#ue4-general

1 messages ยท Page 946 of 1

civic mauve
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thank you for replying, how can i fix it pls tell me mate

hollow trench
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And hi Mat

manic aurora
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Hoping someone may have a solve for this problem this morning. I upgraded my project to 4.26, but when I try to package it I get the error, "Unable to find target 'UE4Game'. Everything worked fine back in 4.25

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I saw a solve that was merging the full content of my project to a different game, which works but feels like a last resort since that would mess with my version control

grim ore
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@sonic cliff yep i bet if you went in and checked your materials that are having this issue will have this checked. the dithered LODs is the issue on those items

fossil ore
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Can someone help me? I'm looking for a person who could create a script

wary wave
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job boards.

pure cliff
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Well crap, now the level-switching "memory leak" thing is back. And this time I actually got a crash report window instead of -poof- editor closes.

grim ore
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@manic aurora when you upgraded did you change the project/folder name at all?

manic aurora
grim ore
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ok, after migrating did you delete all your temp folders in the project and regenerate the solution file if needed?

manic aurora
grim ore
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well is this a C++ project?

manic aurora
grim ore
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hmm. well binaries and intermediate are the 2 main temp folders in the project

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you should be able to delete all the files in saved as well but the config folder but that probably wont help

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other than that yeah you might need to migrate

manic aurora
grim ore
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its trying to find your engine and not able to for some reason

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so something inside of it went wonky

fossil ore
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ok

grim ore
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possibly out of date plugins or not updated as well but those would have popped up when you started it

manic aurora
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Hrm yeah when I migrated it over and opened the plug ins I still had a few errors of, "requires a temporary target.cs to be generated " for a plug in but it managed to find UE4Game

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It looks like it's still having a problem even with deleting those folders, so I might just clone off the project and assault it before hitting the big button to migrate it, thanks for the help though!

steady owl
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Is it normal for there to be ~100ms of input delay from the sound of you clicking your mouse to actually registering an event in game at 100+ FPS? I would have though it would instantly play the sound / fx but it's noticeably more than just a few frames off

wary wave
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Unreal has always had abominable input delay

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it's why first person games made in UE4 tend to feel like you're wading through invisible lead soup

hollow trench
fresh plover
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if for exemple i want to implement an gathering system from trees , rocks etc

hollow trench
fresh plover
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how should i approch this? what things i need to document?

hollow trench
steady owl
fresh plover
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i.m more of an c++ person

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everything is on blueprints:(

wary wave
steady owl
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Oh great thanks I think I remember seeing that somewhere

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Will have a look

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It's probably closer to like 200ms which is crazy

fierce tulip
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a lot of people in the competitive street fighterV (and even db fighter z) community complained about the input delay.
well, in SFV's case more like burned down the forums

grim ore
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@fresh plover if you know C++ there is no reason you cant transfer a Blueprint system to C++, every BP node has backing C++

steady owl
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Do console commands like r.GTSyncType 2 only last for when the editor / game is open?

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Weirdly I had set it to something, closed the game and then reopened it and there were warnings relating to the sync type in the log

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I had thought any console commands only affect that particular session

sonic cliff
gilded lichen
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Hello, I've got a HUD Reference variable on my Item blueprint. The variable isnt being set and Im unsure why. I dont know why the variable is empty. Hope someone can help?

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It is empty as I did a print string from the HUD Reference at the end which returns nothing

wide cloak
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Hello, I'm trying to get the remote session app up and running but it seems to be stuck on connecting to the IP. I found my IP via the IPCONFIG command in the command prompt. I have also ensured that the required plugins are enabled and that I am using the same connection for my phone and PC

grim ore
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@gilded lichen what is the order of operations there? how do you know that the first script, creating it, runs before the 2nd one, checking it?

robust marten
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Perhaps someone might know why this BP doesn't get the actor transform properly? Maybe I am setting this up wrong? lol

gilded lichen
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@grim ore Well, I thought that could be the case. But after this, still some dont work

grim ore
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so again how do you know its not the case? where are these all being done from

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you need to either guarantee order of operation so its valid, or if it fails wait then try again.

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also this is single player right?

gilded lichen
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Yes

grim ore
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how about using some print string debugging, print out the hud reference variable to your screen after you set it (in the first screenshot before add to viewport). then print out the player reference after you get it , before trying to get the hud reference (in the 2nd one)

gilded lichen
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I get all 5 print correctly

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But still get

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This isnt on event beginplay, the player has to interact to call the event

grim ore
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why do you get 5 strings?

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it should be 2

gilded lichen
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No, 5 is correct. I have 5 items in the scene

grim ore
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so then 6 things? one for each item and 1 for the thing creating the hud?

gilded lichen
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I have a master item blueprint. This has 3 children: Potion, Sword and Coins. There are 2 potions, 1 sword and 2 coins in the scene. Only the master item bp has the code to print string.

grim ore
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from the sounds of it the getting of the player reference is the issue on those items

gilded lichen
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Yea

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but its just werid as its the same process for all of the items, I dont get why some are working and others arent

grim ore
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order of operations

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items 1-3 are created, player is created, items 4-5 are created

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any reason why you need to set it on spawn for those items and cant get it one when you need it?

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which I would assume would be after the player exists.

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otherwise move the UI, which you want everyone to have access to, to somewhere else that is guaranteed earlier like the game mode

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or add a delay on to the beginning of the items for a second or so lol

gilded lichen
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Yea, I'll probably move it to gamemode or just get it when it is needed. Thank you

grim ore
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its one of the annoying things that UE4 is still missing, guaranteed ordering of execution ๐Ÿ˜ฆ

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but you can easily do that yourself if you wanted so I can see why its not required. just a nice to have like unity has

manic aurora
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@grim ore , still working on my unable to find target 'UE4Game' problem from before. Seems like the new 4.26 version isn't recognizing something about my plugins. It kept saying "requires a temporary target.cs to be generated" for each plugin. When I disabled all the plugins it was able to pass through that part, but eventually the cook failed due to all the errors that popped up from that. Not sure if that serves as a hint for anything, though I'm getting close to just doing the migration

grim ore
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some plugins require a temporary target, I've had that happen before, it just depends on the plugin. It seems normal depending on the plugin. Its possible those plugins are not updated to .26

manic aurora
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It looks like (at least looking at the guts of this one) that the version name is 4.26.0 and the engine version is set to 4.26

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not sure if I need to do a full uninstall/reinstall to kick it

light thunder
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What happens if you try to load a level that is already loaded? it will just reload it right? basically restart everything in it? (that's what I want)

grim ore
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it should basically tear down the old one, then load the new one yes

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there is a restart command as well but its.... weird

light thunder
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Understood - completely unrelated - is there a plugin (I know there are several file ones) that let you open up a designate windows folder?

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(basically I want that to happen when someone exits)

mental gust
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I have deleted materials in UE4, saved, exited and reopened it. They are not visible in the content viewer but files exist in the filesystem with their names. When I try to create a material with the name of one of the deleted materials it complains that it already exists

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can I delete these assets from the file system without UE4 being grumpy? I've never seen it do this before

lost oasis
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I am new to this community and have a quick question for you this morning. I hear a strange noise coming from my pc (dell-xps 8940 64gb intel i7) only when UE4 is open or running. I just wanted to ask someone if this is normal. My iMac is quiet for the same activities. Thank you.

mental gust
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sounds like a fan kicking in

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I get this occasionally with blender when doing intensive stuff

wide cloak
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Hello, I'm trying to get the remote session app up and running but it seems to be stuck on connecting to the IP. I found my IP via the IPCONFIG command in the command prompt. I have also ensured that the required plugins are enabled and that I am using the same connection for my phone and PC. Am I doing anything wrong or missing steps?

acoustic crescent
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i need to get a better cpu before i can move my project from unity to ue4

plush yew
scarlet current
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Im having a strange issue, Im using blueprint construction scripts to control substance materials in sequencer. when rendering the sequencer through movie render que or the render movie option, it will ignore the blueprint control in the sequencer and render without its effect. The material changing effect works as expected when playing within the sequencer. Any input greatly appreciate!

stiff verge
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here's an easy one.. if I import a model and check "generate lightmap uv" does that mean it will create a uv map, specifically for baking the lighting, that is equivalent to the uv map?

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like a duplicate?

