#ue4-general

1 messages · Page 944 of 1

sly wagon
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ok it works now LOOL

jaunty zinc
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all good man

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neat

sly wagon
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did I really just trip over a simple thing just as this

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yes yes I did

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this is why you cant run your brain cells on just coffee

jaunty zinc
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dont we all at some point

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true true

sly wagon
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also i printed my current health each time I press Q and it really helps

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forgot I could do that

jaunty zinc
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print is really helpful for debugging, i always use it

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you could also print every time you take damage or something, instead of pressing a button mannually, but its your preference

sly wagon
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atm I only take damage when I press q

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i just wanted to get the health system working

jaunty zinc
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ahh i see alright

sly wagon
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now I dive into..

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damage systems

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;.;

jaunty zinc
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good luck lol

sly wagon
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thanks! I'm still very new to unreal, so this is fun but also challenging

jaunty zinc
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of course dude, if you want it youll surely get it eventually!

jaunty zinc
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great

sly wagon
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now I need to get that black hole thing in the back to deal damage over time

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if I enter its collision box aka its hitbox

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🤔

jaunty zinc
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you could add a triggerbox component for it

sly wagon
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I have a giant one

jaunty zinc
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alright so go to the graph, and the event youre looking for is "ActorBeginOverlap"

sly wagon
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yee I know that part but now what xd

jaunty zinc
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ye

sly wagon
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how do I get it to loop

jaunty zinc
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iirc it loops

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like, the event is called everytime the actor is overlapping

sly wagon
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I thought it was only called once per overlap

plush yew
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@cursive dirge I'm glad somebody bring up flex topic on AMD. Do this also supported on IntelHD Graphic? Also I want to use It in 2D project. Should I invest to make It in 2D or maybe try something else?

jaunty zinc
# sly wagon I thought it was only called once per overlap

if it is, what you can do is create a boolean of checking if the actor is overlapping or not, you set it to true in the ActorBeginOverlap event, and then set it to false in the ActorEndOverlap event.
then, if the variable is true, you take damage

sly wagon
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oo

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hold on, I need to test if this even does damage first

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🤣

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then I can try to loop it

jaunty zinc
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I had a rough time damaging with damage nodes haha

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just used a variable instead

sly wagon
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omfg

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it killed itself

jaunty zinc
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but yeah you should use Damage nodes

sly wagon
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i pressed play and my orb went poof

jaunty zinc
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the black hole?

sly wagon
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i couldnt even test the damage on my floating meatball LMAO

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yeah the black hole

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its a playable thing

jaunty zinc
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uhh why does that happen

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try disconnecting the damage node and see if its there

sly wagon
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yep

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its there

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it has pathetic health, so its actually getting one shot before I can even load it in

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but the problem is, I dont want it to damage itself 🤣

jaunty zinc
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so it damages itself?

sly wagon
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yep

jaunty zinc
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yeah alright so heres what you do

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drag out overlapped component, and add an "equal to" node

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then check if its equal to your player

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create a branch, if its true, damage

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also in the apply damage, you should damage the player so drag Overlapped Component and add a damage node (delete the current one because its damaging itself)

sly wagon
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ok one thing is confusing me

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is it this?

jaunty zinc
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you could just select it from the drop down menu (click on the arrow)

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select the player bp

sly wagon
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the player bp is actually a null health system I tried using but didnt wanna use

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it has HP next to it

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unless you're talking about something else

jaunty zinc
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when you click play, you possess your character right? that meatball

sly wagon
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one thing I've noticed is I dont have a player class parent

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also I want it to damage all players

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since I want this to apply to multiple people, I dont plan on doing single player things ;.;

jaunty zinc
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okay you could use NOT equal and then choose that BP_Eye_Void

waxen harbor
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how do you make unreal engine use fewer CPU cores for compiling shaders in editor? I don't want it to freeze my PC

robust marten
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Don't suppose anyone would know why the visibility of the torch light never goes away? It's like what ever is after the delay never happens.

leaden dust
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@robust marten try setting the delay to like 1 secs first and see if it works

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If it is still not working theres some problem in the code

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also what type of component is 'Torch Light(Player)'

robust marten
leaden dust
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oh lol

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thats fine

sly wagon
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oh Fear.. I just had to attach the damage causer to the owner of an object so it ignores applying damage to anything using that object

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however I fear now if I spawn another void, they ignore each other's damage

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gonna need to test that

leaden dust
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@sly wagon if they are 2 different objects the owner isn't the same

sly wagon
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I just tested it

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they ignore each other

still cargo
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what is the best way to compile / build your C++ code? cause as of right now visual studio opens a new instance of the editor everytime I test some code changes

cursive dirge
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@plush yew I feel it is overkill for 2D

leaden dust
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@still cargo thats how cpp works

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you can hot reload if you don't wnat that

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but hot reload doesn't work if you include new files or make changes in header

still cargo
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o ok thanks

leaden dust
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@still cargo bigger studios usually use multiple machines or server farms to compile code fast

plush yew
cursive dirge
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Do it via metaballs then?

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Flex fluid shader is basically that afaik

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But yeah, flex should run on any compute capable gpu on windows

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So intels should be fine, havent tested if they are up to it perf wise..

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Flex can be quite demanding

jaunty zinc
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@sly wagon that's why you should check if it's the same exact object

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I don't really understand your solution

plush yew
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@cursive dirge Okey thanks for answering me. Making water in 2D in UE4 making me a little bit frustrating, because of no strict possibility. But I'll try what you've said.

cursive dirge
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I'd look around if someone already did that

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There are definitely some technical talks and articles about it

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(About 2D fluid sim I mean, you might not find direct hits on ue4 specifically)

plush yew
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okey thank you

wicked fjord
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I want to integrate .net assemblies with blueprint, is it possible to have blueprint node coded in VB/C#?

earnest cape
leaden dust
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what source control would you all recommend for unreal?

wary wave
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Perforce

plush yew
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I'm optimizing and every time I open my level, it takes ages and it seems LOD's are generated again?
I don't have this issue when preparing my LOD's beforehand instead of in editor.
I don't remember this being the case, maybe because I'm using Perforce?
I'm on 4.24
Thanks

fierce tulip
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@vague spire post that in #lounge please.

vague spire
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thanks

flat silo
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Hey Slackers - hope you're all having a good week!

I had a quick question on dynamic (movable) lights in Unreal, specifically how they work? Do dynamic lights cast rays (similar to ray-tracing)?

hot beacon
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hey i really need someones help i have tried SO MUCH AND NOTHING IS WORKING how do i fix this

the problem is that shadows dosnt smoothly move from 1 mesh to another even if it is one mesh

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see the line there how it goes from light grey to a darker

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they both have the same material

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this is why i dont make map parts in blender it always breaks like this

flat silo
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@hot beacon are each of those squares separate meshes, or just 1 mesh?

hot beacon
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@flat silo that image they are 2 different ones

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but it does the same

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if it is one

fierce tulip
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unwrap them better

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or make em one mesh (and then unwrap it better)

hot beacon
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i have tryed unrwraping them every way i can think off

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one mesh does the same

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unrwap

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does the same

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make it so nothing is overlaping in the unrawp

flat silo
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Are you generating lightmaps for these as well as unwrapping them?

hot beacon
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no

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how do i do that

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i have just been unwraping

fierce tulip
flat silo
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Unwrapping is fine, but Unreal will use a 2nd UV channel for the lightmap. If your asset already has a 2nd UV channel, you may find that Unreal is defaulting to that

hot beacon
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there are 5 parts in total then i use them to make areas

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ight i save the link ight i gtg bye and thank you

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i hope it works

fleet iris
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Hey all me again

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So the other day I came across this error when I was trying to launch my packaged project exe

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I’m still unsure as to why it has been caused and searching online it seems a couple of people have come across this error but with no fixes offered

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Another weird but unsure if unrelated issue is my game mode blueprint has become just a grey box and I can’t access the viewport or event graph on it

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Can anyone help with this issue?

