#ue4-general

1 messages Β· Page 943 of 1

frank escarp
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he said unrealscript might come back

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sounds like he is just speculating everything

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having no real good idea of anything

serene birch
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he starts the video by saying it's full speculation πŸ˜„

honest vale
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yup

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it's one of those youtube videos that take current info and then regurgitate it onto a new video

frank escarp
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exactly 11 minutes tho

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to trigger the 10 min youtube timer

fierce tulip
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removed because full of meh

plush yew
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do you know how i could make a color filter or any kind of filter over a character when he is low life?

frank escarp
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@fierce tulip why remove it?

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now everything is out of context...

fierce tulip
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you can post it again, but its so filled with bs claims and thoughts I rather not have people go OMG FACT!!

stiff verge
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I don't understand why my translucent materials look so different from the tutorials.. could it be my model?

fierce tulip
quick bough
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ah, thanks, will post there

stiff verge
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hmm that's it! it's the model!

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lol

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oh I think I get it.. I'm used to not creating uv maps in blender when I don't need them

sonic cliff
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Hi guys, somebody know how to keyframe animate in sequencer the rotating movement component of an actor? i dont want it to be allways active

sleek spear
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i find rigging confusing. can someone help? i have made some character models in blender and i tried uploading in mixamo to have them rigged and download some animations. i like this workflow, are there any cons? i cant use the same animations for all rigged models. do i have to "retarget"? i dont understand the retargetting workflow very well. should i prefer the unreal mannequin skeleton to rig my models based on that? will i be able to use any animation based on the mannequin skeleton as is. or do i have to retarget as well. finally, should i worry about these things or it doesnt matter what skeleton i use because i can retarget everything to everything. i have no experience in rigging and animating so any kind of help / advice would be appreciated. thanks

frank escarp
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@fierce tulip yes, but thats why we were commenting that its BS

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removing the video does nothing

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now people cant know that the video is BS

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couse it was deleted

fierce tulip
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what is done is done Β―_(ツ)_/Β―

slim badger
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Hello, how can i make my ai character to be able to walk everywhere? (even at the spawned actors)

honest vale
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use a navmesh

mystic apex
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hi

plush yew
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is there a way to put a youtube link in my main menu

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when i click on a button

mystic apex
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can i discuss about "packaging" of unreal engine here?? (I am new in this server)

fierce tulip
sly vine
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hey guys i have a question about the bin file

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i have 2 files inside my project

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AssetRegistry.bin
DevelopmentAssetRegistry.bin

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what are they?

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what they included , can i delete it , what is it for?

sharp frigate
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Hello Can i ask someone a few questions [in private] about packaging my project

honest vale
plush yew
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is there a way to put a youtube link in my main menu
when i click on a button

fierce tulip
plush yew
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what

fierce tulip
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"2. Be patient when asking for help. This isn't an official Epic Games support channel so we can't guarantee a response. Don't ping people unless you're replying to them. If someone can help, they will. If not, come back in a few hours and consider rephrasing your question or adding more details."

slim badger
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@spare kernel are there any place that i can ask about my hud problem?

plush yew
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i didin't pinged anyone

spare kernel
fierce tulip
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@plush yew read the whole sentence <_<

spare kernel
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@slim badger if you can't find the correct channel, just ask your question here, people will normally point you to a better place to ask. Just don't ask the same question in multiple channels if you are not sure πŸ™‚

slim badger
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this is my 4th day on unreal so i use here a lot

latent lance
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still no fix for the blinking windows bug with the latest nvidia drivers (461.40 & UE 4.26.1)?

latent lance
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yeah i iknow this is a bug from 4.26 but still no fix :/

grim ore
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roll back to 460.79? I have none of the issues here

latent lance
magic fern
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Hey guys. Hwo do I implement a store on my ue game connected to steam? Do I need a plugin or can I use just bps?

rocky epoch
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Hi, can I tell to the engine to cook every map in a specific folder?

I know there is the "Cook everything in the project content directory" and "Cook only maps", but I suppose that will cook every map in the content, including testmaps, asset example maps, etc.

We have a specific maps folder that contains all the maps that we are using. Can I somehow point that folder out for cooking? We have a lot of sublevels, so adding all of them is tedious also a great possibility of error.

Or should we just use "Cook everything"/"cook only map" and discard all the example maps, and blacklist our testmap folder?

surreal cloak
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can you create a texture from scratch, inside of UE4?

azure reef
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Guys, I'm having a problem with 4.26. When I preview the game with Android ES3 and I'm changing the levels I get a warning. I think this is the cause for crashing on my mobile device. If I'm inside a level and I switch to the same level the game is not crashing and this warning does not appear. Only if I change to a different level. What can cause this?

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PIE: Warning: Constraint in '/Engine/Transient.World_73:PersistentLevel.AnimationEditorPreviewActor_0.DebugSkelMeshComponent_0' attempting to create a joint between objects that are both static. No joint created.

grim ore
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@surreal cloak in theory yes, you can outut a render texture into a texture asset.

surreal cloak
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if I look through the project files of my UE4 project, will the texture files be an actual file or will they just say UEASSET sort of thing?

Like is there such thing as like, file = "BasicTexture.texture"?

plush yew
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hey mathew do you have any finished projects of your own?

unkempt hazel
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psssst, hey

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hey you

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happy belated valentine's day

plush yew
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hey guys, what process would you use for hanging dangly bits on your character?

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basicly a physics constraint

timber steeple
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I am happy with unreal engine as of now @stiff verge. It performs far more nicely on my computer....than blender

plush yew
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dont hate on blender 😦

timber steeple
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No... but

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I had to struggle to get good materials and less render time

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I was rendering a short movie, and in the morning blender would have crashed..

fallow edge
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After upg to 4.26, these messages are no longer going away after being ignored for a few seconds. Any way to stop them from spamming the screen forever?

timber steeple
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I had to monitor for 6 nights... 2060 card...

plush yew
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thats just cause you dont know how to use blender properly then

timber steeple
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no

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Cycles render is slow

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smoke rendering volumetrics

drowsy violet
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πŸ˜„

plush yew
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lmao

frank oar
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If I have a new mesh that I want to work with all my current animations which are being used by the unreal mannequin.

I am guessing I have to retarget that new mesh to the skeleton of the unreal mannequin right ?

grim ore
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yes

frank oar
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tyvm

frank oar
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I am currently retargetting the skeleton

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What does it mean if there is nothing in this box ?
I know it is supposed to be the current skeleton but its not showing up.

stiff verge
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@timber steeple nice! it performs better than eevee?

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the cool part is that you can still make yur scene in blender and import it in Unreal

worn oasis
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hi everyone, quick question here

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im looking to upgrade my current cpu to 8 cores (from the 4 i currently have) so i can compile better in UE

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these are my main candidates

stiff verge
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at those prices.. get the latest cpu

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how much is the 5700x?

worn oasis
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id say 3700X is the best option since theres only a 11€ difference but it has lower max TDP, idk if thats super important though?

stiff verge
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the 3700x is the fastest here

worn oasis
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i didnt find the 5700

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but 5800x was 450

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thats out of my price range unfortunately

stiff verge
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yeah they are hard to find.. how much is the 3900x?

worn oasis
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didnt find that one either

stiff verge
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what's your gpu?

worn oasis
stiff verge
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3700x is the sweet spot here it seems

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the 3600x or 3600xt isn't bad at all either

worn oasis
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i didnt find those

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and yeah i had 3700x in mind

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was just a little sus about that TDP

stiff verge
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it's absurd to save 11 euros here

worn oasis
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yea yeah

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i just wanted to ask about the TDP drop

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cause 2700X has 105, and 3700x has 65

stiff verge
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i don't think it matters

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i thought that was wattage lol

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hmm yeah a lower TDP is better actually

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well it doesn't mean it's better but having similar or better performance with a lower TDP is a good thing

worn oasis
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i dont quite understand

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"The thermal design power (TDP), sometimes called thermal design point, is the maximum amount of heat generated by a computer chip or component (often a CPU, GPU or system on a chip) that the cooling system in a computer is designed to dissipate under any workload."

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is it the heat that it generates, or the max heat that it can dissipateΒΏ

stiff verge
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that it generates

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so the 3700x is faster.. and yet it generates less heat

worn oasis
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then theres no question about it

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3700X is the ebst option here hands down

stiff verge
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yeah

rotund gorge
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question, i have set up ragdoll upon death, how would i add health to make it take more shots until it ragdolled.

clever axle
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anyone know how to keep a camera transform after a sequence has ended?
In the documentation it says to go "properties -> when finished" but properties doesn't show up for my camera/transform track

regal hollow
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Hellooooooooooooo

spare sun
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hello

regal hollow
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Is it possible to take the roughness angle and add a second texture to it?
So instead of it being shiny you can actually change the material?

