#ue4-general

1 messages Β· Page 942 of 1

winged pier
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let me give it a try

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i think i know why actually

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because it does work then

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i recently made a model of an entire city but if the collission is set to simple

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it will just be a box

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i think i just need to set the collission to complex

obsidian onyx
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100 percent from what i had before

restive yarrow
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someone please let me know how i can get post process settings like this from my player camera manager

gentle rivet
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Someone could give me a link to a tutorial guide to game with tanks, I plan to make a game where you drive separately (driver's seat) and shoot separately (shooter perspective), but this is not important yet. I just have been looking for a current tutorial for a few days that would explain how to create a game with driving mechanics, or maybe a whole tank right away... but i cant find good (or mby idk how it should looks like). I have almost no experience in EU 4 so I do not know where to start πŸ˜›

leaden dust
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@gentle rivet also, to be honest this tutorial isn't great

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I would recommend watching some vehicle guides

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and apply them to a tank by urself

gentle rivet
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hm okay thx for the info

fresh scaffold
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Looking for tutorials or resources that can help me snap sockets on objects for an in game builder. Any suggestions?

ember quest
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Anyone downloaded new metahumans project? I want to know how much free space I need on my PC

exotic thicket
fierce tulip
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@ember quest about 5gb

harsh sparrow
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guys please take a look at this short video,I've been looking for a fix to this problem for a few days now,but no result :(. I don't want the view of the game to be changed when I change the screen resolution.what should I do ? I'm targeting this game for mobiles and I don't want to use constraint aspect ratio as it adds black bars to screen. any help would be appreciated.

wanton lotus
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Why must maps prevent you from adding the same key more than once? Can't it just throw an error when you compile and still have 2 identical keys? Adding keys to maps is so painful when you constantly need to select a unique key before adding a new one.

drifting shale
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Hi

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Are we allowed to remake really old games?

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Should we obtain the license from the old developer/publisher?

wanton lotus
drifting shale
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Yes I plan to sell it

wanton lotus
drifting shale
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Think of it like remaking GTA San Andreas and selling it..

wanton lotus
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Nothing to stop you from taking the open-world GTA concept and using it for your own though.

drifting shale
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Alright

fierce tulip
wanton lotus
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That site required a trial to view those patents, removed the link.

dusky inlet
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In my first larger Project in which I managed input state I had huge maps of states and bools to formulate action state logic, that was painful

wanton lotus
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I had to give the users the option to use datatables just because they are easier to visually see your edits.

exotic thicket
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makes me wonder what epic uses internally given how buggy some of the editors for data types are

marble delta
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@wanton lotus Why would you want to generate a compile time error when the error can be prevented at input time? Should the UIMin/UIMax controls also let you input inappropriate numbers and then clamp them at compile time? Should blueprints allow connecting incompatible pins and then only warn you at compile time? The earlier that you can flag issues the better since the user will be closer to the headspace of the error. The whole point of a map is a 1 : 1 correspondence, a user should be directed to modifying the existing value.

wanton lotus
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This is the same for all types of maps. Forcing you to populate them in a specific order, not necessarily the order the user prefers.

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Setting up an array or map in specific orders is a good thing as it can make searches more efficient.

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I would rather I be allowed to make the map in the same order as my Enums, instead of being forced to create "workarounds"

steady zodiac
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So I want to dynamically add a blueprint to an existing actor that displays a niagara system. Should the bp be an actor component or scene component?

peak vigil
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Guys, when I open some meshes in Soul Calibur 6 with Umodel my Umodel crashed

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It shows an error like this:
ERROR: Package "texture/nude_r016_momo_NORMAL.uasset": wrong name index 992968462
UnPackage::SerializeFName: pos=000AB13E <- UTexture2D::Serialize4 <- UTexture2D::Serialize <- LoadObject: Texture2D'nude_r016_momo_NORMAL.nude_r016_momo_NORMAL', pos=AB13E, ver=513/0 (unversioned), game=ue4.17 <- UObject::EndLoad <- LoadWholePackage: inner_r016_f_H_Hip.uasset <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1504

wanton lotus
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Take arrays for example. When I know I need that array to have 10 items, I can add all 10 at once, then set them up with them all expanded and not deal with the collapsing view after adding items.
For a map, you don't get that luxury. So really, the main problem is the view collapsing every time a new item is added.

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I could deal with input prevention if the view would remain expanded for easier input.

stiff verge
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if a render target is out of sight, is it cooking?

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if I have two different render targets but they aren't visible at the same time.. is this heavier than having one?

marble delta
# wanton lotus Okay, so I do a map of Enum to Whatever. You setup your Enum and then go to popu...

I see what you're saying. I agree that the Map Editor UI does leave something to be desired there. I'd prefer some sort of universal 'Unset' key option that works for all map types over an allowance for duplicated keys. I have also been annoyed at not being able to add multiple entries before configuring them.
Setting up a map in a specific order should be irrelevant to search efficiencies though. Assuming the hash is "good" the map will look basically the same regardless of order of element insertion.

wanton lotus
stiff verge
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so I could, based on player orientation, tell it to stop cooking

wanton lotus
wanton lotus
stiff verge
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great, at least it's possible

wanton lotus
stiff verge
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i wish I wasn't stuck in 4.19 for my trick to work.. I'm using render targets as portal in VR so I need stereo

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oh that's even better if it displays the last texture created

plush yew
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wow that was really cool

wanton lotus
sterile tulip
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hello guys

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I have downloaded this pack, however it is in the wrong version 4.25. I need it in 4.26 but I dont know how

stiff verge
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@wanton lotus oh you mean.. if "a rock" was recently rendered in my view.. I disable something else that would be behind the character?

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that's useful.. might be easier and strictly better as I wouldn't need some orientation range in which the target is disabled

wanton lotus
hearty walrus
wanton lotus
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So use WaRecentlyRendered on the portal actor. If it is false, you turn off its scene capture camera.

stiff verge
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ahh so.. the camera tied to the render target portal could only be enabled when "WasRecentlyRendered" is True

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makes sense yeah

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i wonder if this is already implemented in the plugin I use

wanton lotus
stiff verge
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maybe the issue with this would be that there is a 1 frame delay until it's active?

wanton lotus
stiff verge
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I posted twice on the github and got no response.. unfortunately it's an old project

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I'm surprised that there is not a recent working plugin for this since it's such a simple and strong effect..

wanton lotus
stiff verge
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performance heavy but still..

wanton lotus
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Oh wait, you did say VR, right? if framerate gets low, they may notice something

stiff verge
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I spent 2-3 days looking around for solutions and the best I got was this.. that works in 4.19 and for some reason it's broken when I compile it.
https://github.com/FreetimeStudio/PortalPlugin

wanton lotus
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But if framerate is low, they are puking before they notice that one frame off, haha.

stiff verge
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yeah I hope I can get away with this

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i mean.. this won't run on just any machine.. I have the control over which machine will play it since it's not for a game

wanton lotus
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Gotcha, so no worries then.

stiff verge
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to me atm the biggest barrier of entry is that older projects are often not supported in newer versions.. 😦

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so much potential is lost over the years this way

dark ridge
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Does anyone here operate Unreal Engine on a MacBook?

dreamy lake
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Ever since I upgraded from 4.26 to 4.26.1 my editor has started making the popout menu see through - Highly frustrating, have to restart the editor each time it starts to do it - anyone else experiencing this, and anyone knows of any potential ways to fix it ?

spare kernel
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Turn of animated menus and lock the windows task bar