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of the uv map?

digital anchor
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it will take your existing uv map and shuffle around so they dont overlap and have a padding and save to uv1

stiff verge
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so it's changing the map slightly.. adding a padding

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good to know

digital anchor
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yea but on a duplicate as you mentioned

stiff verge
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and uv0 would be the uv map?

digital anchor
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doesnt mess with the uv0

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yeah

stiff verge
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well that's very important to know lol

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nice

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thanks

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i'm wondering why my alembic model is weird in UE.. I think that might be why

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that's the same model in blender

wide cloak
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I know this is a dumb question, but how do I get it so when I click a button, an object moves? I've done it a thousand times but for some reason today I can't get it going

stiff verge
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how did you previously do it? do you remember following tutorials?

wide cloak
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Not really sure. I took a break over the Holidays from dev work and today I just am really off my game. I wasn't sure if someone could just spell it out for me lol

stiff verge
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i would find a tutorial

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i'm 2 weeks old in terms of UE so I can't help

sudden ferry
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hey guys i havent updated a while, is the chaos system in already or still disabled

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i remember when the .26 came it was removed i wonder if they added it now

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i dont want to use some special experimental engine version for my game

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but i guess that means its not yet in

stiff verge
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what's the chaos system?

wide cloak
wide cloak
# sudden ferry i dont want to use some special experimental engine version for my game

You need a source code version of the engine, although I still believe it uses a normal engine number like 4.26. Here's the guide to get it: https://docs.unrealengine.com/en-US/InteractiveExperiences/Physics/ChaosPhysics/ChaosDestruction/ChaosDestructionOverview/index.html

Overview of the Chaos Destruction tools that are available, and how they work together to create destruction in UE4.

plain plover
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so im trying to render an animation through a camera i have set up in the world, but the render is coming through a completely seperate camera...i dont know what im doing wrong

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does anyone have any idea?

wide cloak
sudden ferry
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yeah ive been waiting for a while for normal version, im slowly thinking just going with the standard destruction xD (because its been already so long in development lol)

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(for what things I want to do with it)

sage perch
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Hi, Does anybody know if the proceduralFoliageSpawner is broken in 4.26.1

calm pollen
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is there a way to bind normal text to editable text to make the normal text say the same thing as the editable text?

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if that makes sense, i kinda worded it wrong

sly wagon
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ugh I cant figure out how to do simple damage over time ;.;

fresh plover
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you can do it in tick

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with delta

sly wagon
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like what can I even do eeek

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I just want the apply damage part to repeat every second

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tick is based on user framerate, not ideal for something meant for multiplayer

fresh plover
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for the time being

sly wagon
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i need to use Timers, but I literally cannot get timers working

fresh plover
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if you just want to test

digital anchor
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you created a timer and didnt use it?

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you didnt even set what function the timer should call

sly wagon
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why do I need to create a function

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to just get the apply damage to repeat

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jdfngkjdng

digital anchor
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wtf?

sly wagon
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I swear out of everything I've done so far... timers are by far the most complicated

digital anchor
sly wagon
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oh

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I had to.. connect the damage from the custom event.

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brb gonna go drink lizard waste

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how do I stop the damage/timer once overlap ends?

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im still new to unreal so learning where to connect things is still a giant hill I need to climb

digital anchor
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the handle (return value) can be used to stop and resume the timers

sly wagon
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o; I see

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oops my aoe damage is triggering a left click hitbox inside my character

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and killing him

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LMAO

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u h

limpid arch
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Does anyone else have following problems with UE4 right now:

  1. After some time the screens of the engine begin to flicker, pressing the play button shows black screens
  2. Other open windows, like internet browsers or other flicker too, if active and maximised

I have tried reinstalling - it didn't help. Additional information: using 144Hz monitor and 1440p. Maybe it's a bug for such monitor setups or something.

Thank you in advance!

sly wagon
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I def seems like a monitor thing

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is it only with unreal though?

limpid arch
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Yes only with unreal

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Ah one thing

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I plugged in my other computer and let it run at 1440p and 144Hz too. It didn't happen on that one

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It happens after some time, I didn't count but I would guess the time it takes to happen is always the same. The issue is always resolved for this time after closing UE4 completely and reopening it

manic aurora
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@grim ore just to end the no UE4Game error saga, I converted the project to C++, built the sln, and that seemed to kickstart everything back to normal w/o having to do a migration to a new project

kind bluff
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I know this is a wide question, But im develping my fist game, and worried about its performace. I have a 3070, and im only getting 70-80 frames. Given I am using blueprints, with all the editors open,(causing alot of overhead) but if I can run apex at 4k at 160 fps I feel like I could run a single playermovement script alot higher than 80 fps

plush yew
stiff verge
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for me for doing something different I guess.. I got so many issues..

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sequence playback of a fbx animation.. suddently change its scale??

glad karma
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Hey guys I have quick question, hope so you will understand what I mean.

I have around 40 character. I want lut them without rigging add to mixamo to get bones and everything. After this I want take animations and put to blender and convert everything to unreal bones. Now I have a question. Is better to set all of animations and set them to unreal skeleton position or better using just only mixamo animations and try sometimes if need convert animation from skeleton to mixamo animation?

stiff verge
upper karma
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This is gonna sound a little weird but what version of unreal was available on March 12th of last year (aka 2020)?

kind bluff
fresh plover
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hey

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i know it.s simple but why it doesn.t work?

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it.s binded on a key in the character code

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or it doesn.t work like this ?

timid spade
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i have an additive montage set up to play every time i shoot

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and this always happens for some reason

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the animation is an additive in mesh space

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in the animbp i have set up blend pose by bone

plush yew
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ok so im new to game design and i'm trying to remove all natural light, after some experimenting im left with no light sources except my lamps etc, the sky is fully blacked out but parts like my roof without any lighting at all is still lit up. does anyone know how i could fix this?

stiff verge
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i don't understand transparent materials in UE.. I can't seem to make roughness do anything

grim ore
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@manic aurora ugh. Im glad that fixed it but... ugh

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@manic aurora im curious if you were to now go back out and just remove that module from the project, assuming you just added a blank class, if it would now go back to being BP only and work.

plush yew
manic aurora
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@grim ore Haha that was my thought exactly! I did just add a blank class. I'll have to check that out in a bit to see if that does it

light thunder
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is this DLSS plugin by Nvidia, I heard that it was enabled automatically, but it shows me a plugin download - what am I missing here ?

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ah shit, it's not 4.25

plush yew
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why is my roof still lit right here? i removed all the natural light sources but its still not dark for some reason... im very new to unreal

grim ore
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what lights do you have in the scene?

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and are you using/did you use static lighting

stiff verge
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I can't seem to get reflections from my environment, where do I bake the cubemap of my environment?

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is that it?

plush yew
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i used the deafult first person pack and deleted all the scenes @grim ore

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so if that includes any static lighting then

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and i only added spotlights to the scene

grim ore
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did you build lighting at all?

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first person has a skylight which would cause what you see

kind bluff
orchid glade
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Hello, I'm trying to spawn an actor which spawns a huge filled HISM (16x16x130) with some holes but everytime that actor spawn (between 2-4 of that actor spawning), the game freeze for ~2sec then goes normal. What can i do ?? thanks.

plush yew
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@grim ore i removed all the deafult lighting

grim ore
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ok so are you building lighting?

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its looks like your using stationary and they are overlapping as well which turns them dynamic

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we also dont know how those material are set up, are they set to use emissive?

plush yew
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i understand 10% of those words, but im pretty sure ive only placed spotlights so far

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i stole my materials from quixel bridge

grim ore
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click the build button on the toolbar at the top and see if they change (the lighting)

plush yew
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1 sec

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build button? :D

grim ore
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the one that says Build

plush yew
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fuck me im blind

grim ore
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but I think I know what it is

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uncheck Game Settings near the bottom, see what happens for you

plush yew
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i just finished the build thingy, and i believe it worked

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its very dark now so yeah

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thanks alot my guy :D

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by the way, do u know why the sky is fully black? id like to change that

grim ore
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you need to add something that represents the sky

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sky sphere, atmosphere, a picture, hdri image, tons of options

plush yew
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alright thanks ill try to find out how i do that

grim ore
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the easiest is to just add a bp sky sphere. the next easiest is to just drop in an atmosphere fog. the next easiest is using a sky atmosphere and a directional light.

plush yew
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how do i add a bp sky sphere?

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if u have time to keep teaching me

grim ore
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in the place actors panel on the left

plush yew
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neither the sky sphere or the atmosphere fog did anything

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maybe it isnt as simple as just dragging them?

