export it like this?

#

its giving me errors tho

ionic hamlet
plush yew
#

@latent mango In your file explorer, can you right click your .uproject file

#

There you go, @plush yew now I owe you a coke

blissful trail
latent mango
#

I will try in a sec

severe smelt
#

Good day everyone, currently I'm getting this error when trying to build a package, I'm puzzles about what this mean and how to solve it,
Tools.DotNETCommon.Win32ExceptionWithCode (0x80004005): Unable to create process

plush yew
#

I read it

#

the problem is

#

i dont see anywhere what to import

#

and the settings etc

next badger
#

@plush yew import what?

plush yew
#

I got my own mesh

#

and my own armor pieces

#

that I wanna put on top of it

#

I guess using master pose component is the way to do it

next badger
#

you pick one skeletal mesh component as master, and the rest will be "slaves"

plush yew
#

but do I just.. import the obj?

#

import the armorpiece with skeleton?

severe smelt
#

To use Master Pose, you just need to have every asset skinned to the same skeleton, you will export them from your software as the pieces as you need them in the Engine, there import them using the same skeleton. After that you can connect them using the master pose component as is show in the documentation

next badger
#

all of them need to be skeletal meshes

plush yew
#

so its just the skeletal mesh with the armor piece minus the base mesh?

severe smelt
#

yeap

plush yew
#

I tried that but its saying stuff is vertex painted so its not working

next badger
#

@plush yew yes, each piece is a skeletal mesh bound to the same skeleton

plush yew
#

is not*

#

I was on the right path

#

I guess

true falcon
#

Oh man, I'm a moron, I thought "Wouldn't it be great if you could like shift-delete a node in blueprints and it would connect incoming and outgoing". Tried it, and of course it works 😄

latent mango
#

It tells me there is an error 😦

plush yew
#

any way to export an emissive material from Blender?

#

ok

#

😐

#

ok really weird question

#

but can you import meshes without a skeleton; and than just have unreal engine assign the skeleton to said mesh

#

or does the mesh have to have its own skeleton following by doing the standard retarget method :C

true falcon
#

you can chose skeleton upon import

plush yew
#

so i dont have to setup skeeltons for my merge than retarget i can just apply the ALS v4 skeleton to my mesh?

calm pollen
#

@hidden pagoda just import it and chose the skeleton you need

#

oh wait he said that already lmao sorry

plush yew
#

and it wont make my daz 3d mesh explode?

calm pollen
#

why would it do that?

plush yew
#

idk lol

calm pollen
#

just try it first, if it doesnt work lmk what happened

plush yew
#

unreal engine can be really weird

calm pollen
#

facts

plush yew
#

okie!

true falcon
# plush yew so i dont have to setup skeeltons for my merge than retarget i can just apply th...

Get your custom CC3 characters working with ALSv4 in unreal engine 4.24. This will re-target all animations, movements, overlay systems, physics, etc.

Intro & File setup - 00:00
CC3 Auto Setup for UE4 - 00:30
CC3 Export (with AutoSetup) - 00:55
CC3 FBX import in to UE4 - 02:15
Skeleton retarget - 04:30
Virtual Bone retarget - 05:15
Character B...

▶ Play video
calm pollen
#

@hidden pagoda you can also imprt it into Mixamo and it'll give you a skeleton there, as long as the model looks like a human

plush yew
#

well daz 3d already has its own skeleton and such

#

im just wondering if i can just choose the als v4 skeleton and skip the whole retargetting stuff or exploding engine for trying to change the meshes skeleton and such

calm pollen
#

as long as the meshes are similiar just choose the right skeleton and youll be good

plush yew
#

;D

#

well daz is human so here goes nuffin

#

we're making a charac ter creator systema

#

and its been quite the journey ._.

calm pollen
#

ohh cool

plush yew
#

yeah

#

i hope my game comes out well

calm pollen
#

what kind of game is it

plush yew
#

since i plan on giving away the assets and functions for free after ;launch

#

um

#

imagine breathe of wild

#

if it fought like devil may cry

#

with black desert customizations

#

but you can spiderman

#

around the world

#

;D

calm pollen
#

damn thats actually impressive

plush yew
#

;DDDDDDDDDDDDDDD

#

i already mapped the entire game ina detailed 900+ document page set

true falcon
#

Maybe some aliens and pirates too?

plush yew
#

jsut need to make each and every piece

#

it has aliens

#

demons

#

and gundams >O>

calm pollen
#

good luck tho bro, a game like that could go crazy, people love that stuff

plush yew
#

yes

#

i hope i can make it proper

#

just gotta take it step by step

#

it just sucks because making the creator system is hell due to the lack of people teaching how to make a decent creator system