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something like an IOR but using the roughness value instead of the IOR value

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πŸ˜„

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how's it going @spare sun

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?

spare sun
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fine hbu

regal hollow
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Pretty good thanks πŸ˜„ just getting on with my day really πŸ˜„

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kids are home for half term πŸ˜„

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work is super hard haha

spare sun
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wdym adding a texture to a roughness angle? What kind of texture?

regal hollow
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i'd say a gold

spare sun
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you mean like the straighter you look at the rough spot the more gold it becomes instead of actually becoming more shiny?

regal hollow
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it's kind of like a dark quartz stone I'm making

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frank oar
regal hollow
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Like this, so the Idea is I want to make like a black ish stone material that's glossy, but at certain angles you can see gold in it

smoky sonnet
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anyone know why my thumbstick right fires an value but my keyboard e does not (keyboard Q works fine)

regal hollow
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can't help you sorry pascal 😦

spare sun
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ah but for that you can use the roughness map and simply multi the golden diffuse texture where ur gold is by the roughness value no. So that it actually replaces the black one

regal hollow
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Roughness values don't use colour in UE4

spare sun
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yea but its still a value so you can have a golden texture as an overlay and set the alpha depending on the 0-1 roughness

regal hollow
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for example, I could have changed the specular values to respond to a golden look in cryengine but in UE4 it's all static and it kind of more would look like a subsurface gold but not in the subsurface

spare sun
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I mean.. you could also plug up an extra diffuse and modulate depending on dot product but it would only brighten up when you stare directly onto it

regal hollow
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will look into it thank you πŸ™‚

spare sun
plush yew
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its to my understanding you can play two anim montages at the same right?

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like for lower and upper body as an example?

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would this be hard to set up?

grim ore
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@smoky sonnet your E key could be used for another input? another input E event inside of a blueprint, or another input event using it.

smoky sonnet
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yea also thought about that one but could not find it i just switche now to another key which also fits for this context

grim ore
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@plush yew it is not, there are docs on the website that should show it. Its as simple as using something like a layered blend and having it use 2 montages for the blend parts

light thunder
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How can I reference specific instance foliage meshes during runtime? There is a video that uses a linetrace but I want to be able to set it up BEFORE runtime

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Not sure why is says 11 children components -

rigid belfry
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i am no expert and i have no idea, but try on the construction script maybe?

light thunder
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I have 15 but I'm not sure if the type matters, it probably does but I don't know where to start - unclear on what the difference is

rigid belfry
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if you want to do something before all else goes, the construction script runs before the event graph

plush yew
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@grim ore whats the process called so I can look it up? πŸ˜›

copper swallow
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Hey guys, i had a question, im just starting out with unreal, and i already know a bit of C++, could anyone tell me whats the difference between doing it with C++ and blueprints? Blueprints seem more convenient but maybe know C++ is better?

half kelp
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Light Build won't start on two different machines with different projects, they have both 4.26.1, enable static light baking is enabled, assets are ok (tried also primitives from Unreal, nothing works, anyone having this issue? @ me please if you reply

plush yew
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afaik c++ is faster

grim ore
light thunder
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@grim ore You know how to reference a specific foliage instance at runtime WITHOUT using a linetrace?

plush yew
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thanks mathew πŸ˜„

grim ore
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@copper swallow do you know the engine? if no learn the engine with blueprints then learn the C++ behind the blueprints. If you do know the engine, well you know the answer to this question

copper swallow
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I dont know it lol, just getting started

grim ore
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then learn the engine and the editor, blueprints are part of that. dont try and jump into C++ with UE4 without knowing how UE4 works.

copper swallow
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gotcha, thanks man

grim ore
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@light thunder no I think you need to line trace no matter what in some way. without directly tracing you would have to get the instance transform for the instance you want, then you do like a small sphere trace to get that instance object

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so like your foliage instance actor -> foliage instanced static mesh component -> get instance transform -> sphere trace for a small amount from that transform -> get the hit result -> blah blah

rigid belfry
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plus if we're being honest, C++ would be more convenient because it has a lot of uses. bp can only be used in unreal

serene birch
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blueprints are a neat glue for C++ code <=> UE4 engine though so using some will probably alleviate a lot of pain

copper swallow
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yeah it seems that way

grim ore
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one thing to note, there should never be a "C++ or BP" choice, it should be both where needed.

smoky sonnet
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hey can someone help me am i missing smth? i have a pizza and a bootle. the bootle is a child blueprint from my pizza so why is my pizza going through the box collision but my bootle is not

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nvm fixed it πŸ™‚

plush yew
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o.o

fresh plover
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i.m total newbie to ue4 right now , sorry to ask but what to do ? i can.t see my map anymore..

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i mean i see it

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but it.s in a different format

rocky epoch
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I believe you switched to a different view mode. In the top let corner there is the "Right" button. Switch back to Perspective

fresh plover
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@rocky epoch that was it ! thank you very muchj

rocky epoch
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Cheers :)

azure reef
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Hello guys! My game is crashing when I'm changing the level on a Android device. Do you have any idea what is this about? I get the logs from Android Studio

frank oar
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If anyone has a moment, I have a question regarding retargeting.

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I am stuck in a message loop that I cant get out of, any tips would be apprciated!

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This message will not stop popping up, it wont allow me to do anything at all, stuck in a loop of clicking the OK button

thick nebula
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Hello guys, I want to make my project read from a database, however, I don't know how to do it, and haven't found anything rather useful online.... help please?

grim ore
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find a plugin for the engine for the database type and go from there

light thunder
proven nebula
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water is not working ?
In one project it is working fine and in other i won't even showing.
Anyone know how to solve this?

rigid belfry
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whats the difference between add to viewport and add to player screen?

plush yew
light thunder
plush yew
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anyone know how to abort a task or sequence in the bht when its already going?

past pilot
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Has anyone had it where you have worked on a project for two days, multiple saves. Ran and compiled it plenty of times. Close the editor and reopen it and it reverted the engine upgrade, completely reverted all changes you have done 2 days days and in fact seem to break more things in the process while not using anything like source control atm so there is no mechanism to "Revert" code changes.

broken heath
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Is there a way to show thumbnails of my unreal projects ? Because in the launcher it only shows recents

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And i have a big group that i want to distinguish to find a file

grim ore
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@light thunder you can get actor of class to get the foliage instance actor then go from there based on the code above.

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@rigid belfry split screen for screen and viewport in general for the entire thing.

rigid belfry
light thunder
plush yew
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thats usually how you specify it to be traced yea

grim ore
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It could be on its own channel so it can only affect the line trace.

plush yew
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block is trace and overlap is overlap right?

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or does block do other things?

steel shell
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when i try to import a 8k udim i get this error: "Cannot import texture with non-power of two dimensions"

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the udim is 3x3 8192 px images

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someone knows whats wrong?

light thunder
plush yew
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can i make a montage loop

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or should I just use play animation?

dusky inlet
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my nav mesh bounds volume doesnt wanna build navigation for some reason in a fresh project in 4.26.1. Anybody encountered something like this before?

grim ore
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@light thunder β€œso like your foliage instance actor -> foliage instanced static mesh component -> get instance transform -> sphere trace for a small amount from that transform -> get the hit result -> blah blah”. Your missing the 2nd part. Getting the component on the actor holding all the meshes.

light thunder
rigid belfry
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i am creating a PowerUps actor parent which holds most logic, and then creating child actors off of that for custom effects. this is what i am doing right now

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is there a way to make that custom event fire in the child actors? this is not working

light thunder
grim ore
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ugh

drifting geode
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anyone here using the oculus lab app? i have some questions... πŸ™‚

tired escarp
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So when is epic gonna buy epix.

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πŸ˜‚ 🀣 πŸ˜‚ 🀣

vale grove
#

Hello All

I have a quick question regarding building Unreal classes

I am in the middle of creating my custom environment in Unreal by doing the following

  1. Create a New C++ class. This should trigger compile and open up a VS project

  2. However, when I try to transfer my environment, I don't have this compiled VS project with me

Although I have the cpp and h files

Is there a way to manually compile?

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I am sorry

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It is a cpp and .cs file

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Oh..one sec

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But when I do that, it says this project does not have any source code associated with it

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In a different folder ...haha

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Oh

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Let me try that

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I will put both the .cpp as well as .cs files under Source

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Well how do I get that

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??

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Thank you for all the advice though

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I am a complete beginner here

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Essentially I built a unreal project (using available templates)

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Then I pushed the project folder into github

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When I pulled it from github, apparently some files were missing

plush yew
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i have my ai set up it will find a chair, move to the chair and sit on it

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how would I make it so if its occupied others wont use it?

vale grove
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I finally figured that unreal stored the .cpp and .cs files in a different folder

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Perhaps that's why I am facing these issues?

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Hmm..well I have them now

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Sorry for the confusion

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So I went back to my orifinal computer

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I got the .cpp and .cs file

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But the .h file looks empty

random summit
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oh thanks thats what i was after

vale grove
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Does the source folder have to be in the same directory as .uproject file?

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Can it be somewhere else?