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are two common fixes

brazen sail
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I am working on an animation blueprint, this is my code but every time i run the game it keeps giving me errors and the player movement animations are also not displayed

wanton lotus
brazen sail
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I did try that but then the execution flow stops after the casting

wanton lotus
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Update event will trigger a few times before the begin play triggers. You can try saving the cast result to a variable, then in update check if variable is valid before setting those floats. Same thing though.

rigid belfry
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how do i bind the event dispatcher "died" to this node? i want my gamemode to listen to this event and do stuff if "died" triggers

wanton lotus
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TryGetPawnOwner is a node specifically used in animation blueprints to get the owner of the animation blueprint.

brazen sail
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tried that but no luck

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When i connected IsValid to the rest of the code the execution flow stops at is Valid

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Also dunno if this important but every time I select my animation blueprint it adds a " _c " at the end

rigid belfry
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do widgets get constructed everytime i remove from parent? isn't there a better way to close a widget without losing previously stored variables?

spare kernel
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set it invisible

wanton lotus
brazen sail
# wanton lotus

The errors are gone but there are no visible animations being played for walking

wanton lotus
dapper quest
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in version 5 is there an option to use controller for the editor

wanton lotus
wanton lotus
brazen sail
wanton lotus
plush yew
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im trying to reverse an anim montage using playing rate -1

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but it doesnt work

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any idea?

brazen sail
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Just went with the flow

wanton lotus
plush yew
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that makes a lot of sense

wanton lotus
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Plug montage sequence length into time to start.

plush yew
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wrong node then?

wanton lotus
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Ah, probably. Looks like that one is limited. No additional details to expose more pins?

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Nvm, I see the details tab there

plush yew
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yea I got the wrong one

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idk why

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this one better πŸ˜„

wanton lotus
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Yeah, that is the robust one. Handle notifys too.

plush yew
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whats the montage sequence length?

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cant find it

wanton lotus
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Make montage to play a variable and you can get it from that variable.

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Then right before you play the montage, you can use a set node to set the appropriate montage.

plush yew
wanton lotus
plush yew
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nope setting it to 1 doesnt work properly haha

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starting position is the frames or seconds?

wanton lotus
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Then it must be sequence length. I can help you setup the variable, will get you a screenshot, one moment.

plush yew
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thanks πŸ˜„

spare kernel
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playrate -1 reverses animation for me 🀷

plush yew
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it does in the right node yea

wanton lotus
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Use the set node to choose the montage instead of setting it directly in the play montage node. Play rate should be -1.0 of course, I forgot that. You could also utilize starting sections. Make one at the very end of the montage and give it a name, then use that name.

spare kernel
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i just made a reverse montage and set the sequence to -1

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works just as good

plush yew
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@wanton lotus doesnt work for some reason haha

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@spare kernel it kinda works but it plays to fast or something idk

spare kernel
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-1 just plays at the same

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i don't see speed differences

plush yew
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ah no my bad wrong pin haha

wanton lotus
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Double check it matches your other montages play rate

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Ah, I was thinking other montage might have actually been set to 0.8 or something similar, hehe

plush yew
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nah i plugged the node into playrate instead of starting pos on accident haha

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but that works thanks πŸ˜„

sterile lichen
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Is there any log or way to profile number of loaded assets (wold be happy to see a simple log of assets that gets loaded from disk when actor is spawned)
Asset map does not show all assets that are loaded when actor spawns and i don't see any place to enable logging to see each loaded asset

lusty carbon
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I keep getting these pinkish walls in the bake, they are fully white and so is the floor

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HDRI has no pink in it and this only happens on the walls.

wanton lotus
dreamy lake
dense knoll
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How do you fix Translucent Materials screwing over other transparent materials

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like a water plane

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it hides clouds

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and Particles render over the water

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how do you prevent this?

dreamy lake
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Thats Slashin8r will test those settings actually

stiff verge
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That's my VR FPS counter displayed in headset for testing.. I'd like to round that to the units and have it flicker a bit less.. any tips?

dreamy lake
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Truncate the value to round it down

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then under class defaults set the tick interval to a number you desire, or create er a timer πŸ™‚

stiff verge
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I'd do it in python if I could.. I started unreal last week lol

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so light green means float, teal means integer and pink is string?

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could I replace the event tick for something that gets refreshed once per second?

dreamy lake
dreamy lake
stiff verge
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so I think I,d need the event tick to get the actual time a frame needs to cool but I'd use the timer with the white inlet of the set node to only "bang" that info once a sec

dreamy lake
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Which in this case is the same as In Delta Time

stiff verge
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not sure how that gives me one refresh every second

dreamy lake
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Set the time on Set Timer Event to 1 and then set it to Looping

stiff verge
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ah wait.. could I launch the timer using the tick on start red thing?

dreamy lake
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Wait

stiff verge
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hmm I can't find the EventBeginPlay in this context

dreamy lake
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Its called

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event construct for widgets

stiff verge
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ah ok and it's the same?

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ohh it's when the widget is constructed..

dreamy lake
stiff verge
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not sure why they didn,t call this Creation.. instead of Construction lol

dreamy lake
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I usually do this as well, so I can clear and invalidate the timer in case I need it to stop

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Or, if you need to pause it etc.

wanton lotus
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Probably due to programming syntax where people are used to Constructors.

dreamy lake
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then you'll need a direct reference to it

lucid grove
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Hey fellas

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I know this might be generic question, but maybe you had same problem

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And i can find a reason whats killing it

dreamy lake
lucid grove
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yep, its ok

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Moreover the second scene is more complicated

lusty carbon
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Profile GPU

lucid grove
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My first gues that its something behind it

stiff verge
dreamy lake
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AH yeah

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so

dreamy lake
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you have to create a new event

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like I did

stiff verge
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haha yeah I was just trying

wanton lotus
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Infinite loop of timers, muahahahahaaa

lucid grove
dreamy lake
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Construct only run once as well, and in this case you would call construct over and over, so it would recreate itself (if it was possible)

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And the red path

lusty carbon
dreamy lake
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Is binding your event to a function delegate

stiff verge
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but how do I assign how this new event works?

dreamy lake
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White one is execution flow

lusty carbon
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I'd assume it's realtime shadows that cause this

dreamy lake
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Assign how it works ? What do you mean ? - Like put logic in afterwards ?

lucid grove
wanton lotus
stiff bane
grim ore
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Float (green) to string (dark pink)

stiff verge
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hmm ok my issue is that I don't understand what an event is in this context

dreamy lake
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Events are like an open function

stiff verge
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to me, a custom event, unless you specifiy what it is.. it won't be anything no?

stiff bane
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from float to string?

dreamy lake
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Its essentially just a function

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The name doesn't matter really

stiff bane
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ye seem sthe right one thanks@grim ore πŸ™‚

stiff verge
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but the function is still empty

wanton lotus
dreamy lake
stiff verge
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ohh the custom event is what will run (the white flow) when the timer is over?

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so once the timer is done, it will print?

dreamy lake
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The timer in this case is set to loop - So it'll fire the red string event every 1 second every time it fires off its timer event - it won't run the white line (execution node) again - it only does that once

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Don't use the Delta from Event Tick

stiff verge
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the way this custom event is connected to the timer is unintuitive to me because the event is in inlet.. not an outlet that's what confused me

dreamy lake
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Other than that, then its correct πŸ™‚

tiny grove
#

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dreamy lake
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Yeah I get it, I think I spent like 2 years with unreal before I knew what the Delegate lines were for (red lines), or how they even worked lol

stiff verge
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and you're saying I should use Get World delta seconds because this way I'm pulling this info rather than pushing it constantly

dreamy lake
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I don't think (could be wrong here) that you can actually grab it from the tick function, since its not part of the execution flow (the white line) from tick itself.