#

so i started with that

calm pollen
#

yeah you definitely cant rush something like that

true falcon
#

Maybe better to start with a few smaller games 🤷‍♂️

plush yew
#

than spanning to game mechanics and level design since i know my way around the engine to a degree

#

its just unreal likes to randomly explode >~>

#

i wanna finish by december and polish the game until mid next year making sure every inch of it hits home

calm pollen
#

is anyone here good with animations? mine are not doing what they are supposed to and i feel like its a easy fix

plush yew
#

no idea o-o

calm pollen
#

ok

plush yew
#

welp time to test it lol

calm pollen
#

if anyone is good with animation functionality DM me

plush yew
#

wait

#

cant i just switch out the current skeleton of m mesh even if i import it with its own skeleton

calm pollen
#

wym

plush yew
#

like can i import the model via the daZ 3D to unreal bridge

#

than just swap the skeleton

#

from the mesh to a different one

calm pollen
#

yeah as long as the meshes are similiar in structure you can use the same skeleton

plush yew
#

oh okie o.o

#

so by just swamping skeletons i wont have to do crazy retargeting and such right

calm pollen
#

if they are not it will say something about trying to create bones, except it isnt very reliable and you are better off making a new one

plush yew
#

ah

#

so if i bring in the daz 3d mesh and the bodies arent compatiable itll be the usual route

#

makes sense lol

grim ore
#

there is a map in the content examples that shows using the same setup for 3 different sizes and shapes of humanoids and how retargetting and such works in engine

plush yew
#

Welcome back mathew!

#

Also is this a unreal video or YouTube one

#

As im using the als v4 system for the base

grim ore
#

not a video, the content examples project that is on the learn tab. its full of stuff including stuff like this

plush yew
#

Learn tab? o:

grim ore
#

ah if using ALS then I have no idea if it will work

plush yew
#

Oh oof lol

grim ore
plush yew
#

ooo

#

Thanksies

grim ore
inner cloak
#

Is using Matinee a good way to make a door blueprint .. is it efficient ?

plush yew
#

am I looking for treat by using UE on Linux if I want to work on the same project in a long-term?

#

the target is linux platforms, I am not remotely thinking in windows, mobile or apples

#

up to now is super okay but today i got the cramp of how in future it will feel

grim ore
#

@inner cloak its not, matinee is being removed. sequencer is ok but overkill for the most part.

#

sequencer "works" but its fixed to the item for the most part and level specific. with that said you could drop one into a new level if spawning in actors but thats starting to get into intermediate difficulty. Using an actor blueprint with a mesh, a timeline, and whatever you want to trigger the door is fairly standard

inner cloak
#

oh, so .. just animating rotations or translations ?

grim ore
#

its all just animating rotation or location yep, doesnt matter how you do it thats how its done unless you are weird and use a skeletal mesh for it

plush yew
#

actually mathew is it possible to replicate the entire or most of the locomotion systems with the base unreal engine skeleton and mesh

true falcon
plush yew
#

since i only wanted to use locomotions for its crazy cool convience and setup

true falcon
#

oh wait, that's matinee, shit

inner cloak
#

nah ... i want simple .. its just confusing with all those door tutorials that are different

plush yew
#

but if you can do most of it via base unreal skeleton id rather not use it xD

true falcon
inner cloak
#

Thanks @true falcon, will try it now

#

@true falcon, does it work both ways ?

true falcon
#

just read the tutorial 🙂

inner cloak
#

ok, thanks

true falcon
#

jesus christ...

plush yew
#

Anyone know how to setup master pose skeletol meshes from blender to eu4? Im getting weird errors

#

Missing bones and weights

#

Setting t0 pose sort of fixes it abit

grim ore
#

@inner cloak there are different tutorials because there are different ways to do stuff 🙂

inner cloak
#

Yes, i could guess that 🙂 That's why i love UE4

grim ore
#

and ugh that timeline page on the website is ..... uh.... uhm..... could use some work

plush yew
#

Like i use the same rig' delete the base mesh, model the piece of clothing item. And when i reimport it says its missing bones/not weighted

#

Tried to google but coudnt find anything(they all use already perfect skeletal meshes)

#

Im not sure actually

#

so does the locomotion systems actually provide any unique benefits that the base unreal manaquin does not?
or is all of the locomotion replicated possibly by being smort and using the systems in unreal

true falcon
plush yew
#

in simple words can you remake all of the locomotions systems on base unreal with a bunch of work >~>

#

@plush yew you think i should weight paint in blender?