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Got it

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I will make some changes and get back to you

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Thank you once more

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Oh

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Got it

rigid belfry
clever vault
#
    if (Input == HiddenWord)
    {
        PrintLine(TEXT("Your guess is right"));
    }
    else
    {
        PrintLine(TEXT("%i,%i"),Input.Len(),HiddenWord.Len());
        if (!Input.Len() == HiddenWord.Len())
        {
            PrintLine(TEXT("hiddenword is 4 characters "));
        }
        PrintLine(TEXT("You have lost!"));
    }
}```
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if i have input and hiddenword different lenght it still won't show the printline

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oo

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now i see

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but i didn't 😦

wanton lotus
# rigid belfry fixed my previous problem by using an event dispatcher

You really don't need a dispatcher to communicate with itself. In the parent, you could have made a normal custom event, but left its logic blank. You can then make calls to this blank event in the parent class. Then in the child class, you override that custom event and put in logic that is specific to that child.
Dispatchers are usually used when you need to communicate with another blueprint (or many) and there won't be an easy way to get a reference.

rigid belfry
wanton lotus
rigid belfry
#

oh

wanton lotus
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Notice how it doesn't say "custom event" anymore, since it is inherited from the parent.

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Dispatchers are definitely handy, but I would think the use of them is a bit heavier than just calling the objects own events.

vale grove
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Okay, so I lost everything that I made... haha

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What were you saying about the gitignore file?

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I don't want to make the same mistake again

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Where do I get it?

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Perfect

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Thank you

violet sluice
#

travelfailure

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normally its working but when i press continue on startmenu i get this error

arctic compass
#

I have two Actors both with the OnHit methods but sometimes when they collide, the OnHit will only fire on one of them and not the other (like 1 in 6). Any ideas why that would happen?

split kettle
#

I finally got a grid made. Now to work on A* pathing πŸ˜„

pseudo bane
#

Hi all, I’m having some issues with getting some take recorded movements of a vehicle rendering properly. When I record the take, I pilot the vehicle no problem, the shot is recorded no problem. I add the shot to sequencer with a sub scenes track, no problem. Cinecamera added, no problem. Playback in editor, all good. But when I try and export with movie render queue, the vehicle doesn’t move. It’s wheels animate as if it were moving, turning left and right like it did in the take recorder, but it doesn’t change position

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I did a test with the third person character bp and with the vehicle bp in separate recordings above, as viewed from a cinema camera also recorded in each take. Car won’t actually move! It’s transforms are all there though, and in playback in editor it moves as it should!

plush yew
#

Started a new project, made a lot of headway into making the ideas I had into a reality but then just got extremely un-motivated after thinking about all the textures, materials and animations I'd need.. Anyone else feel this way?

pseudo bane
#

No Im actually quite keen to get my question above answered and push on πŸ˜‰ but thank you for sharing πŸ‰πŸ΄πŸ˜‹

rigid belfry
#

white cubes is all you need

plush yew
#

can anyone help me? My camera is clipping through wall

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i have a True fp camera

magic lantern
#

Can anyone help me?

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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.

plush yew
#

Is there a way to create a Multiplayer Game without pay for Server?

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And is there a way for Multiplayer mobile games?

worn granite
#

Listen servers. Ask in #multiplayer, you might also want to look into "ad-hoc" multiplayer (or host migration), you're basically making the game client able to act as a server too. There are game feel and anticheat concerns

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If you want anything super cool like P2P via bluetooth (or related tech) you will have to do lots of custom code.

plush yew
#

Thanks

plush yew
#

can anyone help me? My camera is clipping through wall
i have a True fp camera

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oh ok

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i can't make it bigger

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oh i can

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sorry

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it's not working

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😦

dense knoll
#

Log is having a spazem

brittle jay
#

i can install 424 n 425 but 426 installs then hangs at not responding lol nothing works to eleviate so maybe im wasting my time with this engine cause i wont be able to use it no more ?? 426 is a mess \

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funny part is i can get 426 working on windows 7 lolol

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but not windows ten

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but then some packs i cant use , cause not win ten lol yup tough times lol

lyric timber
#

when i hit the Q key it does stuff in my game. i dont remember assigning anything to that event and i do not have that key assigned in the action mappings

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is there a way to troubleshoot inputs realtime?

rancid lynx
#

is it possible to get the index - element - id, from an instancedStaticMesh like Foliage, from an BEGIN OVERLAP event ? or only from a line trace?

cursive aurora
#

Hey all, I was using the VR Expansion Plugin Demo Project to test out a few things and when trying to import a few assets (specifically the MotionController blueprint and Pickup interface blueprint from the default VR template project set up by Unreal) the files would show in file explorer that they had either been migrated from migrating them directly in Unreal's template project or from dropping them manually into the content folder. The Expansion Plugin Demo Project and the new project that I was trying to import the content from were both the same version (4.26) and yet the assets would not show up in the content browser when imported or migrated, only in file explorer. I attempted to do this with other assets as well to see if it was just the blueprint to the same result. I was wondering if anyone else had encountered this problem when using the Expansion Plugin Project, and if so, if there was a way to fix this so that I could migrate assets from other projects to the demo project. Thanks in advance and sorry for the super long message.

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!

rancid lynx
# brittle jay i can install 424 n 425 but 426 installs then hangs at not responding lol nothin...

youre not going to like MY solution. formatting your harddrive and reinstalling a fresh windows and fresh Unreal engine would solve the problem. you might not know the power of a real refresh, but , if your hardware works, what ever bullshit software issue is causing your problem would be vanquishied. if I didnt solve the problem within the night, I wouldnt think twice, I reformat my ---- at least once a year. I hate trivial termites.

#

never happened to me evilFlex. guess im lucky. or maybe my files are minty fresh.

spare kernel
#

Anyone experiencing menus disappearing/going invisible, flickering editor, degraded editor experience, try downgrading your nvidia drivers. Commonly reported working versions: 461.40 and 460.89 and below.

#

latest version is causing this issue

plush yew
#

Anyone can help me figure out this headscratcher issue?

slate thicket
#

anyone having an issue where right clicking on more than 5 items in the content browser crashes your ue

plush yew
#

Having ai use objects outside the navmesh

#

For example the chair

#

I teleport them onto the chair, now its stuck,

#

Gotta nudge him back into it

wanton lotus
plush yew
#

Better way would be turn off navmesh but then they would end up walking into the chair

wanton lotus
#

I think it is set to null? Obstacle may be fine.

plush yew
#

What do you mean?

#

Turn of affect navmesh?

wanton lotus
plush yew
#

On the chair?

wanton lotus
#

Obstacle just costs more so AI avoids it in general, unless it is the only path.

plush yew
#

Ah

#

Where do i set that?

wanton lotus
#

In your chair

plush yew
#

Class settings/defaults?

wanton lotus
#

Check each of your chairs components.

#

In the details

#

Collision components

flat pewter
#

Hey folks, I already asked this over at #packaging but didn't get any answer... does anyone know how to work with .pak chunks?

plush yew
#

just this

flat pewter
#

I tried to use "MaxChunkSize" but doesn't seem to do anything

plush yew
#

should i add a custom collision?

#

oh it works

#

omg what a relief haha

#

thank you so much @wanton lotus

frail portal
#

My guy came clutch and converted my game to html5!

quick shell
#

would unreal crash if you didnt check if its valid? like the character is bugged or something so it keeps trying to do it infinitely?

obsidian heart
#

Did anybody find a solution for this yet? I have the exact same problem. I've tried all the things that were suggested, but nothing worked for me 😦 Oh and also my screen flickers when I move my cursor over the UI or click something in the editor... Super frustrating.

wary wave
pseudo solstice
#

Materials are just straight up not working for me

#

I have a material that is just a constant V3 output, and I put it into a "set brush from material" node - nothing

#

I also tried drawing to a render texture with a solid colour material - nothing

#

Anyone have any clue why these materials just aren't doing anything?

#

And the UI image just displays as transparent

lunar timber
#

@pseudo solstice Maybe the setting in your actual base material are wrong somehow? Hard to know, in those situations I usually start another material from scratch and see if I can figure it out

pseudo solstice
rose cloud
#

How can I specify a property in c++ that of type "any" or "any struct" ?

pseudo solstice
tardy basin
#

@novel rover

novel rover
#

Hi

tardy basin
#

Ayo

rose cloud
#

@pseudo solstice I'll look into generics that. All I want to do is specify a "payload" member in a struct, that could be one of a number of other structs

pseudo solstice
#

Then you probably want to use polymorphism and inheritance with classes instead

rose cloud
#

hrm, I guess that's the way to go then, then I can specify the parent class

#

@pseudo solstice thanks

grim ore
#

Larger the project the larger the compile times yep

regal mulch
#

That depends what you mean with "Compile Times".
You C++ code usually only compiles the changes.