Think of these events like functions, the Delta Time from Tick is an input coming from that function specificly, and you aren't using tick in this case to run your logic

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So you would want to just grab the delta time from the getter instead

stiff verge
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ah makes sense

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it did work with the event tick

dreamy lake
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Ah :p

stiff verge
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but it makes more sense to use the get value

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well thanks

dreamy lake
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plus you could turn off tick in this case if you aren't going to use it to get slightly better performance, and just use the getter xD

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\o/ - you're welcome πŸ™‚

stiff verge
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yeah

dreamy lake
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Also

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you should be able to convert int to text directly, instead of converting it back to a float, no ?

stiff verge
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makes sense

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the int back to float was added automatically because I didn't change the toText function

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but there's one for ints

dreamy lake
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Just in case you didn't want the decimals :p

grim ore
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what you can also do is go right to text from the float ( and use the advanced options to limit the # of digits)

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click the drop down on the To Text node

stiff verge
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what I had at first was an update at every frame with the whole float and that just made the number harder to read

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ohh wait I understand what you meant

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you can convert a function node in some cases.. good to know

timber steeple
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Hey guys quick doubt... Can I rig characters in blender and port it to unreal in fbx?

stiff verge
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yeah

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i know a good video for that workflow.. 1s

grim ore
dreamy lake
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I actually didn't know that

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very good to know xD

stiff verge
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https://www.youtube.com/watch?v=nY4Q8cYBLP8 @timber steeple he covers many possible issues

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timber steeple
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@baron are you telling me?

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Ok

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Or is it good to learn unreal rigging

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I learnt blender rigging a little

stiff verge
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unreal has animations you can use with your characeters.. those will require your blender rig to be compatible

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otherwise you can just do all your animations in blender and import them

timber steeple
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Oho OK... Thanks so much

stiff verge
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you're welcome.. I was at that step a week ago lol

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I'd rather handle most of the creation in blender

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if you have funky modifiers and other kind of animations you can export them to alembic to unreal and it works really well

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how come the ground height in the default vr template is set to 280?

timber steeple
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Hey I have a nice 2060 card. Nice recent computer 16gb ram. I am sure my computer can handle lot more than blender right

stiff verge
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hmm that depends a lot

timber steeple
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6gb card.

stiff verge
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i mean for rendering with cycles.. blender would be heavier than a game engine in this case

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but yeah you should be able to do stuff

timber steeple
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But Better 10x than blender

stiff verge
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blender is not necessarily lighter or easier than unreal it's different

timber steeple
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I am saying it can handle lot more polygons easily right

stiff verge
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it's not blender that sets the polygons.. it's what you do

timber steeple
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That I understand

stiff verge
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a 2060 is definitely a good starting point in 3d or game developping yeah

timber steeple
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On the channel YT, I saw the creator telling, it can handle many more polygons...

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I am expecting to create bigger scenes in unreal compared to blneder. With average poly cout...

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Environments

stiff verge
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they are completely different

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blender is meant for offline rendering

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even eevee gets slow when you tweak it to look better

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slow compared to a game engine I mean

timber steeple
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OK...

stiff verge
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blender is much easier to learn and will give better results easily.. but it won't run like a game

timber steeple
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Yeah I will model in blender sculpt in zbrush...

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Lets say I have modeled some trees some grass....

stiff verge
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you can sculpt in blender too btw.. depends on what you know best and currently use

timber steeple
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When compared to blender... I will be able to handle more grass and trees in unreal right

stiff verge
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like I said.. it depends because they are different

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it depends what you're trying to do

timber steeple
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animation....

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not gaming

stiff verge
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you should use eevee

timber steeple
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but i dont think i can get so nice renders

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photoreal...

stiff verge
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that would be my best advice if you think cycles is too slow for you.. eevee will solve this.. but getting into unreal will be frustrating.. there are far fewer resources

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i don't think unreal looks better than eevee.. idk

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and cycles is slower to render.. but much much easier to get good results out of

next badger
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EEVEE GI and lightmapping is um...

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irradiance volumes do not blend between each other...why? just?

timber steeple
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I think unreal can give photoreal renders in no time...

next badger
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@timber steeple except...translucent objects

stiff verge
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i had pretty bad results with translucent so far

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@timber steeple unreal and eevee are comparable.. they need to be tweaked to fake a realistic results.. cycles is much much easier to learn at first but of course it's slower

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cycles looks amazing right out of the box compared to unreal

timber steeple
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Donno ....

spare sun
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its true, Eevee feels lackluster in some areas. Irradiance volumes, particles, nishita sky & displacement support for example.

If you wanna go Cycles then by all means, its pretty good and all features are pretty much supported (aside from things like caustics for which you'd wanna use octane or similar). But between eevee and unreal i'd give unreal the edge simply due to its maturity.

next badger
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why you keep comparing offline renderer to realtime?

timber steeple
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I dont want to render so long

next badger
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out of the box marmoset will tear any rendered like a rug

timber steeple
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and if unreal can handle many more polys than blender... as the creator says...

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I can create far more complex scenes in unreal than in blender...

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is it not true?

next badger
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no...i dont think blender has limitations here

plush yew
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when I make a 'comment from selection' in BPs, how do I stop the comment stretching horizontally so that I could only see it if I max zoom out?

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nvm worked it out

timber steeple
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for a limited computer like mine(not so limited) unreal can handle more poly count than blender is this true?

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What if i wanna use unreal only for rendering...

main bolt
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Been trying to figure out why this isnt showing my stars would really like some help

timber steeple
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Thanks for your supprot

spare sun
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sure you can use unreal only for rendering

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if you want to

stiff verge
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I'd love to try that out eventually.. but I like how cycles look for animations

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I'd like to try octane or redshift however

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@timber steeple except for making games.. unreal won't allow anything that blender can't do in terms of making your animation look good

lucid grove
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Hey, another simple question. With world composition - what happens with actors on it when they not loaded?

timber steeple
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Since it is real time...

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and i can quickly do changes....

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I think I will figure out ina week

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Thanks

stiff verge
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eevee also renders quickly

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it depends how you want to work but.. cycles means you work less and the computer works for you in a way.. even if it takes a week to render every night

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the thing with cycles is that it's very easy to get realistic lighting using just a HDRI.. shadows look so good

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but yeah it's super slow

violet sluice
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Hello, sorry for interrupting. I just join the discord server. I'm new on unreal engine. I'm using it a few months. I need help about save/load game. I did some blueprints it's working but i have some issues. Someone can help me who is prof. on unreal engine. I really need help. Thanks a lot.

timber steeple
#

Thanks for the inputs baron. Really helps!

stiff verge
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you're welcome

violet sluice
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thanks baron. Can you help me about it?

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i need just a little bit help

stiff verge
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i'm a unreal noob

violet sluice
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i understand no problem πŸ™‚ me too

rigid belfry
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2. Be patient when asking for help.

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what problem are you having?

stiff verge
#

yeah I'll probably learn from your question too haha

sharp frigate
#

Hello everyone , i am trying to freeze Player character in mid air for 5 seconds after begin play

#

any idea how i tried turning off gravity on mesh

#

didn't work

hollow copper
violet sluice
#

firstly, i wanna make a save system like save and continue game system. But when i save my character place doesn't save. i have to show my blueprints

#

to fix that

wanton lotus
sharp frigate
#

^ haven't work with time dilation let me try ;D

rigid belfry
#

i have no idea how metahumans works but i think the sensibility is too high and your mouth stays open too much

plush yew
#

i had the same problem you gotta set gravity scale to 0

#

im assuming its a character pawn

#

with the movement component

sharp frigate
#

it did

#

froze time

#

but i got stuck frozen

#

in time basically

dense knoll
#

How do you make a actual loading screen, The ASYNC loading plugin doesent allow for much customization so i made my own widget but am wondering how to get it to be a loading screen that shows up instead of a frozen game

rigid belfry
# sharp frigate while

i have no other words to put this but, do you want to create something akin to jojo? where time stops for everybody but the player?

plush yew
sharp frigate
plush yew
#

just spawn it higher or later? πŸ˜›

#

anyway setting gravity scale turns off gravity for that npc

#

so just use that

sharp frigate
#

when gravity is off do i stay up in mid iar ?