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Typically it is.

grim ore
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the sky sphere is as simple as dragging it in, same with atmosphere fog

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make sure realtime is turned back on

plush yew
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hm, still nothing

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nevermind, the atmosphere fog did the trick

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thanks dude

haughty willow
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I'm quite confused if anyone's willing to help, i'm using blender for animating. I use multiple root bones for inverse kinematics is there some other way i'm mean't to import this and what could I do

plush yew
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Is exponential height fog deprecated in favor of atmosphere fog?

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why does the word "preview" appear in all of my shadows?

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Get used to hitting "build" hehe.

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You need to recalculate the lighting data, pretty much anytime anything moves or lighting values are changed.

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hmm okay

grim ore
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i know atmosphere fog has been deprecated if you use a new sky atmosphere

plush yew
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Interesting. I mostly use exponential height fog, but it must've been a cool demo of sky atmosphere that I saw recently.

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@plush yew FWIW I mash ctrl + shift + ; all the time, the hotkey for rebuilding lighting.

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oo okay

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ty

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sorry for asking so many questions but

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how do i download the materials from here?

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'eyyy, UE is hard. Ain't no shame.

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.uasset files are UE specific binary files, a.k.a. they have all the goods already inside, so you should be able to drag them into your projects content browser.

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im pretty sure the files have no interaction whatsoever, i cant drag them or anything from the google drives page, maybe its just me being weird again but idk

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In the top right, I see

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Is that what you mean?

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idk i just cant do anything from here really

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Next to your avatar in the top right

grim ore
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... ....

plush yew
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wait do i just download it

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lol

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Lol, you need some coffee!

grim ore
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. .. .... ..... .. (thats morse code for SOS)

plush yew
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i probably do

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Hahah

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i havent slept for like 50 hours or something

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lol

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Yeah man, hit tha' download button and you can drag 'n drop no problem.

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where do i drag them again?

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In your Unreal project, the "content browser" is essentially your project's file system

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Yours will look different obviously, based on your project files and folders

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But anytime you want to import stuff, you will typically drag from your desktop or source folder to that little area

grim ore
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well those are asset file so that wont work for them

plush yew
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is it just the big green button?

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You can't drag in .uasset?

grim ore
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nope

plush yew
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Facts.

haughty willow
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Sorry, when it asks for 1 root bone I expect it means something like 1 root bone parented to the entire mesh, but it just ruins my animations terribly

plush yew
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that scares me

grim ore
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#animation is a better fit for that, those crazy art people hang out in there

plush yew
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I guess you have to hit the Add/import button and go to Import Asset

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Learn a little each day!

past pilot
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Has anyone used the new water system and buoyancy? I copied the buoyancy example bp and tested it and it floats as designed. I then change the mesh to a boat and it falls through the world. I change it back to their cube and it floats. I then changed it to an identically sized crate model and again it falls through the world. Change it back and it floats...

celest vapor
plush yew
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Yeah, I think I normally do "migrate" when I'm pulling things from downloaded projects.

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I feel as though I've borked some projects messing with the uasset files directly...

grim ore
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yep

past pilot
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Everything is referenced to everything else and by directory structure and all that. Copying in Uassets is bad in general.

grim ore
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@past pilot did you adjus the buoyancy settings for the new mesh?

past pilot
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@grim ore Nothing was changed except the mesh itself. The buoyancy component wasnt touched

plush yew
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Alright, thanks alot for the help guys, I'm about to head off tho... Unreal crashed when trying to import the materials, i seriously need to upgrade this potato

past pilot
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mass was 50kg in all tests

grim ore
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@past pilot I would recommend making a new BP, not duplicating the custom one, and adding in your SM and the buoyancy component and setting it up. https://www.youtube.com/watch?v=cOLxTBe5MaY. Keys being correct pontoon setup for the weight on the item, and a proper collision on the item to use

past pilot
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I tried that too, maybe im not using the "right" collision. I will look at that

grim ore
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for that example I was using a box collision around the entire item, and the pontoon was on the bottom 20 units below so it wouldnt interfere with the mesh or collision

past pilot
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So mesh to pontoon clearance is a thing? I thought it just floated the Object based on pontoons and basically ignored the mesh other than its physics settings

grim ore
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well it needs collision so I think it might be a thing

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no collision on the object and it doesnt seem to work

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if my pontoon was at the 0,0,0 mark it seems to launch the mesh in the air when it landed. putting it lower seemed to offset that penetration

past pilot
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I show i have collision but no primitives.

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so maybe i need to add a primitive

celest vapor
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Can someone point me in the direction of GUID in UE4?
I've searched the docs and there is so little there about GUIDs

past pilot
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welp, the primitive box collision made it so it doesnt just fall through the ground anymore but still sinks like a stone lol

stiff verge
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i have a model that used to work.. but now as soon as I bake the lights.. it's all black

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is that a bug or what?

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the uv mapping is fine

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oh I'll doublecheck that the import dialog creates them

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that might be it

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i'm using the blender to unreal addon

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doing light maps in blender?

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i thought it was just a duplicate of the uv map

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what the hell

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ah I see.. a uv map could overlap and have a specific light map that doesn't

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could be useful

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is there a way to create light maps within ue? in my model parameters or something?

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in general the index should be 1?

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well idk for most of the stuff I imported it seems fine not sure why this one would be different

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baking with index 0 seems to work... now what's weird is that it was working before with index 1..

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anyway

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thanks for your help

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i'm getting there

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i can't figure out transparency.. it looks right in the material preview but reflections are all over the place in my world

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oh I assumed it was part of the post process volume

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wow

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well ok that helps a lot

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thanks

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i was confused because the reflection kind of worked...

glass geode
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Has anyone had any experience using the new Movie Render Queue tiled screenshots feature?

stiff verge
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blender

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thanks

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the new cloth sim in blender is really fun because it's light.. so it's easier to learn and experiment with until it looks right

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blender is the next houdini.. watch out

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that said I'm kind of tempted to learn houdini but yeah

pure cliff
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Well this is confusing. I'm trying to change which level is persistent (because I didn't realize that the "default map" and "startup map" = persistent and that's causing a memory leak issue). I set those two to be a separate map that is literally empty, but the Levels window still shows a different one as being the persistent level.

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Ok, this time it did change over (after the engine crashed itself and I re-opened it).
But now all the objects from -every- level is in the empty map...

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Which I suspect is part of the memory leak problem

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I can't seem to find anything online, which makes me worry that I'll have to treat it like the project got corrupted

past pilot
#

i dont understand this buoyancy issue at all. Ive changed the mesh to about 30 different meshes. They show they have collision, they dont fall through the ground but nothing will float unless its that exact cube.

pure cliff
#

Would anybody have any advice for the problem I'm having? Or should I just treat it like the project got corrupted and make a new one to paste in the assets?

past pilot
#

i honestly dont understand your issue, or id try to help. Im not much of a level composer.

sharp frigate
#

Ayo is it safe to delete this folder ?

#

Its taking around 30 GBs

#

its on saved / cooked

light thunder
# sharp frigate Ayo is it safe to delete this folder ?

You'll have to rebuild the stuff you did for compiling a project build - there's a slight chance you might have to recompile shaders too but I don't think that's where your project stores them (I think it might store the ones the editor needs when it compiles shaders while packaging for a build)

sharp frigate
#

Well if its important i guess we'll keep it for now

harsh ivy
#

Anybody know a good tut for like animated numbers so if like i add 500 coins it goes up gradually.

