#ue4-general
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If the colliders are in front of player, that should give you the effect you want. But YMMV
just know it won't be the most reliable / robust way to do it
but it should work "good enough"
and as you know, the only thing better than "good" is "good enough".
that's what i'm going for, but I'm not 100% sure how. I was thinking about somehow reusing the character movement component, because that already handles the 'walking forward' code
@brittle dawn Really? Glad I could help
Thank you
no worries
You shouldn't have to do that very much then...
Just attach 2 colliders to your characters (or use traces)
make them face forwards (or you can rotate to movement direction). then make a method for crouching
altough there probably is one already
@brittle dawn anyway, glad I could point you in the right direction. Rest is up to you I guess?
also, I just realized that if you wanted to change your code to the "hiding behind cover" mechanic, all you would have to do is to switch the bool values on the colliders lol. Head - no collision, waist - collision == crouch.
I just want to say thank you to everyone who helps other people on here. I know it can be chaotic at times with dozens of people posting issues they have at the same time, but thank you to everyone who takes the time to help other people with their stuff, no matter how big, small, complex or stupid the problem is. You are awesome people. ๐
@kindred viper you probably blocked me as you said you would, but just know that there's no need to be a jerk, ok? I asked you politely before PMing to show some courtesy, misunderstanding happened and I PMed you anyway.
If you were a man, you would just not answer or tell me to not PM again or whatever. But you had to be a baby and literally announce blocking me in the main chat to get some online sympathy. There was no need to make a scene.
does TMap already implement a bloom filter for contains?
Bloom filter ?
I never really use tmap and when I have it's only like 5 to 10 elements lol
So not something I ever checked
yeah I'm using it as a sparse array so it's far more likely that contains will be false, I'll probably change this
are the licensing problems if we modify the runtime?
there*
You can modify as much as you want. As long as you don't remove any copyrights
cool thanks
yea I'm just not trying to pay for this lol
I haven't looked at the licensing closely
Well if you make over 1million dollars then you need to pay royalty
I'm safe for a long long time then :p
There is no restrictions on modifying code. Only restriction is editor code must not be distributed
ah ok
As in you cant have editor code in your runtime packaged build
uh i have a noob question, in the top left there's supposed to be 4 or 5 landscape icons, like the ones under "mode" how do i get them to show up again?
lol I've got one million mesh instances on screen and getting 120fps in the editor
โค๏ธ ue4
editor only using 6500mb ram though :p
not as bad as when I accidentally clicked on the instancing component with a few tens of thousands and it tried to list them, I think it hit 28gb
on the normal home screen?
if so, just click "Window" then find the one you want to come back and click it
Is there a general place where I can really noob questions?
no
When i make a model in blender and export it, in ue4 the most materials are white even though i exported the model with embedded textures?
The file formats are .dds though
for the textures
Why is Unreal so unstable when creating/editing blueprint structs or enums?.. It's crashed almost 10 times in under an hour, happens when saving or removing stuff or trying to replace references. So annoying...
Unfortunately "Child Actors" and "Structs" seem to be the weakest part of Unreal Engine, causing crashes constantly.
C++ Structs are suggested by everyone. It seems they are easy to create etc too.
Might have to look into it...
_ in the BP I superimposed two mannequins with the same body / "Skeletal Mesh", as well as the same "AnimBP" but some animation does not play on the second character
could anyone help me please?
Hey Guys, If we are creating a linear based game map of a tight city neighbourhood , how should we go about the textures/materials on the buildings ?
How do I create a c++ struct from the editor?
you can't from the editor, you need to convert your project to a C++ one do things in visual studio
I am afraid I don't know how C++ works so can't help you on that
Some walls in this closed house are just very bright after bake, as if light is leaking inside. But I just can't fix it
Guys big problem, I'm using 4.26
anyone know any tutorials that work for multi user editing in UE4, using perforce or git? i have found tutorials on how to set up the server, but nothing to actually help me set it up so multiple users can use and edit at the same time like multi user editing suggests
2>Building 6 actions with 16 processes...
stuck
whats the problem?
have to start a new project everytime
Hey guys, i'm basically making a pc vr game. And I don't know how to set up the vr.
enable the vr plugins for whatever headset your using
best looking at the ue4 docs to find out which plugins
Oh ok. Thanks
guys my character won't move if I use the "any key" function, any help?
When i make a model in blender (with .dds textures) and export it, in ue4 the most materials are white even though i exported the model with embedded textures?
Hello guys I have little problem, one friend made me 2 years ago icons for the buttons for my runner game, but now when I import them and set them in the button, it looks weird
I want to be as Quit but looks the Settings button ๐ฆ
Is there a way this to be fixed in ue 4?
the size of the 2 buttons are the same- 340 x 100
Has somebody got experience with xps model? And know which way is best to rig those character to UE4 skeleton?
I found the answer. you have to revert to the OLD ui, which requires a restart too.
apparently those 20 pixels for that menu was too prime of real estate for the screen. wonder who requested that be removed?
Hi all,
I'm having a problem with UE4 where-by the context menu (right-click) and also the main tool bar menus will start to behave strangely. Often they just close as soon as you click, sometimes they flicker really fast. Other times just a black rectangle of where they are is displayed.
I have only just noticed the problem but haven't really been using UE4 for the last 5 weeks. One thing that has changed since is that I now have two additional monitors and have my display extended within Windows.
Up until last night I had to close UE4 and restart it to resolve the problem - incredibly frustrating.
As of last night I discovered that if I move UE4 to one of the new monitors its fine. But if I move the window back to my main display on the laptop, its goes nuts again.
Annoyingly, this problem now carries on even when I am not using the two external monitors, so I can be on the laptop only, have the problem and then have to restart UE4.
Needless to say, its hugely annoying.
I've only found one other person experiencing the problem so far, but I am unable to communicate with them to get anywhere as all of my replies get choked up on AnswerHub - hence being here.
Does anyone have any thoughts/suggestions?
Hi, I'm new to Unreal and wondering if it's normal that it takes 2 minutes to start the editor on pretty high end PC? (on linux)
Yes, that's normal. Especially if you load a project for the first time.
Ok thanks
If you load a large project it can even take way longer than 2 minutes, so if it appears to hang, just wait and it'll load up eventually. It's usually just compiling shaders if it seems stuck.
Ok thanks, that's good to know (and no probs, was just curious)
Would it be possible to e.g. design multiple 3D scenes with the editor and then load them via the C++ API ?
has probably too many questions ^.^ but I'm really curious about the capabilites / features
What do you mean with that? Do you want to use UE to render a 3D scene within something like a Windows form or another application outside of UE?
Ha! well actually something like that
If possible I would load unreal purely as a renderer
but I (automatically) imagined that Unreal was totally not designed for that and I have to find a work around
Unreal is indeed totally not designed for it. It should be possible in theory, but there are probably better solutions, such as using a rendering library instead of a full game engine for your rendering, or by making all of your user interface inside of Unreal.
Yeah exactly, I was thinking about the latter
So basically the answer is "you probably could, but you probably shouldn't"
I've been experimenting with Googles Filament library
which is fine for simple small scenes, every decently sized ones.. But I want to experiment with Unreal to see if rendering largers more intensive scenes works well
Unreal does indeed handle large, intensive scenes well as it's designed around the AAA games industry, where large, intensive scenes are basically the norm. It's probably still better to integrate your application into UE than to try to integrate UE into another application though.
yep that's what I'm looking into
I've got a library which parses an XML file that defines the layout of an application (mostly 2D, kinda similar to HTML).
