#ue4-general

1 messages · Page 945 of 1

grim ore
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yep

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its also not been updated past 4.19

sterile tulip
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Will it have the features of 4.26? The new water and landmass plugin?

wary wave
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doubt it

timid spade
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is there procedural destruction in ue4?

wary wave
timid spade
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damnnnn

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so id have to make my own

sterile tulip
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But I need the water plugin and the flex plugin in my project

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and the landmass plugin

grim ore
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then you need to learn C++ and edigrate it yourself

sterile tulip
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is that hard to do

grim ore
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if you have to ask, it is

sterile tulip
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4.19 is like from 2018

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Why are they not updating it

grim ore
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email them and ask?

wary wave
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should probably point out that the water isn't going to work with flex or anything either

timid spade
wary wave
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baked destruction

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like Apex

timid spade
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ah i see

sterile tulip
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I wish UE5 would have its own Softbody

digital anchor
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whats the usecase

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should be possible in ue4

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a weeks worth of effort if you know what you doin

sterile tulip
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On a static mesh

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I want softbody

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And this softbody I want to attach to a vehicle

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So I want the vehicle body to have softbody

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Im trying to make vehicle collisions

timid spade
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would it be possible to make my own procedural destruction

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or is unreal unfit for something similar to r6s

digital anchor
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yeah vehicle collisions with soft body is a much more complex thing lol

sterile tulip
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How do other games use vehicle body damaging on collisions

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Their vehicle body and doors get damaged and fly away on collisions

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If its not softbody

digital anchor
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maybe they do have soft body, plenty of games do

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just a matter of implementing it

sterile tulip
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do you think this is Softbody implemented?

digital anchor
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from a quick google, people are mentioning that its not

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and is pre-baked deformation

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also, do you really want to compare your game with GTA 4? whatever they do you specifically want to NOT do

sterile tulip
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Im trying to figure out how to implement softbody in UE.426

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The Nvdia Flex 1.0 version has UE4.19 as prerequisite

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But there is Nvidia Flex 1.2 version out

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But they havent added below what version its running at

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Only at Flex 1.0 its saying 4.19

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oh nvm

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It is for 1.2 I think

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yea 4.19 is too old

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wait

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He is using 4.20 + Flex

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maybe it is running 4.19 and above

digital anchor
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hes using 0lentos branch

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hes a user here

sterile tulip
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maybe it was just saying that 4.19 is the minimum

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olentos branch?

digital anchor
sterile tulip
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I dont have my github linked yet

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Whats the highest version flex can go

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can you see on the link?

digital anchor
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he updated to 4.20, you can update it to any version, but requires programming

sterile tulip
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I only have blueprint, I havent used C++ before

digital anchor
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i will be really honest just give up

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there are many ways to make a car get destroyed, dont go with the hardest

royal stirrup
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guys, can someone please help me with this one? What happening with textures here? If I open mesh it looks just fine, but in the scene it looks like that. Rebaking lighting doesn't solve the problem.

digital anchor
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i assume the problem is that they are dark?

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try adding a cubemap and reflection captures if thats the case

royal stirrup
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I have one

calm pollen
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anyone know when UE5 is coming out? Its this year right?

fringe lynx
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yep

grim ore
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well the Black Widow movie was supposed to come out this year as well and we will see how that goes lol

calm pollen
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true lmao

spare kernel
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i am sure Epic will announce when UE5 is coming

sterile tulip
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I think they said early 2021 is preview build and end of 2021 is official build

calm pollen
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alright thanks

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does anyone know anything about sky boxes and stuff like that, im trying to change mine to look more cartoon-ish and im not really sure how that would work

spare kernel
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last i heard was Spring

calm pollen
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oh thats coming up, nice

grim ore
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the learn tab on the launcher has a "Stylized Rendering" project you can look at

calm pollen
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ok i will take a look, thank you

drowsy cape
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Question, some simple car ai. just a straight road. All the cars need to do is stay in one lane. drive different speeds & brake to avoid a collision or overtake in another lane.

just use overlap events en move to new transforms or is ai & pathfinding a good solution for this? (Haven't used any ai pathfinding sofar)

grim ore
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ai is probably not, there is a crown detour one but its not intended to keep in line but more funnel around places and such.

drowsy cape
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yea that's kind of what I thought. Better to ask than don't use some build-in feature XD

robust marten
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What is it called when you step out of shadows and into sunlight and the screen goes from dark to light? It takes like 8 seconds by default, I want to change that

inner vine
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eye adaptation?

grim ore
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Auto Exposure/eye adaptation

robust marten
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Where is that setting found?

inner vine
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iirc in your post process volume

fleet beacon
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did anyone try to upgrade the Chromium Embedded framework for the Web browser plugin?

grim ore
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^^ or default settings in the project settings

robust marten
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thank you!

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I found the setting in project settings but it's just a tick box, I can't control how long it takes?

drowsy cape
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Oh, but am I right to assume that if I want other actors to move between the cars smoothly (changing environment.) Ai/pathfinding could be of use?

sterile tulip
grim ore
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@robust marten yes if you want to override settings other than on off and type its overriden in a post process volume under Exposure

fallen zodiac
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i am new to ue4

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how to i make an actor only expand on one side when making it bigger/smaller

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instead of it expanding on both sides

grim ore
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@drowsy cape AI might be able to be used for that yes

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Scaling is from the root point/pivot point. You would need to adjust that in an external program or use another way depending on if you want it permanent or temporary

fallen zodiac
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hm ok

robust marten
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Sorry, me again, but which setting affects the speed auto exposure takes? I've tried allof them but none seem to really affect the speed. EDIT: I thought speed up was what affets the speed but speed down also needed to be changed, this solved it

sterile tulip
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where do I find my UE4 install folder

robust marten
sterile tulip
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The engine

robust marten
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It'd be wherever you installed the launcher at, inside "games"

inner vine
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If you don't remember where you installed it then you can click the arrow next to launch and select "create shortcut", then right click the shortcut in Windows and select "open location"

scarlet birch
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While searching, I didn't see a lot of discussion on LiDAR in any particular channel. If there's a better channel for this please let me know. I'm looking for any recommendations on LiDAR solutions for high quality results, especially if they are significantly less costly than others I've found. Feel free to DM if you have particular knowledge or recommendations.

inner vine
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What do you need it for? Is high accuracy absolutely required (engineering context) or do you mainly want a realistic look but it doesn't matter if it's a few millimeters off (game development context)?

scarlet birch
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Accurate dimensions are essential.

dim osprey
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Hi I get this ridiculous values (only widget project) what can I do?

scarlet birch
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Exploring a concept for commercial use aimed at customers making high dollar purchasing decisions.

inner vine
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In that case it's probably best to get a LIDAR system from a brand with a good reputation, even though they're quite expensive. There are affordable systems which have a good accuracy on paper, but their specs are generally determined in ideal situations and they usually don't even come close in a real-world scenario.

scarlet birch
rocky epoch
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Check my post for some performance and profiler info

dim osprey
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users cannot see this black scene too, they always see a widget

inner vine
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@dim osprey also make sure you have a framerate limit set. If you have only widgets you should have a very light graphics load, but without a framerate limit the engine will still use all resources trying to render as many frames per second as it can.

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Or enable vsync, that's probably better than a static framerate limit.

dim osprey
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hold a sec I'm trying

scarlet birch
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Is there even an issue?

dim osprey
scarlet birch
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Unless it becomes an issue with how the project runs I wouldn't waste any time on it at this point.

dim osprey
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I enabled VSYNC, but on the right side. GPU is more high for a single widget app?