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If you could that would be fantastic

patent bridge
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Hello everyone! I'm a student creating an underwater game as part of my design masters, I've started using the water system in U4 (amazing) but I can see that it's still experimental. I need to build the game by the end of April, do you think I should use a more stable alternative for the sea? Or is it expected to get stabilised soon?
I have also made planes with water materials to use as surface and post processing underneath in an effort to making something more manageable avoiding the sea body, but I don't know if that is what I should be doing.
Also any advice about working with sea surfaces/water in U4 either here or dm is welcome, thanks!

ebon steeple
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can i change the sounds for compile complete/failed?

lament niche
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i am new to ue

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can i make games easily?

ebon steeple
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uhm...

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do you have experience with C++?

lament niche
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no

ebon steeple
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do you have experience with another game engine?

lament niche
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rpgmaker

fleet iris
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I wouldn’t say easily but

lament niche
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:,(

fleet iris
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Unreal engine blueprints are simple to pick up with a bit of practice

ebon steeple
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buying a course is probably your best option

fleet iris
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Or using YouTube tutorials

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Since those are free

lament niche
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👋

fierce tulip
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just start with the information thats pinned in this channel, take your time, have patience, and most importantly have fun

fleet iris
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May as well ask again but

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I have encountered two issues that I’m unsure if they are connected

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So when I try to run my packaged game I get this error

fierce tulip
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you peeps might wanna read the #rules; dont re-ask the same question over and over

fleet iris
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But yeah unreal engine can be a really finicky engine when it wants to be

tame marsh
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I've moved my DerivedDataCache to a different location. Should I point each engine version's DDC to a different folder or to the same one

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Also where are generated static mesh LODs stored?

kindred viper
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if you were to move the DCC folder (presumably by symbolic link) then you would still want one per engine. There may be file conflicts otherwise. Might be already accounted for but I wouldn't risk it. I would guess the generated LODS would be within the UASSET file itself but you can test this by migrating a static mesh with gen lods and no materials.

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I put DCC and I obviously meant DDC. Acronym hell...

tame marsh
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In Editor Preferences there's a setting to point the DDC to a different location

kindred viper
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ahh thats good. I would use symbolic links but personal preference

tame marsh
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By default all engine versions point to the same folder which is why I'm wondering

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And that's a good test, I'll try that out

fresh plover
glad karma
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Hey guys, somebody work with XPS model and know how send converted model fbx/obj to mixamo with texture? I tried a lot of things and doesn't work, by mixamo is always Grey :/

dense girder
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Anyone know how to fix D3D error?

fleet iris
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does anyone know why the game mode blueprint becomes un editable once you exit the project after creating it

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as i just created a brand new game mode

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exited then reentered my project and its now just a grey screen with no access to my viewport or event graph

jaunty zinc
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can you show a picture

plush yew
sharp frigate
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Heyo

sharp frigate
plush yew
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there's no set steer angle

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i can only get that value

sharp frigate
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Btw anyone know how to tweak the character movement physics , i want to be able to push objects "slowly" without glitching out and stuff

gloomy ginkgo
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how do I check if my car is drifting or not?

plush yew
gloomy ginkgo
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lol

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know anything?

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i want to spawn trails when the car is drifitng

plush yew
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mhh try to get the steer angle of your wheels

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if > than for x seconds then is drifting

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i guess?

gloomy ginkgo
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hmm

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lemme try

plush yew
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yup

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i did that and it's working

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my only problem is that i need to change the rear wheels steer angle during runtime but it looks like i can only get that float value

gloomy ginkgo
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oohh

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i see

thorn topaz
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are there some versions of vs2019 that don't work with source built engine?

sharp frigate
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Lmao figured it out

serene birch
thorn topaz
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well I was having a build issue an the only thing i could find is that certain versions just don't work lol

dark briar
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hey guys, in UE4's tutorial: https://youtu.be/GwJiN8LLnQI?t=507
The sand material looks amazing, i was wondering if this is on the ue4 marketplace or anything? I want it

The Landmass plugin is a new, Blueprint-driven way to procedurally and non-destructively edit a landscape in Unreal Engine. This feature, along with the recently introduced Landscape Layers, makes editing game worlds much easier, and allows developers to build and iterate quicker. In this presentation by Epic's Arran Langmead, we explain how the...

▶ Play video
vagrant pagoda
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WIth Ue4 editor is there a way of having the connector lines coloured to show what colour channel they are connected to . eg like in blue print you get integer green, and actor blue. So Red channel line would be red, Blue would be blue and Green, you get the idea. Or is there a plugin. Cheers

serene birch
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probably with some editor plugin but not by default that I know

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right now the colors tell you more about the type of the value passed than it's semantic usage

vagrant pagoda
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Just thought might be nice

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Is there a way in material node to click on the channel of an image and see a preview in the sample node?

worn wadi
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Hey, anyone know if your allowed to use the UE4 source code for your own game engine? Sorry if this is the wrong channel, i'm new here.

fierce tulip
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no thats not allowed

worn wadi
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Ok, thanks for the info

plush yew
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can someone help me with some logic

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my brain

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its just

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im trying to gather rocks twice THEN have them drop it off

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so I got a left hand right hand thing, if both are true my hands are full

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i dont just understand the blackboard logic at all

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its so confusing

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youd think itd be

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if handsfull is is set, abort self

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it would you know, not play that sequence and go to the next sequence no?

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Unreal engine needs to stop self destructing

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I would appreciate it GuraSleep

delicate veldt
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Hello all! I need some help figuring out why standalone game looks so different to viewport

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the lightmaps are much lower quality, exposure is way off, post processing has left the UE

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Autoexposure is off in project settings and in post processing it is set to a constant (no variation). What could be the cause???

fresh plover
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this weekend i realized ue4 is more of a problem than doing the coding and blueprinting

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crashing , weird bugs

plush yew
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What is the best way to back up some of my projects, (not talking about hard drives on OneDrive), more, just copying and zipping the project folders. Would that be best? And is there a way of synching, so the projects stay up to date?

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Is there a way to remove all the unplaced meshes from my engine autmoatically?

ancient fiber
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does anyone know of possibe reasons why my controller is no longer being detected by unreal? it was working last week - i cant think of anything that would have changed besides a windows update

fierce tulip
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sometimes windows updates disable devices. it disabled my controllers, wacom, microphone, etc after some updates. could be it, could not be it

plush yew
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hey uh

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this may sound dumb

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but

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how do you use those things

harsh tiger
plush yew
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like what key do you use

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to do this

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on discord

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its not this

wary wave
spare kernel
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@plush yew like with colors?

plush yew
plush yew
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thank you

hoary lodge
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I'm having an issue with enabling and disabling my NavLink BP. I try using SetSmartLinkEnabled but it literally doesn't do anything. My AI still ends up using it. I only want it to be enabled under a certain condition (done via a boolean, of course).

dawn gull
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Is there a way to do multiplayer voice chat without steam?

gloomy ginkgo
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how can I get the material that my character is standing on?

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oo nvm

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i don;t need that anymore

plush yew
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I got a probably very basic question but I can't fix it, been trying to solve it for hours.

My materials which are somewhat transparent always have super bright spots in some angles, both in-game, in-engine and in the Editor.

Even when I delete AtmosphericFog, DirectionalLight, SkyLight and PostProcessVolume from my scene it's still visible.

Does someone know how to solve it? Sorry if this isn't the right channel, I am not too sure in what channel I was supposed to ask it.

Thanks in advance ❤️

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I have a PointLight left to that spot but even when I delete that I can see that the issue remains

hoary lodge
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try building the lighting

plush yew
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Will try that 🙂

plush yew
hoary lodge
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oof

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welp, that's all I got lol

plush yew
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Ouch 😦 alright

fresh plover
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do somebody have any idea what i can use to stop my character from running when it doesn.t have anymore stamina?

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i use c++

plush yew
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is ue5 hype?

steady zodiac
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Is it normal that it takes over 5 minutes every time I try to launch a game targeting a mobile device? This just makes debugging so painful.

plush yew
# novel rover use git hub

Github seems good for syncing, but I kinda just wanna get some files off my PC, and when I need them again, in say a year, I can re-download them.

grim ore
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What was wrongn with one drive then

plush yew
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@grim ore Nothing is wrong with it, it is really good, just others are recommending Github, so just curious about it.

grim ore
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Well that is for source control when using the project. If you just want a backup then hard store it on like Google drive or one drive.

steady zodiac
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on github you can just download your whole project as a zip file whenever you want

plush yew
grim ore
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If using source control? Yes that’s what it’s for

grave radish
#

Does anyone have experience using plastic SCM? Having an issue with it, looking for some help

plush yew
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can I == an actor variable to a class or something?