One of the tags is something like <3d file="my-3d-scene.bin" />
Not sure if that makes any sense .. but I have tags like <image> and <video> which instantiate the required objects via my library.
If possible .... I was thinking to reuse this as much as possible where I load 2D content (images, video) AND 3D all via the C++ API
... it would be great if I could generate my own vertices, textures, frame buffers etc.
...
Would it be possible to render some scene into a texture and then reuse it somewhere else?
Yes, UE calls those "render targets"
Great. Thanks Ben for helping me, I'm aware this are probably things I can read from the docs
And would it also be possible to have fine grained control over what gets rendered? e.g. create a Camera, Scene, View etc. ? I'm asking because I can imagine there is quite bit stuff "hidden" when the engine starts.
You're welcome, and I certainly don't mind answering questions. A lot of this is in the docs indeed, but if you're new to the engine and don't yet know the terminology it uses then it can be hard to find what you're looking for.
aah! help me! how can I reset the layout of my window?
Yes, you can just create a camera that renders to a render target and it'll work just like the regular camera.
Perfect! And is there some place where I would start/load my library? like a main.cpp ?
@gloomy ginkgo worst case
window > reset layout
Is it feasible to use a tick system instead of delta time?
Say I just set every character max tick to 60
Will it give a stable experience
an always unstable experience is also a form of a stable experience
there was window > load layout > default
i clicked on that
but that did not change anything
there is also a reset layout
ah yea, same thing. should fix it.
@stuck linden I think the easiest place for that would likely be the game instance or game mode.
Ok thanks!
Or maybe even an actor, if your library should be able to affect stuff in the scene directly (if it for example has to show sensor data or something)
Ok
which one?
the reset to default you pressed.
I just messed up my cascade viewport to try it, worked for me :/
Is i3, 920mx, 12gb ram ok for small games in ue4 ?
ive been working on my seal game lately
and i noticed that the development is going abnormaly slow and today i found out that its because i try to focus on everything at once
so i would like you guys to vote and help me figure out what should i focus on right now https://www.strawpoll.me/42674544
no does not help
do you guys have any tips on a better level layout? game's a first person horror game
@rigid belfry thats a good example of the HRHR/HCH syndrome (hallway/room/hallway)
how do i cure my illness, doctor?
Tutorial list on level design tips advice about mapping and workflows.
take a daily dosis of that, and your illness should be cured
thanks for the prescription doc
Hello guys I have death function and when I am dead I still can use my keyboard to move the lines where the character runs, how I can disable this input?
the project is runner game
nvm, I fixed it ๐
when I play the game and when I click the left mouse my player jumps, I don't want to do this action-how I fix it ?
did you set it up so that you jump with left click?
are you using any game template or did you start from blank? @plush yew
Anybody know how to keep log settings in Message Log Window.
I want to see only My Log Category. But after reloading Editor I see again full list from many-many types of logs.
In Message Log Window.
Is there really a way to make two sided materials light bake light properly?
wdym? I did this game from scratch, like I created third person project and I started making it
so you most likely set it up to jump on left click, right?
anyone know how I what C++ type the blueprint variable "Anim Instance = Class Reference" ?
I've tried UAnimInstance* and UAnimBlueprintGeneratedClass* neither are right
no, I didn't do it this
I can jump with space and left mouse, I want to remove to jump with left button of the mouse
I fixed it
I unbinded this
hello soory for my bad english i have a problems I have some folder that is not displayed
when I open the file it makes me feel
I tried to reset my interface but it doesn't change anything
Anyone experienced editor locking to 30fps? t.maxFPS, r.VSync or r.VSyncEditor do nothing.
Funny thing is that once i click outside the editor, to make it lose focus, FPS goes up 
Sometimes it can lock to 60. What's funnier a simple tooltip can halve the fps
By reset interface, do you mean you did this?
Here is an example of 60FPS lock with tooltip bringing fps down by 50%. If anyone knows what's going on please let me know. I'm using 4.26.1
when I did this, when I play the game I have on the screen controls for mobile devide, how to remove them?
Cause you'r not focused on the viewport when the tooltip is showed
why would it halve the frames tho ? @short onyx
and the framerate going up when i focus on other applications instead of the editor
i will try updating everything i can and see what will happen
Can anyone link me a good guide about hexagonal navigation principles?
nvm, I found the mobile joystick and I fixed it
yes boy
๐
im building a widget system but i want to learn how to make a basic umg like start menu have the option to go into inventory or something of that manner
what should i be googling to find this out and make it
@grim ore lord the of engine i beckon to thee with widget tribute :B
hi guys, im new to unreal. whats the best way to texture a landscape? is there a way to texture it in substance or is it only possible inside unreal ?
I've seen references to a Maya export being available for Metahumans - does anyone know if Epic released Maya files for the sample project characters?
Hi guys! May I know which courses do you guys recommend to learn unreal engine 4?
The official Teaser-Trailer for Len's Island by Flow Studio.
Wishlist Len's Island on Steam: https://store.steampowered.com/app/1335830/Lens_Island/
Join Len's Island Development Discord: https://discord.com/invite/tgXdS9A
I'm so excited to bring you all the official Len's Island teaser-trailer and launch of our Kickstarter!
Now is your chance ...
Disclaimer. This is not a promotional video.
I'm just interested in creating games similar to this. I was wondering if someone could give me some advises?
@plush yew TQ
please understand that as a beginner such projects are quite literally impossible to make
don't think you'll fire up the engine and create the next diablo or whatever
I have been learning to make my own environment landscape
@rigid belfry
I do understand every good products need time
and learning also requires time
Where can i ask questions?
here
Ahh okayyy
I want to create a soft of 3D mix 2D similar to the game
When i scroll in. It becomes 3D and when I scroll out. It becomes a 2D view
When i meant 2D view. I mean this.
2.5d?
Yup
7.5d when
@plush yew What is 7.5d?
Lol
its an untapped market ;D
Hello guys I have little problem in my project, I want when I start the game first 3 seconds the meshes to have not collusion and after this they will have collision nd when I have collusion the character will die
can someone help me?
i dont think that game is 2.5d thought
right? i think its just a top down game
^
I think you're right.
I'm struggling to make a top down game that when zoom in it will become 3D
When you zoom out. It becomes a top down.
If you don't mind, can you give me some advice?
no part of that image is 2d
you simply zoom in
what are you zooming?
you said you wanted to create a game similiar to the one you posted in the video. you said you want it 2.5d like the video, but "Len's Island" is not 2.5d
you have to create a code that makes your camera zoom in and out
but even then, that requires literally 5 minutes worth of coding. the scope of the game you want to create is so big, that such problems are quite literally irrelevant
I can't even understand your first sentence, so you may want to start by paraphrasing it and using some punctuation
aside from that, every 'Set Collision' node in those screenshots is setting it to 'No Collision'
@rigid belfry I think I may had explain wrongly. Thanks for clarifying. I'm still new and I'm trying my best to learn as much as I can. What I meant was I wanted to created a game similar to Len's Island. I initially thought the game is a 2.5D game. Now I know it's top down game.
What I had encountered when I was creating a top down game. I thought it will be cool if i could scroll my mouse to zoom in and it could become a 3D game.
add a timeline, disable collision, when timeline ends, enable collision?
it already is 3d
if you zoom in, you simply..zoom in.. you see things from closer
@proven grail do you mean transitioning between a top-down and first/third-person camera?
where to add this timelane?