#

is it just time line?

rancid jay
#

anyone has any idea on how to use Unreal Insight? I Googled still don't understand

#

need some screenshot on how do i open this, i even saw the livestream but they never showed how

solid trench
#

Hey guys, Iโ€™m an unreal noob thatโ€™s been handed off a project with a bunch of cameras and multiple levels. Some of the cameras are set to only some levels, not all, so theyโ€™re missing some of the geo. Is is possible to have the cameras render everything visible?

sly wagon
#

How do I stop a timer for a specific actor?
Basically I have a timer that starts whenever something enters my trigger capsule, dealing X damage per second to all actors in that overlap. However, currently if they leave the overlap the timer stops completely, even if there are current overlapping actors. I want it to stop ONLY for the actor that left the overlap ;.;

worn granite
#

make a map of actors to timer handle

#

actor enters? set timer, add handle

#

Actor exits? Get handle, clear timer

#

Or you can store the timer handle on the actor (along with it's callback)

sly wagon
#

I know very messy, im still new to unreal : (

sterile tulip
worn granite
keen moss
#

been working on a project for a while now and recently discovered that a bunch of random assets (geo, decals, lights) had duplicates in the same 3D space. Like the assets were copied and never moved. Has anyone else ever encountered this?

sly wagon
#

eh tomorrow I will

#

spent the 8 hours trying to get it to work

#

no progress

#

just gonna try again tomorrow ;.;

crimson hornet
#

So I have this code to where if my character hits a platform the platform stays for 2 seconds then goes away. How do I make the platform respawn back in 5 seconds?

glad quail
#

Anyone know why SSR is affected by depth like this?

sterile tulip
#

How would I go about implementing tire marks? Whenever the tire is sliding

obtuse hearth
#

why my model's hands look different when i imported it to ue4

past pilot
stiff verge
#

If I use a post process material and a depth as matte, does that work with VR or do I need to handle each eye separately?

cinder cradle
#

Is it OK to name game tag rows in Data Tables the same as the tags found at those rows? Like Ability.Dance as a row and as a tag for that row

spare kernel
#

yes

cinder cradle
#

Sweet

still tangle
#

How can I make item to be selected from data table random?

winter parcel
#

Ok I am potentially switching to unreal from unity mostly because of the graphics but also I absolutely love writing cop

#

But it seems somewhat restricted

#

I am a full time software engineer so I love code

#

I feel like unity allows more control

#

Is that just because Iโ€™m learning blueprints

#

Can I customize blueprints in code

#

I really want to use unreal for the graphics

jade sinew
#

Is there a correct channel here to ask about USD conundrums?

winter parcel
#

What is the correct channel for that question

#

And sorry

#

Oh I thought you were saying this is the wrong room

#

My question stays

clever vault
#

is linux version the same as windows? i mean does linux lack same features or its just a worse version?

plush yew
#

is there a quick way to get collision working on the feet of a character so they block a cloth cape attached to the same character?

honest vale
#

though I guess GPU lightmass doesn't exist on linux

#

since it uses DXR

ancient lotus
#

question, im trying to setup an IK aiming system and i have it so the optic is lined up perfectly in the center of the screen based on the camera, but when i look up/down the offset changes and im not sure how to account for it. for example if im looking horizontally its perfect

#

but if i look up then this happens. same deal with down

#

GetAimPoint is just a socket on the optic thats all it returns

#

and the two bone ik

dusky inlet
# winter parcel Is that just because Iโ€™m learning blueprints

Yes, blueprints are a mighty tool but more or less specifically for game programming. You can do entire games in blueprints. But if you need more control you use c++. With unreal header markup you expose your c++ classes and functions to blueprints so you can write extensive systems in c++, and then configure it using bp.
And if you need even more control, the entire source code is open to you

leaden dust
#

Is niagara a replacement for cascade? Even if not now, in the future?

#

or the two are meant to co-exist?

hexed escarp
#

Guys, any idea why can't I extend certain classes in blueprints?

#

Like for example the SceneCaptureComponent2D or SphereCollisionComponent

true falcon
forest tree
#

Is there a logical reason why a character would fall through a landscape in specific parts of the level, exactly when the pawn is possessed, even though the pawn itself was already visible on the screen and colliding just fine? I can also walk to the part where it falls through, and it works fine.

#

Normally I'd say "collision settings", but it works absolutely fine in other parts, also on the landscape. And the pawn that is spawned likewise works without issue before it's possessed.

plush yew
#

Can someone explain to me the way unreal handles rotations it makes no sense to me

#

Why does go from -180 to 180

#

With the initial point being 0

hexed escarp
#

0 is front, -180 is maximum turn to one side, +180 is maximum turn to the other

#

you could have -360 but that would equal to 0

plush yew
#

how do i use quixel bridge atlases?

weak sorrel
#

if it does in the future why not

#

oh it looks like it works if you use Vulkan

exotic marsh
#

Hi all, Iโ€™d really like to know how to manipulate final textures rendered and add masks etc. I canโ€™t seem to work out where in the engine you can access these things (like RTT etc) does anyone know where I should look for this? Think maybe access a specific camera for outputting over Sdi, or reusing the texture in game on a screen or something

plush yew
#

Im new to UE4

limpid escarp
#

I would like to use a websocket connection for each player. How could I initialize a connection and then call the same websocket in other blueprints to make emits?

glad karma
#

Guys I have question, maybe you could help me with this and hope you will understand what I mean.

I have around 40 characters models without bones and everything. I want add all of them to mixamo to get rigging.

After this I have blender plugin which can add root bone to making locomotion etc on character.

Every single character has got A-Pose bit not exactly like UE4 skeleton so I don't think so all animation from UE will be correct.

My question is - better to pose all my new character to UE4 skeleton and getting all animation from UE4 or staying with mixamo animations?

plush yew
#

is there like a keybind to center something on the entity below?

raven sand
#

is there an easy way to get a camera boom to ignore some colliders? i.e. to react to walls, but not to other characters in the game? I have a problem with the 3rd person controller that whenever I melee attack someone and sorta move through them the camera jumps because their body blocks its view

hot grail
#

Hey guys I am new into unreal engine and stuff.

I was wondering if these specs actually are fine to making realistic stuff, like artwork n stuff:

GTX 1060 3GB MAX-Q
i5 7300HQ
8GB DDR4 2400Mhz

#

or landscapes ehem

gloomy ginkgo
#

how can I see my function ms?

#

I want to know how much ms does it take for a single function to execute

#

is this possible?

spare kernel
#

@hot grail you are borderline minimum

hot grail
#

Or is that not good

spare kernel
#

it will be slow and take a while to do things (ram being only 8gb, CPU being mobile and only a 4 core with 4 threads). Graphics card is ok, but on the low end. But the engine will run

hot grail
#

I wont be using like 4K textures tho?

#

just 1080 or more

#

but not 4k

spare kernel
#

like i said, it will run, just it will be quite slow, if that is not an issue, then its fine

#

like shader compiling will be slower, etc. Give it a try, and see. But your specs can run it

hot grail
#

I will just screenshot the image when I am done with it

#

and then remove the thing when I am done

#

Does this include with artwork as well?

spare kernel
#

whats the error?

hot grail
#

i do not have permission

#

The client timed out

plush yew
#

How do I create a mesh??

hot grail
#

Oh I just had to change permissions

#

nevermind i fixed it

gloomy kindle
#

Does it matter working in unreal if it's on SSD or on HDD - like let's say 30 min scene compile time would be reduced atleast by 5 min on SSD?

rocky epoch
#

Give yourself a treat and use ssd for unreal.
I even felt some boost when I switched to an m2 ssd from a sata ssd.

plush yew
#

does anyone know how i make quixel bridge 3d assets 2 sided? in this case its a door

hot grail
#

Why is the downloader so slow?

#

for unreal engine

rocky epoch
#

One of my friend recently switched to an m2 from a hdd and since then he mention it daily he canโ€™t believe he waited that long.

winter gale
hot grail
#

download speeds are like 10MB/S locked in

#

for some reason

gloomy kindle
#

@rocky epoch Yup, definitely getting one if it actually helps. everything is super fast from loading to opening things but compile time on large scenes makes me oof

merry gazelle
#

Can somone help me with a quick question. If I provide a 3D artist a B/W texture will they be be able to etch it into a model so it's swappable in UE4 material?

rocky epoch
hot grail
#

Yeah but I have 8gb

#

of ram

rocky epoch
#

That is defintely can be a bottleneck. I would upgrade if I were you, if you can.

hot grail
#

Unfortunently

#

this is a laptop

#

Which is even worse

gloomy kindle
#

i'm on 32GB ram, GTX 1080ti, i7 10th gen and somewhat large level (it's size of a talos-1 from prey more or less) takes atleast 30 min at its best to compile. So it's just my personal opinion - i wouldn't use unreal if i didn't had the setup (atleast ram, cuz it's a ram hog) i have unless i'm doing very small project. It would be just too much fuss.

hot grail
#

Why would I need to compile it?

#

I am taking screenshots and making realistic artwork/or cool scenes

gloomy kindle
#

i mean everytime you change something in the scene, you need to compile shaders and lights to play it.

hot grail
#

Never heard of that before

modern dew
#

hi

hot grail
#

I mean I do have an SSD

#

at least

gloomy kindle
#

you can't press play after you add a single chair unless you let it rebuild lights, which on large scenes takes huge amount of time.

modern dew
#

what is the reason

hot grail
#

Why would I need to play it???

modern dew
hot grail
#

Isn't it just straightforward to add a couple of rocks and terrain?

modern dew
#

what is the reason

gloomy kindle
#

to see how it looks from different angles and how realtime light changes

hot grail
#

i'll see if it actually does do anything

#

if not... then that's the end of my unreal engine career

#

Which hasn't started.

modern dew
#

can someone please look at the error

gloomy kindle
#

@modern dew Can you stop spamming please?! we're not getting paid to help people here. Someone who's willing will look at it and help you.

modern dew
hot grail
#

Bruh varifying is stuck on 95%

#

Come on unreal engine

gloomy kindle
#

Give it a time

#

one thing i LOVE about unreal engine is that whenever it's stuck, it never crashes after it's stuck and after waiting a certain time, it comes to its senses.

modern dew
gloomy kindle
#

@modern dew as for your problem, can you show me the bones of character in 3D software?

little warren
#

Hello, is there a way to make the skybox not affect the environment color? I have white meshes that become blue due to the sky box being blue, is there a way to fix that?

rocky epoch
hot grail
#

Hey guys... Did your unreal engine verification also become slow?