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like

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if rock == rock? lol

steady zodiac
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I'm not sure if I understood your question correctly, but you can use GetClass from a variable and then compare to another class

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or use typeof() if you use C++

plush yew
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its just an actor variable

light thunder
plush yew
jaunty zinc
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also you can check it's name lol, kinda dirty but it works

plush yew
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objectLeftHand

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i wanna compare it in a bbservice

jaunty zinc
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ok now im even more confused

plush yew
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if objectlefthand == to weapon class

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is that possible? I guess it is

jaunty zinc
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uhh should be, create a branch node and in the condition drag of objectlefthand and type "=="

plush yew
#

ah thats it? thanks 😛

jaunty zinc
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yeah lol very helpful node

light thunder
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No matter what I do, this particle emitter WILL NOT let me change it to a certain material

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why is that?

hoary lodge
sterile tulip
#

Since UE5 will have bounced lighting, will it be like cycles? Visually

stiff verge
#

is there a way to parent or group together objects? maybe to create nulls?

fierce tulip
#

as in ctrl + g? or in a different way?

stiff verge
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ohh ctrl +G is kind of cool but that's not what I meant

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actually

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it does the job I guess

fierce tulip
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iirc ctrl+shift+g is ungroup

stiff verge
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thanks

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so I can ctrl shift g.. move some stuff around.. and ctrl g again to reactivate it

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actually.. shift g destroys the group... ctrl shift g toggles the behavior

worthy plaza
#

Let's say i download a thing from marketplace. if i create the project for it, i've the assets and materials in any othe project too?

stiff verge
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you have to 'add to project'

worthy plaza
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can't

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for example i'm downloading "wood floor" but i can only create a project

stiff verge
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I have a black and white matte thing for my material, how do I edit it with nodes? likle just invert it

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i can do one minus on an image?

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I found a way actually.. not sure if it's the best

inner vine
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Not on the image, but as soon as you take a sample of it you just get a single colour vector, and you can do one minus on that.

muted wigeon
#

Does Epic Games have a merch store?, the UE5 showcase had employees with UE t-shirt, wouldn't mind grabbing one

stiff verge
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I created a sequence. How can I make it loop all the time?

gloomy ginkgo
#

guys from where can I download the free unreal templates?

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like the first person shooter one?

stiff verge
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when you start a new project you can select a template

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this will download it

gloomy ginkgo
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no the multiplayer one

weary hull
#

anyone know if you can mine crypto at 50% gpu and then use ue4 editor at same time?

stiff verge
#

LOL

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yes you can

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maybe don't?

gloomy ginkgo
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haha

stiff verge
#

@weary hull in theory all you gotta do is use unreal editor.. your mining performance will drop but it will work

muted wigeon
#

Does Epic Games have a merch store?, the UE5 showcase had employees with UE t-shirt, wouldn't mind grabbing one

stiff verge
#

be careful with your temps and gpu load.. you might want to underclock your card

weary hull
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it defaults to not going over 72c, which less than half the hash rate it's capable of

fierce tulip
#

@muted wigeon please dont repeat the same question, admins dont like that.
as for the answer, the merch-store they have seems rather unused atm but from what ive heard they are looking into updating it in the near future.

weary hull
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last time i tried it was doge in 2012

gloomy ginkgo
#

where?

muted wigeon
gloomy ginkgo
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aaa

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thanks bro

autumn latch
#

sound decreases with increasing distance
how can I do that?

gloomy ginkgo
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use sound attenuation

autumn latch
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thanks

gloomy ginkgo
#

👍

sly wagon
#

@jaunty zinc Hey I just wanted to thank you for helping me last night, it meant a lot to me ❤️

jaunty zinc
sly wagon
#

; D np

sage silo
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tfw game engine bug (crash). reproducible in new project. writing bug report now...

fierce tulip
#

people posting reproducible bug reports are the real mvp

plush yew
#

@jaunty zinc is that 2D?

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your pfp?

jaunty zinc
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hell yeah it is!

plush yew
#

nice!

jaunty zinc
#

gorillaz ftw :)

plush yew
#

theyr pretty good 😛

jaunty zinc
#

i agree

sage silo
#

ugh, one downside of blueprints is that they are pain in ass to describe. will just do screenshots, functions are fortunately small

fierce tulip
#

there is a new free plugin on the mp that can export high rest blueprint/material screenshots @sage silo

sage silo
#

linky?

fierce tulip
#

trying to findy

calm pollen
#

is there a way to change the dimensions of the editor viewport? My game runs in portrait for a mobile game, so the widgets look squished together when i test it on the editor

latent mango
#

whats the proper way to close unreal engine so everything gets saved?

fierce tulip
#

save all in content browser > close > save stuff it missed > close

latent mango
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save current?

fierce tulip
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"save all in content browser "

latent mango
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where is that?

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im new so

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oooh

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found it

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thanks

simple meadow
#

Hey everyone, for stuff like cooldowns between abilities is it always better to use a timer over a boolean?

forest tree
#

Is there a logical reason why the axis value coming of MoveRight is "delayed" when holding the alt key? That is to say, when I hold the key, and then start moving, it takes a second before it actually starts moving (the axis value reads as 0 meanwhile)

pallid talon
#

Does anyone know the solution to SphereReflectionCaptures causing flickering??

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When using "World Composition", right clicking on a level does not show an option to Stream the level via Blueprints or force it on or off. How do I disable a level from playing when I click, "Play"? It always seems to want to load....

sweet axle
#

Can you use characters you make in daz in unreal for your game and not have any copyright problems?

grim ore
#

@forest tree it could be your keyboard and not the engine, no issues here with that. alternately could it be your animation blueprint at all? Assuming without alt its instant?

forest tree
#

Bonkers

stiff verge
grim ore
#

thats is weird

stiff verge
grim ore
#

are your uv maps set up correctly for your light maps?

stiff verge
#

my uv is alright but I'm tiling it

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not sure what has to be done for lights.. what are light maps?

grim ore
#

generally Ue4 will create a uv channel for a lightmap when you import it so issues like this do not happen

#

but at that point it has to guess, so depending on the size of this item and your mesh and other things it might still be bad

stiff verge
#

weird part is that when I imported this model in 4.19 it was fine

#

only difference is that I imported it using the blender addon this time

amber ibex
#

Hello, does someone know why the lightning on this floor is so weird? Theyre on the same height, its the same mesh (two instances tho ig) and the material is the same aswell.

plush yew
#

So my blue eye iris feels like it might of be placed under the other part of the eye not sure what I should be googling or the term I need to look up to fix this it looks fine however when in the daz 3d software until imported

grim ore
#

@amber ibex is that seam where the edge of the 2 meshes are?

amber ibex
grim ore
#

baked lighting? if so thats an issue with baked lighting. There are articles on 80.lvl about it, but basically try and make it 1 mesh if you can

plush yew
pallid talon
#

@grim ore Do you know why my "World Composition" always loads ALL levels when I click "Play", even if a level is not loaded in the editor? I do not have an option to switch to level streaming

amber ibex
plush yew
grim ore
#

@amber ibex baked lighting + modular = lighting issues. There is not much you can do to get it around it (maybe GPU lightmass?). If possible one mesh if its smart but keep in mind it cant be culled out of its a large single mesh.

grim ore
#

@pallid talon I dont use world comp much but as far as I know its not the same as level streaming, its based more on distance to the player and automatic

pallid talon
#

@grim ore Thanks for the feedback. I think Im making progress 👍

stiff verge
#

@grim ore i got overlapping UVs.. I didn't know that could be an issue

grim ore
#

it is if you are using baked lighting

stiff verge
#

yeah makes sense

#

i don't mind having the same texture there.. but it doesn't mean the lighting will be the same

#

anyone has experience with the blender to unreal addon here?