@inner vine YES!!!
add LOD, when they have a certain viewport %, use a 3D plane that holds a image of whatever you want it to be 2D
That is what I have been trying to say. I just don't know the words yet.
Google is a power one should obtain
transitioning between the two cameras basically means you need to interpolate between two positions
Thank you ben!!!
lol
I know
but I wanted to ask where to ad it-in character bp or in the actor bp
to whatever actor should act that way
@wary wave thank you!!!
okay, so inside of which
How can I do that? Is there like a guide I can follow?
like in ARK where you can go from first person to third person?
first of all. how do you control the character? mouse? wasd?
because if you want a first person camera, its hard to move using a mouse
wasd
ok great, make that work. try to create a top down camera and wasd commands
I agree wit hyou that using mouse to move is hard too
start small
it's basic math, I think the real problem is that you don't even have the knowledge foundation to work these things out
I would go do some total newbie tutorials to learn some basics first
then when you're more confident with the basics, start thinking about your project
What tutorials do you recommend?
I wouldn't know
check the pinned messages
Ok
this way? @whole quarry
yea
any idea how to make Insight work with Editor instead of standalone?
Lets say i have a sphere, and want the sphere to contain different planes, each of which comes with a variable controlling the scale of the plane. Can I use vertex offset (only in xy plane) using the plane parameters as input, so that the sphere stretches to accommodate the planes? Proportionally so that its still smooth and continuous
I set the length of the timeline to 5 seconds
and nothing else
and doesn't work yet ๐ฆ
no
I want when I start the game the player to go through the meshes first 3 seconds and then to have collusion
I did a function in the third person character and I put it after overlapping but doesn't work ๐ฆ
I want when I start the game first 3 seconds the meshes to have not collusion and after this they will have collision
set actor collision false by default. on begin play, delay 3 seconds, set collision true
i dont think a function is necessary at all. doesnt a simple "destroy actor" work?
I don't need destroy actor
this is runner game
you get it ๐
like when I hit object I will die
this node?
you could use on begin overlap events and kill on overlap when the game time is over 3 seconds
on begin overlap -> death
I thought you wanted your character to die when he runs into an object
no
when the game starts, first 3 or 5 seconds the player to go through the objects(no collision), then the objects will have collision and when the player hit them, he wil ldie
that's it
your delay is on .2secs
why does it "not work"?
what should happen
what isnt
we cant understand
whats inside the death function
is that function not working?
it is not working as I described ๐
IT WORKS
IT WORKS
NICE
the last problem is that I can't package the game
You'll want to review the red errors in your output log, looks like there's one above in that screenshot
I don't know the answer to that specific error, I usually just google each red error I see and try to clear it out
0 votes and 2 comments so far on Reddit
(just as an example, I've had a lot of luck just googline each error.)
anyone know how to fix this? I tried everything, also applying scale etc on the armature
How do I cast the foliage actors in my character BP?
Get All Actors of Class and Select your Foliage Actor
the first question makes little sense, and the answer is worse
@plush yew what are you actually trying to do?
My Answer is Worse 
How do i set my asset files to open with older versions ?
I have made assets to sell in market place , and i want to add different versions
you cannot
you can move forwards in versions, but not backwards
Is it Possible to Export the Remote control Web Interface with the Package because its not packaging with project ?
you may have to recreate stuff manually if you really must go backwards
how do i create a simple post process material that makes everything look unlit?
Add a Scene Texture node, one of the buffers it can access should be the colour of everything with no lighting applied.
I start my bps from 0
Then just connect that directly to your emissive colour slot
?
@rigid belfry I think the BaseColour (as stored in GBuffer) is the one you need.
Can someone help me and my friend with multi user editing - my problem is that i cant make a session, when i click on create server it works but i cant make a session can someone help?
Anyone?
#ue4-general message
Which programming chat room would I go to to ask for help about NavMeshes?
here
ok cool. SO, For a Unity College class I'm taking, the book says to create a NavMesh through the modes panel, but I don't have any NavMesh options once I open it up. How do you create a NavMesh in Unreal 4.26?
pretty sure navmesh is located in the place actors window
place it in the level and scale it up accordingly
also you can press P and itll appear in green, so you can see where it is
why are you using unreal for a unity college class?
oops I mixed up the words. I JUST finished a Unity class before this Unreal class 
I can english good
oh
is that an actual college class? thats cool
what are you studying if you mind me asking
Game Development. Many of the classes at the end of the list of required classes to graduate are classes that teach you how to use many of the programs that are commonplace today, such as Unity, Unreal, (for some reason) Android studio, and more
The early classes were teaching the languages like C++ and C#
Where can i check my output log even i cant find a fix
window-> output log
thx
well how is it? i am actually thinking about applying for Game dev college
Assertion failed: World [File:D:/Build/++Portal+Promotion/Sync/LocalBuilds/PluginTemp/HostProject/Plugins/SaveExtension/Source/SaveExtension/Private/SaveManager.cpp] [Line: 251] How d oyou fix this?
i am using set view target with blend to switch between camera like resident evil but i have a question how to you base player input relative to camera location?
suppose you have resident evil style camera which changes in every room , but everytime it changes the controls are messed up???
Please help
BRUH why do you have to change the scene unit scale to .01 in blender for it to work
What's the trick to tweaking the volumetric fog settings that they don't create a slideshow -
doesnt that make it smaller
In all honesty, I'm at baker, and the classes have been a hit or a miss. Half of the time you're learning real things that can be a boon to your career, other times you're given assignments that ask you to google how to do it.
For example, the Unreal class I'm taking right now has thankfully been really good, though my Unity class was labeled for beginners was very unhelpful and a waste of money.
Assertion failed: World [File:D:/Build/++Portal+Promotion/Sync/LocalBuilds/PluginTemp/HostProject/Plugins/SaveExtension/Source/SaveExtension/Private/SaveManager.cpp] [Line: 251]
How do i fix this, This happens only when running a packaged or launched game
But don't let my experience Dissuade you, as it can all depend on which college you go to as well
I'm editing my widget system
And a widget i made will only full screen every widget item i put in the box
Yes in the tutorial it doesn't do that for him xD
Send help 
and if i set the system to centimeters instead of meters but leave it at 1 it doesnt work thats so weird

i dont think i understood, but maybe you've got the size set to fill instead of auto
-its the first setting on the right
oh possibly
i can check of course x3
where do i find the auto fill button
its on this widget i made

i cant even add more than 1 button D:
fixed it
Hey guys can someone help me with procedural foliage settigns?
Spread distance for example
I set it to 450
but its still near each other after i resimulate
The only way i found it working with big collision numbers, but that impact whole scene and other meshes
I have a question. i have two monitors and im currently making level design. Is there possible to take cine camera to another screen so i can see results while creating scene on another screen?
You have to play with the collision numbers.
The Collision number means the trunk of the tree, and the shadow is for the crown.
Try to set it up more precise.
With those the trees won't intersect each other.
Anything you want to grow under the tree, under its "shadow", turn on "Can grow in Shade".
Spawner is a bit tricky as it simulates real world scenario.
Hi, when I take a high res screenshot some meshes are not displayed. How can I fix it?
Some seeds starts to grow on the ground in the area (Initial Seed Density),
then after the next year (if the Num steps is more than 1), those trees are spreading their seeds (with the number of Seeds Per Steps) around them (Average Spread distance and variance).
The next trees will be shorter than the older ones.