grim ore
#

@plush yew I would assume you can with enough work

plush yew
#

@plush yew no more than a GUI that has text input, vehicles and some "cutscenes" animations (that mostly runs in the game view) ahh and the most important: walking

#

oh okie than i dont wanna use locomotion lol

#

XD

#

its crunchy and complicated and finding tutorials seems to be a huge headache under the als v4 o.e

#

Yea i know what it is it just didnt occur to me that could be the issue

#

Since the base mesh works fine

#

Ill try thag tho

plush yew
#

oh guys actually

#

this is something ive been a bit concerned about

#

Go to a doctor

#

if you have modular clothing is assigning the morphs of a mesh to those modular clothing possible or do you have to remake the morphs of the mesh per outfit

#

O>

#

does the AI works under Linux?

true falcon
#

You typically do clothing as separate skeleton parts, that has their own morphs

plush yew
#

so if i setup 700 morphs for my mesh

#

i cant somehow leech the body morphs to the outfit so they morph together

#

o-o

grim ore
#

@plush yew the majority of the engine should work in linux yes, AI included

#

@plush yew well the morphs on the character would be driven by numbers, no reason you cant transfer those numbers to the clothes

plush yew
#

oh so its possible i just have to figure it out

#

;DDDDDDDD

true falcon
#

that'd be a first

plush yew
#

thank you ❤️

#

there's a first time for everything~

#

How to you create a load button??

uneven hemlock
#

dont u love compuling shaders

#

started at 12000

inner cloak
#

Creating the button should be easy, its the functionality that may be harder

uneven hemlock
#

3000 left to go

plush yew
#

good luck!

grim ore
#

the UMG system is for UI, so you would make a button in the UMG system

plush yew
#

@grim ore @plush yew now I only feel the possible regret of being a linux exclusive, thanks by the way

grim ore
#

eh, you do you. its your game 🙂

plush yew
#

I was fighting so hard between UE and Godot

#

is too hard tech to run a linux app under windows?

#

i got some old friends really mad at me for doing propaganda of open source

grim ore
#

no but normal people arent going to do it

plush yew
#

oh, i am not aiming normals

grim ore
#

but if your using UE4 no reason not to built out to both platforms

plush yew
#

but the bugs!

grim ore
#

you will have bugs under linux but thats what happens when you choose to use it 😉

plush yew
#

and i want play it too, since i made this strange deal of playing my game only

#

for some dark period of time

grim ore
#

Windows will probably have less yes, there is a larger windows base so more people reporting bugs so more bugs getting fixed

#

if you run into a linux bug you fix it yourself or report it and hope its important enough to fix

plush yew
#

bugs are done in what kind of level, c++ source code or in my dumb bluprints?

grim ore
#

well if its in your BP its probably going to be the same for windows yeah but core engine issues could crop up in the c++ source

#

different renderers for example between windows and linux

plush yew
#

linux bugs helps the development of windows engine?

grim ore
#

both help both

dreamy sleet
#

How do I make a car where I can drive it

grim ore
#

they also have mobile platforms, xr, macos, and more it all helps

plush yew
#

cool, at least i feel more utile then

grim ore
#

theres always going to be bugs, just got to hope you dont run into a showstopper

plush yew
#

should I aim to dig in UE animations or doing it in Blender?

grim ore
#

whatever you have experience in

plush yew
#

I already know blender but I did not came to the part of animation doc

#

but it isn't better do all in the engine?

grim ore
#

its not better to do it all in engine

plush yew
#

You can animate in eu? 😅

grim ore
#

but your workflow is your workflow. If you are an experienced animator with maya you should use maya

plush yew
#

Sounds horrible

grim ore
#

its not, the new control rig is fantastic

plush yew
#

Haha

#

My bad

#

will the control rig be usable with dz 3d like models o3o

grim ore
#

control rig should be usable with any skeletal mesh

plush yew
#

But woudnt a package designed to animate be better?

#

oh really now >O>

grim ore
#

control rig is a package designed to animate

plush yew
#

Fair enough

#

i guess ill install it

#

@grim ore if you was me, UE or Blender for anim? I do not mind learning something new

grim ore
#

if you know blender, use blender

plush yew
#

wait blender is better for animations o-o

grim ore
#

take a day to check out control rig perhaps with one of your models and compare the process

plush yew
#

compared to control rig

grim ore
#

its not about better, its about your workflow

plush yew
#

hm ok

#

ah i get it

#

thanks for the talk

grim ore
#

you could use 10 year old max for all that matters

plush yew
#

now i should play the productivity one

#

bye 🙂

#

well if they can both do the job ill probably use control rig >~>

#

as id prefer if less external programs were used than need be

#

≳~≳ aha

#

may i take a chance there

#

i will need to go inside that doc anyway

#

so i am off

analog spindle
#

Have you guys been having issues with full screen and popups turning black after having the engine open for a bit?

plush yew
#

I'm noticing that when I drag in an asset, say an audio file, it's not copying it to my content folder — it's just creating a .uasset. Is there a way to get it to also cut/paste the file as well by default?

analog spindle
#

All of a sudden all my popup windows start turning black, and then the entire editor eventually

grim ore
#

is window animation turned on in the editor settings?

analog spindle
#

Is this a response to me?