#

my skeleton keyframes won't go through

pallid talon
#

@grim ore Question. I know you don't use world comp, but you might have a work-around... I used "World Compition" to import a series of tiled landscapes. Now that they are in place, can I disable "World Composition" and they will remain where they are? Because I need to manually disable and enable other maps, but they are always loading due to Wold Comp.

grim ore
pallid talon
#

Ok, I'll check. Thanks!

stiff verge
plush yew
forest tree
#

Beats me why on earth that would run during gameplay

#

But hey

#

Here we are.

grim ore
#

oh thats weird, was it trying to fire a hotkey or just it was intercepting them at runtime?

forest tree
#

I didn't debug further to be honest, just cleared the hotkeys

#

But the fact that it would have the audacity to do that during runtime...

#

Bold.

grim ore
#

thats good to know, I dont use any 3rd party plugins so I never have these issues but I always forget to include them in debugging steps

#

I know quite a few people are starting to use stuff like those nodes with the lines and the UI changing one

forest tree
#

That'd be @cinder minnow's ElectronicNodes and DarkerNodes I bet

#

They're the bee's knees

grim ore
#

yeah those 2

#

I cant assume anyone will use them so I keep my environment clean for training purposes

forest tree
#

A sacrifice for the greater good

stiff verge
#

my light looks literally better before its baked what the fuck

grim ore
#

before you bake the light its dynamic, it wont use the UV mapping

stiff verge
#

yeah

#

i just imported the model I was using in 4.19

#

and it has the same issue

#

it was fine in 4.19

#

I also just cleaned my UVs on a new model and it looks like crap

#

I'll create a new project.. maybe I changed a setting somewhere by mistake idk

#

good thing my content is all elsewhere and most of the job in unreal is integrating it haha

steel shell
#

is is possible to change the variable of an uasset out of unreal engine?

#

because the editor crashes when i change the texture tiling method

#

i need to set it to clamp

vagrant hornet
grim ore
#

lightmass is a networked app, you want to allow it or else it will not work on your machine

#

networked does not mean internet, it is used for connecting to your machine to build lights as well as other machines on your network to help out

steel shell
#

is it possible to control the location of a landscape via a blueprint?

drifting nest
#

ummmm wow!

#

Baby Yoda spoof music video - Elle King song (Baby Outlaw) - made by 1 dude in 3 weeks in my bedroom using the Unreal game engine & motion capture tech. *Rendered in realtime

Unofficial Spaghetti Western Starring Grogu (aka Baby Yoda), The Mandalorian, a gangster Blurrg and a handful of poor Stormtroopers who must suffer... as they always do.
...

▶ Play video
deft raven
#

Anyone can help me to import this in a project?

idle merlin
#

Good evening guys, I'm relatively new to UE, (Come from a professional background in Unity), and I'm fascinated with the Chaos system, and the in-engine mesh fracturing. I plan to do a source build tomorrow to start messing with it. Could someone point me in the right direction? I'm wondering if it's feasible (and if possible, how, roughly) to add blueprints to each fractured piece of a geometry collection?

I'd like to have a geometry collection with a blueprint that has an int/float variable, then distribute that value to sub blueprints on the fractured pieces based on mass.

I'm more just asking here, how would I go about getting blueprints onto each fragment dynamically in a performant way?

idle merlin
frozen pond
#

hi, if i would like to have small character should i get character or just set mesh scale to .7 or something ?

grim ore
#

@deft raven what part didnt work for you, I just tested it and got it to copy/paste without much issue

deft raven
# grim ore <@!342295440462577665> what part didnt work for you, I just tested it and got it...

I use unreal for vfx so probably I make something very stupid, I explain what I make, I create a blueprint actor, copy paste the blueprint in “construction” and “event graph” then I compile and create the missing variables, after I try to put the blueprint in the scene and follow the video, but In “details” i miss the “default tab” where he add the mesh of the model

grim ore
#

the eyeball makes them public/instance editable so they show up in the editor on the instance

#

its an interesting script to be sure

deft raven
#

Ok, success 👌🏻 very thanks 🙂 yeah is a very cool script, especially for animation and filmmaking can be a beautiful tool @grim ore

barren flume
#

I'm using ue4 4.26 and I noticed that in the editor moving the camera around if I try to move the camera it will not move for a few seconds after I start moving it somewhere and I just lose control of the camera and in blueprints it also takes a long time to type thing's like what nodes I'm trying to create and parameter names

sly wagon
#

unreal is eating my 1tb hard drive like it's nothing wtf

#

💁‍♂️ Guess I'll just live inside a box

light thunder
#

is there a simple way, in pre-4.26 version, to make a body of water that something floats in....?

#

I have a mesh that's a cube, is it just a matter of messing with physics material?

grim ore
#

the physics volume has a water setting, but it pretty much just turns on swimming for a character and stuff like "floats" in there

knotty heron
#

after casting to an animation BP, how can i get the normal Character movement component again?

grim ore
#

@knotty heron the CMC is part of the character, so you need to get the character. Where are you trying to do this from?

knotty heron
#

Im doing it in the character blueprint

grim ore
#

you are in the character? you have a variable for it already on the left

knotty heron
#

do i need to cast back somehow

grim ore
#

its already there in that screenshot, thats the reference to the character movement component in that blueprint

knotty heron
#

Oh yeah I'm using it but the screenshot doesnt work

#

It works if i connect Pressed to the branch directly but not like this

grim ore
#

which part doesnt work, the == swimming or the cast to the anim bp?

knotty heron
#

Yes the branch doesnt turn to true

light thunder
#

So, I guess block wasn't the right setting for this person lol

knotty heron
#

unless i skip the Cast

light thunder
grim ore
#

then your anim bp cast is bad

#

whats the animation instance that is set on this character

knotty heron
#

Oooohh

light thunder
#

Just want to basically have here float at the top of the water

knotty heron
#

Right because when I start swimming I switch out the ABP

grim ore
#

nothing is really designed for buoyancy out of the box before .26, the water volume just kinda makes things not have gravity and move different if its a character

light thunder
#

is there a 'fast hack' for doing something that mimic buoyancy? probably not out of the box

#

This water texture has an output for it's world position - if I could access that I could offset her real world position the same way, just on the surface

split vigil
#

are there any known issues with importing an animation as an alembic/geometry cache and skin shaders ? whenever I place my skin shader on the geometry it just goes transparent

stiff verge
light thunder
#

Here's a new error - why would I have TWO level blueprints existing during runtime? @grim ore

plush yew
#

what kind of project are you working on blake?

light thunder
#

VR Training for First Responders

#

right now, incident command - think Kobiyashi Maru from Star Trek, but in public safety

plush yew
#

thats cool!

light thunder
#

when it works, it's great

plush yew
#

youre a firefighter?

light thunder
#

much better firefighter than I am developer that's for sure

plush yew
#

respect dude! always wanted to be a firefighter

#

im to lazy tho

light thunder
#

If you are lazy WTH are you in a discord server for learning game development, that shit is much more work

plush yew
#

haha

#

fair enough

#

nah dude firefighting is one of the most badass job there is 😛

#

running INTO a burning building like they dont care

light thunder
#

Sooner you put it out, the sooner that room won't flash on your ass

plush yew
#

lol

grim ore
#

@light thunder my only thought is one was loaded, then you switched to another one or the same one and the old one is still in memory not cleaed up yet. It happens with widgets I could see it happening with level BP

light thunder
#

Hmm... I am using a debug level skip, maybe the way it's implemented is hacky

robust palm
#

Hey everyone I need help, I packaged my project and now anytime it’s downloaded I get “Cannot createprocess () 2” how do I fix this?

grim ore
#

downloading it? running it? extracting it?

robust palm
#

Running it after downloaded, I can play the original extracted version.

grim ore
#

...

#

your extracted version is not the same as what they extract?

robust palm
#

I have no idea, after I open the original extraction everything works fine.

#

Then after I download it and trying opening the downloaded version via google drive that happens

sterile pumice
#

Howdy, has anyone ever messed with softbody physics/materials in newer versions? im on 4.25. There are lots of older tutorials about it, but a lot of their methods seem to be depreciated

grim ore
#

so you compressed it, then extracted it, and it runs. you compreseed it, upload it, download it, extract it and it doesnt run?

robust palm
#

Precisely yes

grim ore
#

you could try packagiung in development and then when it crashes check out the log. Otherwise, perhaps the .exe doesnt have permission to run since you downloaded it (windows does that because its stupid)

robust palm
#

I tried to package is under developer and got and I quote "unknown error"

grim ore
#

right click the .exe(s) both of them and check out the properties. see if it mentions its unsafe or not allowed

robust palm
#

where would I find "unsafe"?

autumn latch
#

@grim ore hi sir i need a help please, I subtract 0.1 from 3.5 and the result should be 3.4.
But I get the result 3.400001.

grim ore
#

trying to find it but it would be right there. Alternately do you use any virus software? it could be conflicting

robust palm
#

I do not

grim ore
#

@autumn latch look up floating point inaccuracy

#

usually create process 2 is if it cant run the actual engine .exe in the binaries folder 😦

robust palm
#

can I send you the google docs to see if you can run it?