#

Mines really slow

modern dew
gloomy kindle
#

@modern dew well it's either export error or your skeleton is wrong. what's the extension you exported from 3Dmax for unreal? FBX?

#

Also check skeleton hierarchy in unreal to see if everything's childed correctly.

gloomy kindle
#

you exported properly childed skeleton right?!

gloomy kindle
#

did you happen to export animations with it aswell as a single FBX file?

modern dew
rigid belfry
#

how do i make an interactable component that i can add to multiple actors? is c++ the only solution?

modern dew
gloomy kindle
#

@modern dew Open it again in unreal and see if there's any error or warning when you're opening it

#

usually this problem happens when bones aren't correctly childed or bonecount doesn't match the count unreal accepts as a human skeleton.

modern dew
broken heath
#

Is there a way to simplify the world outliner for easier selection?

#

Like blender grouping method

modern dew
hot grail
#

finally

#

it's done

#

lmao

gloomy kindle
#

@hot grail grats ๐Ÿ˜„

rigid belfry
#

why is this not compiling?

gloomy ginkgo
#

::

hot grail
#

Bruh

#

@gloomy kindle it couldn't launch

#

"LS-0019-IS-PQR3010" was the error

#

or something

#

or was it because it didn't have perms to run

#

lol

vernal quarry
#

help

#

this gives me a error

rigid belfry
ionic oxide
#

@rigid belfry I think its missing the PROJECT_API macro

hot grail
#

So guys I am in the engine

#

There's no lag

#

lol

ionic oxide
#

look other header file

#

I think it should be something like this

#

'class PROJECTNAME_API UMyComponent : public USceneComponent'

gilded lichen
#

Hello, why do I get this everytime I load my project?

#

then I have to disconnect and change the create widget to something else

#

then it works fine

rocky epoch
#

or start the ue4.exe from the file manager not from the launcher

winter parcel
#

@dusky inlet thanks

worn granite
#

@gilded lichen oh wow that could be a number of things. Have you ever hot reloaded and then saved the asset?

hot grail
#

How do I get trees and stuff into unreal engine

gilded lichen
#

hot reloaded?

#

@worn granite

worn granite
#

do you not know what I mean?

gilded lichen
#

No

worn granite
#

have you changed a struct which is part of the struct which has broken?

gilded lichen
#

No

worn granite
#

If you fix it and save it, does it break again?

wanton bloom
#

Hello i have a problem can i ask it?

gilded lichen
#

I closed and opened my project

worn granite
#

Okay, well that's my standard checklist

#

I don't know why your struct connection broke

wanton bloom
#

Lights in a other room but reflection to other rooms how can i fix it?

#

Like thats light reflections to other rooms

rocky epoch
# gilded lichen Yes

We literally have that same issue. Our programmers will look into that on Monday. If they solve I can ask them what was the issue and can let you know.

gilded lichen
#

Well, thank you anyway! @worn granite

#

Well, I think I fixed it? I went into the blueprint that was being created and compiled, saved it and I've not got the error after saving and closing the project

worn granite
rocky epoch
hot grail
#

welp

#

Takes too long to build

little warren
#

Hello, is there a way to make the skybox not affect the environment color? I have white meshes that become blue due to the sky box being blue, is there a way to fix that?

plush yew
#

excuse me

#

which role is responsible for making GUIs?

robust marten
#

Also, I just started working on my landscape and noticed this weird blending effect when the grass layer meets the soil layer, does anybody know what causes this weird effect?

#

And for some reason grass still shows on the soil layer even though I set it not to lol

rigid belfry
#

how do i get what key an input has set to? i have an "interact" action input which can be eventually remapped. how do i get to what key the event has been remapped to?

rigid belfry
#

your material has no reference to how big the grass is, so it picks 1 point and just assumes that the plant is on grass

#

wait i think i've read your question wrong

sterile tulip
#

Make your house model in blender @Sinyor#3416

#

@wanton bloom

dense knoll
#

Why does UE4 randomly get stuck in large lag spikes

#

out of nowhere

#

I play in editor a few times and then the editor starts lagging

#

badly

tough pagoda
#

Anybody can help me? I already checked Unreal for any issues and so on in EGS.

But I still have this problem:
Cannot open include file: 'Field/FieldSystemActor.h': No such file or directory

robust marten
broken heath
timber mountain
#

is UE4 a suitable choice to make a Casual game for Android and IOS platforms ?

tough pagoda
rigid belfry
#

why is this blueprint giving me this error?
The widget 'W_Interact_C' was already added to the screen.

#

i am even checking if it is valid

true falcon
#

The widget's so nice you added it twice

robust marten
robust marten
rigid belfry
#

nope

true falcon
#

liar

#

Set some guard bool flag

nocturne skiff
#

if i get the creator licence of unreal engine does it mean i cant sell or distribute my game?

rigid belfry
#

changed the code, this works perfectly

grim ore
#

if you want to publish your game, you would switch to the other license

true falcon
#

That can trigger multiple times, you need to set a bool to prevent that

nocturne skiff
#

ok

#

and if your going to publish your game do you have to publish on epic games store in addition to wherever else you put it because of their connection to unreal engine?

rigid belfry
#

pretty sure you're allowed to sell your game wherever you want

nocturne skiff
#

cool

robust marten
sterile tulip
#

After 1 mil they get 5% I think, why do you need to get a license to publish your game? @nocturne skiff

grim ore
#

@robust marten there are two licenses for using the engine, one for creators creating and its free and the other for publishing your work for profit and that one is a percentage

sterile tulip
#

Yes but if you publish you only give a percentage after it reached 1 million in revenue

#

Before that its still free

grim ore
#

doesnt change the license. one is a creators license and one is for publishing

rocky epoch
sterile tulip
#

You submit @rocky epoch

grim ore
nocturne skiff
sterile tulip
#

But when I downloaded unreal engine I dont remember it asking me which license I want ? @grim ore

#

I just downloaded and started using the program

slim badger
#

guys i updated some settings and now my project stucks at %45 how can i fix it back?

grim ore
#

just depends on when you downloaded it. originally there was one license, the publishing, that you agreed to when you created and account and started using it. now there are 2

#

@slim badger wait. wait longer.. and then wait some more

slim badger
grim ore
#

then wait 31? maybe 32

sterile tulip
#

I downloaded it in 2020 I think

grim ore
#

perhaps 37.5

slim badger
grim ore
#

open task manager and see what it is doing

sterile tulip
#

So I have the publisher license now?

grim ore
#

if you did not specify one when downloading or creating the account, I beleive that is the case.

sterile tulip
#

What does linear content mean ? The publish license says there is no linear content

grim ore
#

doesnt it literally say it right after? " or is a non-interactive linear media product (e.g., broadcast or streamed video files, cartoons, movies, or images) rendered using the Engine Code."

slim badger
#

i think this is the answer

#

why it stuck at %45

grim ore
#

yes.,.. that is the answer, thats why I said wait. thats why I said to open the task manager.

slim badger
#

%100 cpu

grim ore
#

yep if its at 100% you just wait

slim badger
#

rip

grim ore
#

if its not super low, and theres more than one compile worker running, you wait or you go out and buy a more powerful machine

sterile tulip
#

It says I accepted the license agreement of publishing

sterile tulip
#

So I cant make any videos or media using the publishing license?

grim ore
#

if they are non interactive, correct

sterile tulip
#

But if you are making a game you also make trailers and videos

grim ore
#

the biggest thing is this part "Distributed in a form that does not contain the Licensed Technology or, in order to deliver, rely on servers running the Licensed Technology;"

#

you generally dont make a trailer or video of your game using just the engine, its footage from the engine and then put into a video or trailer form. that is not the same as releasing your product using the engine solely in video form

sterile tulip
#

๐Ÿค”

#

So I can record my unreal engine and release videos

#

With publisher license

grim ore
#

what type of videos?

sterile tulip
#

Trailers

grim ore
#

and for what purpose

sterile tulip
#

Gameplay

grim ore
#

yes if its a trailer for the game there is no problem

sterile tulip
#

Release trailer etc

grim ore
#

you do realize it says you can do that, it doesnt say you cant

#

its telling you that you can do that if its ue4 only content, and that no royalty is owed if its non interactive linear media that doesnt contain the engine

#

its pretty simple for the licenses. If you want to publish a product using the engine and sell it to people and make money, epic would like to participate in your success at some point. If there is any confusion just send them an email and they can help but if you get to the point where you are making enough to pay epic you should already be past the point of knowing what to do

sterile tulip
#

On steam you pay 100$ to release

#

Do you also pay on epic store?