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GPU is now %10

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But is so high for a widget app. I don't making game btw. I'm just testing single widget application like .NET Forms etc.

grim ore
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your assuming its high

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your not just making a .net forms app, your using a high end game engine to render stuff as fast as it can to your screen.

scarlet birch
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There's no reason to worry about it using available resources.

inner vine
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UE has quite a bit of rendering overhead. You can turn off some features to reduce it a bit, but if it's at 10% usage it might not be worth the effort to optimize. I'm wondering why you use the unreal engine just for something equivalent to a .NET form though, seems quite inefficient.

dim osprey
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I'm just making tests. I have an idea for some projects.

scarlet birch
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Read the docs on profiling and watch the video linked above.

grim ore
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drop the fps max to 1fps and your problem probably goes away 😉

reef meadow
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Hi Guys,

I want to get access to Nvidia RTXGI for UE4.
My application for the program NVIDIA RTXGI SDK was approved, but I don't understand where to download plugin on GitHub.

Did anyone come across this?

limber badge
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hello guys im kind of new to unreal engine and game dev in general, im trying to make a simple flag with cloth simulation, i followed along a youtube tutorial and manage to make everything ready, the only thing i dont know is how do i make a physics instance of the flag mesh, and do i need to rig the mesh with bones or not, thanks in advance

calm pollen
limber badge
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yes

calm pollen
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you could make a waving animation by adding bones and animating it? or do you want it to be effected by wind and stuff like that

limber badge
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i kinda wanted it to be advanced

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but for now anything helps

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problem is i dont know how to add bones inside unreal engine

calm pollen
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i wish i could help you from experience but i have none in implementing physics yet

inner vine
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I haven't tried it with the new system yet, but with the old system your mesh needed at least one bone to set up cloth simulation. You don't need to set up any animations for it though.

limber badge
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omg, i just had to enable skeletal mesh in the importing panel

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thanks for the video migle, it solved my problem in the first 30 sec of video

calm pollen
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good to hear lol 😁

sonic cliff
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Hi! please help i am getting mad with this issue. Left is in movie render queue, Right is in sequencer render. Why leaves are disappearing??? is happenning in all shots. Only in movie render queue.

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please i really need help i am trying to solve it all day

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some brilliant mind could help me please

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in some shots are there and in other are not and they are almost same geometry, same parameter settings

plush yew
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Anyone else sometimes decide not to make/work on their game for a bit and "experiment" and see what mechanics they could make?

sonic cliff
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Here you can see what i am talking about, and this only happens in movie render queue!!! When i export from sequencer it looks good

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it sems like a problem of the leaves

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because trunks are there

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and in the picture before are casting shadows despite they are not visible

grim ore
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is this 1 mesh with 2 materials or how is the foliage set up?

sonic cliff
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is a mesh with 1 material for trunks, 1 for fruits, and other 4 for leaves variation

grim ore
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so is this variation different from the other ones that are showing up?

sonic cliff
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no they are the same settings

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and happens like individually meshes not between leaves variation you can see the picture above

grim ore
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so in the first picture, side by side, the missing leaves on the bushes on the left those foliage instances are the same settings as the ones on the far right which look like they are there?

sonic cliff
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Left render at right side of the image you can see all array is visible

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and here lot of them disappeared

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it depends on the shot also

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yes exactly same settings

grim ore
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yes so those are the same items, same foliage instances, same foliage instance actor, same level, same setting. You said its got variations so how is it using the variation?

sonic cliff
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no sorry i have 4 meshes variation for the bushes

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but they have same materials applied

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same settings

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also is happening to the trees of environment set pack of marketplace

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Here you can see the bushes are visible, some trees are visibles, but trees at distance on the mountain are not

grim ore
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so then for that missing first shot, the ones that are missing those meshes/foliage actors are the same as the ones that are showing up on the far right?

sonic cliff
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same settings for the trees

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same materials

grim ore
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thats weird. I would think LOD could be an issue here but its hard to tell #graphics might know more, have you tried a simple material on the mesh temporarily. just like say a white color on the leaves part instead of what it has now, and see if it has the issue (can verify if its the material this way)

sonic cliff
sonic cliff
plush yew
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heyyy, does anyone know what these weird light artefacts are or what they're called? Not expecting solutions, just a general direction on what to look for would be nice!

sonic cliff
wet schooner
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Is it possible to have dynamic lighting on a tree's leaves? Like say you have a bunch of planes with a alpha texture to make the parts you don't want transparent. When I use blend mode translucent in material settings it works but like there's no real lighting from what i can see

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oh wait nvm it does but the normals are fucked i guess

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huh it's not blender's fault but unreal

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😩

plush yew
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@maiden swift dont want it.

maiden swift
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Then don't enter. 😄

plush yew
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Okay 👍

ocean maple
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@digital anchor Oh, here is a man of culture

worn blade
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Ghost ping?

ocean maple
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Nvm

agile aurora
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my poem: compiling shaders 9324953492

plush yew
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I don't think ghosts can ping.

sly wagon
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my unreal exploded and crashed after I made it repeat apply damage on a timer event

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i def did something wrong LOL

agile aurora
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lmao

hearty walrus
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what's JetBrains Resharper, anyway?

ocean maple
agile aurora
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it sharpens your pencils

ocean maple
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Nothing wrong x) xD XD

maiden swift
plush yew
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Can't save blueprints
Circular dependency
New version comes out
Nothing good, only some new toaster compatibility was added

sly wagon
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yes hence me saying I did something wrong xd

plush yew
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here's my haiku, submit it if you want the license

hearty walrus
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oh

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I don't use c++

ocean maple
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xD XD

robust marten
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Regarding Exposure, how would I make it so that getting up close on a wall that's in the shade doesn't make the screen go completely black?

pliant condor
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me: sees news
also me: laughs in student liscence

sly wagon
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that moment you smash 4 bugs at once within 10 mins

robust marten
tawdry python
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📣 Help JetBrains improve their upcoming Rider for Unreal Engine tool
Are you involved in game development with Unreal Engine, but you've never tried JetBrains Rider? If so, JetBrains invites you to take part in their Rider for Unreal Engine UX study. Participants will receive their choice of a $100 Amazon gift card or a JetBrains All Products pack subscription.
is this limited to people who never used Rider before?

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it is worded as such but when I opened the link I didn't find anything that says that

charred oxide
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Is there some where that i can ask for help withing? I'm some what new to UE4 and have a lighting problem.

sterile tulip
robust marten
sterile tulip
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My sky is dark but my landscape is bright

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Why is my landscape this bright

plush yew
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dang

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i cant think of a poem lmao

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welp i give up wasnt gonna win this give away anyways

meager stag
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Is it possible to somehow view in material editor what kind of parameter a node outputs? Like if its a float, etc.

dense gorge
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A computable haiku is a novel idea but I have too immense of a backlog to add this to my 2021 book of work so catch y’all next year :l

inner cloak
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Has someone ever seen the following issue ?

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I would love to know how to fix it !

plush yew
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Yeah just saw it.

inner cloak
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@plush yew Was this a response for me ?

sonic cliff
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Is it normal that movie render queue takes 12 minutes to warm up? im rendering cinematics. How to optimize render times?

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to warmp up 60 frames

plush yew
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Sometimes I talk to myself.

next badger
wary jacinth
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Errors run rampant
Stack Overflow assist me;
Marked as duplicate.

maiden swift
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It's in early preview right now.

sterile tulip
maiden swift
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I don't write C++, but I've heard promising things about Rider.

sterile tulip
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How can I change the order of this

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I want to move the light source down in the world outliner

next badger
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@maiden swift I've tried it with ue4 source build and it didn't go well -_-

forest tree
haughty willow
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Could I ask for some help with importing please?

charred oxide
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So I have some light and reflection bleeding through some of my walls. I'm unsure how to fix it so it doesn't happen.