#

idc if I can run it or not because I have the original download

grim ore
#

you can share it here if you want sure

robust palm
autumn latch
grim ore
light thunder
grim ore
#

^^ you cant do anything, that is what is expected

plush yew
#

if i wanted completely seperate animations for a teenage character mesh/actor and another set for adults that also change when animating against teen or adult models will i need seperate meshes imported of the adult and teen or would i be able to use the same model and just use morph targets for that

grim ore
#

@robust palm your file is not public

plush yew
#

also i fixed the eye issue holy crap it was annoying but i figured it out

light thunder
#

Why can't I set these materials on my emitter as the required material? it doesn't give me an error, it just clears it the moment I try

plush yew
#

where would i post solutions to possible problems on this discord o-o

robust palm
#

better?

plush yew
#

id like to share my solution in case anyone is having issues with daz 3d model eyes not being like it should after import

grim ore
#

it is but uh...

#

all that is is the executable file, the rest is missing

plush yew
#

_>

robust palm
#

hmm so it is probably an uploading failure on my part

grim ore
#

@plush yew we dont have one as far as I know, just find the appropriate channel

plush yew
#

oh oki o.o

robust palm
#

just I just slap the whole file in there?

grim ore
#

@robust palm yes, you need the entire folder

#

you should zip/rar up the entire folder, that is your packaged project

#

usually its the WindowsNoEditor folder once you package

autumn latch
autumn latch
robust palm
#

I am zipping it up as we speak

light thunder
#

Seems like a really basic thing, but I know for a fact I'm not setting the visibility of this item, so why can I see it during game?

grim ore
#

are you in the game now?

light thunder
#

guess simulation still shows that?

#

I was simulating...I guess that was the issue

grim ore
#

ah

autumn latch
#

@grim ore i searched "floating point inaccuracy" but i can't understand How can I get rid of this problem?

grim ore
#

you cant, its part of math

#

if you are comparing you can use a "nearly equal" node to see a float is nearly the same as the other to help with this

#

otherwise you can truncase, or ceil, or floor numbers to get them to how you want them to look or format them to look the way you want. or if you need perfect numbers you can use an int for each number and then combine them

autumn latch
#

I'm making a price system for item

grim ore
#

thats why most games set it up in solid numbers

#

or for example in american currency its not fractional, its 1 dollar and 5 cents

#

your going to just have to make custom code or adjust your systems if you want to do something about it. You can make custom macros or functions to handle your issue

autumn latch
#

thanks for infos

plush yew
#

Hey, anyone have a rec on a simple way to record gameplay with audio? I want to show some friends a prototype, and my usual gif screen capture tool won't work since I want to show off the audio.

#

What y'all using to record in-game video?

plush yew
#

what gfxcard do you have?

#

you can just shadowplay or radeonsoftware it

south burrow
#

Hey guys, can someone help me with any questions? i1m using the 2d paper template and would like my character to hit the wall, reverse the X axis.

#

someone know how to do that?

plush yew
#

like bounce back?

south burrow
#

yes

#

my blueprint is that

plush yew
#

cant you just reverse the rotation then?

#

not really familiar with 2d but I guess its not very diff

south burrow
#

this is what i'm trying, but i dont find any point that can make my character reverse

lucid grove
#

hey guys, i just started to use Megascans and have a small question regarding workflow

#

for example i have this cool looking rock formation

#

basically i just put it on the ground and thats it

#

but the texture on the bottom of it doesn't match my rock texture and it looks kinda weird

#

so whats the workflow here?

plush yew
#

thats a cool looking rock

sly wagon
#

you need to find matching textures, I guess xd

lucid grove
#

well thats the first thing i was think about, but even at the collection textures doesn't match

sly wagon
#

are you sure the megascan asset didnt bring a matching ground texture for that rock? o. o

#

huh, well

lucid grove
#

So i have cool rock and dont have matching rock material for it

stiff verge
#

create it!

#

I know it's possible to blend materials within unreal?

#

in blender you could have more control too

lucid grove
#

it is

#

but i thought there is some other option

#

since on all of their videos they just place it and bang

#

all looks fabulous

stiff verge
#

yeah I know haha

sly wagon
#

videos are forged owo

stiff verge
#

I know it's not what you're doing but there's an addon for blender that let you blend objects together automatically it's kind of cool

sly wagon
#

you dont see the hours behind it

lucid grove
#

So im not missing anything right? Wanna have smooth transition - make or find matching landscape texture for it

stiff verge
#

very fun addon: it could help you if you don't mind using blender https://www.youtube.com/watch?v=SjtItfeyHII

Full dynamic one-click solution for material blending of objects in Blender 2.83+ (2.90, 2.91, 2.92)
Easily create blends and manage intersecting objects without clipping.
Download Link: https://gumroad.com/remesher
Forum Link: https://blenderartists.org/t/blendit-full-dynamic-material-blending-of-objects/1253712
#blender #addon #procedural

▶ Play video
lucid grove
#

I need something inside UE4

#

But i will show it to my colleague

#

thank you

woven granite
#

is it the whole texture that is completely off or just the colour that is off?

digital anchor
#

@lucid grove there are plenty of ways of blending

#

Pixel depth offset blending is the easiest

#

RVT blending is the better one

lucid grove
lucid grove
woven granite
#

right i see but yeah I think what Takain said would be good although Ive never used that either 😦

lucid grove
#

Just point me in right direction - i set this RVT blending inside MM and this helps mesh to blend in?

digital anchor
#

about pixel depth offset, yeah could be master material, or only on stuff you want to blend into other things

lucid grove
#

aha

#

Thank you @digital anchor and @woven granite really appreciate it.

#

Gonna see how it works

digital anchor
#

RVT needs a bit more work than just a material setup

#

but it blends perfectly and is very flexible

lucid grove
#

oh, just took a quick look

#

looks kinda tough for me

digital anchor
#

go with PDO then, pretty simple setup

plush yew
#

@plush yew @south burrow Thanks. I'm using an Nvidia card, I was trying Bandicam which works well but has a huge watermark 😛

#

I'll take a look at OBS and Discord ShareX

stiff verge
#

sharex is super cool!

#

not the best if you're going for quality but it's a handy tool

grim ore
#

I just plain use OBS and Youtube. super simple and easy to record your desktop with audio then upload it to youtube as unlisted for your friends to view

plush yew
#

I had OBS installed but never really used it. I just gave it a go, seems legit.

#

I set F12 as the hotkey to start/stop recording, configured the FPS and resolution… wham bam!

stiff verge
#

those recordings will always be compressed however. Depending on your needs that it might be worth it eventually to get something else

plush yew
#

Yeah it's spitting out a really tiny .mkv

stiff verge
#

you can adjust the bitrate

#

but still

plush yew
#

Hmm, BandiCam seems like a better tool for what I'm trying to do — might have to register

stiff verge
#

the absolute best solutions (suppose budget isn't an issue...) would be an external ssd recorder or a capture card in a 2nd pc.. a capture card in the same PC works too, not sure which capture software would offer an uncompressed codec however

#

touchDesigner is surprisingly good at screen capture and can output to file, in real time, in codecs such as HAPQ

#

I wonder how high of a bitrate you can get away with.. does OBS let you encode in h265?