#

air *

kindred viper
#

aye

plush yew
#

yea

sharp frigate
#

okay let me test this thanks

plush yew
#

thats how gravity works πŸ˜›

kindred viper
#

why not just load the character once yo know the level is loaded. There is an event for it

plush yew
#

yea I feel like theres a better way haha

sharp frigate
#

Works !

#

Thank you so much

sharp frigate
wanton lotus
plush yew
#

slash you know of a good way to play anim montages from a behaviourtree?

#

im just using custom events right

#

or is that okay too?

wanton lotus
plush yew
#

yea thats how im doing it too thanks πŸ˜„

wanton lotus
plush yew
#

not doing multiplayer

wanton lotus
#

Ah, then a lot less to worry about, hehe

plush yew
#

but doing montages for smaller less used animations is better then using an animbp right?

#

animbp's are more for movement and stuff?

wanton lotus
#

You can technically run everything in the animBP if you are creative with your transitions.

#

Then just have the game logic change the necessary variables to switch between states.

plush yew
#

seems like a pain haha

wanton lotus
#

All really depends on what you need to do. I tend to use montages for anything linked to a button press, except movement buttons.

plush yew
#

doing ai, so stuff like idling around and eating etc.

wanton lotus
#

Ah, yeah, you mentioned BT. AI I do basically everything but movement in montages, yes.

plush yew
#

ill keep doing it that way too then πŸ˜„

#

got it kinda figured out with blending etc

wanton lotus
#

Seem to have more control over it, so I like it that way.

dense knoll
#

How do you create a loading screen that is created when a map starts loading?

crimson lake
#

hey guys, quick question

#

is getting all actors from class

#

from a class that only has one actor

#

costly at all?

dense knoll
#

It may be more costly depending on how many actors of that class are found

#

if theres only one actor it will most likely be the same as Get Actor of class

crimson lake
# dense knoll How do you create a loading screen that is created when a map starts loading?

Announce Post: https://forums.unrealengine.com/showthread.php?141784

Alan Willard is back to talk about the different techniques that you can use to handle loading levels seamlessly in your game! Alan will be covering all the bases, from basic cut-to-black to conditional loading on events. How to unload levels and manage what players can experi...

β–Ά Play video
crimson lake
#

thanks

dense knoll
#

I dont mean Stream loading

crimson lake
#

that's what you want

#

sorry

plush yew
#

whats that node called that gets everything in a sphere around you?

wanton lotus
wanton lotus
dense knoll
#

Async Loading screen sometimes crashes UE4, so im trying to get it to load a widget instead

plush yew
#

multisphere or sphereoverlap?

wanton lotus
crimson lake
plush yew
#

or spheretrace?

#

eek so many options

earnest violet
#

Hi guys! I got a quick question. Basically I have a ai character that has root motion animations of walking forward but it skips back to the beginning of the animation start every 2 secs. Should I be using In place or how do I get it to stop skipping? THX πŸ™‚

crimson lake
#

Spheretrace by channel is what I use

wanton lotus
#

So many ways to do the same thing in programming

plush yew
#

multisphere gets ALL objects and spheretrace only gets the first one?

wanton lotus
#

Sphere overlapping will perform a sphere trace, so they are essentially the same

crimson lake
#

yes the first hit will get it

#

I suggest

#

you use sphere trace by channel

#

because then you can set a custom channel

#

if you want it to hit a certain object

#

and ignore all others

plush yew
#

ah yea

earnest violet
#

Hi guys! I got a quick question. Basically I have a ai character that has root motion animations of walking forward but it skips back to the beginning of the animation start every 2 secs. Should I be using In place or how do I get it to stop skipping? THX

crimson lake
# plush yew ah yea
Unreal Engine

Choosing what collides is obviously very important, but it can be tricky, and it’s a problem that we have spent quite a while discussing while developing UE4. The system we have can seem a little complex at first, but it is very powerful and consistent, so I wanted to give a little background on how we arrived at it. We’ll talk about the differe...

plush yew
#

then get the array and get a random hit from that I guess will work

crimson lake
#

err

wanton lotus
crimson lake
#

what are you trying to achieve exactly

plush yew
#

get a bunch of poi's and choose a random one

#

for ai

crimson lake
#

oooo then

#

multi sphere trace

#

is the way to go

#

with channel

#

and set all the poi's to block that channel

plush yew
#

I see thanks πŸ˜„

crimson lake
#

got u ❀️

plush yew
#

what would I put in end? lol

wanton lotus
plush yew
#

actor location is fine?

wanton lotus
#

Yeah, since that is where you want the radius to originate from.

plush yew
#

Something like this?

#

guess you can set a custom channel somehow πŸ˜›

#

cast failed hm

plush yew
#

lol one actor just refuses to participate

#

with the same bp and hbt and everything

#

they all go the same hit location

#

even tho its not synced

#

thats odd

sly vine
#

hey guys i really need help with my project

#

its started to get crash after i play , since then each time i start the project file

#

its get crash

plush yew
#

If I don’t want to use particularly complex physics and want to incorporate dynamic gravity so that my character can run on walls should I just do use pawn instead of character?

kindred viper
#

I'd use a regular pawn most of the time. If you want custom movement functionality it's often better to start from scratch than modify the CMC. But that being said, you can use it and save some coding. But tweaking with extra functionality might take more time than starting from a base.

grim ore
#

@sly vine you will need to install the editor symbuls for debugging and crash it again to get a real crash log, this log will not help. its in the launcher, the drop down next to launch,. and options

sly vine
#

thanks i will check it and i will report you thank a lot

topaz tangle
#

Is there a way to unpackage a game I made myself ages back?

#

I lost the project files for it and everything.. 2yrs of work down the drain, all I have left is a google drive link to the actual game package.

robust oar
#

tewst

#

oh hey

#

is it possible to code with visual studio code instead of visual studio 2019

#

visual studio 2019 is so heavy. even with my ryzen 2700x it takes alot of time

sly vine
#

@topaz tangle hey bro with my experience in unreal engine , you cannot restore packaged work .

#

you may get the models by using the umodel tool but nothing else.

plush yew
#

tomatos?

spare sun
#

@robust oar should work. Not sure whether it's gonna be faster though, ue4 codebase is.. huge.

grim ore
#

If VS is too heavy for you, look at Rider (its in beta right now) as an alternative. In the end tho VS is the suggested IDE for use with UE4 and Windows.

marsh swallow
#

has anyone worked with the water enough that they have created an in depth tutorial. I am having a few issues and I am not sure if they are limitations or not

#

mainly with the water and post processing underwater not being as wide as the water and the overlaps/collisions seems kinda.... weird.

sly vine
#

@grim ore problem solved once i installed the symbols thank a lot .

mortal cedar
#

found a solution to hidden bones having no shadow. Attach an invisible egg to the head to act a dummy shadow. Hes now an egg head

robust oar
#

@spare sun The last word sums it up...so I guess I cant get around the load times πŸ˜…

mortal cedar
jolly oak
#

Is there a way to mirror a camera view? I'm making a camera that projects onto a plane, but I want the image to be flipped, similar to how various phone's front cameras mirror the preview photo

grim ore
#

scale the plane in a negative direction should flip it

jolly oak
#

I'll try that out. Thanks!

rigid belfry
plush yew
#

whats wrong here?

grim ore
#

not really but the concepts are still valid. learn.unrealengine.com would have updated content but I dont recall any "generic BP" courses @rigid belfry

plush yew
#

just spawns inside them

grim ore
#

if you are snapping, then you probably dont want any transform when you spawn it

plush yew
#

but its needs a transform to spawn

lucid grove
spare kernel
#

@plush yew you can just split the transform pin

#

and leave nothing connect πŸ˜„

plush yew
spare kernel
#

but you have not shown the issue

plush yew
#

still spawns up their ass lol

spare kernel
#

well what is your socket location?