And that is happening until a few years (Num steps).
With that you will have clumps of trees, with some bigger and smaller trees around them.
As that is not fully random (it will use the same random numbers in every simulate), you can use the Distribition seeds if you want to use new numbers.
I forgot what is the Max initial seed offset though.
I hope I could help with something. I am just playing with the spawneras well and I had trouble to wrap my brain around its logic.
The issue is with the spawner you have to a bit plan ahead what do you want to have in the forest.
why are my fps still capped at 90 after writing the command t.MaxFPS X?
:triangular_flag_on_post: epikzaddylol#9999 received strike 1. As a result, they were muted for 10 minutes.
I am currently recording a video with the sequencer, but some objects like this lamp do not get drawn fully. Any ideas why?
spoopy 
Yeah but wit high numbers of collision other trees inside volume not spawn due to lack of space. Is there a way to keep collision as it is, but make distance bigger?
@somber rover removing message so people wont contact him. we got it logged.
Literally just started to build a spawner for a forest, I will share its settings, maybe it will help.
There is 4 different Static Mesh Foliage in that Spawner so far with identical settings.
With 200 Shade radius (I got it the Diameter from the Mesh), and 22 Collision Radious (I checked the trunk with a cylinder.
i cant seem to call up a custom event i made
but the other 2 work fine
where might i have screwed up D:
๐ฎ nope no idea @plush yew
.<
im trying to cast via the game instance but the other two show when 1 in particular doesnt
i dont think i need it tbh but i feel this could be problematic later on when this occurs for something important lol
Sorry for the delay. What questions do you have?
i have all of the questions!
i have this cable attached to stuff in blender.. how should/could do something like this in unreal?
i'd look into the cable component
I finished creating a behavior tree and blackboard for an AI in my game, but how do I attach it/ make it work with the Enemy character I made to use the AI?
Alternatively, I got the error code "Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetBlackboard_ReturnValue". Blueprint: EnemyCharacter Function: Execute Ubergraph Enemy Character Graph: EventGraph Node: Set Value as Object" here, could that be the problem?
blackboard is not on the character tho?>
you need to this in PossessedBy, and pass in the controller to get the blackboard
also don'r recommend doing that like you have, very bad
Well that's how the book told me to do it :/
book is wrong then or you copied/followed wrong
Wrong in what way?
(also just finished double-checking, it was done word for word)
@fierce tulip thanks
I managed to get the Steam Online Subsystem (Using the Advanced Sessions plugin) working for my game and it works when i launch a "standalone" from my editor but I packaged it and opened it up and I dont get the steam overlay (steam is open and logged in)
Am I missing something? or whats going on here?
Hey all, Total newbie here. I have played around with steam but just finished playing a game made in unreal engine, and was really impressed! I would love to learn to make VR games with unreal and then sideload them into my Quest with sidequest. SOoooo where would be a good place to start??? any suggestions?
install unreal watch tutorials
Hey everyone, need help
I'm trying to make a co-op game between VR and desktop. Problem is, I can't get this spawner thing working with multiplayer. I created a pawn that spawns by default, and depending either you are a desktop user, or VR, it spawns specific character and possesses it. When hosting it spawns and possesses normally, but when joining: it spawns a TPS character no matter VR or not, and no input is working Any tips?
Hey lads, Have an issue with going over multiple monitors - dunno what I'd search for this one.. only happens on 3rd monitor tho
sincerely guys
if you cannot call up a custom event created in the gameinstance blueprint
wot should a person search to figure out why xD
i can use the "show [custom event]" for 2 out of 3 widgets i made*
So, I got the error code "Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetBlackboard_ReturnValue". Blueprint: EnemyCharacter Function: Execute Ubergraph Enemy Character Graph: EventGraph Node: Set Value as Object" here on the highlighted block of code, could anyone help me figure out my problem?
Hello,
I am looking for a means to document the blueprints in UE4 sort of like JavaDoc works for JavaScript. I built a project for a university assignment using UE4 and there is a requirement to be able to push our code documentation out to a HTML page. Does anyone know of any tools or plugins that will automate the documentation of a UE4 blueprint project?
@dense phoenix do you connect those displays in different gpu?
Yes, they are all connected. The top panel checks if the enemy is on point 1 or 2, and the bottom panel sets/checks the enemy location
they're connected like so
Can anyone help me figure out how to rotate towards momentum? I tried a few different ways but my brain hurts from all this vector math
Basically all involved setting a 'LocationNew' and 'LocationOld' and passing out the values, but for momentum (well technically acceleration) I have to do that again with a 'VelocityNew' and 'VelocityOld'
So it's kinda confusing >-<
When I press Build Lighting Only the window pops up and goes away.... fix??
Is there any good tutorials on how to export and retarget a daz3d model with clothing?
im trying to install UE4 so i can try out metahumans creator and im getting this error, what do i do with this?
oh wait
hold on
i think it might've cleared on its own
"create an association in the default apps settings page"
-> "default apps settings page"
Damn, I learned about Cable Actors in the Quixel Warcraft breakdown yesterday, and now... Everything. Must. Cable.
I should find an excuse to put a flag or something in my project, just to use cloth sim.
become the cable D:<
I love these little physics "freebies"
i love free unreal teaching resources
I remember running the solver in Maya way back in the day, and now it's just runtime
Cables and cloth, let's gooo
its worth more than all of the gold in the land
add cable and clothes in every tree
UE is so fun, once you get past the up front pain of orienting yourself
yesssssss
I mean, it still hurtsโฆ but at least I can do some cool stuff now
im learning papa
but soon :B
i become matheww
Ah shit, here we go again
I'm a newbie for 4 months now but i recommend any tutorials by Mr. Wondra. There are tons of beginner tuts but IMO his leave you with some basic tools you'll need for your journey.
newbie here too, what exactly can we do with MetaHumans right now, is there a character creator yet or is that coming later?
Heya fellas, can anyone suggest something about foliage shadows optimisation? Right now forest shadows has the most heavy fps impact in my scenes.
@real wasp @plush yew I use this website for sounds ๐ https://freesound.org/
Freesound: collaborative database of creative-commons licensed sound for musicians and sound lovers. Have you freed your sound today?
Im surprised people liked the sounds, I didnt give them much thought.. was so focused on the visuals and getting the lightning to work
It came together quite nicely
anyone know a good tutorial on how to get a NPC character to use just his head to look at the player(like in older videogames?) I wasn't able to find anything on youtube that actually does that. I know there's the look at node in animation blueprint, but im not sure what's the math i need to get to get the target to be the player's camera (so the npc looks straight at us)
Hi, im new to unreal. Does anyone have a tutorial on blueprints?
@wind falcon check out ryan laley on youtube, he has tons of playlists on different game types, just follow along and you'll pick it up
Thnx!
Is it possible to do source engine style skyboxes in ue4? Geometry physically in the world that is projected to the surrounding environment?
@cerulean geyser lookat?
@cerulean geyser personally I would animate all the range of motion of his head, then put the animation into a blendspace controlled by parameters
How many times per second is EventTick supposed to run?
I though it was 60 ticks per second, but it seems WAY slower than that during testing!
Is EventTick tied to framerate?
How do you calculate ue4 recommended landscape sizes?
Yes its tied to framerate
@fringe drift
Which is why you multiply stuff by delta time if you want it to be framerate independent
it runs on every frame
time of a frame is variable
The recommendation is 2017 but it depends on what your making tbh
Hmmmm, got a question guys.if anyone knows. There's no way to modify terrain in game, at runtime, without modifying the engine right?