#

h265 looks much better than h264 at the same bitrate

plush yew
#

I'm definitely noobing OBS cause I don't see anything about codec yet

#

I do have a CamLink and a 2nd computer, which could capture HDMI… but my PC is display port

#

I may explore getting that going in the future, not really planning on streaming much yet

#

Anyway maybe this is more #lounge now, but I appreciate the recs

stiff verge
#

OBS is so impressive

#

in the output tab.. if you pick mp4 as container you can encode in hevc which is h265

#

for 1920x1080.. at 20000 kbps you'd get pretty good results

#

but it might not be smooth

#

that's still compressed.. and afaik, it's 8 bit

#

yeah it's 8bit.. but it works really well.. hevc with a high bitrate should be what gives you the best results

plush yew
#

So I'm retargetting the Skelton

#

Will this be an issue down the line

#

That the pictures don't match up even though the retargetting works as should?

delicate steeple
#

Hey guys, I come from the Godot Engine. I've been learning C++, and Godot is a bit of a hassle to use C++ with. I have a few questions. Will unity run on a PC with a bad graphics card? I have decent CPU specs but rather pathetic Graphics-related things. Secondly, how difficult would migrating engines be? Is there a steep learning curve?

gleaming creek
#

Seems a bit strange to ask what graphics card you need for Unity in an Unreal Engine server

delicate steeple
#

did I actually go to an unreal engine server?!

#

I suppose I confuse the two. Holy shit. Sorry.

#

Well, adios. Off to Unity land.

gleaming creek
#

Or switch to UE4 🙂

plush yew
#

what term should i be searching to figure out how to setup multiple racial characters

digital steeple
#

Can anyone explain why this does not move my ball after I release it from the handle/ can someone help explain how’s it’d be done ? I did set a vel just not in pic

humble yacht
#

does anyone know why i get a fatal error, saying
Invalid object in GC .. ReferencingObject: SimpleConstructionScript .. ReferencingObjectClass: Class /Script/Engine.SimpleConstructionScript, Property Name: DefaultSceneRootNode, Offset: 52, TokenIndex: 4
the actor is a static scene actor manually placed in world

timid spade
#

why wont this montage play

#

its located in my weapon blueprint

#

andi have it set up to work

#

or at least it should

dire ravine
#

hi can i use the unreal engine editor and build my scene offline?

plush yew
dire ravine
#

yes i tried this and when i press build the engine stucks

#

i dont know where to set UE to offline mode

plush yew
#

UE doesn't need to be set into offline mode

dire ravine
#

ok

plush yew
#

Is there an error message?

dire ravine
#

no it says starting up swam connection (100%) and freezes

plush yew
#

How much ram do ya have?

dire ravine
#

32GB

sly wagon
#

after two bloody days I finally got my health/damage system worked out

plush yew
# dire ravine 32GB

Try cleaning your swarm cache, although it will increase your next lighting build times.

dire ravine
#

because of the cleaning or because of the offline mode?

plush yew
#

Due to the cleaning.

dire ravine
#

only the cache folder or the whole swarm folder?

#

i have to end UE with the task manager, its not responding

plush yew
#

I just tried building lighting while offline and it worked

#

Delete your cache

#

Only the cache.

dire ravine
#

ok i deleted the cache but same result

plush yew
#

Open up your swarm agent

dire ravine
#

ok how?

#

i dont have a app called like this

plush yew
#

when you click on the build lighting an icon for the swarm agent appears on the taskbar click on it

dire ravine
#

found it but it does not react

#

rightcllicking gives one the option to EXIT

plush yew
#

double click with lmb

dire ravine
#

my pc freezes every time so it take a long to for me to react

plush yew
#

click on settings

dire ravine
plush yew
#

We have the same settings mate, I don't think I have any idea to resolve this now.

dire ravine
#

thanks for trying

kindred sapphire
daring flare
#

Guys i'm struggling with unreal engine does anyone have advice here to get started??

dire ravine
#

i think i fouund the answer when UE is blocked by a firewall it knows that internet is on but just blocked, then it freezes when the Internetcord is removed from PC but firewall is off then UE renders the light localy, so the question is how to let me decide if i want onlinebulilding and not my internetprovider 😉

daring flare
#

no it depends on ur firewall

dire ravine
#

firewall makes UE freeze

#

try you will see

plush yew
#

How to I create a splash screen?

#

How would I get a forward vector relative to the camera

plush yew
#

or add

#

add the spring arm

#

connect the camera to the spring arm

#

go to your blueprints

#

actually exit

#

go to your settings and go to input

#

Say if the camera is behind the player and he’s facing toward the camera his forward vector would be x -1

#

No

#

Its 1

#

Backwards is -1

#

Here let me show me my BPs

#

Ok

#

For W, It has to be 1

#

For S, -1

#

Nah that’s not what I meant haha

#

then what?

#

If I’m wall running or something to run up the wall you’d have to hold in the same forward direction as the character but relative to the camera

#

Oh

#

Im building a tps solving adventure game

#

I guess you wouldn’t need to know how to do what I’m saying then?

#
#

Mine is tps

#

Titanfall is fps and you can’t run up a wall

#

I know

#

But it’s still the same

#

My wall running is close to spider man or kingdom hearts 3

#

My Bp for my TPS can also be FPS

#

Aight I’ll check it out the.

#

*then

inner cloak
#

Is it possible to set a "marker" a bit like sockets on skeletal meshes ?

#

Then snap to marker

pure cliff
#

I'm not entirely sure which channel to ask this in, since it's something that keeps happening when I try to open a new level in the editor (not changing to the level during gameplay - that works just fine)
Basically, when I try to open a level to edit it in the editor, UE crashes. No crash/error window, just "loading.." then -poof- editor closes. It does generate files like for a crash, just doesn't show anything on-screen. The log file points to a memory leak problem, but everything I've found online is for fixing that when the crash happens for changing maps during gameplay (which, again, works just fine)

#

It also happens when I try to "open" the level that's already open. The only one that doesn't (always) cause a crash is a near-empty level that I only use for the title screen.

slate shard
#

Hi, have anyone experienced that viewport scale in editor on 4.26.1 does nothing performance wise? Visual change is there, but not in ms. Maybe ~1ms max.

#

....
@pure cliff is it possible that u are running out of vram? That was the most common cause of crash during level switching in editor we have experienced. Just open performance in task manager and observe if there are any spikes for a moment.

plush yew
#

Ive just tested my game and my fps is at average at 25 (used fraps to do fps stat)
Is there any easy way to locate whats the issue. if its mesh, texture particles or programming issues?

Its a VR project if that effects anything in how to get the stats

vocal herald
#

Is there a way to use Complex Collision for overlap events?

#

by using its own mesh

rocky epoch
forest tree
#

Here's a few handy commands you can try to find the performance issue:

#

The session frontend is also very handy

rocky epoch
#

That is a long one but I learned a ton from that:
https://youtu.be/ZRaeiVAM4LI

That is a massive info dump but again, useful:
https://youtu.be/hcxetY8g_fs

Edit: also a week ago they released the project of the first video to the marketplace as a free download, it worth to check out for the perf profiler blueprint. And they made a video series about it, although I have yet to see it: https://youtube.com/playlist?list=PL5uQePynMSiJbPyxo1ZC6jWnXEg4D3snk

Join us as we dive into a work-in-progress Quixel sample scene and learn tips and tricks to improve your environment's performance. We’ll cover how to diagnose performance problems affecting your environment, how to resolve them, and how to ensure your environment is staying as performant as possible throughout production.

TIMESTAMPS
00:00 Ne...

▶ Play video

This session by Sr. Dev Rel Tech Artist Zak Parrish explores performance concerns for shipping games, focusing on how to track down problem areas on both the CPU and GPU. Learn how to set up a test environment and how to employ the necessary tools to identify key performance problems as well as some guidelines on how to address these concerns on...

▶ Play video
teal tulip
#

@slate shard actually the whole engine window is a pre viewport rendering, so if you got items in the collection rendering etc will get affected, but overall the main 3d viewport should have a bigger impact

still cargo
pure cliff
#

@slate shard I tried that a couple times, the editor closed before task manager registered any changes from just having the editor open in general.
I ended up closing Chrome (normally with this laptop I have more than enough RAM/vRAM to have both open, not sure why it's complaining this time) and that stopped the crashing

fringe drift
#

Ok, so, newbie to UE4 here, with a quick question:

I heard (on a youtube tutorial) that using Event Tick for stuff can slow a game down, and that it is generally not a good idea to use it a lot.

Is there a good way to make stuff 'recharge' (or more precisely, a good way to increase the values of integer variables) over time, without using Event Tick?