#

I'll check

#

Its disabled

grim ore
#

@plush yew to keep the source file in your project? not automatically. the editor will convert it to its own format (the .uasset)

#

damn, then it sounds like its your video card/driver having problems @analog spindle

analog spindle
#

Looking through forums it looks like a driver issue

#

I'm on a 3080

#

So support is sketchy still

plush yew
#

hmm

grim ore
#

I cant say I have had an issue with mine, but I have my clocked correctly (I had crashing issues when I was overvolting it)

analog spindle
#

Mines bone stock and works fine everywhere else so idk

plush yew
#

i can just migrate the control rig and start using him inplace of my normal mannaiquin right >~>

analog spindle
#

Gunna roll back drivers and see

grim ore
#

I am using 460.79 tho, i have not updated in a while

#

@plush yew you should be able to yes, but I have never tried

plush yew
#

o-o

#

should i just use control rig and import base third person blueprint lol

grim ore
#

im not an artist, I dont really try and art stuff since I fail hard on it

#

maybe try loading up the sample control rig project and watch the docs on it, see if it would do what you want

plush yew
#

okie x3

plush yew
#

Okay so follow up, I imported someone elses .uasset and I'm seeing the "source file" as a relative path to their machine

#

I obviously don't have access to that, is that meta data just sort of junk at this point?

grim ore
#

yep just metadata, also kept because you can reimport and it uses that path

plush yew
#

I'm checking out the "Horror Engine" project, supposed to have cool footstep physical material setup

#

I don't have access to source files for these, but there's no problem yet. Was just curious

plush yew
#

Mmmm, it's working 🤤

still hemlock
#

hey guys

#

could someone help me real quick

#

Is there a way to set all objects in the editor to use "complex collision as simple" all at once?

grim ore
#

if they are all set to project default, you can change the project default

#

otherwise you can select what you want, and use the property matrix to change it

still hemlock
#

how would I change the project default

#

is it in settings

grim ore
#

that would be a good guess

still hemlock
#

where would property matrix be, I already looked it up but can't find it in my editor

grim ore
still hemlock
#

Oh

#

thankyou

inner cloak
#

What's a property matrix for ?

marsh swallow
#

Does the new water ONLY work within the center 4K of a map?

wheat linden
#

Hello, I am a total beginner in Unreal Engine. I have made a blank project, and was wondering if I can insert a pre-made 3rd person controller without making a new tpp project?

grim ore
#

yes you can

#

I would start by watching some of the intro and beginner courses linked above on the pinned messages here or on the learn.unrealengine.com site

wheat linden
#

I am currently doing one on yt

wheat linden
grim ore
#

the green add button in the content browser, at the top you can add epic content

wheat linden
#

Ah thanks

wheat linden
#

I added the third person bp class, but when I enter play mode, a free flying camera is working, not the actual character. Here is my heirarchy, am I doing something wrong?

grim ore
#

so are you following a tutorial or winging it and want people to tell you how to do this?

#

because your doing the second

wheat linden
#

well to be honest I am watching a blueprints tutorial + winging the other stuff.

grim ore
#

the game has a framework, the framework is how the base of the game is set up and runs. part of that is the game mode which controls defaults such as the default pawn that is used when the map is loaded.

wheat linden
#

Ahh I see.......They have provided one

#

It's surprising how much stuff they give you out of the box

static wharf
#

I have just bought the original Unreal game to play arround with the SDK

#

This will be interesting

#

I wonder how much UE1 shares with UE4

inner cloak
#

Is there a way to snap a mesh to a vertex of another mesh ?

static wharf
#

Question (that probally no one knows the answer to,) does UE1 games like Unreal: Gold even run on modern windows?

wary wave
plush yew
#

wdym???

wary wave
static wharf
inner cloak
#

@wary wave Thanks for the info !

wary wave
#

I think you'll struggle to port anything backwards from UE4 without porting half the engine

static wharf
#

Doing some reserch it looks like backporting wont be possible without a lot of converting