#

draw a debugsphere on the socket location

plush yew
#

not there lol

nimble moat
#

Ive just enabled ray tracing for my project and upon restart the editor is pinning my cpu to 100% is this normal?

spare kernel
#

@nimble moat compiling shaders likely

plush yew
nimble moat
#

Ah thanks

spare kernel
#

but your attaching it to self

#

not to the mesh

#

you want attachtocomponent

plush yew
#

ohh

grim ore
#

yep ^^ was just about to say that

plush yew
#

that works haha

#

thanks πŸ˜›

wanton lotus
#

No more crappy coffee?

sly vine
#

@grim ore i have another error while package my project (android)

#

Error: Shader compiler returned a non-zero error code (-1073740940).

grim ore
#

see if the output log shows the shader with the issue

lucid grove
#

Just notcied that ALL my particles is visible in editor no matter how far they are

topaz tangle
#

well if i cant recover it, is there a flight system similar to this one?

#

that anyone has made

grim ore
#

are you trying to set the culling distance for the particles?

sly vine
grim ore
#

thats weird

#

@lucid grove are you trying to set the area that the particles spawn in, or the culling distance?

grim ore
#

yep thats different, bound are the area it spawns in

marsh swallow
#

The post process on the water only seems to work inside this area. Is that resizeable? its not even the size of the ocean. lol

true falcon
sterile tulip
grim ore
#

@lucid grove the LOD determines if its going to draw it or not. If you go into the particle in the world, go to the Rendering -> LOD section, then change the desired max draw distance you can set its max distance for drawing. Keep in mind this only works in simulate/play/game mode

sterile tulip
#

how do I move this wheel asset inside the blueprint

marsh swallow
#

i tried the far water material, but that seems more of a distance visual, rather than Colluision/underwater. Ill takea look at the tile size

sterile tulip
#

in transform there is only option to change scale

true falcon
grim ore
#

you have to mak sure you test in (G)ame mode or in play tho, editor wont work

sterile tulip
#

how @true falcon

true falcon
marsh swallow
#

ohhh

#

gotcha. i had not set far water... i dont think

#

while i am liking a lot of the features of the water, there is a few limitations kind of irritating atm. i really should have read and tested a bit more before migrating to an experimental plugin.

#

πŸ˜„

#

Found em!

clever axle
#

Is there a way to curve focus distance in sequencer?

plush yew
#

random behaviourtree task by setting random int right?

#

no idea why it doesnt work

sharp frigate
#

Hey anyone have suggestions ? Tried building lightning currently have 6200 only built 200 the rest are foliage

true falcon
#

I feel like the new water system is really really good. it's just that's a bit complicated atm so it's hard to know how to accomplish things. There's very few limitations afaik, except maybe world composition (but think someone worked around that)

marsh swallow
#

theres about 4-5 of them

#

all listed in the Deep Dive video

#

trust me, i cant complain about its blending and many other features. πŸ˜„ its fantastic

#

but i am having a hell of a time getting underwater/collisions to work at large scale on these maps.

true falcon
#

like what? I saw that but some things he said seems not correct and others there are workarounds for

#

awesome presentation though

marsh swallow
#

landscape has to be centered on the map

sterile tulip
marsh swallow
#

and uniform scale otherwise the render targets do not work correctly

sterile tulip
#

how do I remove this white thing from my actor bp

marsh swallow
#

we use WC, so our landscape scale is 100x100xXXX depending

true falcon
#

I'll give you the landscale scale issues and some height limitations πŸ™‚

marsh swallow
#

haha

#

which is mainly what i THINK my problems are here.

plush yew
#

ah I found out the problem

#

this bp always starts at 0

#

no idea why tho

true falcon
#

the biggest problem is having a landscape whose baseline is below the 50% height the ocean sits at. Can be fixed by raising it

grim ore
#

@sterile tulip that white thingy is an editor thingy that is tied to the default scene root. Replace it with a new scene root or something else. Its just to indicate where that item is in the editor

plush yew
#

got any idea mathew?

true falcon
#

like in world creator seafloor should be at like 40% range and land around 50%

grim ore
#

why what?

#

I mean your default in the blackboard is probably 0 right?

marsh swallow
#

So here is the other thing i noticed. Post Process Depth on the water. Only goes so far down. So to increase it, you have to adjust the Z scale of the WaterBody. Problem when you do that is the collision box goes upwards in scale

plush yew
#

idk theres no default

marsh swallow
#

so if you have water under landscape and you begin walking into it, you trigger the ActorBeginOverlap before actually touching the water

plush yew
#

but I guess int's always default to 0?

marsh swallow
#

So i am resizing the PostProcess incorrectly? or is that just a current "thing"

#

lol

true falcon
#

ugh, hmm, might be not finished :)) could you just set the size manually in blueprint?

plush yew
#

ugh how do I fix this

marsh swallow
#

well thats the weirdest part though. lol. There is NOTHING in the BP to set. lol

true falcon
#

but the ocean has an underwater post process. Just access that directly?'

marsh swallow
#

this whole system is built on a splineComponent

#

it does.

#

hmmmm, lemme see if its exposed to access

true falcon
#

it must have some logic to resize it after the curves etc. but probably only initially, should be settable later

#

esp on beginplay

grim ore
#

@plush yew the blackboard doesnt have a default?

#

it doesnt.. I literally never realized they dont lol

plush yew
#

dont think so, and even if it does it doesnt change they all do the same task first πŸ˜›

grim ore
#

might need to debug then on the return to see why its returning 0 or using 0 then. If its showing 0 then maybe some of your AI are skipping that task?

#

I guess technically there is nothing stopping you from making a task that is literally the first thing ran that initializes BB variables

plush yew
#

i guess it has to have a default value

#

wich is 0

marsh swallow
#

okay so with this setup. the landscape is CLOSE to center, and set to 100x100x100 and the WaterBody_Ocean Collision Extent is like 150K x 150K and its working.

plush yew
#

and on the very first frame

#

it chooses a task from int 0 1 or 2

grim ore
#

well yeah it has to have a default and it would be 0 yep

marsh swallow
#

However, from my testing, as soon as i set the landscape as it should be for 200x200x254.7 its going to break

stiff verge
#

I'm messing around with volumetric fog.. is tehre a way to have it only show within a cube?

marsh swallow
#

and post process will no longer work @true falcon

plush yew
#

int value == 0 1 or 2 etc

#

could just make a dummy task? lol

grim ore
#

to do what?

plush yew
#

to do nothing

sterile tulip
#

thanks

#

how do you disable motion blur for a single object

#

I want everything to produce motion blur except 1 object

wanton lotus
plush yew
#

yup thats what I did πŸ˜›

#

annoying tho

wanton lotus
#

BT/BB is pretty annoying until you get used to the little quirks like that, hehe

marsh swallow
#

Nevermind... this time it worked

nimble moat
#

Does anyone know if level sequence is tied to FPS? when my fps drops it throws the entire level sequencer out of sync?

stiff verge
#

hmm it shouldn't be

#

fps drop should skip frames and keep time constant, right?