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Light is on the other side of the wall.

fathom heath
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wtfff

plush yew
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Have you ever tried pressing the Print Screen key?

forest tree
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😆

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That's pretty meta light and reflection bleeding

gaunt abyss
charred oxide
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I was in a hurry

forest tree
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Even faster

gaunt abyss
charred oxide
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Considering I was in the process of leaving for work I can't exactly screen shot it and make the post here. Are you going to help with my problem.or talk shit?

opaque lark
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guys im trying to open my proyect but it doesnt download more than 45% it just stays stucked, any tip or someone havinf this issue? i've been trying all day

mortal cedar
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which channel should I ask questions about post process volume settings in? visual FX? or graphics?

spare kernel
plush yew
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I think I will talk shit.

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imagine coming to a discord where people take time out of their day to help others and answer their questions to the best of their ability and you get mad at them 😂

wooden jacinth
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hey, can someone tell me how to make inverted cone particle?

sterile tulip
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Make your building inside blender @charred oxide

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Or other 3d softwares

sharp kestrel
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Is there any way I can change my default code editor from VS to Atom?

steel shell
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can i expand the navigation mesh to a whole landscape of 8x8 km?

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when i make a volume it will take ages to process

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i just want to be able to navigate on the whole landscape in vr

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someone knows how i can achieve it?

sly wagon
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how do I loop/repeat damage?

plush yew
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pretty sure you can make it so it builds around you

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the navmesh

steel shell
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yeah that would be cool also

sly wagon
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basically my void orb has a capsule that is suppose to deal X damage per second if you overlap it, ending when you end the overlap

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but I cant get it figured out

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currently it just applies the damage once if you overlap and thats it

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I know I have to do something with Timers but I've been messing around with them and cant get it figured out : (

frozen pond
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hi guys, not sure how to find it: i want to highlight road from player to target using particles, but no idea how to google it

sharp kestrel
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Anyone know a way to make Atom my default code editor instead of Visual Studio?

plush yew
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@sly wagon set a bool

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then make a branch, if bool is true > delay > do damage

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then on end overlap set bool to false

next badger
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@gaunt abyss @forest tree It lagged like hell when i was writing the code (i'm talkign about coding in the custom build)

sly wagon
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@plush yew a bool of what? Sorry I'm new to unreal ;.;

plush yew
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just make a boolean variable and set it to true

sly wagon
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currently this is what I have

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if anything overlaps the capsule they take X damage

plush yew
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yea just once

sly wagon
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but I want it to be take X damage per second

plush yew
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cause its one event

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one tick, wich is when you overlap

sly wagon
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so what do I do O. O

next badger
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@plush yew generally game ready models are stitched already, if it's not some modular stuff

plush yew
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you can set a boolean to true on begin overlap

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and use that for your damage tick

next badger
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damage on TICK?

plush yew
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add a delay node ofcourse

sly wagon
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no I dont want damage on tick

next badger
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i hope that code taking deltas in account

sly wagon
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damage per second

plush yew
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on begin overlap set bool to true

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then cast to your player, branch > if bool is true >delay 1 second > damage

sly wagon
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a bOolEaN of what

plush yew
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on end overlap set bool to false

sly wagon
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im new to unreal

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im confused

next badger
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don;t use delays, use timers if you want to bruteforce it this way

plush yew
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if you dont know what a boolean is man idk read some guides or something

sly wagon
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you want me to make one or search for a specific one?

next badger
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timers work in async thread

plush yew
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more reliable?

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i guess use a timer then 😛

sly wagon
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I rather use timers tbh but idk how they work

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it's what I've been messing with

plush yew
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figure out what a boolean is first

sly wagon
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its a true or false

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but you can make them

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and you're telling me to add one, so make one? idk xd

plush yew
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yea so, on begin overlap set a boolean to true

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if boolean is true do damage per second

sly wagon
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ok

plush yew
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if overlap ends set boolean to false

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unless theres an overlap tick event

next badger
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@plush yew Delay will Stall the thread, means all execution will be stopped there, but timed event will be spawned separately and wont affect currently executing thread

plush yew
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hm okay never had issues with delay yet tho

next badger
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async nodes have clock icons on them

plush yew
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ah right I wondered what that was 😛

next badger
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@plush yew my bad, timers may be sync too

sharp kestrel
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Is there any way I can make other code editors like Atom be used as the default besides Visual Studio?

plush yew
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no worries

next badger
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@plush yew yep, so it seems, if timer set to 1/180s, and you have fps 60, it will burst events every frame by 3 events

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only async tasks can be run at independent frequency

plush yew
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no clue what youre talking about lmao

next badger
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sorry, in short, use timers, they are better than delays

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they still affected by FPS tho

plush yew
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any leaks for ue5?

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i see thanks 🙂

gloomy kindle
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Hello guys, new to unreal here. I'm coming from 5 years of unity background and finally decided to drop it and switch to unreal, been using it for 2 weeks now. The question i have is - i really love blueprints (and i really don't like writing code) so will i be able to develop game from start to finish using only blueprints/event graphs?! or there are some things that must be coded no matter what?

plush yew
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always heard that you want a lil bit of both

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code is generally speaking faster

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but yea you can create a whole game with bp's

fierce tulip
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you can convert to cpp if its becoming a bottleneck, but generally dont worry about it until you have to worry about it

next badger
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most of the games would work completely fine w/o c++ if those games don't rely on complex networking

gloomy kindle
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@plush yew Yeah, that's what i heard aswell, that's why i'm asking. as for speed, i have no problem there, i enjoy sitting back, relaxing and editing graphs at slow tempo. I'm just deciding if i should continue learning blueprints or if it's very necessary, bite frog and learn C++. I know little bit of C# but i was never a good programmer and used buggy unity addon for visual scripting which was very limited.

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@fierce tulip Glad to hear that. I really vibed with blueprints.

next badger
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you need c++ if:

  • you want to use some plugin that has no BP hooks
  • you want some complex networking stuff
  • you want native input handling
  • you want Slate UI (instead of UMG)
  • you want Custom Shading model/Rendering
  • probably more things i never did
gloomy kindle
gleaming creek
#

I'd say the main one is "you want to do a lot of work with lots of data"

sharp kestrel
#

Is there any way to get Atom to be the Code Source Editor?

urban escarp
#

can someone help me with unreal engine?

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not sure why but the ball and axis lines are grey and untextured?

half sorrel
#

Is fortnite representative of how you can expect a unreal game to run, even if I spend time optimizing?

gloomy kindle
half sorrel
#

I'll have to try it. I've been trying games made in unreal and so far they all run worse than non unreal games. (For example warzone runs perfectly but fortnite runs pretty bad.) Although my hardware isn't the best.

gloomy kindle
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@half sorrel Honestly, if warframe can't convince you, imo nothing will.

half sorrel
#

Warframe is unreal? I had no idea.

gloomy kindle
half sorrel
#

Well then it doesn't make for a very good test lol.

gloomy kindle
#

well i'm trying hard to think of any good games on unreal but my head is all "ASHEN" "ASHEN" 😄

half sorrel
#

I'll try it.

gloomy kindle
#

Borderlands 3 is unreal but performance-wise, kinda meh

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oh, i remember one, batman:arkham asylum was smoothest running best looking game for its time.

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Soulcalibur 6 also very good example of well optimized game.

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oh, also Code Vein, almost forgot about it.

half sorrel
#

I forgot boarderlands existed.

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Thanks for the suggestions. I would have thought a game made by Epic would be the best optimized game lol.

gloomy kindle
#

well it's 100 player battle royale with shiny skins, it can't get worse than that. try Unreal Tournament if you want really good game made by epic.

plush yew
#

where go 2 disable this nonsense error reporting which fills up your entire screen?

#

lmso

#

what a waste you are

#

just dont reply?