#

And pretty sure BPs aren't much different.

strong bay
#

Hi everyone iv been running in to a problem on unreal like whenever I try and get my character to load in say using a checkpoint or loading after saving my character just doesn’t spawn in. Iv followed multiple tutorials and iv just ended up getting the same result. Even started a new project just to try and get it to work and nothing works

marsh cargo
sly wagon
#

so Im nearing my first week of using unreal and I made this horrid creation

#

ignore the black hole thing in the back, that's another playable thing I made 🀣

slim badger
#

how can unreal engine use 50gb of space on my pc?

#

or are there any way that i can get it less?

#

from settings etc?

strong bay
#

Anyone know I can solve this issue when I click load. When I creat checkpoint does the same thing too

fierce tulip
#

looks at his 500gb of ue4 engine installs and even more GB of projects.

wary wave
#

cries in 2Tb SSD

plush yew
#

I hope I'm posting in the correct channel.
Who can I talk to re; constant crashing? I've been saving the logs and dump files.

rose cloud
#

I have this method:

#

I am passing it one of these:

class EMRGAGENTUI_API UEMRGPubSubMessageNavigationEvent : public UEMRGPubSubMessage
#

and getting this error fro mthe compiler:

    GM->EMRGAgentInstance->PubSub->Publish(EMRGChannels::NavigationEvents, *message);
#

what am I missing?

#

UEMRGPubSubMessage itself extends UObject

#

I make the call like this:

PubSub->Publish(EMRGChannels::NavigationEvents, *message);

leaden dust
#

what is in 'message'?

rose cloud
#

it's a UEMGPubSubMessageNavigationEvent

#

#pragma once

#include "CoreMinimal.h"
#include "EMRGPubSubMessage.h"
#include "EMRGPubSubMessageNavigationEvent.generated.h"

/**
 * 
 */
UCLASS()
class EMRGAGENTUI_API UEMRGPubSubMessageNavigationEvent : public UEMRGPubSubMessage
{
    GENERATED_BODY()

public:
    UEMRGPubSubMessageNavigationEvent();

    UPROPERTY(EditAnywhere, BlueprintReadWrite)
    FEMRGAppListEntry Payload;
    
    
};
#


#include "EMRGPubSubMessageNavigationEvent.h"

UEMRGPubSubMessageNavigationEvent::UEMRGPubSubMessageNavigationEvent() {
}```
spare kernel
#

@plush yew going to need to see your crashes to get any help

plush yew
#

@spare kernel mind if I DM

civic mauve
#

pls help

#

i wanna build lights

spare kernel
#

@plush yew sure

honest vale
#

@civic mauve that's just a warning, not an error

blissful trail
rose cloud
civic mauve
#

help

honest vale
#

do you have a ton of foliage on your map?

stark ledge
#

I have a bunch of Instanced Foliage Types, and I'd like to convert them to Actor Foliage but keep the placement settings etc.
Any ideas on how to do this? Really want to avoid having to recreate 25 types by hand...

leaden dust
#

@rose cloud try passing message as a reference instead of a pointer maybe?

#

I have no experience in c++ I am just guessing

civic mauve
#

this is my scene

leaden dust
#

@stark ledge I am pretty sure you can't convert them directly

stark ledge
#

Seems that way, which is a shame as 95% of the parameters are shared in the base class

leaden dust
#

@blissful trail whats happening?

leaden dust
#

@rose cloud or maybe just pass it as 'message' and not '*message'

blissful trail
leaden dust
#

@blissful trail yeah thats just the collider's interacting

#

if you want the sword to stay still when you walk over it then disable its collision with the player

worthy orbit
#

Everyone Germany Here?

leaden dust
#

I really should upgrade my CPU, loading levels take a while

pseudo solstice
#

Anyone else have times when the editor just... stops letting you right click and drag??

#

It's really fucking irritating, and it's either the dumbest feature ever or a bug

fierce tulip
#

no need to curse hehe, and yea that sounds like a bug

waxen aspen
#

Would there be any difference in performance between a road created in Unreal's Landscape Spline Tool vs one imported as a one big mesh from Blender?

rigid belfry
#

does the begin overlap node fire constantly while the actor is overlapping or does it just fire once?

upbeat trench
tiny grove
#

hey I am having a small trouble in ue4 can anyone help me/

flat trail
#

Getting some weird bugs when using XR live link with 4.26
Cant seem to save the main map as long as a livelink component is added to an actor, which is added to the map

urban chasm
#

Whats the best way to find when a projectile will reach a certain height? I'm using PredictProjectilePath.... I'm thinking of using a trigger box, and set the predict to only collide with this actor. Is there a better way?

spare sun
#

@urban chasm depends on how ur projectile is shot. If it's a parabola it follows then you just need to figure the highest point considering x axis to be the time.

inner cloak
#

I have an issue with Key mapping .. i have set the key binding but it does nothing, what am i missing ?

#

its not printing Hello

#

Grrrr .. seems to work now ! strange

urban chasm
amber ibex
#

Hello, are there other ways of fixing light bleeding instead of just bumping up the lightmap resolution?

rigid belfry
#

i want some power ups to last until the level is complete. where should i store the information? right now if the player dies, i destroy the actor. that means that i lose all variables. i want to make this network ready so i am wondering wether the player controller or the game mode would be better

lunar timber
#

@amber ibex do you mean bleeding through walls and corners etc?

lunar timber
#

the only tips ive learnt so far is to make sure that lightmap res is high, shadow detail is high and that the actual static meshes / geometry should be quite thick

#

i think i also noticed light bleeds happening worse when using mainlydynamic lights

heady quarry
#

I am having trouble with a widget button. I cannot get it to stay held down. When I click and hold, it will call the 'on released' function a few seconds later, despite me never letting go. I don know if this makes a difference, but I need it for a mobile game, so I have the 'use mouse for touch' setting enabled.

amber ibex
azure elk
#

Just migrated to 4.26 and simple material on my forward rendering is red...
Can someone help how to fix that?:)

#

Totally different picture

dense knoll
#

Why are plugins only being made for 4.26? 4.25.4 is still used...

azure elk
#

No, im comparing two forward renders with mobile previews on 4.24.3 and 4.26.1 versions)

sleek spear
#

the neo kinect plugin moves the mannequin skeleton with data from kinect. it is made to work with the mannequin skeleton. can someone help me modify the animation blueprint and calculate the required rotations so it works with the mixamo skeleton?

digital anchor
#

@azure elk iirc thats normal and not a worry, forward adds like 500 instructions on the material but eprformance should be the same

#

as for the reason its different on 4.24 im not sure

faint meadow
#

Can we ask general questions here? I was just curious when people think epic is gonna drop ue5 preview, I’m excited to play with it. Just opinionated

fierce tulip
#

late 2021 is our best guess... I guess

faint meadow
#

Thanks

thorn topaz
#

What is the difference between the 4.25 and 4.25-plus branches?

sterile tulip
#

Maybe game instance @rigid belfry

stiff bane
thorn topaz
#

thanks

plush yew
stiff bane
tight prawn
#

are there any articles/tutorials on how to develop a systemic game

#

as in having electricity be intensified with water and such

steady zodiac
#

Does anyone have a demo map to showcase VFX in ue4?

stiff bane
#

this stuff?

silk pumice
#

is there any way to make the skysphere un-selectable? I always select it by accident when box selecting multiple meshes

potent bridge
#

How long does UE4 packaging usually take? For some reason I have 54,000 shaders to compile all of a sudden

fierce tulip
#

@steady zodiac you can download any of the free marketplace packs, or check the learning tab for some more free stuffsies. you can easily make a demo-map out of em

stiff verge
#

are there other discords or forums to ask for help?

steady zodiac
#

Yeah I guess I'll make my own then

stiff verge
#

it's insane to compare unreal and blender in terms of learning curve and community.. unreal appears to be unaccessible

steady zodiac
#

is amazing

#

for asking questions

stiff verge
#

oh thanks

wary wave
#

if you're having a problem with a plugin, the person to ask for help is the author

#

because by the sounds of it the problem is almost certainly the plugin

fierce tulip
#

also attempting to use a 4-year old plugin... is kiiiinda asking for trouble

stiff verge
#

i couldn't find better 😦

fierce tulip
#

so yea, contact author, hope they are around. else... id move on

stiff verge
#

i mean.. most resources for unreal are 3-4 years old lol

#

i posted the two issues I'm having on the github

potent bridge
stiff verge
#

@wary wave yeah but it works in the editor.. just not when packaging.. and I got a 1 week of experience with unreal.. chances are i forgot something

wary wave
#

it's possible, but if it's packaging, and it runs, albeit with issues, I would actually guess that the plugin is the issue

#

e.g. it's using a code path that isn't supported in the runtime or whatever

stiff verge
#

yeah that makes sense

#

i just don't know enough to tell

wooden jacinth
#

hi, I really want to learn programming but I don't really know where to start (how to start) i know some basic stuff and I know theory but I can't put it into practice. Could someone help/guide me what to do?