Then I'm reading too, if you do that and are using some sort of, in Editor, terrain mechanic at runtime hacking it in...that's against the EULA?
Thank you, this helps immensely. What unit of measure does delta time return? Seconds?
Or 1/60ths of a second?
seconds
Kk, so at 1 FPS, delta-time becomes 1?
yeah
Awesome, thanks!
Hey all, menus/context menus keep flickering/disappearing, requires UE4 reboot constantly. Looks like a multi-display issue. any help/suggestions?
#ue4-general message
Hey, thanks for this, I am having this issue but it seems to be related to multi-display. I can move the UE4 window to one of my monitors with the display extended in Windows and then it behaves correctly. Put it back on the main laptop display, goes mammories up again. Still think a driver issue? Its only happening with UE4.
Quick #UE4 Tip number 108. https://t.co/k3SoYa1d1m
#unrealtips #unrealdev #indiegamedev #gamedev #indiedev #screenshotsaturday #UnrealEngine
Hey guys, I was working with megascans materials, I was trying to delete some materials and I think accidentally I have deleted something which might be referencing to the Master material and now my displacement Map for the textures is set to the default texture in the Master material and is not automatically adjusted to any new shader i import. Any clue how to fix this ?
is it possible to move the landscape in z direction via a blueprint?
Hello
The XY coord polarity in UE4 always felt mixed up for me, now I looked more closely and yeah it's not what I've been taught in mathematics
Perhaps this is different with 3D?
Sorry yโall I was young and this coordinate system stuff was confusing https://t.co/S2tkQRfAHr
704
2837
The object location arrows point to positive, Z is fine, but either X or Y polarity is reversed, when you adjust your rotation to show X pointing right, then Y points backward which is down in 2D, but Y is negative when it's down in 2D, not positive.
Same goes when I orient camera so Y would show correctly according to 2D coords, in this case X positive is to the left and that's where the arrow points, even tho that's suppose to be negative in 2D not positive.
Okay, I am having a problem with one of my HUD elements. I am using an image (with an alpha layer), which has parts of varying opacity. It's a shield icon, and the edges of the shield are less opaque than the inside.
This image shows up correctly on my HUD widget.
However, when playing, the HUD widget starts at the correct opacity, but then quickly turns 100% opaque everywhere on the image. It appears as if the image is being redrawn again and again with every tick, and an infinite number of the images are being stacked on top of one another.
Does anyone have tips on how to resolve this issue?
My project doesnโt cook. Is there a good way to fix this?
You might have a log file or something in that directory it gives you.
Check that appdata folder?
Goign to the TOP view in UE4 viewport apparently it's based on X so X shows correct.
UE4 2D Top: X -> Right, Y -> Down, Z -> Backward
CryEngine 2D Top: X -> Right, Y -> Up, Z -> Backward
UE4 3D Perspective: X -> Right, Y -> Backward, Z -> Up
CryEngine 3D Perspective: X -> Right, Y -> Forward, Z -> Up
I used my own "right" "fowards" meanings in this case, tho X is actually forward in math I guess, but this isn't math class this is a 3D Game engine with camera and why not make myself at home right here, tho it's funny in that case we don't have to conform to the math's usual 2D XY polarity which was the case I'm trying to make so whatever lol.
Hey guys, sorry for the basic question - but how do I make an interactable object?
For example, I want to have a static torch located in my map, and when the player presses 'E' next to it it lights up the torch.
I have a static mesh of a torch and another fire particle but obviously they're separate.. having a brain fart on how to use them both in an interactive way
I have the 'E' button mapped to an 'interact' action and all of that... but i don't know how to link it to a static actor
I'm quite a beginner so i might be wrong, but wouldn't it be a blueprint, with casting (or better an interface) and an overlap volume?
I'd probably line trace rather than overlap, but essentially yes
then i wonder what was taught to you... if you look on a map x/y are on the flat surface, and height would be the z-axis
if you want something that uses Y as up axis, go play minecraft, that does that weird stuff
it's common for games to use X/Y as screen space coords and Z to represent depth, and some 3d renderer / game coordinate systems do this
Unreal though does use the 'top down' perspective with Z representing height
well, it's kinda for 3D on 2D space
blender does Z as up axis, too. but in composition for the final render the depth is referred to as z-depth
is there any way to check the performance of a single function in UE? I gotta generate like 30 million random numbers and gotta see how long it takes. (I am not allowed to just use chrono)
I just posted a question specific to animation in #animation. We are really stuck on this and on a tight timeframe, would really appreciate any help on it. Can't seem to get the Animation Sharing Plugin working as intended. Can provide more info/screenshots as requested โค๏ธ Thanks
axes are arbitrary, so you'll see all kinds of differences
opengl does it also with z as depth iirc
@neon bough Where did I say I want Y up ? I wasn't even talking about switching any axes or it's letters, only the polarity of them.
nvm me
hadnt noticed your longer elaboration about that
but yea what you said makes more sense
y should point upwards in top view
I just checked in blender latest stable I installed earlier, if the arrows show positive polarity then Blender is also correct, same way as Cryengine, Y is forward, X is Right, Z is Up
Whereas Unreal has Y reverse, the arrow pointing backward
minor annoyance... i used to make minecraft mods before, where it bugged the hell out of me that Y was the upvector ๐
Yeah, I've never came across Y being UP in any math/school, literaly never.
And I was in construction school, physics, geometry, only basic architecture (I never went into it later on), never saw Y up.
Minecraft does Y UP?
yea, but that comes from it using opengl i guess
no excuse
๐
well that started as an hobby for the dev, he never thought "hey this gonna end up as a big eco system where many people will work with"
probably cause it was originally 2D camera
iirc from Notch's initial idea
and made 3D, and left Y as up, and made Z the Y
i hope, only rational explanation i can come up with
well opengl describes 3d space on a 2d plane, so it kinda makes sense
it's not a world oriented thing, like something like unreal is
yeah makes sense
unreal puts the abstraction of 2D space to 3D space between the dev and the engine
i have a bit of an annoying problem in ue4
after a while c++ classes wont compile anymore
so i have to start a whole new project sometimes
whats the problem>
when i import my animation, it gives this warning
LogFbx: Warning: IMPORT TRANSFORM ERROR : Bone (Feet_R_end:197) Source Global Transform (-5.878304,-0.232955,0.736915|0.000000,0.000014,-87.196846|5.261316,5.261316,5.261316), Converted Global Transform (-0.011171,-0.002367,-0.084566|0.000000,0.000014,-87.196838|0.010000,0.010000,0.010000)
the animation changes the pivot of the mesh when i put it on the character.
Yes bur u say the wont compile
on the compiling process
help
Search the forums and u will find the answer
me?
Did u try to search forums?
U can check the blender forums too if so
This might help
nevermind, found the channel to ask in
Any motion designers here?
Has anyone tried mac mini m1 with unreal engine?
I have
Oh great , Hows it?
does it even run the editor?
It does , and i heard it works well with 4.21
depends on what you do, I only tried with .26 launcher and source builds so I dont know if its improved since then. GPU was not supported normally, have to run it in metal preview mode since there is no opengl. Performance was "good". cpu wise comparable to an amd 2700x, gpu uh.. gtx 1050 or so?
it works "out of the box" with the older ones but you just twizzle a few things in .26 and its fine
I mean it worked, I could compile and deploy basic projects to macos and ios, and it felt a crapton better than a normal mac mini
running with 8GB or 16GB memory?