...Or is this something trivial that Event Tick could handle with zero consequences & I'm worried about nothing?

mental shale
#

yo, I opened my project in the newest version of UE today, and now, whenever I launch a window of my game, this console opens up EVERY time now
Is this happening for everyone else now?

#

how can I make this console stop showing up?

#

it pops up on top of my game and gets in the way

#

here's what the console looks like when it first opens

trim sail
plush yew
#

Is it stupid to make a UE project inside of OneDrive, so whenever I save, the files are constantly backed up? Or would it take 10 years to save?

wanton lotus
#

Main reason you want to ignore files is because you won't want to backup generated files. I've had log files reach multiple gigs before while prototyping something just because it threw warnings from an animation blueprint (so tons of warnings and on tick, lol). Something like a huge log file you would not want to backup.

plush yew
#

@wanton lotus But then I can just work straight out of OneDrive, I don't want two separate versions of the projects file, just straight working out of OneDrive.

wanton lotus
#

Test it out with a copy of your project first. Make a few edits to a large level or something. Save multiple times, even while it is trying to backup to OneDrive. Test if anything gets corrupted along the way.

plush yew
#

Thats what I am gonna do. Thank you.

wary wave
#

it is not

#

it actually says that right at the beginning of the server rules, which I am assuming you have not read :p

plush yew
#

just a question so in my editor right when i click play it loads into my level but when i packaged the game and i click the button it just reloads the menu level instead of going into the main level anyone know a fix?

south shore
#

(Newbie trying to learn..) I have a bunch of render targets created dynamically within a class, with the desired effects drawn to them, but how do I actually display them live? Since they're being created within the class I can't figure out a good way to reference them.. Sorry for the cryptic description, any help would be appreciated.

lucid grove
#

When i culling particle with culling render (and bends) do they still do math or they freeze and not taking resources?

bold ginkgo
#

Hi everyone. Need help how to continue to next level even when character dies? someone please help me.

exotic thicket
#

it depends on how you're handling the character dying

#

for example, if you change its health to 0 or something, you can just check for that and then do some logic like switching level

glacial dawn
#

One question, I'm using UE4 for 4 months approximately but in last month when I'm about 30 minutes with the application open the contextual menu starts blinking and next time doesn't appear at all. Closing and opening again fix it but the question it's, why???

fierce tulip
#

i remember someone making a visual health bar for their character and found it odd that the character didnt die when it hit zero.
oh, to be a yound developer again.

surreal cloak
#

@everyone, I said that I was going to start making games with unreal engine by myself, and my brother might join in every once in a while. When I said this, it seemed to turn heads (and not in a good way). They seemed to think it was odd that Game Development as a whole would be my hobby. Is my idea of making games by myself or with little help too difficult and ambiguous?

bold ginkgo
buoyant graniteBOT
#

:triangular_flag_on_post: ArtfulWalnut7#6883 received strike 1. As a result, they were muted for 10 minutes.

exotic thicket
#

Oh right and they're muted because of using everyone :D

bold ginkgo
#

one more question. can u put a video which u made like through some video editor or something n then play the video in unreal engine in full screen format when the first level end and then video plays and second level start?

exotic thicket
#

Yeah I think there's a media player thing you can use

bold ginkgo
#

got any link or something. i m new to engine..

exotic thicket
#

I haven't used it myself, just google for "ue4 media player" or "ue4 play video" and I'm sure you'll find a bunch of info :)

bold ginkgo
#

alright i try thanks again

gloomy ginkgo
#

Guys, I have created this ribbon particle that follows my car's rear tires but I don't want it to always follow, I want it to follow when I am driving on grass or mud so I was wondering how can I stop it from following using blueprints?

fresh plover
#

any idea why it.s like this?

leaden dust
#

@gloomy ginkgo just set it to hidden when you don't want it seen

gloomy ginkgo
#

but it disappears

#

i want it to stop following not disappear

still vector
#

hiya whats a good tutorial for starting with blueprintsssssss

gloomy ginkgo
#

unreal engine's official youtube chanelllllllllllllll

gloomy ginkgo
fresh plover
#

?

gloomy ginkgo
#

?

fresh plover
gloomy ginkgo
#

well, its not clear enough

fresh plover
#

it.s in c++

#

the weapon is on the a socket

#

tried to spawn it on begin play

#

and it.s not in the hand

#

should be like this

atomic crown
#

like it doesnt have the camera movement at all just falls through everything

#

anyone know a fix?

#

nvm I had to click this then it worked

sonic cliff
#

Hi, how to get the further distance of shadows, foliage and everything in a cinematic with best quality possible? Shadows disappear at some point with distance field shadows at max

novel mauve
#

Hello Everyone ... After using UE4 for a while now .. I guess the worst nightmare ever is "Compiling Shaders" .. which takes huge time and CPU juice .. So I heard about FASTbuild .. where you can distribute the compiling shaders process through the home network computers ...
I've already tried Incredebuild with their trial license for 30 days ... but after that it was blocked .. and they are costy too 😄
So has anyone got a clue how to use the FASTBuild with unreal engine to distribute the work on the network computers .. ??? Thanks a lot.

sonic cliff
#

And foliage is disappearing when i do a movie render queue..no in sequencer

fresh plover
#

so any idea why are the weapon spawning wrong?

#

this is the code

fierce tulip
#

@fresh plover you might want to read the #rules

dire ravine
#

hi who knows how to work with unreal engine behind a firewall? when UE is blocked by a firewall and it tries to connect to the swarm it freezes, how can i disable Swarmbuilding so no connection is made and UE does not freeze?

ocean maple
#

When I import a sword, should I tick the "Generate Missing Collision" and "Skeletal Mesh" ?

fierce tulip
#

unless your sword is animated, no need for it to be a skeletal mesh

ocean maple
#

Okay thank you bro xD XD

#

And Collision?

#

😂

#

xD XD Sorry x)

#

@fierce tulip

#

Sorry x) x(

fierce tulip
#

depends on some variables, but generally yes, unless you'll make your own collision volume for it, or if its just a visual thing he swings around and collision/damage is controlled elsewhere/different ways.

ocean maple
#

Okay thanks ^w^ ^^ 😊❤️

#

And sorry x) xD XD x(

#

x)

#

tf

#

😂

light thunder
#

Is there a way to get all nearby sounds of a given location?

dense knoll
#

How do you fix the engine not spawning actors in, In my own project this makes the game unplayable, The player spawn doesent spawn the player resulting in a imidiate Mission Failure, anyone know how to fix this?

ocean maple
#

Project settings?

robust marten
#

Sorry for the noobish question, but, I just started working with materials. How would I rename the layers? I can't seem to figure out where to do that.

#

I tried doing it in the LayerInfo but it won't let me

rocky epoch
#

You can rename them in the landscape material

#

You will find a layer blend node somewhere with all the layer names

#

I believe you can rename them there

robust marten
#

I tried that but it created an entirely new layer from that

rocky epoch
#

Hm, then export the layer info to a png (right click on the + in the layer list), make a new one, with the new name , delete the old one, and import the layer info to the new layer.

#

That could be a workaround

#

I never tried to rename them , so that was new for me it will create a new layer instead of renaming

robust marten
#

Yeah see renaming the layer blend node just adds a new one which is weird lol

#

I'm going to try your method

rocky epoch
#

I do not know if the layerinfo contains any crucial info, but we successfully moved complete layer paints from a map to another, without caring about it

#

We just imported the .png files and everything was fine

#

Of course that is only necessary if you painted with them already

#

Otherwise you would get a full black png anyway

#

And that is a great way to see if you left some paintings here and there. A single pixel painting will cause extra shader complexity and issues if you are using many layers

sonic cliff
#

How to prevent foliage dissapear in movie render? In editor look good then when rendering in movie render queue leaves of foliage disappear, there are just the trunk of the tree

sharp python
#

Me after coding my first game all day

pseudo solstice
#

Man UE is really driving me nuts

sharp python
#

Same

pseudo solstice
#

Couple questions for you folks..