#

makes no sense for the engine to fill up your entire window for it

#

i'm not concerned with the error

#

the problem is that the engine fills up my entire screen with this shit when it detects one little thing i dont need to bother with right now

#

mods ban soopnano for vulgarity thanks

#

armstrongr ftw

#

actually i dont think that would disable these though

#

that's for like, "rebuild light" messages . . .

#

these are unreal-engine notifications

#

i highly doubt that works armstrongr

#

that's for unreal launcher notifications, not ue4 notifications

#

i wont praise you for thinking you're smart for googling the keywords and posting that screenshot

#

cmon man, cmon

#

ponkiss

#

it's literally nothing the error that's making all that shit pop up

#

it's ridiculous and you're just a negative nasty person @plush yew

#

my game is on steam already so

#

i package it all the time, no need to be rude

#

i dont like your attitude and dont need your money

#

youre belittling me with "cmon mans"

rancid lynx
#

Can anyone link a good tutorial for cell shading like this ? I want the lighest weight version possible for VR games. is this a heavy effect? or pretty light for cpu ?

sterile tulip
median hound
#

access errors r the easiest ur a bum for that

gaunt abyss
#

All 3 of you calm down!
First and last warning @plush yew @gloomy kindle @plush yew

urban escarp
#

how do i make unreal engine use my graphics card??

#

im trying to test my game and its lagging alot because it wont use my graphics card

plush yew
#

If you into Nvidia Control Pane, go to 3d settings, then global settings , swtich your gpu from onboard to nvidia

#

amd should be similar

lucid grove
#

Oh my, after moving my assets and organazing it - my map completly lost references and show ma half empty level

#

I have backup content folder, but seems like it doesnt have references files upthere

rancid lynx
#

99 percent white text, 1 percent video. i checked it. keepworking, it will be great eventually.

buoyant graniteBOT
#

:triangular_flag_on_post: DAVE DA GOAT#2196 received strike 1. As a result, they were muted for 10 minutes.

rancid lynx
#

your first goal may be showing "fun gameplay" , if you cant even show a 10 second example of "fun" well....

#

youtube music isnt gonna save ya

digital anchor
plush yew
#

dont you have an nvidia control panel?

urban escarp
#

i do

plush yew
#

on your windows taskbar?

urban escarp
#

but i dont understand what setting to change

lucid grove
#

i was using ue move options and still this happen to me

#

is there a way to revert back?)

plush yew
#

is there anything in that list about your onboard vs nvidia graphics priority ?

urban escarp
#

no.

plush yew
#

check if you can find any info on that on your particular laptop

urban escarp
#

im using a tower

#

not a laptop

plush yew
#

yeah that looks good

urban escarp
#

yet when i click this

plush yew
#

turn vsync off probably

urban escarp
#

it lags alot

plush yew
#

on starter content right nothing fancy

urban escarp
#

on starter content

plush yew
#

ye hmm

urban escarp
#

like

#

9% gpu usage and 60 % cpu usage and 50% ram usage

plush yew
#

Go to the UWP settings app, then Graphics, then Advanced Settings, then browse for the UE4Editor.exe then choose the "Performance" option.

urban escarp
#

i dont understand why its lagging so heavily

plush yew
#

someone posted that online

#

whats your cpu anyway

urban escarp
#

8400

#

i5

#

that has absolutely nothing to do with it

#

i can run half life alyx on full graphics with 0 lag on 144 hz

plush yew
#

yeh

urban escarp
#

wtf is uwp

plush yew
#

idk what UWP refers to but that setting did help someone

#

do you have the nvidia fancier control panel maybe it's in there

#

where you can select applications and give them specific settings

urban escarp
#

i can

plush yew
#

see if u can set ue4.exe to performacne

urban escarp
plush yew
#

does nvidia's panel really look like that in 2020 on a 30xx??

urban escarp
#

oh its my steam vr lagging not unreal engine

plush yew
#

2021 lmap

urban escarp
#

it uses so much on steam vr fsr

#

the game window its self doesnt lag but the hmd does

#

whatever ill just deal with it i guess

#

so ive got my locomotion script done. how do i make movement faster

mighty pagoda
#

not sure if this is the best place to post this but here it goes. I'd like to break up my input into different modal sets. For example, a different set of input actions for "flying" and "walking". I'm finding unreal's API to be a little clunky in this respect. Would appreciate advice from anyone who's attempted to do something like this. How did it go? what do you recommend/discourage?

fallen schooner
#

How can I search a level for any actor with a particular component?

#

This is through the editor, rather than scripting.

#

I am placing components with some markup data in my scene and would like an easy way for team members to find it.

gloomy kindle
#

@mighty pagoda You mean you want for character to use for example "W" when on the ground to move forward but when in the air as nose tilt down?!

lucid grove
#

Hey guys i cant move my master material to other folder

#

When i move it - it still appear on old place and create new folder

#

but landscape still refereing to old one

#

same with textures from that landscape

#

when i move them to other place with ue - it makes a copy of it and keep old ones

#

ofc all material referes to old place

#

fix redirection not helpting

leaden garnet
#

Have you tried closing the project, re opening it, and then see if anything happens?

lucid grove
#

Last time i did it - half of my meshes dissapear from map 😄

#

So in the end:

  1. I cant move materials and textures
  2. Now i have copy of them and original ones
  3. All BPs refering to old ones

Fix Up Redirections and restart not helping

#

4.25

#

and in addition to that

#

its telling that references is broken but i can access them by link its telling its broken

mighty pagoda
#

It's a cheap way of doing things, that doesn't involve complicated state machines for a player character.

#

And yes, you'd have multiple actions bound to the same keys, as you mentioned.

urban escarp
#

have i done something wrong here

#

its not letting me move in game

woven bronze
#

Does anyone know where i can find the chart that shows the order of objects spawning? Ex. (Controller, Pawn, Playerstate, etc)

#

tried looking online and couldn't find it

plush yew
#

why is it every time i open my project half my shit just dissapears?

gloomy kindle
#

@mighty pagoda Well, wouldn't creating 2 set of action key mappings in the same event handler connected to a bool which is turned on or off by "fly" key solve the problem? Even though axises are horizontal and vertical when u set, they're just scale of floats from -1 to +1 and that float data could be used for tilting aswell.

plush yew
#

its always asking me import stuff and then it wont work or whatever

#

or its just straight up missing and it breaks all my blueprints

#

look

#

its just fucking gone

#

ive had straight up actors disappear to

#

and my bp going, yo wtf its not working this thing doesnt exist anymore

gloomy kindle
#

@plush yew Make sure your project is created on healthy, non-protected drive. Also make sure to save on both fronts.

plush yew
#

again

#

wtf

gloomy kindle
#

Also don't straight up close the app after you save, sometimes even though you pressed save and it doesn't show any status, it needs to be updated.

plush yew
#

no it saved

#

cause my bp's are still there

#

like I had made a whole blueprint where it would find something and do walk to it and do something

#

and that actor dissapeared but the bp was still there

gloomy kindle
#

when u check the location of project, are base files still there?!