Is it worth it ? generally i will develop using good specs windows and then copy it to mac to do ios build , do u think it can do the job for a heavy game?
this was on the 8gb models. I tried all of the m1 mac variations
but 'performance of a gtx1050' doesn't fill me with faith, hehe
I didnt buy it for doing dev work on, I have a real PC for that, but use it for remote build and deploy yep
the GPU is surprising for the mac mini is the biggest takeaway when compared to the older ones
like WoW runs at a good frame rate, you can actually "game" on it
yeah, the older mac minis are terrible, which is why I was a little surprised UE4 even runs
I'm not sure I'd use WoW as an example though, the game is ancient at this point and runs on a potato
if I had to do work on it in UE4, I could do work on it. if I had a choice, I would use a real machine
latest wow can hammer a gpu and cpu
So using it for build purposes only , while using pc for everything else can work right?
i used to do it on a shitty laptop and it worked decent for some odd reason
I personally use the base m1 mac mini right now as a headless desktop for remote windows builds and for native builds if needed
it works well enough to remote in, open the project on it, and build it
How long do u think it can take to build something like low poly third person game
On m1
if you ever tried a mac mini before this feels nothing like it
the cpu performance when compiling the engine was about the same as when I would build on a 2700x
I never tried a mac at all , forced to get for ios building now
I got this bp where it will find the closest unoccupied chair, it works, untill all the chairs are occupied, any idea?
@wary wave hello i have a question
Yesterday someone asked about foliage actors how he can get it in player Character
....
My answer was for all actors if you want get a reference or call them as i know
Get All Actors of Class
doesnt matter which actor in generally i meant how to call
was that wrong or not ?
i tried setting the variable to empty but it breaks it
why use get all actors of class when you can use event dispatchers though?
@grim ore so generally do u recommend me buying mac mini for mobile ios development or I should think of older macs instead
not all people using dispatchers xD but i meant if he used this method is it wrong ?
@plush yew it sounds right, set it to nothing, try and find one, if nothing is set return nothing or a boolean that says false if not found. then your code outside of this needs to handle finding nothing
@broken heath it depends on your project size and if time is money for you. at this point the base m1 mac mini is much faster than an older mac mini and price wise cheaper or the same as the older ones at this point.
no really i was just curious like i use event dispatchers like all the time, i never really needed to use get actors of all class unless i was testing.
if i set to nothing at the start it doesnt seem to work properly
he asked about casting, though the question was not clear. If someone is casting, they have a reference, so there's no need to 'GetAllActors'
Because he said the answer is worse so i want to learn the good method
though generally speaking if you're using 'GetAllActors' during gameplay you're probably doing something wrong
@runic fern that can get you the main foliage instance actor, but how do you get the individual instance he wanted was the question
and like was mentioned generally getting all actors has a better way performance wise
the dispatchers right
the other way just depends on the goal and the setup, ED could work sure. so could setting up a public variable and setting it at design time. So could getting all actors once and storing it for later.
cool
I had the (probably naive) assumption that "get all actors of class" would be optimised in the engine
@plush yew yep just walk thru the code and fix it. no chair should be set -> look for chair -> if found a chair set chair -> return current chair value. whoever calls this should be doing nothing if the chair is not set.
it might be optimized but its still more costly than most other methods.
ok here's a question i could need an answer for, what's better BP Interface or ED?
and also he can use blueprint interface
neither might be better, both might be situational
ah.
like I would use an ED to have an item that spawns register with the game mode so the game mode can keep track of it. or perhaps the game mode might need to tell everything to do something if its listening. good uses for the ED.
but an interface would be good to generically talk to something and say "hey do something" and have that thing only do something if it can
@grim ore i did try a bunch of solutions but they dont seem to work so I came here if someone knows one? ๐
if you have to cast, an interface can be a solution instead of casting, as an example
@plush yew I blocked out the code you should use. What do you do when the chair is invalid, no valid chair was set. why move the character?
yes good info thanks guys
you can set it, setting it to its defaults for that variable would be null
the highlighted part of the bp seems to be neccesary
literally set chair near to nothing
if I do that the bp doesnt work as intended
then fix the BP to work with it
your asking why its going to the occupied chair, you are telling it to
you are setting a default to a chair, not to no chair
its just going to seemingly random chairs
yep again fix your code.
im trying
set chair to nothing -> find closest chair that is not being used -> set chair to that chair. At the end of this loop return current chair. The code that uses this should move to the current chair, or no where if the current chair is nothing.
Since we're kind of on the topic, if you wanted to do some work on any actors of a certain type within a radius, how would you do that efficiently?
set chair to nothing, find chair not being used, set that as chair
Keep a list of them all to avoid using get all actors of type?
i just added it to an array so I can do another for each loop for the closest one
so then what does your code above this do when it finds no valid chair?
also
your setting chair near in that loop if its not occupied
but that could be different than your nearest chair right?
yea thats why I got 2 loops
no reason to set chair near in that first loop if you arent using it
itll find the nearest chair in an array of not occupied chairs
you only want to set it when you find what you want, which is the nearest non used chair.
hm i had an issue when I hooked up the array element into the new array
if your having issues you might need to rethink the code. Its honestly way too complex for what you want but you keep doing it this way
and frail code will break, then you patch it, then it breaks again
cause ive been googling and asking for a week now and I cant find any solution ๐
I gave solutions originally but you keep insisting on doing the double loops
i know you did but I coudnt make that work at all
that doesnt mean it was wrong
Last question, Do u think Apple or Epic games could ban each others to the limit where we canโt develop for ios ?
@broken heath if you dont own the entire tech stack, yes. its like that with anything.
never said it was wrong, I coudnt figure out how to make it work, its to advanced for me
and I cant find any posts or videos at all that has my issue ๐
Didnโt get the entire stack thing i am a foreign ๐ didnโt get the answer
if you dont make all of the software you use when you make the product, anyone in that chain can screw you
Also hardware, in the case of mobile devices
so in theory microsoft could decide you cant do IOS dev on windows anymore if you want to get technical
so yes epic or apple could prevent you from using UE4 to build out to ios but you have to have faith they wont since you are using them for your software stack
Yes , I agree but do you think apple or epic could screw us likes this? i mean they could but do u think they would?
if it benefits them then yes
Your own vision
That thing with the chairs looks really over-complicated, I'd suggest starting anew and making is simpler.
ill show you what I suggested again in a sec, I just have to write it out
okay thanks ๐
If I understand it correctly, all you want is something like this:
(I just used apples instead of chairs because I had an apple class)
yea but I want it to have more variables
so closest chair, but also the chair thats not being used, (else it will just go to the chair someone is sitting on)
with this being the actual code calling it
You forgot to update the distance ๐
this just simulating 10 thingies searching
In my example, replace "is valid" with "is chair in use"
Also, the local variable for nearest distance should start at 9999999
uh no i didnt...
lol
and yes default value for the local variable for the distance should start at a stupid high number (your max search distance)
@grim ore see I had that when I started out and somehow it didnt work ๐
ill try again tho
๐
yeah I was in the middle of debugging, I was trying not to make it too ugly with more prints so I didnt validate like a bad coder
but yes the concept we said. your just... making it harder since you couldnt get it to work this way, but we can so... we know it works
But I was curious about what you were saying about not using "get all actors of class"
(but either way, don't do "get all actors of all types" and then try to cast them all, that's definitely not efficient)
well for this one you could always use a get actors of interface
but I would say a radius check, get overlapping actors like check, might be smarter
Would that be more efficient? I'd have to open the code for get actors of type and see how it works
its possibly more efficient if its designed to keep a short list
but yep good question and either way I wouldnt use get all actors unless I had to and even then you arent doing it every frame.... hopefully
it's always nice so you don't need to get every actor and cast away the chaff. Plus you get actors regardless of class then. Just need to have inherited/implemented.