#

1.) How do I get UE to recognise global shaders? The page describing it does a horrific job at explaining where the cpp/h files go, and I have no idea how to check if the shader is compiling properly

#

2.) how do I import cpp code into the project? Do I have to create new files inside UE and then copy the code manually? Seems a little ridiculous

#

Even then, the class I created in UE4 doesn't show up in C++ Classes anywhere

idle merlin
wary wave
#

I don't know if you're likely to get an answer

#

hardly anyone is using chaos

pseudo solstice
#

This discord generally seems pretty dead - at least compared to Unity's

#

Bit of a shame

fierce tulip
#

people in the US waking up (ish), people in europe are getting ready for dinner. what would you expect.

#

additionally, you are asking it here and not #cpp

pseudo solstice
#

I dunno, doesn't seem like a programming problem - just an engine problem

#

I've had a lot of trouble figuring out how to do things in UE4, the interface is a little... unintuitive

#

If you think it'd be a better crowd in #cpp I'll take your word on it

#

¯_(ツ)_/¯

wary wave
fierce tulip
#

i dont think its really a #graphics thing, but what you are asking is not something a lot of people here handle so odds are you wont be getting an answer soon unless the right person sees the question. in some of those cases it might be better to use answerhub/forums

wary wave
#

but Chaos isn't widely adopted

pseudo solstice
#

I was honestly very shocked that blueprint is so ubiquitous in use within UE4 and C++ seems to be a minority

wary wave
#

There's only one game that's shipped with it, and most games in development are likely not using it

fierce tulip
#

@wary wave different users :p

wary wave
#

oh right

#

it was so much easier to follow stuff before they got rid of the quote reply feature :/

pseudo solstice
#

Blueprint seems to be a powerful tool, admittedly, but it's also inherently visually clunky

pseudo solstice
fierce tulip
#

thats just because you dont have experience with it to the point where its visually not clunky

#

until you get down the workflow and how to lay things out, it does feel like its a mess

pseudo solstice
#

I disagree Luos. The amount of information you can fit legibly on a screen is tiny compared to code

fierce tulip
#

and generally people keep it a mess

#

depends on how you use blueprints though :p

pseudo solstice
#

Oh, I'm not saying it's inherently messy, the blocks are just very large for what they do ( by necessity)

fierce tulip
#

you can have one block that contains 10 pages of cpp

pseudo solstice
#

Er

#

Which block has that high command density?

fierce tulip
#

you can make functions in which you have more nodes

#

though when you get so complex yea, i'd ask someone to move it to cpp

wary wave
#

I have some pretty hefty BP nodes in my project

pseudo solstice
#

Aye, but C++ has functions too. It makes blueprint much more legible, but still isn't as easily visible as C++ imo. Though I do come from a programming background

#

So code is intuitive to read already

wary wave
#

potato, tomato, one is a programming language, one is a scripting language

#

when you've been working with it for a while, blueprint iteration speed is fast

pseudo solstice
#

Could say the same about C++, but I'd concede that it takes much longer to become effective.

I don't think blueprint is a bad tool, I think it's incredibly powerful for what it is. I simply stated I was surprised blueprint was so heavily pushed and so much easier to actually use in the editor

#

My experience could be based on bugs though, to be fair.

steady stream
#

When I code I constantly feel guilt that I'm not using patterns or coupling or not exploiting cohesion. I could code much faster before I did OO design at uni I can tell you that!

pseudo solstice
#

I have no clue what coupling or cohesion are :V

#

Joys of being self-taught...

#

I probably use them already too which is the funny part

worldly valve
#

any tutorials available for ue4 android game voice command ?

steady stream
#

I suppose that stuff is designed for large projects at a sausage factory. Code and be damned lol

#

Or at least be aware that you can 'refactor' it after so it ticks all the 'good design' checkboxes

#

I was using object factories before i knew they were called that for sure

pseudo solstice
#

I still don't really understand that pattern

#

I assume it falls under patterns

#

Is it a collection of boilerplate values for objects, like presets? Otherwise why use a factory and not just... create it?

dusky bison
#

guys I have a problem with jitter movement in ue4

#

can some one help me solve that?

wary wave
#

I think that really depends on what "jitter movement" is

plush yew
#

yall gotta stop being so vague asking questions here lol

sonic cliff
#

How to prevent foliage dissapear in movie render? In editor look good then when rendering in movie render queue leaves of foliage disappear, there are just the trunk of the tree. Thanks

gilded lichen
#

Hello, what can be deleted from the 'Saved' folder?

#

to reduce file size?

grim ore
#

everthing

#

config folder might be smart to save if you dont want to redo your input tho

pulsar oak
#

hey guys, I have an issue, I have a rigged character and a groom asset and when I try to assign the bind asset to the slot in the groom, it doesn't let me assign it

gilded lichen
#

ok, brilliant. Thank you. As I just found a 100MB log in the saved folder!

spare kernel
#

maybe consider buying a bigger drive, UE4 dev requires a fair size, our work project is around 100GB

gilded lichen
#

I was trying to upload it to GitHub

spare kernel
#

you dont commit Saved to github

#

only stuff you commit to Github is: Config, Content, Source and your .uproject

gilded lichen
#

oh, ok. Thank you

spare kernel
#

you should not commit Binaries, Saved, Intermediate and DerivedDataCache

#

obvs Binaries and Source is if you use C++

grim ore
#

google for ue4 .gitignore

wary wave
grim ore
#

might need to tweak it a bit tho depending on your project, it assumes you will rebuild your project so builtdata is ignored

spare kernel
#

@wary wave we don't run 4k textures

wary wave
#

we do:

#

😂

spare kernel
#

😄

#

4k+ textures == RIP disk space

#

i saw on UDN, they added a new class to GameplayTags, called FNativeGameplayTag

#

going to be a game changer with how GameplayTags are used in C++

#
 * Useful for making a dedicated groups of native tags that are registered
 * and unregistered as a block.  You define it as follows,
 * 
 *    struct FMyTagsForThings : public FNativeGameplayTagSource
 *    {
 *        DECLARE_NATIVE_GAMEPLAY_TAG_SOURCE(FMyTagsForThings)
 *
 *        FGameplayTag TagForThing1 = Add(TEXT("Thing.One"));
 *         FGameplayTag TagForThing2 = Add(TEXT("Thing.Two"));
 *        // Add more tags here...
 *    };
 * 
 * During your module startup you can register them together in your startup by
 * calling FMyTagsForThings::Get()->Register(), and Unregister on module shutdown.
 */```
wary wave
#

I have literally never used them

spare kernel
#

they are brilliant, i would shoot myself if they never existed now. We use them extensively to the point we have around 2K tags in our project

calm pollen
#

i keep getting this error message, will it actually effect the gameplay when my game is released?

spare kernel
#

could you not fix the constraint?

#

its saying both of them are static

#

and your trying to make a joint, which can not work, cause one of them has to be movable

#

wait, that is coming from the AnimationPreviewEditor..

calm pollen
#

yeah i think its the animations bound to the mesh. The model and skeleton itself hasnt had any problems till i added the animations

sterile tulip
#

so I downloaded this plugin

#

but how do I install this

#

its from nvidia site

calm pollen
#

did you add it in unreal yet?

sterile tulip
#

No I just downloaded it from Nvidia gameworks

calm pollen
#

you have to go into the engine to enable it

sterile tulip
#

I just put it in my D drive

calm pollen
#

what is it?

sterile tulip
#

the download files

calm pollen
#

for what

#

is it a plugin for unreal engine, or is it a whole new software?

sterile tulip
#

Its Nvidia Flex for Unreal Engine

#

But its not saying how to put it in my engine, it just showing how to download it

#

it doesnt even have a setup file

#

in the video the guy has a setup file

#

I dont understand

calm pollen
#

is there more you have to download? maybe you only got one part

wary wave
#

I would have assumed Flex would require a specific engine branch, not be a random thing you can download and install

sterile tulip
#

what do you mean specific engine branch? @wary wave

#

Im new and I just want to integrate Flex to my UE4.26

grim ore
#

so we know you downloaded it but was there not instructions on how to install it and use it?

sterile tulip
#
#

I downlaoded it from here

grim ore
#

yep thats just flex, nothing integrated with ue4

wary wave
#

either that or the Unity plugin

grim ore
#

and like it was mentioned by @wary wave there are specific branches, or versions of UE4, that integrate that stuff

sterile tulip
#

You mean a different Unreal Engine version? I need to install another Unreal Engine?