#

Or is it free

exotic thicket
#

Free for UE based projects iirc

grim ore
#

on steam you pay to get it on the store, and you pay a royalty as well

exotic thicket
#

But I think EGS is not exactly as easy to get into as Steam

dense knoll
#

How do i get the DPAD to navigate UI

frozen pond
#

hi, scaling question: i want smaller character, but i don't want to make new skeleton for it, will making mesh size 0.8 uniform will work ?

gloomy kindle
#

@frozen pond As a rule of thumb you don't want to scale character meshes ever. But it will kinda work if it's not that important.

frozen pond
#

any workaround about making character smaller ?

rigid belfry
#

make everything larger

frozen pond
#

yeah but tak will make another problem: all npc need to be larger so we meet same problem again: scale of character mesh

rigid belfry
#

make everything except pawns larger

robust marten
#

How would I move this border into an overlay? I can't place anything inside this widget because the sizebox cant have more children? I don't have to delete them and redo my blueprints, do I?

plush yew
#

@grim ore teach me your secrets so i can become a human engine machine like you >O>

#

also the learning tabs are really really really good ive gotten a crazy good hang of unreal from them

#

thanksies for referring me to it โค๏ธ

obtuse solstice
#

@robust marten Right click -> Wrap with...

robust marten
stiff verge
#

anyone was able to import animated skeletons and mesh from blender to UE using the blender addon? animations just won't go through for some reason

rigid belfry
violet sluice
#

hey guys i have issue about my project. I'm making a twin stick game(top view). How can i lock enemy's z axis( I use move to command)

rigid belfry
#

i wanted to create an interactable component i can put on stuff. i can totally make a normal "interactable" parent actor, have the logic in there, and create childs of the actor based on my needs. there was absolutely no need for c++. plus in the tutorial some of the logic is bound to a tick

dire lantern
#

How do I make the executable file open full-window by default

grim ore
#

@rigid belfry mmm yes and no. ticks are not bad if they need to be used and this one isnt that bad. Its trying to see what is near you that you can interact with for the ui part. Can you think of another way?

unborn scarab
#

I'm having an issue with the Quixel Megascan plugin on 4.26.1. I got it installed, picked a texture from Bridge, and hit export. It shows up in my project just fine, but when I look at the material instance it generated, I just see the default checkerboard texture and it gives me the following errors:

[SM5] (Node TextureSampleParameter2D) Param2D> Found NULL, requires Texture2D
[SM5] Function MF_MapAdjustments: (Node MakeMaterialAttributes) Error on property Normal
Warning: Roughness samples /Game/Megascans/Surfaces/Dry_Wall_qjpmyqp0_surface/Roughness/2K/qjpmyqp0.Roughness_2K_qjpmyqp0 as Linear Color.

Seems to be something wrong with the MS_DefaultMaterial that the plugin is generating. If I look at it, it looks like it's missing the "Detail Normal" texture. Is this supposed to be broken out of the box?

rigid belfry
#

literally

grim ore
#

what if you have 3 items in the same area with overlapping trigger boxes?

rigid belfry
#

oh i see

grim ore
#

not saying tick is right, or wrong, but its a valid option for this. as an alternate you could have a collider on the player and then get stuff as it goes in an out of its trigger and act on that

rigid belfry
#

even thought i have no idea why someone would have a need for that, i now understand why theres a need for it

#

like on some very specific scenario this would work i guess

grim ore
#

the C++ does seem like its not needed, I think a BPI could work in that case

#

But thats the magic of coding, multiple ways to do the same thing and the wrong thing in one case could be right in others

runic fern
#

Goodday Mr Mathew ๐Ÿ™‚

#

every week watching tutorials just in case im forgetting something ๐Ÿ˜„

#

to keep updated

grim ore
#

@rigid belfry also it looks like the point of using a C++ component is the same as the multiple items idea from the docs. One interface = one event you can call, multiple components means you can have multiple interact points on the same object

rigid belfry
#

is there a way to hide the sceneroot in the viewport?

grim ore
#

thats just what it looks like with the default scene root, drag another one in and replace it

rigid belfry
#

why is the object i imported invisible?

#

this is what it should look like

#

did ue4 make it extremely small?

runic fern
#

either too small or check the pivot its somewhere in the scene

rigid belfry
#

oh yeah its way too tiny. had to scale the static mesh up to x20 to even see it

#

do i make the object larger in my editing software or would scaling it up in unreal be enough?

grim ore
#

its not invisible, its tiny your import size was bad

#

if using blender its normally a 100 scale on import, or fix it in blender (which is better? especially for animated stuff)

runic fern
#

Use the Metric Measure on Blender

grim ore
#

^^

thick hollow
#

hi everyone.

I'm using this custom script made by someone name: Robojumper. This script is useful when you doing voicepack modding for the video game: XCOM 2. https://pastebin.com/dpmkwX0Y

What I don't like is that each line is now expand/collapse arrows. I wonder if theres a way to modify the code so that it looks more like the vanilla version so that i don't have to manually click expand. The green arrow icon is the only icon I use. I also wonder if theres any macro I can just type to auto expand all the arrows.

elder moat
#

is there a way to rename bones? I just wanna try and rig a character I already have to another skeleton and it has all the same bones but they just have different names.

wary wave
#

@thick hollow It's very unlikely anyone in here can help you since, it has nothing to do with Unreal Engine 4. Whatever tool that script is for looks to be custom and tied to that game.

grim ore
#

@elder moat you cant rename bones, but you can use retargetting to map one skeleton to another and inside of the retarget manager you name the compatible bones

wary wave
#

the difference though, is likely that they are different data structures, the left looks like an array of structs, the right looks like a map

elder moat
#

I've tried that but I thought that was only for 1 specific animation so idk how I can put it on a whole skeleton

thick hollow
#

ah okay ty

grim ore
#

once your retarget skeleton is set up you can retarget all of the animations to the new skeleton

elder moat
#

Alright

#

this is the part which I've already done

wary ferry
#

Does anyone know what the "mesh streaming experimental" option is doing? I mean i read the description but when viewing my meshes, apart from LOD changes I dont see anything else happening .D

nocturne skiff
#

anyone have a simple first game idea for me to make (using blueprints)

#

new to game development

grim ore
#

make pong, make space invaders, make an endless runner, make super mario brothers, make duck hunt, make tank, make doom, make find a key in a maze, make etc. etc.

#

figure out a concept to learn and make that

wary ferry
#

MathewW do you by any chance know what this is doing?

grim ore
#

@wary ferry I've never used it, and I dont know exactly, but the source code shows it has to do with LOD streaming on static and skeletal meshes and the only real comment is "// If LOD streaming is supported, LODs below MinLOD are stored to optional paks and thus never cooked out". But most of the engine seems to know its happening if its on, niagara is aware for example of this being a thing

wary ferry
#

Oi ok then that kinda answers my suspicion :3

#

Thanks!

#

How can i read engine code like you did just now?

grim ore
wary ferry
#

oooh

#

๐Ÿ˜†

#

thanks

#

i forgot about github

grim ore
#

I just searched for Mesh Streaming, found that part in the settings, found the cvar, searched for that and found the spots it checked for it

wary ferry
#

i suppose i should clone for properly searchin?

grim ore
#

its like so not mentioned anywhere by epic that I can find except for one note in .26 but even then its just making sure its enabled lol

#

I search on the website

wary ferry
#

ooh

#

its that ez wow

#

never used github properly xD

grim ore
#

cloning and opening in VS is easier since you can go to definitions if needed but yeah just finding words is easy on the website

plush yew
wary ferry
grim ore
#

I can't say that for sure, there may be more out there lol

plush yew
#

I was literally watching one of your videos lmao

#

I thought, damn that pfp looks familiar

wary ferry
plush yew
#

You sir are a treasure. Keep up the good work.