lunar timber
#

So you mean you want to learn how to use ue4? Because you don't really need to know how to code to use ue4

wooden jacinth
#

I know all of inspectors, and I know how to use engine but I don't know how to code

lunar timber
#

So you can use the unreal blueprints?

wooden jacinth
#

ok so is it better for me to use learn c++ or bp first?

stiff bane
#

depends

wooden jacinth
#

and I dont really know what to start with

stiff bane
#

blueprints in ue are pretty eazy to understand of you know basics of coding, and they are eazy to use, you can just use them and follow more C++ tutorials

#

like the serie from The Cherno

wooden jacinth
#

ok but for example I wanna know how to make inventory system. What do I do then jut follow tutorial or what?

lunar timber
#

I have no coding background and just use the blueprints system and watch it tutorials, works well for games that are relatively simple for beginners I guess

stiff bane
#

almost noone uses C++ in ue4 i think cuz every tutorial uses blueprints

stiff bane
stiff bane
#

you might be able to convert blueprint to code

rigid belfry
#

search ue4 beginner tutorials on yt as well

stiff bane
potent bridge
#

@wooden jacinth Inventories? Thats a pretty ambitious starting point.

wooden jacinth
#

ok and is there some sort of "path" that I have to go through like in math (first addition and subtraction after that multiplication and division) or there isnt

grave radish
#

Is anyone having issues being able to build projects with VS and UE4.26.1?

stiff bane
wooden jacinth
#

I already know things like what is bool, float etc like total basics

rigid belfry
wooden jacinth
#

yea

rigid belfry
#

cool. have you watched any tutorials?

wooden jacinth
#

no I tried working in C# but I switched to ue4 because unity was too buggy

#

I was only experimenting with code and with nodes

rigid belfry
#

blueprints essentials is pretty good

stiff bane
#

it is

wooden jacinth
#

no

#

I didnt

rigid belfry
#

try "Getting Started in Unreal Engine" first

#

"blueprints essentials" after

#

then "Exploring Blueprints"

lunar timber
#

My suggestion would be to just make a simple level first, how to raycast, use collision boxes, open doors, turn on lights, pickup objects etc. YouTube is full of beginners tutorials. The hardest part for me was just understanding casting.

wooden jacinth
rigid belfry
lunar timber
#

Well yes, but the template projects come with movement setup

rigid belfry
# wooden jacinth ok so I should not start with things like movement?

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This new beginner's tutorial is using the just released Unreal Engine 4.26 version to help you learn how to make a platformer game with the free Hour of Code project. If it's your first time ever opening up UE4, then this video is for you. You wil...

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wooden jacinth
#

yea but I mean just to practice because I wanna know how to make movement too (and custom)

plush yew
#

Is there a way to go back and disable a project setting? I enabled one, it forced a restart and now it's hanging at 39% indefinitely.

lunar timber
#

I'm guessing the project settings are kept in a configuration ini file in the project folder?

#

So perhaps if that can be found and deleted the project will reset to defaults? Idk

plush yew
#

Hm, is there a log to see where it's hanging?

wooden jacinth
#

could i add you guys as friends if i have a problem in the future?

rigid belfry
#

you can just come here and ask directly

#

like you're doing now

lunar timber
#

Yeah just ask on here especially for beginner advice I think

wooden jacinth
#

ok thank you for help

plush yew
#

CPU usage @ 100% now, and ShaderCompileWorker is duplicating itself.

lunar timber
#

I mean certain settings can take half an hour to reboot

#

Depending on your computer and project

#

If you change major rendering settings it can cause a long delay on first reboot

plush yew
#

That doesn't look right to me

lunar timber
#

Yeah that's normal

#

Especially if you changed settings

plush yew
#

I've never had it take this long to open up a project though..

lunar timber
#

Usually switching on raytracing did this to me

wary wave
#

yeah, anything that triggers a change in base shaders will trigger a massive recompile

fringe wigeon
#

any tips for a Marvelous > unreal pipeline? in the sequancer the alembic clothing is very slightly out of sync with the fbx animation, which is causing clipping. tried locking the fps, checked framerate, checked both in blender and they're fine. it seems to start fine, then drift towards the end of the sequance

plush yew
#

Turned it off in the ini file and it loaded up

lunar timber
#

What was the setting?

rigid belfry
#

what was the setting

#

oh

lunar timber
#

@fringe wigeon is your project on a fixed frame rate?

plush yew
#

Had it set to 'Allow through tonemapper'

lunar timber
#

Hmmmm never tried that one, but I assume it was forcing a big shader recompile yeah

plush yew
#

Well now I'm back to square 1 lol.

fringe wigeon
#

@lunar timber oooh inside engine - general settings? thats a good shout lemme try setting it to a fixed framerate there

lunar timber
#

Project settings, framerates

#

Might help

rancid bramble
#

Any way to get an instance of a spline mesh? The idea is to duplicate and modify the spline mesh

jolly jungle
#

how do i make my antivirus not go ripshit bananas when i open a built unreal project

digital anchor
#

delet

lunar timber
#

Yeah just use windows defender

fringe wigeon
#

@lunar timber dang, seemed good at first but didnt work ahah - -trying a full refresh pipeline now so will see if its 1000000% not anything to do with the mesh/base animations

plush yew
#

So, I'm fooling around with Sequencer and trying to Render out this animation but for some reason the animation is framed wrong

lunar timber
#

The drift seems to suggest a very slightly off interpolation of one of the animations I guess

jolly jungle
fringe wigeon
#

@plush yew is it framed wrong when its rendering in the preview window or the final product?

jolly jungle
#

avast has been so helpful

plush yew
#

Okay, so it's framed correctly now. But how do I remove the background so it's just the object I'm recording?

mystic apex
#

is anyone here?

#

i need a help.

fringe wigeon
#

@lunar timber yeah thats what we've been thinking, but just cant seem to nail down where that happened in the process - i had this same issue a while a go with anothe project and solved it using t.maxFPS 30 but i think this time its a different root issue with the same visual error which has made it long to solve

lunar timber
#

Those kind of errors are the worst to figure out haha

mystic apex
#

i created an empty project in unreal engine and package it as apk format.but the apk file size becomes 96 mb.............can anyone please explain it....................

lunar timber
#

I think ue4 has required files that it needs in a package

#

Even if there's no game or levels

mystic apex
#

but 96 mb is a very big file for an empty project.........isn't it!!

lunar timber
#

Well it depends on your platform, but yes ue4 games seem to start off bigger than other engines I guess

mystic apex
#

yes

lunar timber
#

There are ways to make sure you only package your selected level

#

In project setting there is a list of maps to package

#

If you only select your empty level maybe that will help

mystic apex
#

but if i open a "third person" project,which unreal gives us free,

i packaged the file and the apk file size becomes 1.3gb!!!!!!!even I dont changed a single part of the game,

lunar timber
#

Yeah I think that's because by default unreal will package all maps in project

mystic apex
#

so what should i do now?

lunar timber
#

You need to tell it to only package your empty map

#

Which is in project settings

mystic apex
#

what's the name of the setting?

lunar timber
#

I think it's in packaging

#

I'm not at my computer

still tangle
#

Hey, I have 2 projects - Ultimate shooter kit and batttle royale template. any easy way to merge them easily?

lunar timber
#

Can you just migrate all assets?

still tangle
mystic apex
#

@lunar timber are you talking about "cooked everything in the project"??

lunar timber
#

It's a setting call map include list or something similar

mystic apex
#

owwww

#

by the way,thanks bro............

lunar timber
#

If you google only include certain maps in unreal there will be results

steady zodiac
#

How to I go about making a progress bar like this, is it possible to create a material with a float variable 0 - 1 to control how many bars are active?

plush yew
#

(sorry for the garbage screenshot, trying to learn from a video)

earnest violet
#

My in game menu is overlapping the pause menu when I hit the escape key. Does anyone know how I disable the game's ui whilst in pause menu temporarily? Thx! πŸ™‚

tired escarp
#

This map gives me questions

rancid bramble
# steady zodiac How to I go about making a progress bar like this, is it possible to create a ma...

You may add children to a horizontal grid in UMG. Each children is an image of one red slot. You feed the amount of max progress to the widget and then use a for loop with max set to max progress - 1. Then in the loop you get the amount of filled slots and in the update of for loop you check, if the current index is <= to the amount of filled slots and depending on that you put red image or pink image. And then in your progress code you get a ref to your widget and it's horizontal grid and use similar for loop to update

tired escarp
#

Epic you need to become more popular with Idaho

earnest violet
#

how do I remove a widget temporarily

grim ore
#

Set it’s visibility

spare kernel
#

set its visibility

#

beaten to it πŸ˜„

earnest violet
#

ok will do

#

thx

spare kernel
#

also Z order can help

#

normally you want your pause menu to have higher Z

#

and blur the background, not hide the UI

grim ore
#

^^^

earnest violet
#

@spare kernel will that hide the game's ui mate?