#

otherwise the timeline would be all weird all the time

wary wave
#

guess it depends on what is getting out of sync

#

if you're getting really bad frame drops (let's say 1 second) and you have triggers set up to trigger at 1.05 seconds and another at 1.1 seconds, then both will be triggered at 2.0 seconds and bad things are gonna happen

nimble moat
#

@stiff verge thats what i thought too, but i just tested and found something out, it only goes out of sync when NOT in increments of 60, so if my fps is 60fps its fine, 120fps fine, 80fps completely out of sync and sluggish

stiff verge
#

weird

pseudo bane
#

Hey has anyone had issues with not being able to Add Content packs to projects in 4.26?

#

I was able to open the Archvis 4.26 template, and I've been working in that, so not sure why it suddenly disconnected or how to get those back?

stray compass
wanton lotus
#

Can anyone explain this to me? So I downloaded my latest marketplace update, but the projectiles don't work at first. Then all I do is compile and save a few of the core files and it suddenly works.

spare kernel
#

@topaz tangle use the job board to look for people. Check #instructions

stiff verge
pseudo bane
#

Does anyone know how to retrieve the 4.26 Template and FeaturePacks? I think when I updated to 4.26.1 they were somehow deleted because they're no longer in my EpicGames/UE_4.26 folder. Bizarre because when I first downloaded 4.26 I was able to launch an ArchVis template project, so at some point they vanished. I've already verified the 4.26.1 engine inthe Launcher

stiff verge
#

so even between 4.26 and 4.26.1 it's tricky to salvage assets? wow

sharp sleet
pseudo bane
#

I dont know, its gone tho

pseudo bane
stiff verge
#

@sharp sleet I just uploaded this as fbx to my scene.. how can I edit or even view the hit box? can't it just use the original geo?

pseudo bane
stiff verge
#

hmm there are templates in 4.26.1

sharp sleet
stiff verge
#

i made the fbx using blender

sharp sleet
#

What did you do at the circle then

stiff verge
sharp sleet
#

I see. Did you try to rebuild the lighting?

stiff verge
#

yeah it's built using production quality

#

maybe there's a shadow resolution somewhere?

nimble moat
#

it's your lightmap resolution i believe

#

you need a correctly unwrapped lightmap and you can adjust its resolution accordingly in the engine

stiff verge
#

ohh there's a resolution setting there let me try

#

i changed it to 4k x 4k and it's still blocky so it's something else

rigid belfry
#

is there a way to see how a blueprint is executing its nodes?

nimble moat
#

print strings, thats how i do it

stiff verge
#

@rigid belfry you can add prints in the blueprint and you can also visualize data path while it's running if you keep the window open

true falcon
marsh swallow
#

that time it worked btw. lol

#

but now lakes wont work. Time to play around and why that is. πŸ˜‚

true falcon
#

lakes only work if the landscape you added is in the waterbrush layer

#

well, lakes will only subtract from that layer

stiff verge
nimble moat
#

can anyone point me in the right direction to turn off RTX in game? something the user can do

vocal swift
#

Hi, I have an issue with landscape splines not deforming the landscape at certain parts of the map, but when I come there and move them a bit or just click and look at them for a bit the landscape corrects itself. But when I Play in Editor it stays undeformed, and if I fix one and move over to the other place where this happens, once its fixed there it'll reappear somewhere else. Am I using too many splines? How do I fix this?

devout thistle
#

I was wondering where is the best place to start learning this from scratch? I have attempted learning UE at least 10 times in the past several years, along with several other engines. I keep coming back to the unreal engine.

plush yew
#

I like video, so YouTube and Udemy.

devout thistle
#

My hopping around has been my downfall. I should be able to so things by now. So I am starting from scratch.. "Hello World!" if you will.

nimble moat
#

UE4 infinite runner tutorial is really good

plush yew
#

@devout thistle Some of my best investments were $15 for a "C++ Beginner and Beyond" and $15 for a "Multiplayer Games in Unreal Engine" courses on Udemy

devout thistle
vocal swift
devout thistle
#

I learned C and C++ and several other languages when I first started. I need to relearn them cause I do not use them.

rigid belfry
dusky inlet
#

@vocal swift haven't seen this before, might be related to the layer system?
Anybody here with more landscape experience wanting to weigh in? @noble finch (hope you don't mind me pinging you)

plush yew
#

I'm happy with it

#

You'll probably be familiar with the first couple chapters since you have programming experience, but there's still a couple good C++ nuggets he touches on along the way

waxen raven
#

I'd only pay 10 but yeah, that dude is incredibly good at walking through it all.

rigid belfry
devout thistle
waxen raven
#

Honestly not as big of a fan of the Looman one though. At least from what I remember of it.

plush yew
#

But sorry no, I don't have any specific recommendations.

devout thistle
#

it was the only one I actually finished everything

#

as you can probably tell, I get distracted easily

plush yew
waxen raven
#

Honestly it can be hard to access a lot in BP, though Jeff T on Udemy has some bp multiplayer stuff.

plush yew
#

Yeah, this is the Tom Looman tutorial.

devout thistle
#

I have even considered doing an actual college program, just to keep me on track

waxen raven
#

I did the gamedev one on it, but you really need the C++ to go through that. It's a rough course no lie.

plush yew
#

UE is hard πŸ˜…

devout thistle
#

BP?

plush yew
#

Blueprint

sleek spear
#

i am trying to make the neo kinect plugin work with a mixamo skeletal mesh instead of the ue mannequin skeleton. how do i do that. or can i easily translate something that works with one skeleton to another?

plush yew
drowsy compass
#

Control + L isn't working for some reason. Any ideas?

sleek spear
#

@plush yew ok thanks, will check it out

digital steeple
#

Inside my char_bp i want to get the world.location of a diff BP. How do I directly communicate without using level.bp or line traces?

#

Wow nm I got it

knotty heron
#

The material i choose in the index just turns out with the default mat

vocal swift
#

using the set material node

deft raven
#

Hi anyone know a tutorial for create a battle system like total war or even mount and blade, where the player control units of AI? And enemy AI attack with in groups?

plush yew
#

My understanding is that the main camera triggers volumes (post processing, audio, etc.) and I'm testing a camera positioned really far away...

I don't want to make my volumes huge in response to this decision β€” is there a way to set a different actor to trigger these volumes?? (I'm trying to avoid having to create custom events to enable volumes on player collider overlap, and am hoping I can just set a new default trigger actor.)

elder moat
#

hey y'all what do you think the best velocity for a bullet is? (I simply just want a bullet which keeps travelling in a straight line), currently it's just 3000 at the X but it makes it like go downwards instead of straight ahead

wanton lotus
elder moat
#

ohh alr

wanton lotus
#

Projectile Gravity Scale is what it is called specifically. Set it to 0.

elder moat
#

Alright, thanks

wanton lotus
elder moat
#

Ooo, alright, thanks

plush yew
#

doesnt really fast projectiles have issues not registering

#

theres a solution for that tho

magic lantern
#

Hello I have a problem with rotate system. I am using Blendspace 2d (not blendspace 1d) and controller yaw is off. When I am looking the charact from the front from the anathor side the character isn't turning to your camera view side it is glitching. But I want do same system with last of us. Viz when I am looking the character from any side character should turn to your camera view side slowly and with animation. But not automatically. It should rotate when I press w/a/s/d.

vital plinth
#

Hi there, Anyone know of a good way to seamlessly connect these edges together using unreals new mesh tools? Thanks in advance.

timid spade
#

what would i connect object to?