#

Tomatos?

#

I really would like to know the story behind that lol

#

Its one of kids afaik

grim ore
#

Play on words, one of my younger kids seeing Tutorial and saying it wrong. just for humour

plush yew
#

It's cute.

#

Ohhh thats cute as hell haha

frozen pond
#

did i pick wrong class for camera shake? i don't see any other camera shakess classes

median hound
frozen pond
#

tnaks

little warren
#

Hello, is there a way to make the skybox not affect the environment color? I have white meshes that become blue due to the sky box being blue, is there a way to fix that?

grim ore
#

matinee camera shake will at some point be removed probably due to matinee being basically removed at this point. You can use a camera modifier shake and create your own code for a shake or a sequencer camera shake that should be around longer

frozen pond
#

good to know

grim ore
#

@little warren what are you suing for your skybox?

little warren
#

@grim ore the regular UE4 skybox

grim ore
#

theres no regular skybox

#

we have a blueprint sky sphere, some sky lights, directional lights, sky atmosphere, atmospheric fog,

little warren
#

the blueprint sky sphere I meant

grim ore
#

the sky sphere shouldnt influence light, is your directional light colored?

#

usually the directional light and the sky light are the 2 that affect "overall" color

little warren
#

Nope, they are both white

grim ore
#

so if you click the eyeball next to the sky sphere blueprint in your world outliner so it hides it, the items are no longer blue?

little warren
#

I can't test it because the tint only happens when I am in play mode

#

I changed the color of the sky light to pink and the meshes now have a pink tint

grim ore
#

yep thats what a sky light does

little warren
#

sorry meant sky sphere lol

grim ore
#

which color did you change?

little warren
#

it is pink on just the sides which are not facing the sun

#

the horizon color

grim ore
#

yep Ive never not used the sun color options so never noticed this

little warren
#

in editor mode there is no tint through

#

the tint is only in play mode

grim ore
#

yep are you trying to set up custom colors for the world or just want the defaults?

little warren
#

custom colors

#

I wanted it to be light blue all around but it gives everything a blue tint

#

like this

grim ore
#

yep that almost feels like a bug

#

did you need the clouds?

little warren
#

not really

grim ore
#

yep everything else is meant to reflect realistic lighting on the scene you just want like a blue background yes?

little warren
#

Not really, I still want there to be like a gradient to it

grim ore
#

is this in a new map or an existing map? what other lights do you have

little warren
#

existing, the other lights are just a SkyLight and a DirectionalLight that are both white

grim ore
#

yeah I think its the existing scene, if I do a new level (the one with the floor) go to the sky sphere. uncheck colors determine by sun position and change horizon color to bright pink I dont get that weirdness

little warren
#

just tested in a new scene and the problem also exists

grim ore
#

well you can see above what I did and my results ๐Ÿ˜ฆ

little warren
#

did you test in play mode?

grim ore
#

yep the dude wont show up if its not in play mode in a new scene

#

I see the issue you are talking about in the default third person scene

little warren
#

yup that's the problem

grim ore
#

yep but I dont get that in the other one, I do get light bouncing off the character that is from the sky tho that kinda makes sense tho this is a giant mesh with a texture on it

#

ugh

#

once I turn the skylight into movable it comes on

#

ok go to your skylight, and change the light source type from captured scene to cubemap (but dont set a cubemap)

runic fern
#

hello guys how can i solve this error ?

little warren
#

I tried that before, it makes the unlight edges completely black and makes the lighting very weird

runic fern
#

it is related to Remote control Web Interface

grim ore
#

I dont know if there is a solution then, its getting its light from your scene which is a giant glowy sphere and then your ambient light is based on that

#

I mean you could put an actual cubemap in there

little warren
#

alright I'll give that a try

grim ore
#

I get this using cube map and one of the engine cube maps (graytexturecube)

frozen pond
#

can any1 tell me what this error means?

#

Cast To Character was pruned because its Exec pin is not connected, the connected value is not available and will instead be read as default

little warren
#

Oh I didn't realize there were engine cube maps

#

yeh that pretty much fixes my problem haha, thanks a ton

grim ore
#

yay

#

lesson learned tho, the skylight plays with the scene to make the cubemap which the sky sphere can affect which I never realized since I always used the default settings on it lol

#

makes sense tho

#

@frozen pond we would need to see the code but it sounds like your white wire was not connected

frozen pond
#

warrning appears when i connect root component to set world location

#

nothing fancy

grim ore
#

@runic fern your project is named remote control and I think there is a plugin with the same name and its causing issues. maybe try renaming your project?

runic fern
#

conflicting

#

i will try to change it

rigid belfry
frozen pond
#

it's electric nodes

grim ore
#

@frozen pond what is that yellow error if you mouse over it?

frozen pond
#

same error as i send

#

warrning*

grim ore
#

wait what are you getting on the left side of that?

#

whats the object going into the node

frozen pond
#

get player character

#

nothing fancy too

grim ore
#

if your getting your player character (which returns a character), are you casting to your custom class called character or the default character class?

frozen pond
#

accualy i got other custom class that i will cast it to but it gives error too

#

but i just cast i to default character class

#

first time i see this so i ask

grim ore
#

there is no reason for that, the get player character returns a character

#

and I've never seen that before either but it says your white (exec pin) is not connected

frozen pond
#

i will just remove cast, but idk where did that come from

runic fern
frozen pond
#

one more stuff: how to disable character falling animation? is there any checkbox for that like can fall or something?

grim ore
#

maybe that error is happening before you connected it and you have not compiled it since

#

there is no default character falling animation, if your using a template it was set up for you. You can disconnect it in the animation blueprint

runic fern
#

i think there is Boolean called is falling responsable for falling animation

grim ore
#

like this code will cause that error but you can clearly see why, I am using the As Character from the cast later on to something that IS CONNECTED but the Cast To Character is never ran

#

perhaps your code is running that part of the code in a different event or function and never called during this path

plush yew
#

Is there a way to add a Print String to show what key/gamepad button is pressed?

frozen pond
#

how to use gradient in color picker on particle? i started changing color and lost it :/

winged flame
#

Hi! Is there a way to disable the Arrow camera navigation in the editor? I would like to remap them to custom shortcuts. Same for Tab

woven hound
#

Hi! Is there anybody who have a bus simulator source code to share with me? Thanks!

winged flame
#

I found this, but it only affects WASD, not arrows

plush yew
#

isvalid nodes are used so when you cast something, and it doesnt cast, it wont give you errors?

#

i mean you could use them for other stuff too I suppose

timber nymph
#

hi all, I'm having some conceptual trouble with setting up my object graph; maybe you can help me get on track. I have an actor with a grid component and actors with attachment components. I was struggling with losing these connections at start, and rebuilding the whole tree in OnConstruction doesn't make any sense to me because it executes so often. So I found that if I make the references properties then they're persisted, I guess they get serialized?

But now I have the grid actor in a blueprint and its constructor isn't being called when I drop it in the world; so I'm thinking I create the components in maybe PostInitializeComponents. But the grid attachment components need references to the components I'm rebuilding, so I'm invalidating my whole object graph now.

My understanding is that I would create the object graph in the editor and that would be persisted into play. But I keep getting stuck with that, and I read a lot of answers like "do it in BeginPlay." But the references are made through interaction in the editor so I can't necessarily just "load a map."

What am I missing?

#

to be clear, I'm using CreateDefaultSubobject in the constructor; this works when I drop the C++ object into the world, but when I drop the blueprint object those properties are unpopulated

#

and restarting the editor doesn't help so it's not just a hot reload issue

#

What I'm really not understanding as well is what's happening with my pointers. If I get references and store them in fields then all of those pointers should be invalid when the editor restarts or when the world is copied for play. Does marking them as properties cause the engine to track instances and recreate those references to build an identical graph?

#

it seems the only way to run the constructor from a blueprint child class is to create a new child class altogether

#

but that makes createdefaultsubobject useless for blueprintable types

timber nymph
#

PostInitializeComponents doesn't appear to run either when I drop the BP into the world or compile it

#

I can see the components in the BP editor but not in the details pane in the world editor

spare kernel
#

@timber nymph might be better to ask in #cpp

#

copy it there, and remove here, you will get more help ๐Ÿ™‚

kindred viper
#

alpha

plush yew
#

I've been trying to track this down for a couple days nowโ€ฆ

Does anyone know how the main camera is linked to volume actors, such as audio and post processing volumes? The camera activates them automatically if it is within their bounds, but I can't seem to find where that relationship is established (so I can change it).