#

like meshes for actors.

plush yew
#

99% of it is there

#

but lots of times when I open a project

#

itll ask me to restore like 40 things

#

and then like 5 things cant be restored

gloomy kindle
#

First i would reinstall unreal just to be sure it's not corrupted installation. Then i would run full HDD scan, it might be the bad sectors.

plush yew
#

i reinstalled it maybe 2 days ago so that cant be it

#

could do a scan yea

#

altho its an ssd so i doubt its bad 😛

gloomy kindle
#

yah, on ssd that's highly unlikely

#

Have you tried changing location of project?

plush yew
#

not really no

gloomy kindle
#

Well give it a try, it might be as simple as location naming being too long for unreal parser to reach into, or having weird symbol in folder naming or something else, sometimes happens to me with games. Some locations are just cursed lol

austere sonnet
#

Guys I need some help. So me and my friends are using softether in an attempt to use multi user editing for our program on unreal. The problem is we are also at the same time trying to set up a source control with perforce with no luck. I was wondering if you guys have a guide or any tips to get that working. We have soft ether setup but we never even got to seeing each other's session when we tried to browse even if we all have the same project sent to each other on google drive. We at this point are really stuck.

plush yew
#

ill try thanks

#

thats unreal for you buggy

sullen zodiac
#

Hello Where can I find ue4 teacher/mentor?

vapid spoke
urban escarp
#

How would i go about programming an ai in ue

calm pollen
grim ore
#

@urban escarp using the AI system built in, there are free courses on learn.unrealengine.com and their youtube. behaviour tree is the main system you want to explore

urban escarp
#

ok bet thanks

#

im programming a fnaf game so im not sure how to make the ai trigger a jumpscare animation

grim ore
#

@vapid spoke out of the box you should have no issue so you need to figure out which plugin or module is causing this

#

@urban escarp your ai would do whatever based on whatever triggers it.

knotty heron
#

Can an animation montage be too short to be blended in correctly?

grim ore
#

I would assume it could be based on your blending settings

#

I know I have had triggers miss on a montage if it was too far at the end on a blending looping montage

knotty heron
#

Yeah I think so but how would i change them

#

setting up a punching system

#

oh nevermind you can change them in the montage

grim ore
#

yeah I was going to say in the montage itself but I cant remember how to adjust the time between 2 seperate ones lol

urban escarp
#

how to i edit him to add ai

grim ore
#

watch the tutorials online and read the docs

#

learn the behaviour tree or just hard code events on what you want them to do

tardy basin
#

Does anyone know how many resources Casts use? Like really low intensity or what? I need to potentially do hundreds of casts in one frame for determining which gun I have equipped, as I will eventually have hundreds of guns

#

Basically I'm asking if it's safe to do a ton of casts and expect an extremely low procroessing time

grim ore
#

so...

#

first thing is if you have to do that, you might want to think about doing that

#

they are not very heavy, but your logic is flawed

tardy basin
#

How so

grim ore
#

why are you having to cast that many times is the question

#

then you learn about how inheritence works and interfaces

#

then you say why the hell was i trying to cast so many times

#

and problem solved

tardy basin
#

I'm sure there is an easier way to do this, but basically I need to get a reference to the current equipped gun, and casting to my gun parent actor, which every gun is a child of, is yeilding an error

grim ore
#

so it sounds like you have the inheritence part, the parent->child stuff

#

if they are all childs of a parent, then casting to the parent should be fine

tardy basin
#

That's what I thought would be the case as well, but even though the cast is considered successful, trying to do anything with it yields errors

grim ore
#

welp sounds like you need to debug whats going on and what you are trying to do. so what are you trying to do

autumn grail
#

Someone here is using the FBX exporter of BLENDER?

#

It makes my animations 100 times smaller

grim ore
#

yep change the scale on import, or adjust the output scale

autumn grail
#

I can't, because it says the bone is too small for creating physics asets

grim ore
#

fix it in blender then so its the correct scale

autumn grail
#

ty

tardy basin
#

I have a set of four guns, and I've successfully set it up so that scrolling the mouse wheel will move to the next gun. That works perfectly. However, the ammo values reset to defaults any time a return to a previously shot gun. For whatever reason, the stored ammo values are not being re added to the loaded ammo values, because the gun parent cast is not working

grim ore
#

show the code and the failure

tardy basin
#

Can I DM you

grim ore
#

and I am assuming the four guns are all childs of the parent gun class, and the ammo is a variable in the parent?

#

you can DM me but I dont have it on so it wont help

tardy basin
#

Correct

tardy basin
grim ore
#

private messages

tardy basin
#

Oh I guess I'll send it here then

grim ore
#

well neither of those have to do with casting

tardy basin
#

essentially the error is from calling a varible to be changed with an invalid parent

#

because the cast returned an invalid value

grim ore
#

well are you connected to the cast failed or success output on the cast?

tardy basin
#

the blue lines are coming from a cast to the gun parent, abd i know the cast is successful

#

because there is a huge amount of script after the success node

grim ore
#

then the cast didnt return an invalid value if its success

tardy basin
#

thats what I thought would be the case

grim ore
#

so that says you have 8 child actors?

#

but you should have 4 guns

tardy basin
#

I have many guns, but 4 can be equipped at onces

#

based on their type

#

the blue node here going into the idValid is from the successful cast

#

isValid says its not valid

autumn grail
#

Its not working i'm becoming mad 🤯

grim ore
#

ok you need to start debugging probably

tardy basin
grim ore
#

as a basic overview, you have a child actor existing in the world for each "weapon" the player has?

tardy basin
#

just one child actor exists in the world at any time'

#

but one should be enough for a successful parent cast, no?

grim ore
#

not trying to deduce that, your errors above show more than 1 child actor

mellow turret
#

is there a way to make a console command persist until I turn it off? I have to turn it on every time I PIE

grim ore
#

@mellow turret add an execute console command to your level blueprint on begin play to run that command for you

tardy basin
#

idk why thats the case, the player character has a gun with a child actor class and swapping just changes which child actor its set to

#

gun component*

grim ore
#

well thats what you need to figure out, thats probably part of the problem

#

so the player has just 1 child actor that you have on it at design time, and you never add any more?

tardy basin
#

correct

#

i only switch which gun actor is being used, i never add more

grim ore
#

how are you switching which gun actor is being used if you only have one?

tardy basin
#

wdym

#

i have many

#

heres the script

#

the set child actor class nodes

#

this works fine

grim ore
#

ok so your just changing the class, gotcha

tardy basin
#

yep

#

its so weird that the cast is marked successful yet gives me invalid actions

grim ore
#

well your cast is before your changing your class in the actor right?

#

I would guess its invalidating your previous reference since its not valid anymore

tardy basin
#

Oh yeah that's probably it

#

Im gonna try that

grim ore
#

this is where debugging can come in handy. you can breakpoint after the cast so you can see what is in GUN then breakpoint after your set child actor class so you can see what is in there afterwards

#

so you can see what is going into your set ammo nodes (the input target) and trace it back to when it goes bad

#

and it makes sense on why its going back to defaults since you never get to the "set to what it should be" part after you swap to the stored class (which uses its defaults)

tardy basin
jaunty cedar
#

I have a widget that opens a door. The door opening works over the network normally, but the widget can't make it happen. Which naturally makes sense because widgets don't replicate, so I changed it so that it calls an event on a replicated actor, that then checks for auth and calls an event in the server that multicasts. However this isn't working at all and that call isn't being made. Any way to get this working?

#

I just need the door to fling open for all players when the user does something on the widget.

urban escarp
#

im trying to move only a specific bone here

#

and the tutorials im looking at dont tell me how to freeze the rest of the bones into place

grim ore
#

@jaunty cedar widget on local player. local player does call to run on server, run on server runs on server and runs multicast event so everyone else gets it.

#

how are you doing the run on server and run multicast parts?

#

@urban escarp where are you trying to move that bone at? what part of the editor. and why are you trying to move it

whole trout
#

Is data structures and algorithms needed or useful for getting into ue ?

grim ore
#

depends on what you want to do in UE

whole trout
#

?

#

I want be a game programmer

grim ore
#

then yes you should learn them

whole trout
#

Before ue?

jaunty cedar
grim ore
#

probably, depends on what you mean and such. its like learning math, you can learn it before or during as you need it. its helpful to know

#

@jaunty cedar so then when you press it, does it call the multicast from the client or the run on server version?

jaunty cedar
grim ore
#

the run on server event or the door opening?

jaunty cedar
#

the run on server event

grim ore
#

and how do you verify that?

jaunty cedar
#

a bunch of prints lol

#

tis game jam quality debugging

grim ore
#

and does this item exist on the server?