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im trying to run an event in the widget that makes a loading circle appear for a second every time the user reloads

grim ore
#

you would connect the object to it

#

what is AmmoMagCounter

thick nebula
#

Hello guys!

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I want to get more familiar with databases

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And I wanted to ask you if I can use databases like these in a unreal project

grim ore
#

depends on the database and the skill of the programmer and how you want to "use it"

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but yes is the general answer

thick nebula
#

Alright, cool ,thank you

grim ore
#

and that database would not be used in "unreal" but it would be on the server and that server would feed the data to unreal. seeing as how that is a wow database it would be used the same way wow uses it

thick nebula
#

yea

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That's the goal

brisk tide
#

Now I copied the downloaded folder into my content folder. When I open my unreal and go to that folder in my Content browser, I see the mesh with all correct textures, but when I drag it onto my editor, it loses its textures. The same with its materials, when I open the folder, I see them properly. But as soon as click them, they are gone. What am I doing wrong?

grim ore
#

what does it look like when you double click on the mesh in the content browser

plush yew
#

Are the shaders Compiled?

brisk tide
#

it just goes grey

grim ore
#

show a screenshot of the mesh editor window, when you double click the mesh

plush yew
#

how complicated would it be to integrate the als v4 systems into a base unreal engine third person blueprint D:

grim ore
#

im betting the folder you put it in was not the same folder it was in the base project

plush yew
#

i cant seem to find any noteable tutorials on that

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pom pom pom pompom

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tomatos?

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thats how this feels lol xD

brisk tide
#

ok, putting up a small video, 2 mins.

grim ore
#

you can just show the screenshot. Im guessing you need to re hook up all the connections if you didnt put it in the right place

plush yew
#

the als systems seem to have mostly the same bones with purple ik bones o-o;

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to the base mannequin

brisk tide
#

Its in my content folder

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for the current project I am workingon.

plush yew
#

@grim ore can I ask whats with the tomatos in your intro? πŸ˜›

grim ore
#

nothing special, just a random word

plush yew
#

wheres the audioclip from?

grim ore
#

one of my kids

plush yew
#

omg thats adorable

grim ore
#

none of those are the static mesh editor, the bush itself

plush yew
#

you really be here posting photos of your monitor πŸ˜›

gleaming creek
#

The "tomatoes" always sounds wrong to me because it's the American(?) pronunciation

tardy basin
plush yew
#

it still surprises me people dont know the printscreen button exists

grim ore
#

its weird but its possible they are not on discord on their computer

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well I dont know why they broke but without seeing anything else I would guess they are not connected in the material for some reason (the textures are missing in there), or they are failing to compile for a different reason. none of those screenshots show the material or the mesh

brisk tide
#

Sorry about that

plush yew
#

oh um

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nvm

brisk tide
#

I can see the materials as in the earlier screenshot, but when I click on them, they become grey.

brisk tide
median hound
#

can skeletal meshes have complex collisions?

plush yew
brisk tide
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Yes, they are empty. I just copied the folder they gave into the content folder of my project. I guess thats not working.

grim ore
#

so the folder they came from is not the same as the folder you are using?

#

and no you dont import uassets, if they were supplied like that what you did is what you would do. put them in your project in the same location they were provided, including folder name

#

otherwise the materials are probably still working they just all need to be fixed and hooked back up

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did they come in just raw files or in a project as well?

brisk tide
#

Just raw files in a zip file

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when unzipped, I got a folder "Content", that had this structure inside it. So I copied everything from there to my project content folder.

#

I guess rehooking might be the option as you said.

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I will try that and see. Thanks for your patience πŸ™‚

grim ore
#

so under content was more folders and you put those folders right into your content folder? is it just this one item in there or other items?

#

what you are suggesting sounds correct its weird that it would re assign it to the world grid material

brisk tide
grim ore
#

gotcha so yeah cgaxis_models_105_49 should be the folder that is in your project, which I see, but thats not the one you are showing with the issue

#

and there is nothing in the root directory above content right? in the cgaxis_models_etc... folder?

brisk tide
#

Now it's working πŸ™‚ I deleted the folders from content browser, kept them back in and its fine now πŸ™‚ No idea why though πŸ™‚

grim ore
#

super weird

dreamy sleet
#

can someone help me with packaging my game

brisk tide
#

@grim ore thanks for giving your time! Now for the next part of adding simple wind to these πŸ™‚

#

I did it before, so hopefully I can mange it

timid spade
# grim ore you would connect the object to it

basically i have a ui widget that contains progress bar that acts as a magazine on the ui. I have a function to make a loading circle become visible for a second then become invisible in the widget

#

im trying to call it when i do a reload but idk what to put in the object

inner cloak
#

Is is possible to set the near clipping on the editor Viewport

grim ore
#

@timid spade yep so what is AmmoMagCounter. what class or type

inner cloak
#

I think ue4 uses a cache folder .. but not 100% sure if you can get the image back that way

grim ore
#

@toxic ridge why do you assume the image is not on the machine anymore?

#

I could rename a .png to .txt and that doesnt mean the image is no longer there.

#

epic takes your source file, does voodoo magic to it, then stores it in a .uasset file for later use. the underlying data for the source file is still there in their custom format

river patrol
#

Looking for talent for a steam game. This game is breaking me. Anyone down to collaborate with me? You will get credited
And $2 dollars per thousand download

grim ore
#

please post in the job boards section @river patrol , there are pinned posts in each channel

river patrol
#

Ok thank you

#

I'm new to this

inner cloak
#

Oh, good point @grim ore

river patrol
#

I can't post to job board

#

This is my bomberman game

random forum
#

Anyone know how to make ONE window two content browsers?
I have three monitors and I want my 3rd to just be two content browsers side by side.

peak vigil
#

So, I've made some edits in the 3DS MAX with a mesh, but my edit doesn't shown in UE4 when I imported it, any suggestions?

inner cloak
#

@random forum just open a new Content Browser

grim ore
#

@random forum snap them to the side in windows itself, you can have up to 4 open at a time

random forum
#

Jesus Christ that's going to save me so much fing time.

grim ore
#

@river patrol you can post, read the pinned messages

inner cloak
#

I have 3 screens .. and my middle one is a 4k TV .. 32 inches

river patrol
#

Who has been using Unreal the longest?

grim ore
#

welp I take that back, they removed the pinned messages and put them all into #instructions

leaden dust
#

tbh why would you use a 32 inch screen if you want to have 3 skins

grim ore
#

Tim Sweeney?

leaden dust
#

screens*

grim ore
#

I have a 32" as my main, then a 27 as a side for stuff like this, and a 27 vertical for code on the other side of the 32

inner cloak
#

Didnt Tim and his partner (forgot his name) start it together ?

grim ore
#

@toxic ridge yes, you can also export it out if you need the original file again

buoyant graniteBOT
#

:triangular_flag_on_post: hanzmw97#6927 received strike 1. As a result, they were muted for 10 minutes.

leaden dust
#

why did he get a strike?

wary wave
#

spamming every channel

leaden dust
#

ah I see

#

he was doing that in other discords too

inner cloak
#

And yes, it was Tim Sweeney

#

Mark Rein came later i think

random forum
#

All hail Cedric 'Inoxx' Fiorentino, creator of... the legend...