#

The reason I ask is because I have an "almost isometric" camera that's super far away (4000 units with a narrow field of view) and its position isn't really relevant anymore re: volumes.

kindred viper
#

wouldn't it be the combination of frustum culling effects and being flagged for recently rendered?

stiff verge
#

I'm trying to tweak this shiny plastic case that you see on the phone here.. got tips?

plush yew
kindred viper
#

oh sorry misunderstood then

plush yew
#

No worries, just trying to figure out if there's a better way to set a default "volume-activator" actor, instead of manually coding it up

#

I don't know how clear that is, but I hope you can see how the camera's position makes it much harder to create player-location specific audio or post processing

calm pollen
#

is there a way to change the sky colour without making it change how objects look? When i make the sky more blue, all the objects in the game also get a blue tint

plush yew
#

@calm pollen Someone actually just had that same issue earlier today

#

The solution is to not use "capture scene" in your lighting settings, and instead use a cube map

#

You can use a default grey cube map provided by the editor

calm pollen
#

where would i change that? is that in the sky sphere details or the lighting details, im not seeing it but i may just be blind

plush yew
#

I think it's in your sky sphere

#

Boom

past pilot
plush yew
#

Randomly my unreal engine has ita menu flicker like this

#

Typically hours after using it

#

What should I do :>

plush yew
#

So this isn't a unreal or project issue

#

It might be related to 4.26, not sure.

#

Also, I run into that on previous versions of Unreal when I enabled "Window Animations" in editor settings.

#

I don't have to worry about starting over righ? o.o

#

This makes me content

calm pollen
plush yew
#

Make sure to change "SLS Captured Scene" to "SLS Specified Cubemap"

#

And then in the asset search, just look for "gray" and it should pop up with gray cube.

#

There are other built-in cube maps that might give you better results, but gray is at least a neutral starting point.

#

Also, if you want to see these changes reflected in your scene, you likely need to rebuild your lighting data โ€” either by hitting the "Build" button in your primary toolbar, or the hotkey ctrl + shift + ;

late olive
#

Iโ€™m getting a new PC

#

What are the best Specs I should get for developers!

spare kernel
#

well that is all price dependant?

#

could tell you get a TR3990X if price is not an issue

late olive
#

possibly

#

What about 2060 RTX?

sonic cliff
#

is Amd threadripper is the best processor?

plush yew
#

For development, you basically want as many CPU threads as possible โ€” the AMD Ryzen series is really popular right now, and obscenely difficult to obtain due to supply shortages.

spare kernel
#

think we should move to #lounge ๐Ÿ˜‰

fierce tulip
#

yup

past pilot
#

@plush yew i walked into the store last week and bought my 5600x lol

plush yew
#

i made my games base menu system

#

some of it

#

progress

#

the packaged game worked too ;D

winter zenith
#

Hello!

#

I had a question about retargetting anims?

#

So I have this animation blueprint of a deer from this asset I have, I want to be able to use my other deer alongside it's animations with another variant of this blueprint

plush yew
#

than you want to make sure they have simuliar bones

#

in name and setup

#

than retarget the bones from one deer to another

#

retarget and duplicate the set of desired aniamtions from the animation BP

#

profit :>

#

iirc

#

i could be completely wrong

hot maple
#

Is there a way to get back into a data only view of a bp?

#

More specifically, get back to this view after clicking "Open Full Blueprint Editor"

#

Yeah but that opens it up on the side instead of taking up the full screen :/

#

I mean, I can drag that window all the way over to the left but then it hides the toolbar with compile and save.

sage hinge
#

someone knows how to do
wet clothes with eu4 materials?

light thunder
#

Can someone please explain to me while some Marketplace content I can just add to my project, but others require me to make my goddamn own project copy of it, then migrate it over ... what am I missing here???

lyric timber
#

@grim ore 4.26 destructible mesh is invisible until broken in standalone/built game =[

unique rock
#

How do i change the color of a plane in unreal engine?

lyric timber
#

wow

calm pollen
#

@plush yew i got it now. Thanks so much!

wet sphinx
#

i got a question about UE4 ๐Ÿ™‚ as the engine is able to open cooked content than when i cook my map, remove uncooked content from the editor and add cooked content there why i cant see some actors on the map ? Do i need to activate something to be able to load BP actors on the map ?

#

i dont even see cooked BPs in content browser so i cant even place another on the map

rigid belfry
#

are static meshes heavy on performance?

calm pollen
#

it depends on how detailed it is. If its low-poly and not very detailed, it'll be less heavy on performance. But if its like a whole detailed building, it will be much more heavy.

light thunder
#

@rigid belfry depends on how many you have in view and what materials/textures you have on them, and how complicated (polygon count) they are

#

Generally, no

gloomy apex
#

The ue bug submission page just not submitting bugs for anyone else?
I tried all my browsers, it gets stuck on submit every time

somber rover
#

Followed a guide on deleting some stuff in Appdata because my lighting wasn't building, now whenever I try to open my project or create a new project I get this Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000968

Any ideas?

half sorrel
#

Is there any way to do ECS in unreal? I know actors are entities and you can add components but I don't see a way to make "systems"

brittle dawn
#

Is there a way to use the character controller to 'predict' where a character will be in x seconds?

brittle dawn
#

Would it make sense to create a 'phantom' charactermovement component and walk it forward for x seconds?

shut olive
#

maybe not the best place to ask, but anyone here building websites for money?

kindred viper
#

@brittle dawn you can average the velocity direction over time to get an idea. Programming wise you could probably do something with data further down the line in anticipation but it depends what accuracy you want. I mean, if you are moving a character 1uunit a frame for example, it's as accurate as that per frame. But if you move 10 units, there will be a wider margin for error if things change, but you should have an average that works out fine for most purposes.

#

between interpolation and extrapolation of locations and the average, it's probably accurate enough really.

paper cosmos
shut olive
#

@paper cosmos Why would I use that crap? I'm gonna make one in wordpress probably. It's for a friend. I'm just looking for some advice ๐Ÿ˜›

#

and I asked here because it's my #1 channel for coding info haha

kindred viper
#

wix isn't crap, its just basic. depends what you need tho

#

wordpress on the other hand. As complex as you want it to be

brittle dawn
#

@kindred viper good idea, unfortunately the timescale i'm looking at is closer to 0.2 seconds, trying to create an auto-crouch system. If I average over a large length of time, I'm afraid my character-controller will too eagerly crouch

shut olive
#

@kindred viper mind a PM?

kindred viper
#

yeah im not a web dev anymore :p

#

and blocked. wtf.

paper cosmos
#

spamming in dms?

kindred viper
#

asked if he could dm. i said im not a webdev, he dms anyway

shut olive
#

I asked "mind a PM" and he said "yeah"

#

for most people that means "go ahead"

paper cosmos
#

he didnt say yeah to answer your question

kindred viper
#

@brittle dawn by autocrouch you mean like next to cover?

brittle dawn
#

No like when you're near a table, if you're walking towards it the game will think "oh you want to get under it" and autocrouch

kindred viper
#

use volumes

paper cosmos
#

ah so kinda like monstrum with its ability to crouch under a bed without pressing a button

kindred viper
#

then you can blend the crouch in if you like

brittle dawn
#

i'd like to be more dynamic than that

robust marten
#

I dont suppose anyone knows why text in a widget menu moves position as it increases instead of staying in place?

kindred viper
#

@robust marten centered?

shut olive
#

@brittle dawn You can make a bigger collider around the table send some info to player "on enter collision", maybe with a direction check

#

many ways for that

#

@brittle dawn another way would be, player sends a trace forward, with length dependent on the movement velocity... if it hits "crouchable" object, player crouches automatically?

robust marten
brittle dawn
#

I guess I'm trying to create a system that can avoid having to tag objects as crouchable, and instead predict it from the character's current move direction

kindred viper
#

its sizing to content

shut olive
#

@brittle dawn only way to do that is either multiple traces (and a bit of complex guessing whether you will see a hole and fit in or not), or the collision method mentioned before

kindred viper
#

@brittle dawn that's all kinds of bounds checking that would be best served with a navmesh I guess. But no matter how you do it, it's not gonna be better than tags/gameplaytags because of the calculations. But if thats necessary, perhaps the navmesh would help somehow. Otherwise manual bounds checking and tracing which is gonna take frametime.

shut olive
#

Maybe some collisions on your character that detect collisions on head level and waist level. If you have a collision on head level, but not waist level - that's a crouch