I guess you could do a maaaaaassive test to see if either is more efficient lol
yep interface would be good for when your looking at "usable" stuff instead of just "bp_chairs"
I was just thinking because I have some custom-made vision code, and right now it just does "get all actors of type <things interested in being seen>", and then filters them on distance
Wasn't quite happy with that (though in my case, the only thing the AI are interested in seeing right now is the player, so... that's a list of 1)
well if your doing something like that why not use the EQS system and stimulus which is designed to do that?
not saying its more efficient but its literally designed to do what you just described
I vaguely think I looked into that and decided it wasn't appropriate, but I can't remember why now
it was definitely wonky at some point but in .26 was finally removed from experimental status
Looks like it probably still does the same thing as I was talking about - get actors of a class, then filter them by distance, then traces, etc.
So probably not any more efficient as such
oh yeah its the same concept just all in the BT system and without any seperate coding
Yup. Probably why I didn't use it (I'm using priority AI and not behaviour trees)
more designer oriented would be about what I could say? since all of the tweakables are in the BT itself
Anyway, probably worrying too much about optimisation there
Anybody know how to keep settings for Message Output for Logs?
After restarting settings are reseting.
(I could also optimise that "get nearest chair" example a lot by doing things like not calculating the distance twice, for example)
Hi im actually folowing this tutorial https://www.youtube.com/watch?v=cqiZ7x02Jds to make a inventory and at 2:20 there is this small panel with the 4 stripes on it and i cant find it. Can anyone tell me the name of the panel pls ?
It's finally time to set up the core of our inventory system: The add and remove features. These introduce a bunch of new functions, including some that allow us to scan our inventory.
Let's make an inventory system!
Asset Packs:
Advanced Village Pack - https://www.unrealengine.com/marketplace/en-US/product/advanced-village-pack
Craft Resour...
I dont see a panel with 4 stripes at 2:20
you can right click and copy a link at the exact time or take a screenshot
oh the double = sign
y xD
that is boolean equals
well technically I think its a name == name
yeah but it returns a boolean is why I said that
ok ty alot ๐
You get that node by typing "==" into the box when you drag out a wire
So, TIL you can open up an FBX in Visual Studio - neat.
@gleaming creek @grim ore I think it works, it probably does. Need to tweak some other tasks tho but its fine. Thanks ๐
hey help me please with sound volume issue anyone pls ๐ฆ
Ive made own soundmaster class and submix and im trying to mute sound and I got it working, now I opened the project and its not working...
Any simple blueprint command to just mute all sound, even just a console command?
been searching this discord and whenever someone asks this same question no answers. or answers about making some own submix and class. which is quite dumb but nevertheless I did what they said and now it doesnt work.
pretty much that answer is the answer is why you are seeing that answer
well you question was "how can I do this a different way than the way it is supposed to be done"
not really
https://www.youtube.com/watch?v=acalh1WjHEw followed this one and it worked. Saved my project, closed project, went to make coffee and opened my project. Now it doesnt work.
In this tutorial we will be creating a master mute that can work in your unreal engine 4 games. this uses sound classes and sound mixes to achieve the volume modification.
As always if you liked this please leave a like and comment.
so start debugging why it doesnt work?
So I am asking is there like a console command for muting global volume or something because this submix thing doesnt work for me anymore and I dont know why
So I made a custom event under the widgets systems I even setup variables for it via the widgets themselves but I can't call up 1 particular custom event only 2 out of three show
no. there is a way to mute sounds in game, there is in PIE only, but the way the sound system works right now uses the sound classes and mixes and that is the way it works.
you had it working once, so it does work, you just have to fix it.
I dont even know where to start debugging, tried the basic printstring but it works fine for printing it

the sound mix override is generally where you change the volume
make sure that is running and make sure your classes are using it
I tried it also, but not working ๐ฆ
tried it with node set base sound mix and then the override
ahh I hope not some corruption thing, as I saved the project and instantly closed it
well off to debugging somehow ->
I even set it up the same way in the game instance for all 3 I hope
Yet no dice with ingame menu
@plush yew I back up my project on every successful step i make towards completion
As I've had to start over 4 times due to not backing up so often
wow you are a good backuper
I only backup 1-2 times a day when Im working on the project
@plush yew so context sensitive is on and your not pulling out of the class these events are in, pull out of the as PHGame Instance return value
otherwise the engine has no idea what you are trying to look for since your just pulling off the generic execute wire
also the blueprint your in at the top might not know of the changes to your phgameinstance class if you havent let them both compile recently
@plush yew I can confirm that in .26.1 this code path works as expected before and after saving and reloading the project. setting your base sound mix to start with then eventually overriding it with the new volume is all that was needed to change volume as expected. The other nodes are just for testing
Good to know. I am working in 4.24. I had it working even without the override before.
Going to start from earlier project and just doing exactly what I did earlier.
oh well the override is what sets it
oh so i might just be stupid
unless your just swapping out new mixes with new volumes
if you just want a pure mute it all and let someone sort it out you could just set your base sound mix to have 0 for the volume and set it
Yes in my sound mix had a master sound class which was turned to 0 and then another mix that turns it to back to normal which was 1
would have to make sure all sound classes are included and muted in that base sound mix then
Yes will double check that too.
yeah make sure all your sound classes are in that base sound mix, maybe some of your sounds are set up to use other classes correctly and your not catching them in your mix
If you are making a new texture in Photoshop, you set the size but you can also set the resolution - what should I put here? epic docs talk all about 2048 x 2048 but what to put for pixels/inch?
Anyone use the new Buoyancy Component? I have an issue where from the outside my 5000kg boat can barely be pushed by the player, but when i get in the boat and run against a railing, the boat moves like it weighs nothing and is being pushed from the outside.
I did leaves separated from trunk for a possible implementation on a Wind System I found on youtube. How can I go to stick them together in the foliage tool?
(yes I did some shit on the texture when mixing with the flower bushes ๐ )
these trees are in size of ~1.5 units in Blender (without any metric or inch parameter set), is that too small or I will run into physics problems later on?
the whole game is set to have the character as having 0.5 units of height, however I did not imported it to Unreal yet
but as far as I remember, I would need to set the physics manually, but setting them into the bounds of the model did not had problems
having a wind system with a dense vegetation like this is asking for trouble?
how do i get this small "quantity" panel ? if i type "quantity" nothing appears. i have in "Designer" a small text called "quantity" is the panel in the tutorial referenced to it ? if y how do i get a panel referenced to a text in "Designer" ?
is there a way to merge the box brushes to make one unique mesh?
"merge actors" does not work, and i think thats because brushes don't inherently have a static mesh
if that is not doable, is there a way to quickly and effieciently change all of the brushes material to something else?
oops, did not expand the dropdown
@steep timber maybe pull the image into paint and circle or highlight what you are missing. It seems weird the tutorial would skip stuff.
y he doesnt show how to get the panels at all
what is "Quantity" supposed to be?
so its a widget? a text widget perhaps?