#

where the code is being ran

jaunty cedar
#

the door trigger indeed does, and so does the door

urban escarp
#

i spent an hour trying to make an animation from scratch and cant fucking edit it per frame

#

idk what im doing and tutorials show how to edit animations

#

not make them from scratch

grim ore
#

well thats not part of unreal engine is why

jaunty cedar
#

ohhh wait, okay, so now the door is basically non physical after it does it on server, so it looks like it is running since I can walk through it, but it just isn't making it to the clients as that change isn't showing up for the players. still weird that i'm not getting a Server: Opened in the corner with that print string

grim ore
#

@jaunty cedar that is super weird, I know its an odd test but have you tried just triggering it manually to see if it works? the same code basically in the player just to make sure the logic is right and its getting called on the server. this could eliminate the code as the issue

urban escarp
#

how the fuck am i supposed to make a new animation then

grim ore
#

you use the proper software for it, maya or blender or max or etc...

#

the same way anyone would normally make an animation

#

@jaunty cedar yeah that is super weird. do other print strings show up for the server?

jaunty cedar
#

yeah

urban escarp
#

great..

grim ore
#

I would have tried that as well with print strings lol

#

@urban escarp what did you expect to do? add something to the engine and be able to rig it? if so do the same thing in blender

jaunty cedar
#

nvm it was a fluke, i can no longer walk through the door on success

#

it's just not running on the server

grim ore
#

can you get that item to print anything on the server? even just like a begin play or a simple player tells it to

jaunty cedar
#

yeah

#

if i call something from begin play on the server then it works

#

and if i call the event for the door from beginplay

#

it works too

#

so it isn't the code on that end

grim ore
#

so are you sure this item exists at that point on the server?

jaunty cedar
#

yeah, if it exists at the start there's no reason it would be removed, there's nothing that destroys it etc

grim ore
#

well you say that but... ya know...

jaunty cedar
#

hold on

grim ore
#

can you get it to like print out when you enter the trigger area since thats what it is right?

jaunty cedar
#

the door opening replicated stuff works perfectly fine at that point

timid spade
#

is chaos destruction in ue4 similar to r6s?

jaunty cedar
#

it is just calling from widget that is giving me grief, but it's not like i'm directly calling the rpc from the widget or something

#

i'm calling the non replicated event which then calls the replicated ones, which works everywhere else

jaunty cedar
timid spade
#

How hard would it be

calm pollen
#

hey my touch screen just.. stopped working, i didnt change any code at all, it just doesnt read me mouse as an input and takes the cursor away, does anyone know whats going on?

timid spade
#

to build upon chaos

#

id have to touch into c++, correct?

grim ore
#

I would assume so yes, to expose anything to the editor atleast

calm pollen
#

the mouse still works for menus though wtf

jaunty cedar
#

so

#

hmm

#

trying to think of an appropriate workaround

grim ore
#

so the widget button press is calling what?

jaunty cedar
grim ore
#

well this is always called on the client so I wouldnt think you need the switch has at all

#

but the widget tells the trigger, which should be on the server, to run the command and its just not doing that part?

jaunty cedar
#

yeah

#

if i call it from the trigger itself it works

grim ore
#

but if you directly run that same command, the simonresult_s it works

jaunty cedar
#

yeah

#

also the trigger var is just passed from the trigger as self when the widget is created

#

like this, if it matters

grim ore
#

and SimonResult does get called on the client?

jaunty cedar
#

yep

grim ore
#

which print string comes after that? the MC or the SRV

jaunty cedar
#

i get "gonna srv", but never "simon server"

#

my output basically looks like
Client 3: Simon Client
Client 3: Gonna SRV
and then nothing else

#

but if i run it directly from the trigger itself I get the full list as expected through the server then through all clients in multicast

grim ore
#

how do you run it from the trigger?

jaunty cedar
#

just by calling simonresult

#

like i just throw a call to simonresult after adding it to the screen to test

grim ore
#

yeah but how. like on being play or a delay or your player calling it?

jaunty cedar
#

the player overlaps the trigger, the trigger creates the widget and then calls simonresult

#

in that order

grim ore
#

so the trigger is calling it in that case, gotcha... so weird

#

but if the trigger calls the exact same function but with the widget starting it, it fails

jaunty cedar
#

yeah

grim ore
#

and its the correct, client calling it and everything, not the server by accident

#

hmm

jaunty cedar
#

even stranger

#

i tried setting a variable called succeeded in my widget, then retrieving that after a few seconds on the trigger, then calling the simonresult if true

#

it recognizes it is true and does the other related action (plays audio cue)

#

but simonresult does not work

#

even if not passing in that value

grim ore
#

so the trigger -> widget, then the widget calling back to the trigger?

jaunty cedar
#

that's the normal way it is done, right

#

but if i flip it around

#

trigger creates widget -> trigger waits 12 seconds -> if widget has success value set true, run simonresult it still fails regardless

#

it always retrieves false, even if i set it to true regardless and let it sit

#

it cannot access the widget regardless

grim ore
#

so on your create widget code, you are restricting it to overlapping client only to create the widget right?

jaunty cedar
#

i get the controller of the pawn that touched the trigger, and use it as theowning player when i create the widget

grim ore
#

yes but thats being run on the server so it creates a widget for each client unless you run that code only on client

jaunty cedar
#

i know the widget doesn't show up for anyone else & that doesn't change whether the trigger is replicated or not

grim ore
#

no but you said your having an issue with that trigger the code is being called on finding the widget later?

jaunty cedar
#

ah yeah

#

right

grim ore
#

so as a trial, dont hook up the owning player on the create widget part and see what happens

jaunty cedar
#

no change

#

god damn i am getting very good at simon says from testing this repeatedly

#

okay

#

so i can get those functions to run now but that value is still always false

grim ore
#

yepo I can replicate it, and I understand why its not working but I dont understand why

jaunty cedar
#

i got the server to get to "gonna mc" but then it doesn't actually get to multicast anything

#

lmfao wtf is going on

grim ore
#

well the run on server only gets called if its the owning client calling it and I think thats the issue (but I dont know why its the issue)

#

debugging it is alls showing on the 2nd client as expected when testing, and breakpoints all work as expected it just fails on that part and i didnt want to break out visual studio to find out why lol

jaunty cedar
#

yeah like

#

i got it all working but that value is perma false regardless of what client is the owner etc

#

like

#

i have checked my code that value starts true and there is never any condition in which it can be false

grim ore
#

actually I see whats going on now but i dont now why and i dont know how to fix it

jaunty cedar
#

what is it?

#

alright i'm just gonna scrap this at this point and replace it with a static progress bar that the player has to wait for

#

this is a game jam and its over in 2 days and i don't even have menus or a connection screen or a finished level so imma just cut my losses and go

grim ore
#

"No owning connection for actor" is the issue in the output log

#

and after reading up on it, it makes sense

#

your trigger exists in the scene at design time right?

jaunty cedar
#

WAIT

#

yeah

#

hang on

#

cant i just

#

since it all runs on the server

grim ore
#

yep so your trigger cant call the code since it has no owner on the network

jaunty cedar
#

cant i just

#

call a run on server event when it overlaps

#

that sets the owner

#

to the player controller that touched it

grim ore
#

that was what I was going to be trying next lol

#

apparently most of this code should be running thru the player controller is the issue which i dunno its weird

#

yep

jaunty cedar
#

can i just do some shit like this

grim ore
#

that pretty much what I did on the overlap

#

and that lets client 2 overlap, only create the widget on his side, and then the button calls back to the trigger, and does the server call

#

without the set owner I get

#

which is what you ran into, the server call never gets called. so yeah setting an owner "works" but i dunno if thats the right answer lol

#

now with that said, 2 clients could both trigger the button seperately so... maybe

#

no... so only one of them can be the owner, after setting it the other client loses access to calling the event since its not the owner as expected

jaunty cedar
#

hang on

#

can i see your bp?

grim ore
#

"Any network traffic must go through an owning connection which is usually attached to a player controller.
Actors that aren't owned by any player just cannot send/receive network data."