#

FACING WORLDS

crimson hornet
#

Isn't that Unreal Tournament?

wary wave
#

first one, yes

#

I never liked that map

regal abyss
#

could someone guide me to where is the foliage setting to change the lightmap?

crimson hornet
#

Dude that rocket on the middle floor was so much fun though

wary wave
#

Redeemer

crimson hornet
#

And then sniping on the top was also cool

#

yeah

wary wave
#

you only needed a couple of good players and that map would be a permanent stalemate :/

crimson hornet
#

I actually never played it online, I just faced the AI

#

Anyways I need some help in Unreal. So I have a map where the water level goes up. How do I reset the water level when the character dies without restarting the game?

wary wave
#

undo whatever you do to make the water level raise

#

that's kind of an impossible question to answer

crimson hornet
#

I don't know my teacher just told me to do that and I am stuck on how to do it. I was wondering if there is a blueprint that can do that.

pseudo bane
grim ore
#

@toxic ridge right click the asset in your content browser -> asset actions -> export

#

@pseudo bane are your templates installed?

pseudo bane
#

Yeah they were, I know I used one to start a project

grim ore
#

were, not are. are they installed?

pseudo bane
#

I have the ArchVis project already going in 4.26

#

How can I check that

#

because I went to the UE_4.26 folder and they are gone now

grim ore
wary wave
grim ore
#

if you dont see them anymore, then uncheck it if its checked and apply then re check it to reinstall them

#

@toxic ridge no you only get what they support, you can change it outside of the engine if needed

pseudo bane
#

oh wonderful, is it possible they got deleted when I updated to 4.26.1

grim ore
#

yep, the engine does not store the source file

#

@pseudo bane possible yes but not likely

crimson hornet
#

This is how the player dies and how the water moves up

wary wave
#

not sure why there are two timelines, but it's all there

plush yew
#

Haha I was just asking about source files and uassets, I think yesterday?

#

I guess it's not only me disoriented by the meta data showing the source path.

inner cloak
#

Is it possible to have a BP in a BP ?

grim ore
#

@toxic ridge yes

#

@inner cloak depending on the context yes? Actor blueprints can be use as an a child actor component (people seem to suggest not doing this, it can have issues). there are also blueprint components that you can create that are used just like other components

inner cloak
#

What i am trying to do is ... i have a House Mesh which is a BP and inside i want to add Door BP

#

I guess the door BP should be added at the map level then, right ?

clear patrol
dim arch
#

is there a console command to print current display resolution? need to do some vr debug

plush yew
#

Hello guys I have a little problem with my inventory, I did it when I hit I to have only UI enabled, but I want to "unpause" the game when I hit again I

#

but the second part doesn't work

#

this is the code

plush yew
#

guys do you know why when i am in the editor i have 120 fps but in game the fps are 30/45 ?

calm pollen
#

Can anyone explain what the "Object" part of a cast node is? I really dont quite understand what is supposed to go in there and its messing me up in many ways lol

honest vale
#

@plush yew different settings probably

#

@calm pollen it's the input parameter of the cast node

#

do you know what a cast is?

restive yarrow
#

Somebody please tell me how i can change post process settings of my player camera manager

worthy orbit
#

hello, my English is not the best, but whenever I tap the material below or want to drag it onto the 3D model, it disappears and does not calculate the shader. What can I do about it ?

fierce tulip
#

that often happens when the material is inported/put into the project wrong, and loses its connections with textures or other content inside the material.

restive yarrow
leaden dust
#

I was looking in #volunteer-projects for something to get better at programming but everyone seems to want to make a multiplayer game

fierce tulip
#

hehe

leaden dust
#

I guess I'll just have to git gud at networking

ember mauve
#

when i click to choose the parent socket it does not show the bone
if i dont do that fps camera doesnt feel real
plz help

plush yew
#

Would anyone know when MetaHuman will be released?

true falcon
#

in 2021

plush yew
#

I know for this year

latent pivot
#

so am i right to think that GPU lightmass is basically unusable? i cannot get it to look as good as rasterized static lighting no matter what i do

#

(this is with an outdoor environment)

plush yew
#

Hi everyone, I'm exporting a sequencer, in the scene I created there are 2 media textures, when I export the frame rates are unsynchronized, when I export only one screen the frame rate is correct. can someone help me?

#

in simple 1 screen good, 2 screen bad.

worthy plaza
#

Is possible to add a new layers to a downloaded lanscape?

true falcon
#

yes

worthy orbit
#

@fierce tulip and How can i Fix it?

fierce tulip
#

hard to tell with the little information given.
how did you import them into your project?
did you move them around in content browser or explorer?
how did you acquire the materials?
did you delete anything related to the materials?
did you fix or break redirectors.

worthy orbit
#

I got the one from the Epicgames store and didn't interrupt or delete it. I downloaded it and then opened it at Ue4

fierce tulip
#

id open the material and try to find out what is missing

worthy orbit
#

Many Thanks

plush yew
#

hello everyone

#

i have a problem with the dash ability of my character, when i press alt he does a dash and then there is a cooldown of 1 second before a sound play and he can use the dash again, but when i spam the dash button the sound repeat multiple time and the cooldown become longer, do you know how i can fix that?

inner cloak
#

How does one get a visual when doing a hit trace ?

restive yarrow
#

@inner cloak click draw debug type

#

then select for duration, or frame

inner cloak
#

lemme see if i find where that is

restive yarrow
inner cloak
#

Ya, just saw it .. thanks for the help

restive yarrow
#

np

inner cloak
#

lol, the hittrace hits my bow and seems to be fired from behind me

#

ah, its coming from the follow cam .. duh !

thick nebula
#

guys, if you were a value that keeps track of seconds measured in miliseconds, 2 seconds(2000 miliseconds), that counts down towards 0 and resets in a loop, would you keep values in INT or FLOAT?

inner cloak
#

Float

rancid python
#

Anyone know if the multi user editor is just for lan or can I collaborate over the internet with friends

inner cloak
#

Anyone know of a tutorial for doing hit traces from the "nose" of the character ?

#

@rancid python last time i tried it i could not really use it, like 1-2 months ago. Working with my wife things kept disconnecting but i am not sure how improved it is now

#

I answered @thick nebula , do it with FLOAT

rancid python
#

@inner cloak I can’t even get my friend in my session. I’m hoping it’s just user error on my end

plush yew
#

Any way to bulk give a tag, to a lot of chosen actors?

inner cloak
#

@rancid python did you follow the tutorials to the letter ?

rancid python
#

Pretty much

inner cloak
#

Does it connect for a short ?

rancid python
#

The session never even shows up on his end

inner cloak
#

Does he have a firewall ? Did he open the proper ports on the router ?

rancid python
#

I know his firewalls are good cause checked that and didn’t know he had to do that

#

With the router

inner cloak
#

Hard to tell without more info

#

But my guess would be a firewall issue on his side .. like ports blocked

rancid python
#

Well when I had him pull it up it was checked to not be blocked by firewalls

serene birch
#

I don't think Epic has a "master server" to make that work

#

Make sure that all computers are connected to the same Local Area Network (LAN) or Virtual Private Network (VPN).

#

this seems like it only works for LAN

#

tried Hamachi to make a cheap virtual LAN between your two computers over the net?

daring sequoia
#

How do i unparent a object

gleaming creek
#

A Blueprint class? Reparent it to Actor (or Object)

lusty carbon
#

I need to rotate a WorldAlignedTexture - but can't use Custom Rotator with it. How to go about it?

wanton lotus
sonic glacier
#

I have a new bug with the ue4 editor (4.26.1), my drop down menus getting invisible after a while and I need to restart the editor.
is there a way to fix this, its very annoying!

dim arch
#

hi, anyone know the console command to save object positions in PIE after physics simulation?

sonic cliff
#

Hi guys, somebody know how to keyframe animate in sequencer the rotating movement component of an actor?

dim arch
#

nvm found it, keep simulation changes

sonic cliff
lunar depot
#

ue5 might come in early march