#

Cant find Z order input

spare kernel
#

when you add the pause menu to viewport

#

it has a Z option

earnest violet
#

oh ok mate thx

spare kernel
#

then you can apply a blur over the widget background

earnest violet
#

how do i blur

lunar timber
#

I think the Blur is a component within the widget

earnest violet
#

thx

stiff verge
#

anyone has experience with baked alembic anims? how do I ping pong loop them?

earnest violet
#

@spare kernel Got a tut on how to blur when pause menu is enabled. You sorta triggered in a sense mate?

spare kernel
#

that link shows a pause menu with blur

robust marten
#

Would anyone know why the character recorder wouldn't show new meshes? The helmet, sword and shield are attached meshes whereas the rest of the equipment is a change for the skeletal mesh.

magic fern
#

Hey guys. Hwo do I implement a store on my ue game connected to steam? Do I need a plugin or can I use just bps?

jaunty zinc
#

look up on Stearmworks, they teach you how to implement microtransactions and such

earnest violet
#

Thx u guys for all the help! You're the best!

#

I got it working. The only problem now is that when I'm in the menu and select graphics the game automatically resizes my window to like the viewport size. Anyone know what'scausingthis plz?

jaunty zinc
#

I didnt read the entire conversation about it, but could it be because youre changing resolution?

earnest violet
#

Maybe

jaunty zinc
#

i think you should launch the game as standalone, since in the viewport its fixed resulotion, if you get what i mean

earnest violet
#

I did start it as a standalone

#

When I click graphics it resizes =/

jaunty zinc
#

so yeah check the resolution change

earnest violet
#

How?

#

Sorry I'm dumb

jaunty zinc
#

all good

#

in your graphics tab, you change the graphics quality, do you also change resolution?

earnest violet
#

Not manually no mate

jaunty zinc
#

can you show me what happens? like a video or something

earnest violet
#

I don't cahange any graphics setting I just click graphics section text

#

yeah ok hang will record no wmate

jaunty zinc
#

alrighty great

earnest violet
fresh plover
jaunty zinc
#

alright yeah i see, what we can try to do is go over the Display menu, there should be a variable of the resolution, and im guessing the default is 1024x768 @earnest violet

#

so go to that variable and try changing it to 1920x1080

#

also try launching the game by going to Explorer, then right click on the project (with the blue ue icon) and click on "launch game"

earnest violet
#

ok will do I'll go look

jaunty zinc
#

great

golden niche
#

epic just gave away GameDevTV's courses for free!

fresh plover
#

can somebody help me?

robust marten
fresh plover
#

i.m watching an tutorial for ue4 on youtube

#

whats weird is that i.m getting errors if i try to create an constructor in an object class

robust marten
fresh plover
#

LMAO

#

i am missing something

rocky radish
#

what is in your .cpp file?

earnest violet
#

@jaunty zinc Hi man bk again with another video. I can't seem to find it. Maybe if you watch the short vid It'll help. Thx Bro1 πŸ™‚

fresh plover
#

nothing

#

just made a random cpp with no code

rocky radish
fresh plover
#

hm

#

well

#

its also not working if i try to define it

#

in cpp

rocky radish
#

it should be something like URandom::URandom(){}

plush yew
#

how to change the default walk animation in a statemachine to another one?

#

like if id be hurting or carrying something

#

is it just a bool?

fresh plover
#

NEVERMIND

#

I.M SUCH AN IDIOT

#

ty daniell

rocky radish
#

np

fresh plover
#

i don.t understand why is working now

#

i tried to implement in the c++ before and it still gave me errors

jaunty zinc
#

thanks

#

from what ive gathered you need to change the variable to a specific number which translates to 1920x1080, but before that lets check that out

earnest violet
#

Sorry 4 being dumb but where do I locate the event mate?

jaunty zinc
#

you click on view, look at where the arrow is pointing in the pic, bottom left corner

#

after you select the "display resolution options picker" var

earnest violet
jaunty zinc
#

@earnest violet yeah i see so select the variable called "loaded screen resolution and change it from 0 to 13, see if that works

earnest violet
#

ok m8 will bb in a mo

jaunty zinc
#

sure, let me know how it goes, if not i have another idea

earnest violet
#

Nah man didn't work =/

jaunty zinc
#

it didnt change anything?

earnest violet
#

The window still resizes I changed the interger value to 13 and the same thing happens my friend! πŸ™‚

jaunty zinc
#

did the default resolution change tho? or does it stay on 1024x768?

earnest violet
#

oh i'll just check

#

@jaunty zinc The window still resizes but the default resolution has actually now changed to 1920X 1080. One step closer dude! Has it got something to do with the variable loaded window mode. It's in the video!

#

I can make another vid on loaded window mode if u want?

jaunty zinc
#

does it resize to 1920x1080 or like the previous video?

hollow forge
#

some may recommend a beginner video series to make an open world game? πŸ˜„

earnest violet
#

no

#

Project Files : https://www.patreon.com/posts/45891311

Welcome to the longest running and most complete up to date unreal open world tutorial series which worth more than any tutorial series you will find anywhere on web (paid or free). The series is still continuing and new episodes are released everyday.

This would be the first entry of the...

β–Ά Play video
hollow forge
#

Thanks

earnest violet
#

@hollow forge all u need dude

hollow forge
#

Yer just a place to starte

earnest violet
#

Can't go wrong with code like me

#

@jaunty zinc any ideas

#

@earnest violet I swear its got summink 2 do with loaded wndow mode

jaunty zinc
#

hmm i see so whats happening is that there's an event thats being triggered every time you click on the graphics menu, could you maybe check where it happens and see if there's any node that changes the resolution or resizes the window?

#

Im trying to have a look on my project in the meantime

earnest violet
#

@jaunty zinc how would I check 4 that m8?

jaunty zinc
#

hmmm go over the widget blueprint of the menu, look for the graphics option button, scroll down on the bottom right and look for "on clicked" event

earnest violet
#

ok

jaunty zinc
#

like so

#

ok ok ok i checked, dude i think the problem is that youre launching the game by standalone!

earnest violet
jaunty zinc
#

you see, for some reason it doesnt actually change the resolution, but if you launch the game out of the editor it works

earnest violet
#

yeah I am

jaunty zinc
#

look, go to your project files, and right click:

earnest violet
#

How do I launch out of editor sorry for such n00b question. Do I have to package it firsrt]

jaunty zinc
jaunty zinc
earnest violet
#

@jaunty zinc All's good in the hood! I launched it outside of the editor like you said and everthing is great now. No more resizing. I'd just like to say a massive thank you for all your help mate! πŸ™‚

jaunty zinc
#

neat, no problem mate. so dont worry about the resolution changing, its just the editor's issue. if youll package the game itll be just fine!

earnest violet
#

Yeah thx. Thx again dude! πŸ™‚

forest bay
#

hey peeps, anyone played with Blutilities much? I think this is a simple question but all the examples I'm finding of blutiilties are being run on Static mesh's or textures. I'm trying to create a Scripted Action to run on the Blueprints i have selected in the Content Browser. Ultimately I want to be able to make a series of changes to the static mesh's inside the blueprint and save those changes. I'm using Get Selected Assets then running a for loop on those assets...But i cant figure out what to cast to...Since i don't know which blueprint will be selected.

jaunty zinc
digital anchor
#

hum actually forget, i dont think that works at all

remote gale
#

Has anyone tried moving or modifying the shape of the water bodies at runtime? I have set the console variable r.Water.WaterMesh.ForceRebuildMeshPerFrame, but still there is no change in the water mesh when I move the water bodies or change the spline points.

sand inlet
#

Does anyone know if it is possible to have multiple action mapping sets? For example, I want to have a full fledged flight sim and a full fledged fps, each with their own unique key bindings that very much overlap.

amber ibex
#

Does someone know why one part is so much darker here than the other one? they are two objects in the game but the same mesh, and have the same material. only difference is that one room just gets more sunlight than the other one. why is there such a clear border?

fleet iris
#

so im having a weird issue with building my project

#

everytime i have tried to run the executable it has either not run or has given me this crash message

#

has anyone else encountered this?

#

not sure if this is also helpful but here are my build settings just in case i have messed something up with this

next badger
#

@fleet iris make sure the path of your game has no weird characters

fleet iris
#

could you elaborate what you mean by weird characters?

next badger
#

Ρ‰Π΄Γ© etc

fleet iris
#

yeah i dont have any of those

#

its strange why it cant run the project as it works perfectly fine in the editor

#

but the moment i try to run the exe it starts having a fit

#

also for some reason when i am building the file instead of being called "catgame v0.5" its just importing as catgame v0

#

any idea where i could have went wrong with this?

next badger
#

. dot is not a normal character

fleet iris
#

ah ok i will try changing the name and see if that fixes it

plush yew
#

how would you animate a tree falling down, then having it seperate into a stump and a log?