Does anyone know if the 4.26 water plugin foam is bugged at the moment? I can't get it to show up and the ripple solver seems to be broken even on the demo map.
i have no widgette called quantity
@grim ore didn't work i even recompiled so I went wrong somewhere between the custom event I made and the widget blueprint i think
@steep timber did you say in designer you had a small text ?
@plush yew try checking context sensitive and dragging off again and this time dont type show since.. you know.... your custom event does not contain the word show
ok so chances are you need to make it a variable so it shows up in the blueprint like this @steep timber
Oki
in the details panel you can set the widget to be a variable
ahhhhh y that was the problem ty xD
Okie so I'm stupid
I didnt notice it the first time you were searching (the issue) but you should still have been pulling off the return value object and with context on
I didn't type show and tried pulling the name itself instead of the show part of it.and it worked
Thanksies matheww!
yeah your name for your event is not "show whatever" like the other 2
Its weird because I didn't write show in their names either tbh..
But this one won't pop up when typing show
Oh yeah I definitely wrote show
How did that floop by my head
Ugh I'm so dumb
Sorry for wasting your time >_<
it happens. eventually it happens enough you start naming things in certain ways
I guess I subconsciously wrote it x,.,x
eventually you even start combining stuff into just "ToggleWhatever" with a boolean instead of ShowWhatever and HideWhatever
then you get fancy and just make one uber event that takes in your stuff and does it all lol
but thats also why designers and engineers get paid the big bucks and you take time to do all the crappy work before the fun part
Yeah I'm trying to build the foundation of my game
And its a 16 hours a day every day x,.,x
Maybe its finally getting to me lol
yep its normal to do stuff over and over eventually as you refactor
Yeah yeaj definitely but I'm learning so much its crazy
like I just realized my combat system works great for 1 on 1 fights but once I have more than 1 enemy the damage only works on 1 of them at a time lol
Anyone know why my orthographic views are nothing but grey
Yeah I'm getting there soon
I wanna have multiple enemies and flowing combat like batman or spider man ps4 so huge learning curve coming soon
@narrow mauve you are zoomed out too far, click on something in the world outliner and F to focus it (or double click it)
Nontheless thanksies for the assist now I can get back to work :>
Matt are you the guy who makes vids on YT lol
"the guy who makes vids on YT" really narrows it down
Hey Matt are you that guy with the face
lmao
Can any recommend good climbing system tutorials?
Hi, which setting did i need to change? I tried unreal metahuman with iphone live link app. But the mouth is always open a little, although i am not. Thanks before!
you have to go into the app settings and create a link to you computer's IP address
There is a tutorial on youtube if you search and should help get it working
With epic games metahuman sample available and ready to go, today we would take a look at the metahuman, and see how it work with it, and also take a look around using the Live Link and what happens when you export the file out to Maya
**Support M...
So here's another weird thing with 4.26 water. I don't get the underwater effects and when I modified the water material to show distance fields, it only shows up under the water surface. Anyone else see this or know how to fix it?
https://www.youtube.com/watch?v=4yjcwZLQqlE Also CodeLikeMe has bunch of tutorials for different stuff https://www.youtube.com/watch?v=nLmi5RcoOU8
Tutorial series covering the following
Vertical wall run
Grabbing ledges
Climbing ledges
Sliding down walls
Project Files : Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source code
Today, I am going to implement free hanging and moving while hanging. The difference this time is, in wall climbing, character can place the foot on wall. but here, there is nothing to place the foot. So, the feet will be hanging freely.
Support my work h...
This is kinda crazy... changes made to a widget aren't showing up when I play the app. I've done the usual save, build, play countless times but now when it runs it shows me an old build. None of the changes are in the running build. o.O
build? are you playing in editor?
yes, Ive even deleted all the folders besides Config and Content and rebuilt
Z position of 0 is the recommended in objects?
or a bit higher so the stem of trees and grass do not get consumed by the terrain?
Hey! Quick question:
With world composition, when i open my main level (the persistent) all the sub-levels are invisible and their content doesn't show up in World Outliner.
I need to unload and re-load the levels to be able to see their objects in the world outliner.
Am i doing something wrong?
Is it possible to auto-load all the levels when i open my main map?
And have them visible (the eye icon next to the level name) at start?
I think that's by design. Some world comp maps are so big they would crash the editor if you load them all at once
@restive shadow Damn.... have a Houdini Asset in my scene that depends on the Terrain tiles beeing loaded at start
What setting did I change, so that this seems more pixelated than it should - (see shadows) - scalability is all set to cinematic
That's the way it appears in the editor viewport, not because discord downscaled the image
Heyo!
Quick question that I seem to be struggling to get a straight answer on is how to go about using C++ and blueprints. I'd just like a confirmation if I'm understanding this correctly:
Creating a new project as a blueprint project means I cannot directly use C++?
Creating a new project as a C++ project uses C++, but can I still use blueprints?
The project type doesn't seem to be changable? Or are they one in the same? If so, why is there an option to choose between C++ and blueprints?
Thanks!
@serene minnow if you need to load all the tiles at start, then you're not gaining any benefit from world comp. You can change the distance the tiles load to a very large number if you want to load them all at once, but again, you're better off using HLODs and no world comp at that point. Just my 2c and maybe someone else has a better workaround/answer
you can still create c++ classes even after creating a bp project
@restive shadow Yeah, you are right. I am trying to generate a system with Houdini that works on huge landscapes that are input from UE4 to Houdini. But i guess i need to change the way the system works instead of changing the way UE4 works ๐
Thats not what i meant. I already connected. What i mean is whenever my mouth is closed, the metahuman mouth not perfectly closed. Always giving a space, opened a little.
Thanks Righy, I'm just a little confused. A plugin I'd really like to mess around with states the following:
C++ project is a requirement. BP projects are currently not supported.
If you can still create c++ classes after creating a BP project, why would this be there? Alternatively, should I create a C++ project, and then just add blueprints as I need them?
Great to know C++ classes can be created at any time. I'd really like to make use of C++.
again a panel i cant find ๐ฆ
"Set Integer (by Ref)"
i allready checked "Pass-by-Refference" on bost inputs but nothing changed
i have no idea if starting with a c++ project matters at all. this is a blueprint project and i can still create c++ classes as you can see in the pic. you might have to compile a bit longer the first class you create but there shouldn't be a difference
Heya, is there a way i can change "Cast Shadow" on the run in foliage static mesh? For example i want to make option in graphic settings that toggles shadow on grass.
Use "Set members in struct" node instead. Not sure why they break the struct to then set an integer by reference when you can simply set the integer in the "set members" node. Select the "set members in struct" node and choose which variables you wish to edit in the details.
When I try to build geometry
After I changed distance lod settings of landscape, my mesh starts clipping through the ground. Anyone know why?
if i type in "set members in struct" i just get a very very long list but "set members in S-Special" isnt in it
S_Special is my own struct, yours is called ST_Item.
"set members in ST_Item" should get you to the correct node
Then expose "Quantity" as pin and plug "Final Quantity" into the pin.
Can anyone please explain why I cant see "Cast To ThirdPerson Character"?
do you have a third person character bp?
Thanks Righy!
Your character blueprint is probably called something else?
will metahuman be free on unreal like megascans
im a bit confued. what i now do with Break ST_Item ? can i jsut delete it ?
in the tutroial its supposed to lok like that
@weak hemlock Which game engine did you use to build your game Lost on Corix T-98?
Yep, delete the break node and plug your struct variable into the set members node.