#

And theres of course poly count limitations

#

And texture resolution limitations

#

Oh god, I really dont want to do this any more

wild cobalt
#

anyone ever have a Spline BP disappear when hitting play on a level?

plush yew
wild cobalt
#

nvm lol ignore me

plush yew
autumn talon
#

unreal engine or unity?

rigid yacht
#

Is this the correct server to ask a question

plush yew
inner cloak
#

both are managed differently, i personally think that UE is better than Unity

plush yew
rigid yacht
#

Yes

plush yew
inner cloak
#

I had purchased a 1 year to Unity, they never sent me a mail about a renewal approaching, they billed me and refused to refund me when i told them

plush yew
#

Unreal Engine is better actually

inner cloak
#

I love how UE4 is dominating with features

rigid yacht
#

How can I properly import a model from a website to unreal (I’m fairly new) the tutorials on yt r kinda lackluster

inner cloak
#

what modeling app you use ?

plush yew
#

Make sure it's .fbx

#

right click the folder

#

then import

rigid yacht
#

I tried but then in unreal it’s texture less

plush yew
#

Its because you need textures

rigid yacht
#

Oh they’re like supposed to be included in the download

rigid yacht
#

Didn’t show up for me :/

plush yew
#

You also need textures

#

Import it

rigid yacht
#

Do u download the file, then export it through a software like auto desk then add the textures?

plush yew
#

Also unzip it

#

Make sure its .fbx

#

You can also add .mp4 and .png

rigid yacht
#

How can I add textures to the model in 3ds

plush yew
#

Then go to the folder(not in ue4) of the mesh's textures

rigid yacht
#

Oh thanks

plush yew
#

folder* @rigid yacht

dreamy sleet
#

does anyone know a good video on how to make cars move

blissful trail
#

anyone know a good method for making infinitely long mirror reflections ?

#

i did this with planar reflections

west cobalt
#

Hello everyone i am facing a problem in UE
I have made a level in UE when hit the play button the player keeps falling from sky.
I have tried these things:

  1. Making sure the player is well above ground.
    2.Player is snapped to the ground.
    3.Player Start is well Positioned.
    4.Game mode is ThirdPerson.

Any solution/recommendation ?

silent osprey
#

Anyone good at c++ I need help

waxen raven
#

Good is subjective, but there is a channel for C++

stray compass
#

does anyone know this template i have a question

plain valve
#

Hi folks, I was wondering, Does a single player game need servers for players to access the game or not?

leaden dust
#

@west cobalt do you still need help?

cursive coral
#

Hello, does anyone know a way of incorporation tesselation into a landscape layer blend to paint onto terrain? Been bugging me for some time. Thanks

plush yew
#

Hello guys I added the inventory package which has replication, but it has little problem

#

I want to make when I move my mouse around to move my camera of the player

#

actually this code is by default in third person project

jaunty zinc
plush yew
#

but when I add it on this already it doesn't work

#

can anyone help me?

#

the package is called ActionRPGInventorySystem

plain valve
#

and its sp

jaunty zinc
plush yew
undone pelican
#

How come if I add a plane to the scene, change it's pivot to the bottom left corner and then set it's position to 0,0,0 it still places it from the center? How do I make it position it from the pivot?

jaunty zinc
#

@plush yew you need replication for the third person camera? why? the camera doesn't move any visuals on the game, am I getting this right?

#

I could use a picture maybe I'll understand

plush yew
#

No, the game will be singleplayer, I won't use replication

#

the package is made for multiplayer

plush yew
#

I will try to make a short video what Iwant to have and what I have

jaunty zinc
#

sure, because I didn't understand the problem you're facing

plush yew
#

you know in the normal games when you look around you move your mouse?

#

this is what I want to make but when I use the inventory game mode with its character and controller, it doesn't work 😦

#

this is what I have

jaunty zinc
#

one sec I'll get on my pc

plush yew
#

okay

#

in this time I will send you what I want to have

jaunty zinc
#

sure

plush yew
#

this is what I want to be

jaunty zinc
#

ohh i see

#

so the problem is, that the game doesn't capture your mouse, its not focused

#

I'll show you how to fix this

plush yew
#

okay

#

if you want we can go in DM to not make a spam to the other people?

jaunty zinc
#

its okay, this server is used for this kinds of stuff haha

plush yew
jaunty zinc
#

yeah I understand

#

first of all, open up your level blueprint

plush yew
#

okay

jaunty zinc
#

and thats what you need to put in to the beginplay event

plush yew
#

nooo man

jaunty zinc
#

?

plush yew
#

I know how to fix this problem

#

you didn't understand my problem

#

😄