#

have an animation of the tree falling down, then delete it and replace it with a seperate stump and tree?

nimble moat
#

@plush yew that should work, i guess if you let the tree fall by physics then get world transform and delete actor then spawn new actor from the transform

plush yew
#

not a fan of physics they tend to go batshit crazy

fleet iris
#

well... changing the name did not fix things

mild sedge
#

Hello! Tricky question here, or at least it is tricky in my opinion xD. Do you know if I have more than 1 camera in the viewport, during gameplay, all the cameras will render what they are looking and increase the polycounts that I'm having in my level?

thorn topaz
#

So I moved my built from source engine install and when I get the pop up, clicking yes does nothing.

spare kernel
#

You need to register your source engine

#

In the binaries folder will be a version selector executions run that to register your build

thorn topaz
sterile tulip
#

guys

dim osprey
#

Hi, I'm between in making a game engine for a voxel game or use UE4? Which one is make sense for long-term project? Thanks in advance πŸ™‚

worn granite
#

@dim osprey is your goal to eventually make a game? Use UE⁴

#

otherwise your own engine is fine

dim osprey
#

Yeah, my goal is make a game. But I'm thinking if I cant find a feature on future tense vice versa.... I want dont want to waste my time if I'll get stuck in future with UE4.

inner vine
#

@dim osprey Depends a lot on what your plans are and how big of a team you have. There's an Unreal Engine plugin for voxel worlds so in Unreal you have a lot of pre-made stuff which would greatly speed up development. You'd get better performance in-game with a custom engine, but if you have only a very small team then it may not be worth the effort.

dim osprey
dim osprey
inner vine
#

The voxel plugin can do those too

#

That's the kind of voxels you mean, right?

dim osprey
#

nearest examples are minecraft(1), trove(2)

inner vine
#

And well, if you may feel stuck in the future depends a lot on how complex your game will be. Unreal Engine is open source so in theory you can make it do whatever you want. In practice that can be very hard however as many parts of the inner engine are very complex and not well documented. So you should think about what features you may eventually need and if they're all either supported by the engine or if it's doable to add them. If you for example would want a fully custom lighting and shadow system then you may not want to use UE as its lighting system is integrated very deep into the engine and very hard to manipulate without degrading performance. If you're fine with UEs rendering techniques then likely your project will be doable in UE.

dim osprey
#

What I can't do in UE4?

inner vine
#

Well for example for one game I wanted a highly stylized lighting and shadow model, completely different from the built-in PBR system. It required me to build Unreal from its source to be able to change the lighting model at all, and then you're messing around with hugely complex rendering code which is very poorly documented. The renderer is also the most rapidly evolving part of the engine so any documentation or tutorial you do find on the subject is already outdated even if it's written for the second-latest engine build, so you'll have to tons of reverse-engineering to get anything to work. Your reverse engineering work will then also be outdated as soon as a new engine build releases, so you're either stuck on one engine version or you'll have to reverse-engineer the rendering code again to figure out how to update your code, each time you upgrade your engine build. Light maps made the situation even worse as it turned out to be a real pain to get the lighting to look consistent between the real-time system and the prebuilt light maps.

There is an other approach to this, which is to not use the Unreal lighting system at all and do all your light effects in the materials or in a post-processing effect. In this way you however have to build a complete lighting system yourself as there are no easy ways to get all light information in a scene and to pass that information to the materials. You then also have to deal with the performance cost of having two lighting systems running in parallel as there's no way to completely disable the built-in system, and custom ways of shadow casting will also be way less efficient than the built-in ways since you likely won't be able to integrate it as deeply in the engine. Also if you need more outputs from your materials as you can store in the default deferred rendering buffers then you're pretty much SOL since you can't add an extra one without diving deep into the source.

#

If everything you want can be done with regular shaders and the information UE makes available to them then you won't have those issues though. Basically, if you're fine with UE's renderer, then UE is a great engine. But if you want your own renderer, then you're likely better off either writing your own engine or using an engine which gives you easy access to more low-level stuff.

dim osprey
#

wow, wait a min I'll read πŸ˜„

#

I don't gonna make highly complex light system. Only day and night cycle and little cube shadows. That's it. So you prefer UE for high-scaled games as I understand?

#

(lights and shadows are)

inner vine
#

Basically, are you fine with how UE's lighting and shadow system and rendering systems work? If yes, then likely all issues you'll encounter with UE will be solveable. If you want your own lighting and/or rendering system, then you're better off with something else like a custom engine.

#

I'd for sure check out the voxel plugin and the included examples (it's free anyway) and play around a bit with them to see if you can get the visual style you're after, you should be able to get a minecrafty blocky look by setting the voxel size quite large (for example 100 units which would be 1m), disabling the smoothing, and using low-res textures.

dim osprey
#

I love the current lightning system. Even this system offers a lot of features for me πŸ™‚ I just have small light systems. So coding, optimization, scripting are fine

#

My last question is, can I make modding feature to my game?

inner vine
#

Yes, that's something Unreal is quite good at.

dim osprey
#

Yes I saw this article. Can I make my own?

#

With C++?

inner vine
#

I'm not sure, I haven't used the modding support functionalities myself. I think it only supports blueprint scripting, but I may be wrong.

dim osprey
#

It's not a problem. We'll see UGC in the future. Thank you for your all detailed answers, your time and your attention. Thank you so much ❀️

inner vine
#

(meaning you can make still the game in C++ and mods will be able to make use of any C++ functions you expose to Blueprint, but mods won't be able to modify the C++ code or add C++ of their own)

calm pollen
#

when i socket a static mesh to my character, it becomes giant, but when its not socketed its normal size, how do i fix this

inner vine
#

Did you import your mesh and skeleton from Blender?

calm pollen
#

yes

#

well separately but yeah they are both from blender

inner vine
#

Try switching the units in your Blender files to centimeters and don't scale on import/export

lean garden
#

Has Epic said anything about backcompatibility for UE4 projects in UE5?

faint meadow
#

i have a quick question, how does unreal engines default character movement differ from source engines? as in if i were just walking at the same speed, would i be able to feel a difference between the two?

inner vine
#

@lean garden UE5 is supposed to be backwards compatible with UE4, so upgrading will likely be possible and generate about the same amount of issues as switching to a different build of UE4.

calm pollen
inner vine
#

The importer/exporters often mess up the scale on rigging, your character may still look fine but the bones are scaled way up, so anything you'll attach to those bones will be scaled up too. As a quick test you can set the scale of the object you attach to 0.01 and if it appears normal then it's almost certainly an import/export issue.

plush yew
#

Does the new water system work with world compostion? It's seems broken for me

calm pollen
earnest violet
#

How do I import uasset files into ue4. I know you have to move them via file explorer but when I have copied the files into my game project it's not finializing the import by loading them in so mmy question after transferring files via file explorer how do I get ue4 to recognize them and finish importingthem? THX!

#

Any ideas?

#

No one got a scooby? πŸ™‚

grim ore
#

you dont import .uasset files into ue4, they are in ue4 format.

#

so the .uasset file goes into your project in the correct folder and the correct version and the editor will load them up in that project.

earnest violet
#

Well it ain't loading up my good fellow

forest bay
# earnest violet Well it ain't loading up my good fellow

What @grim ore is correct, we do this method almost on a daily basis...The only other time it breaks is if the Uasset that you copied into your project can't find a reference to something. It could be a redirector issue. You could open the original project and run fix up redirectors and then try copying the Uasset to the new project...But the folder structure needs to be exactly the same.

grim ore
#

yep its not magic. the .uasset is a file that holds stuff. part of it is a version that it was created against. other parts are like what it links to (a material linking to textures). All of that stuff has to be correct or it breaks

forest bay
#

Repost from earlier since there is a different group of peeps on now... hey peeps, anyone played with Blutilities much? I think this is a simple question but all the examples I'm finding of blutiilties are being run on Static mesh's or textures. I'm trying to create a Scripted Action to run on the Blueprints i have selected in the Content Browser. Ultimately I want to be able to make a series of changes to the static mesh's inside the blueprint and save those changes. I'm using Get Selected Assets then running a for loop on those assets...But i cant figure out what to cast to...Since i don't know which blueprint will be selected.

grim ore
#

you can always look at the output log when the project is loading, most of the time when an asset fails to load it gives a reason

crimson lake
#

Hey guys

#

so I was going through the Robo Recall files

#

and I saw this OdinEditor plugin

#

anyone got a clue what that may be ?

#

Can't find much documentation online about it

grim ore
#

@forest bay I dont know if you can, I was just checking it out and the issue is the assets are blueprints and you cant seem to cast to blueprints 😦

timid spade
#

its a widget

grim ore
#

and what creates this widget? you need to keep track of this widget when its created and then talk to it that way

knotty heron
south ridge
#

It's a guide for dropping tabs onto windows

#

Lets you arrange tabs in an arbitrary order

knotty heron
#

Oh alright i thought i did something wrong

stuck scarab
#

https://gyazo.com/2fca9ab16ce3d1f663b8fbe0f255f843
This is the character walking sideways. The transition from Idle to walk is nice but from walk to idle is so snapping and quick. This is currently in a blendspace including the idle animation. I had the Idle Animation in a different State as well and tried using different Blend settings (duration/mode) but nothing really helped to make it look better. Any tipps for me to make it look smoother?

calm pollen
calm pollen
grim ore
#

@stuck scarab you might have to show more info on what you are trying to do but there are transition times you can adjust for both anim bp state machines and blendspaces you can look at.