#

is the key here

#

thats the blueprint trigger

#

I wonder what the proper way to do this would be lol

#

I guess for most of these it wont be an issue since the server would be running most of the code anyways on whatever happened

#

yep that makes sense, your just tryin to give life to something on the client side only is the issue that the server owns

jaunty cedar
#

TYSM man

#

it works now

grim ore
#

I guess maybe if you released ownership after handling this event it would be fine

jaunty cedar
#

i mean this is an event which literally can only happen once

grim ore
#

man this was a good problem, I dont know the proper way of handling this (maybe we did it?)

#

yep then in your case your good

winged notch
#

i'm trying to optimize my textures by channel packing and need to know for surface materials can you pack the X Y to RG and add Roughness to B and Metallic to A and still get proper normal mapping

grim ore
#

any action that I have done before has always come from the server handling it or the client handling it with something they did so this never came up

#

@winged notch better off asking in #graphics if you dont get a hit in here

winged notch
#

ok thanks

grim ore
#

I would assume you could? what would you be plugging into your base color for that material

#

your not plugging in RGB so you have to do something to get the B channel into the base color

winged notch
#

for color just a albedo map with RGB

grim ore
#

oh your saying can you use that as the normal map, the RG only?

winged notch
#

i tried to just add the RG with the add node and add blue with a 3 vector but normal mapping shows up weird

grim ore
#

ah ok so the issue is you dont add, you append

winged notch
#

ok giving it a try whey is that

grim ore
#

append is just the right now to add channels together

#

you can see the original on the left, then appending the R and G gets a result, then appending a 1 to the B gets me the same result as the original normal

#

also there is apparently a node built in to do it for you as well (find the B/Z of the Normal with just RG) that I would assume works better than appeninding a flat value

#

man today has been nothing but learning new stuff

winged notch
#

it still cums out weird

rancid lynx
#

when i put this actor in the world, no cubes spawn, am i doing something wrong? the construction script shows one cube in the preview window, but not 100.

winged notch
#

sending screenshot

grim ore
#

maybe its your source channels then. you can see above that a normal with just the RG and a fake B worked

#

well what is the X of your actor in the world? if its 0 then your going to get something weird

rancid lynx
#

lmao X_x

#

yea

grim ore
#

Im guessing you want to get that X and Add your value from above (offset?)

rancid lynx
#

well , i place the actor not at 0 0 0 , in the map

#

each new block, offset by 75 yeA

grim ore
#

yeah add not multiply then

#

was gonna suggest they were just far off as the 2nd guess but the multiply by 0 would be an issue as well

rancid lynx
#

well, the actor isnt placed at zero zero zero, , for a moment i thought maybe it was, because the viewport showed the first block at zerozerozero

#

inside the blueprint

#

1 x 75 and 2x75 should be ok with multiplication i think right ?

#

i see one in the blueprint vluewport, but zero in the game world,

grim ore
#

well your taking that first number (say 75) then multiplying it by 100 or 200 or 173746565

#

thats HUGE

#

you want the first number, your offset (75 150 225 etc) added to your X

rancid lynx
#

i want the 5th block to be 5x75 off, this is just a performance tester

grim ore
#

yep your top is fine, the bottom from the objects X should be a simple add

rancid lynx
#

ok ty.

#

i never see a second block in the preview window. only 1 block

#

oh THAT X. now i understand.

#

thanks

#

too many X's on my screen. i missed that one

grim ore
#

ahhh

grim ore
#

yay!

rancid lynx
#

me also . two quick fixes for Mat !

#

ok, the 100 blocks show up in the blueprint viewport, but not during gameplay? why would that be ?

#

"get location on self" should take in the location for where ever the actor is placed i guess

grim ore
#

yep it should

#

so is the add instance input in world or local space

#

if its in local that would make sense on why its wrong, you might just not need the left part

#

0 for y and z and just your offset (1x75, 2x75, etc) for the X

rancid lynx
#

correct. blueprint was adding worldspace to the local.

#

what the hell is that ? when the game loads, all 2000 blocks show correctly. after flying up the walls, blocks toggle invis and never return from any angle

#

sorry nevermind, its probably the floiage swap blueprint.

tardy basin
#

@grim ore The code works! thanks for the input

dim arch
#

is there a console command to disable/hide all debug nodes (linetraces etc)

plush yew
#

hi guys

#

when i change light

#

rotation

#

decals still same

#

nothing happenes

#

why ?

cerulean sorrel
#

I don’t understand blueprints I really don’t understand the logic of when to use what rip I will delete unreal unfortunately

inner cloak
#

Does anyone know how to fix the following issue ?

#

OMG .. found it

#

Grrr that file is locked

manic aurora
#

Has anyone run into an issue when trying to package a game of, ERROR: Unable to find target 'UE4Game' ?

#

running into it after I upgraded from 4.25 to 4.26

inner cloak
#

You have a copy of your 4.25 version ?

manic aurora
#

Unfortunately I don't, I had kept a copy of it and tested it for everything but packaging then thought oh this works and tossed it

#

Everything works if I migrate all the data to a new project, but that's a suboptimal solution with having to also move around version control

inner cloak
#

I'm not sure what you could do unfortunately, sorry

manic aurora
#

That's okay, thanks anyway! I posted this to the answerhub in hopes that a dev will see it there

ivory stag
#

Does anybody know if there is a way to put the real world in unreal engine?

#

I mean the complete planet not only a pear of brackets

leaden dust
#

using empty timelines in a sequence for the update pins safe?

winged crypt
#

@leaden dust pretty sure it would just fire off once if it's empty, why do you need empty timelines though?

leaden dust
#

I want them for the update pins

#

which works as a portable event tick

inner cloak
#

Looks like i lost 3 days work because of a lock file or something like that

wary wave
viral rivet
#

Anyone had Problems With the automotive material pack and skeletal mesh ?

gloomy kindle
#

Have any of you guys here done procedural level generation via blueprints? how possible it is to do it without C++?

wary wave
#

a) Yes.
b) I think it really depends on what you're trying to achieve because there's a bajillion-and-five different ways to handle 'procedural level generation'

sage perch
#

Hi all. I just did this on the concole command as I was having problem with floating rocks with ProcuduralFoliage on 4.26.1 these cmd
removelandscapexyoffsets" and "grass.flushcache BUT NOW MY whole scene is slow as can be!! can reset this!!?

gloomy kindle
#

@wary wave Nothing complex as in minecraft - but more like room-based procedural generation, where rooms are handmade but content in them (enemy spawns, loot) are procedurally generated, then map is procedurally generated by these rooms attached to eachother, pretty much like ziggurat. I don't want to start working on it just to find out i have to learn C++ to finish it. Currently just making a To-Do list for my game and deciding on features and which would be possible by the blueprints alone.

gilded lichen
#

Hello, whats the best way to search for a key when making an input?

#

I cant remember if I did it before?

gloomy kindle
#

why not click that keyboard thingy to the left and press the key?

gilded lichen
#

??? What do you mean?