#

if using a blend your biggest issue may be just due to the fact you are going from max speed to 0 which means its going to transition to that idle animation as quickly as it can

stuck scarab
#

I think that might be the problem, playing with the transition duration doesnt do the trick

grim ore
#

yep even if you changed it, your basically going to have it shuffling its feet in a fixed position since you are no longer moving. you might have to look into using accelleration and decelleration when moving

stuck scarab
#

yes thats what I see, flipping and shuffling. Mh okay I played with "Braking Friction" for the forward movement, that actually helped there as well. I will try to reduce it heavily for the sidemoves

calm pollen
#

if i scale an object down that is socketed to a bone, will it show up that size or will it be reset to 1,1,1 in the gameplay

fierce tulip
#

^ fun fact
the development name for the switch was "wolf" and when a user (accidentally) created a folder in UE4 named "wolf" it would crash the project during packaging.

fleet iris
#

"LowLevelFatalError [File:Unknown] [Line: 153]
ICU data directory was not discovered:
../../../Engine/Content/Internationalization
../../../Engine/Content/Internationalization"
so i came across this error does anyone know how i can fix this

#

this occurred when i had built my game in unreal engine 4.24.3

#

when i would build it and try to run the .exe file i would either get this message or the file just would not run

#

has anyone encountered this error before? and if so does anyone know how i can fix it

#

here is the package settings i used when exporting the build

#

another weird issue not sure if its related is my game mode blueprint does not display any information its just grey

crimson lake
#

Oooo shet

#

Thanks for the info you're a legend ❀️

fleet iris
#

but yeah i have no idea whats going on with unreal engine or what i did thats made it throw a fit

thick nebula
#

Hello guys! I have a question, more or less about if I am on the right track or not.
Goal:

i.e. enemy#23 is entry #23 in the enemy_template table, and we use all the info there to populate an actor with different information such as model_id```
Issue(?):
```I made the "server" as an API to which I can make HTTP requests(pic below), and my plan is to use HTTP gets to consume the data```
Question:
```Is this the right approach? Or am I having the worst, most unusable idea?And why?```
#

(pic2)

rigid belfry
#

has it ever happened to anyone else that while using the SteamDevAppId 480, they find servers for completely different games? ahah

vocal loom
#

Does anyone have access to Unreal Engine enterprise here?

timid spade
#

can i edit keyframes of an animation i recorded in ue4?

plush yew
#

Yep

#

In the animation editor

#

Modify the rig bones and hit the β€œ+key” in the top then the apply button and it should modify the animation :)

timid spade
#

i double clicked the animation

#

theres nothing here

#

no keyframes

#

i want to delete them entirely

#

oh wait i mightve figured it out

#

nah

#

is there a way to modify the base animation and not add keys to it

coarse turtle
timid spade
#

nvm figured it out a different way

#

also no idea bro

#

id like to use the corresponding animation to the weapon child

#

but i cant promote it to a variable

gleaming creek
#

Why does UE4 have such ugly names for some input keys?

#

Something which has annoyed me in actual Unreal Engine games in the past, too

#

Things like Thumb Mouse Button 2 and Gamepad face button bottom

#

Which are so long that they won't fit anywhere

plush yew
#

@timid spade drag of the node and then promote

#

Every bone was renamed

knotty heron
#

name clash so ig it already exists?

lunar timber
#

guys a silly question, but I've forgotten how to make custom keyboard shortcuts for editor controls?

coarse turtle
#

Question: Do I have to submit the Royalty Form before or after I made $1M from my game?

lunar timber
#

I'd assume you don't need to , but I'm also not a corporate lawyer....

#

as in not until you break 1million $

thick nebula
#

Hello guys

#

I made an API which I call from unreal and I want to use it as a database in order to set different things throughout the world, for now, it's just NPCs, a JSON(from which I take all the data looks like this:

    "id": 2,
    "enemy_name": "John Hillly",
    "title": "Blacksmith",
    "cursorIconName": "NPCInteract",
    "gossip_menu_id": 2,
    "minLevel": 5
   }
#

Is this approach very bad for some reason? Is there a better way?

lucid grove
#

Heya, any news regarding fps loss in 4.26?

timid spade
jaunty cedar
#

How can I call a Run on Server replicated event from another player? The way I have things set up is that I call an interface function on the other player, which then calls an event that is replicated on the server. However I can only get that event to actually fire if I trigger it from, say, pressing a key on that player's client, which then correctly replicates, but not if I call it from the other player

#

The other player needs to be able to trigger that replicated event, which is implemented in the other player class.

mossy nymph
#

you can't send RPCs from an Actor you don't own

jaunty cedar
#

Any workarounds? How should I be implementing this?

mossy nymph
#

it has to go through owned actor, no workaround possible

jaunty cedar
#

I know of a popular plugin that sets the owner to call it then resets the owner to do this, would that be an appropriate way to do this?

#

This is for a game jam so game jam quality code is acceptable

mossy nymph
#

no, because owner needs to be set on server

#

and if you're doing that, its redundant as you might as well have send a RPC you want to call instead (through owned actor)

jaunty cedar
#

I am calling the interface function through an owned actor and everything up to that function call replicates

#

I tested it and it prints on all clients before the function call

#

But the function itself doesn't run on anything but one even if I don't make it call anything replicated

mossy nymph
#

just send an RPC through your Pawn or w/e with a pointer to the other player as payload, and then have the RPC server side call the interface function on that player

jaunty cedar
#

Interface function is called on other player from server side RPC -> function doesn't run
Interface function is called multicast from server like other replicated events I do normally -> function runs on one client only

night zealot
#

Folks, QQ

I am trying to make math operations on a global location vector. For instance, average over time, standard deviation over time. Can anybody point me to the right documentation? I searched on the UE site, but I could not find anything.

mossy nymph
#

that is too specific to work out of the box, need to write it yourself

jaunty cedar
#

i moved everything to a multicast on the one player's pawn and anything after a cast stops being run on other clients

#

i have a print string before the cast and one after

#

the one before runs on all clients

#

the one after only runs on one client

#

can casting an object also not be done on a non owning actor?

#

NVM i got it to work

rustic panther
#

is it bad practice to not have a default pawn

open compass
#

how can i attach these little spheres to a cable actor so that they move with the physics of the cable

lunar timber
#

oh nice, yeah I'd be interested to know how to make string lights too

open compass
#

yeah ive been tryna find something online about it but can find anything. Im guessing it would be probs easier using some sort of particle system attached to the cable instead but idk

lunar timber
#

one idea that comes to mind is to actually have emissive globes as part of the static mesh, but you probably want something dynamically parented

#

i'm surprised there isnt a tutorial out there already

open compass
#

yeah

#

didnt realize its possible to edit the cable mesh

#

ill give it a try

lunar timber
coral shoal
#

does anyone know offhand how rtx performance scales the more lights you add?

distant swift
#

Anyone can help with the shallow solver error Water 4.26? waves goes crazy with river Only works at WaterFluidSimtestShallow Map

lunar timber
#

anyone familiar with fixing TEXTURE STREAMING POOL OVER errors?

#

I assume it has something to do with culling distance?

#

hmm i just added "r.Streaming.PoolSize=1500" to the BaseEngine.ini and the error went away...

sly wagon
#

guys im learning unreal, decided to work on my health system

#

but its not working : (

#

this is very confusing xd

fleet beacon
#

I upgraded project to 4.26.1 and I am getting this error. Anyone encounter this before?
LogUnrealMath: Error: FMatrix::InverseFast(), trying to invert a NIL matrix, this results in NaNs! Use Inverse() instead.

sly wagon
#

nvm I figured it out

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;.;

slim badger
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LOL

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if u select advanced one

sly wagon
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this dumb float is gonna give me a stroke

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why cant my engine do simple math

restive eagle
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your math doesnt make much sense, you are taking damage, lets say 10 and taking your life value from the damage one

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it ends up being 10(dmg) - 100 (health) = -90

sly wagon
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what do you mean

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pls help this is confusing

restive eagle
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i mean what i wrote, not sure how to put it in other words

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flip the values, so you would be deducting from health

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you want to deduct from health, not damage

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always add a print string to see what value is being calculated, then it will make more sense

sly wagon
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oop

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I think I see what you're saying now

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how do I fix that?

jaunty zinc
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you switch the Health variable to be on top instead of the damage lol

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lets say you take 10 damage, and you have 100 health, what youre oding right now is: 10 - 100, instead of 100 - 10.

sly wagon
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omfg im so dumb.