#

Like that

gloomy kindle
#

You want to search for the key u want to assign for equip/unequio right?!

gilded lichen
#

if so I do this, but I thought there was a way to do it easier

gloomy kindle
#

click on this and press the key

plush yew
#

yo

#

how do i add lua to my plug in code

honest vale
#

wat

sterile tulip
#

If you type ,,R Key,, it should show up I think @gilded lichen

fresh plover
#

is there a way to make the light more darker? it.s hurting my eyes

#

looks to bright

broken heath
#

@fresh plover bluelight filter

#

Im kidding ,yes theres couple of ways , one of which is setting the skylight intensity to lower values

dense knoll
#

Was there any major API changes to UE4.26 that would break a4.25 project if not able to be converted?

tough solar
lament urchin
#

Hello there, I have been having a major issue when opening an unreal engine project where it tells me that 'the following modules are missing. Would you like to rebuild them?' and if I press yes, it says 'compile failed. Please try to recompile from source'. However when I rebuild or compile the code from vs, it shows the same dialog bar. None of the help on online forums have been helping me and it is quite an important project. Thanks in advance

zealous magnet
#

Anyone ever had this?

#

Super annoying

dense knoll
#

UE4 Deletes your assets?

zealous magnet
#

Thankfully not

#

But the content browser is just bugged and empty like this

#

Does not even show folders

elder moat
#

does anybody know how to do knockback? eg when a character is hit or shot they move backwards slightly? I've tried using add force but that doesn't work.

elder moat
#

I'll give this a go

plush yew
#

how do you disable ue4 notifications 4.26.0

dense knoll
#

I cant port my project over to UE4.26 for some reason

lament urchin
#

Hello there, I have been having a major issue when opening an unreal engine project where it tells me that 'the following modules are missing. Would you like to rebuild them?' and if I press yes, it says 'compile failed. Please try to recompile from source'. However when I rebuild or compile the code from vs, it shows the same dialog bar. None of the help on online forums have been helping me and it is quite an important project. Thanks in advance

celest merlin
#

What module does it say is missing?

lament urchin
#

It just says the name of my project

celest merlin
#

Maybe its a module you aree trying to use but are not including in the build?

#

If you added something recently, google it and see if you had to add that module

lament urchin
#

It was working perfectly fine for some reason this morning, but now it's not

#

Could it be a plugin I need to uninstall and reinstall?

plush yew
#

that's usually why i would see that type of error is from plugins

lament urchin
#

I have just removed the plugins from the launcher but it still hasn't worked :c

#

Any other ideas?

fringe pivot
#

@zealous magnet you probably have an active filter, or that folder is actually empty

sonic cliff
#

Hi i would like to know how in this video of quixel he render a 240 frames shot in seconds... https://www.youtube.com/watch?v=0iQJkSpOoOQ&ab_channel=Quixel

This in-depth tutorial goes through the entire production process for ‘Rebirth’, a cinematic produced by Quixel using Unreal Engine 4. Beyond its visual process, Rebirth serves as a benchmark and kickstarter for virtual production workflows.

Read more about the project on Medium: http://bit.ly/rebirthmedium
Watch Rebirth: https://youtu.be/9fC20...

▶ Play video
stiff verge
#

here's the same alembic model.. in blender and in ue.. why is the ue version all broken?

sonic cliff
#

I cannot get more than 2 frames per minute at 4k

#

and he do 240 frames at 5k in seconds..

zealous magnet
#

Notice how it's not displaying anything, not even folders in the sidebar. They would show when I have a filter on

grim ore
#

@sonic cliff your assuming that was real time, he probably just cut the video to not waste the viewers time

sonic cliff
#

check at 40:35 it seems like real time

grim ore
#

I have. what makes that seem like real time?

sonic cliff
#

when finish and restore the viewport dont seem like cut. But you probably right

grim ore
#

oh its very much a cut at 41:01

sonic cliff
#

yes at 41 yes

#

ok so that is

#

😆

sonic cliff
woven urchin
#

Hi everyone

sonic cliff
#

So i solved it deactivating Use LODZero in the games override setting in movie render queue

#

how it is possible?

woven urchin
#

I am tryong to gather informations about using unreal engine for game cinematic studio

#

does anyone have expiriance in this?

woven urchin
#

we talk to many time about that game engine based studios in future will win over Arnold render based studios

#

especialy after many saw ue5 cinematic

sonic cliff
#

for sure will win over in the future

#

just for the reason of render time

woven urchin
#

but as i am only one that work in movie and game in past 10 year, and all other in studio are from movie industry, thay are not that wiling to make that change or to thing more than just idea about i

stiff verge
#

yeah I feel good about game engines being used for archviz, animations.. vfx.. but we're still early

grim ore
#

@sonic cliff so unchecking use LOD Zero caused the issue? that is super weird

woven urchin
#

yea, render time, production time in global, cost of making as well (Arnold render farm cost about 50k-100k per month)

sonic cliff
grim ore
#

sorry thats what I meant, early here.

sonic cliff
#

so is weird telling that use the highest quality LOD cause this issue

woven urchin
#

@sonic cliff You work in studio specify for cinematics or you work in game production studio in cinematic department?

sonic cliff
#

(Arnold render farm cost about 50k-100k per month)
really??

#

jeez

grim ore
#

Im, betting its not the lod0 that caused it but one of the other commands. CVarCommandLineArgs += TEXT("r.ForceLOD=0,r.SkeletalMeshLODBias=-10,r.ParticleLODBias=-10,foliage.DitheredLOD=0,foliage.ForceLOD=0");

grim ore
#

are what it does under the hood when you check that

#

and two of those are foliage related

#

so if you get bored you could try just running those individual commands one at a time and see which caused it

sonic cliff
#

Thank you so much Mathew. i dont really understand any of this commands..

grim ore
#

yep I am trying to see if I can figure it out but I dont have the exact meshes you are using

grim ore
#

if you got them from the marketplace you can tell me which ones

woven urchin
#

yea, not only it was expensive to get, but it need lot of expensive software to run. And it is not 1 software, you need licence for many of tham. I dont know exacly what prices are, but i think you get 10 arnold licence per 1 maya, and maya is 120 here, we need about 200 licence, that is 2.4k euro, than simulation cost about 10k in software, i think about 5k for other softwares... But eletricity... It is huge issue. it go so high if you dont use industrial eletric discount, it can go up to 60k...

#

so, few questions about cinematics. Does thay render only on one machine, or do you need some GPU render farm for final renders?

sonic cliff
woven urchin
#

and also, how does epic charge for UE4 renders. If i remember corectly, UE is free, but thay take percent of selling games that are made in Unreal

#

does thay have price model for people that do cinematics?

grim ore
#

its in the eula and license agreement

stiff verge
#

@woven urchin i'm curious too

sonic cliff
sonic cliff
grim ore
civic mauve
#

Hey guys, how you all doing? ,Actually, in my small level, i am getting some white flickering, it maybe because of the sky sphere, i noticed, let me send you a video, so that you can understand the problem and thank you

https://drive.google.com/file/d/1FZp3BPdV_6NoIANRkS4-Prlt3ThoSVx1/view?usp=sharing

in this video you can see when i go through the door, there are some white flickering going on, and you can also notice that flickering in the side walls
and at first when i tries removing all the point lights, it still flickers. but then i removed the sky sphere, sky light and everything related to the sky and it got fixed but when i added that sky light and sky again, it starts to flicker again.
Please help me out.

grim ore
#

@civic mauve that would be one of the cullings doing that. basically nothing is there due to nothing being drawn due to it beind not visible. once you move quickly the renderer has to catch up. its a thing in almost all games unless you change some settings or prep your scene against it.

#

@sonic cliff so after testing its the dithered lod setting that is breaking it and I found a "fix" for it. IF you break dithered lod by setting it to -1 in your project before rendering you should be able to use that option (it just forces all of your models to be the highest quality at all times)

#

alternately you could use those as custom commands in the render queue and just not put in the dithered lod call