#ue4-general

1 messages ยท Page 947 of 1

brittle dawn
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@shut olive that's exactly it

shut olive
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If the colliders are in front of player, that should give you the effect you want. But YMMV

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just know it won't be the most reliable / robust way to do it

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but it should work "good enough"

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and as you know, the only thing better than "good" is "good enough".

brittle dawn
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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

shut olive
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@brittle dawn Really? Glad I could help

robust marten
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Thank you

kindred viper
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no worries

shut olive
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You shouldn't have to do that very much then...

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Just attach 2 colliders to your characters (or use traces)

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make them face forwards (or you can rotate to movement direction). then make a method for crouching

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altough there probably is one already

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@brittle dawn anyway, glad I could point you in the right direction. Rest is up to you I guess?

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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.

robust marten
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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. ๐Ÿ’–

shut olive
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@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.

timber nymph
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does TMap already implement a bloom filter for contains?

spare kernel
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Bloom filter ?

timber nymph
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makes contains O(1) if false

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nvm I found the source file

spare kernel
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I never really use tmap and when I have it's only like 5 to 10 elements lol

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So not something I ever checked

timber nymph
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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

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are the licensing problems if we modify the runtime?

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there*

spare kernel
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You can modify as much as you want. As long as you don't remove any copyrights

timber nymph
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cool thanks

spare kernel
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That's the idea of having the engine source available

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:)

timber nymph
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yea I'm just not trying to pay for this lol

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I haven't looked at the licensing closely

spare kernel
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Well if you make over 1million dollars then you need to pay royalty

timber nymph
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I'm safe for a long long time then :p

spare kernel
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There is no restrictions on modifying code. Only restriction is editor code must not be distributed

timber nymph
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ah ok

spare kernel
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As in you cant have editor code in your runtime packaged build

sick patio
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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?

timber nymph
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lol I've got one million mesh instances on screen and getting 120fps in the editor

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โค๏ธ ue4

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editor only using 6500mb ram though :p

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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

calm pollen
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if so, just click "Window" then find the one you want to come back and click it

split kettle
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Is there a general place where I can really noob questions?

median hound
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no

winter gale
plush yew
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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?

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The file formats are .dds though

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for the textures

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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...

lucid jetty
quaint wind
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_ 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?

long wren
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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 ?

plush yew
lucid jetty
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you can't from the editor, you need to convert your project to a C++ one do things in visual studio

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I am afraid I don't know how C++ works so can't help you on that

lusty carbon
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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

dire lantern
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Guys big problem, I'm using 4.26

paper cosmos
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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

fresh plover
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2>Building 6 actions with 16 processes...

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stuck

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whats the problem?

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have to start a new project everytime

plush yew
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Hey guys, i'm basically making a pc vr game. And I don't know how to set up the vr.

paper cosmos
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enable the vr plugins for whatever headset your using

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best looking at the ue4 docs to find out which plugins

plush yew
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Oh ok. Thanks

gloomy ginkgo
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guys my character won't move if I use the "any key" function, any help?

spare kernel
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any key will consume the input

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click the any key node and untick consume input.

gloomy ginkgo
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ohh

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thanks

lusty carbon
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What's that?

plush yew
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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?

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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

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I want to be as Quit but looks the Settings button ๐Ÿ˜ฆ

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Is there a way this to be fixed in ue 4?

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the size of the 2 buttons are the same- 340 x 100

glad karma
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Has somebody got experience with xps model? And know which way is best to rig those character to UE4 skeleton?

sick patio
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apparently those 20 pixels for that menu was too prime of real estate for the screen. wonder who requested that be removed?

spark leaf
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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?

stuck linden
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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)

inner vine
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Yes, that's normal. Especially if you load a project for the first time.

stuck linden
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Ok thanks

inner vine
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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.

stuck linden
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Ok thanks, that's good to know (and no probs, was just curious)

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Would it be possible to e.g. design multiple 3D scenes with the editor and then load them via the C++ API ?

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has probably too many questions ^.^ but I'm really curious about the capabilites / features

inner vine
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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?

stuck linden
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Ha! well actually something like that

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If possible I would load unreal purely as a renderer

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but I (automatically) imagined that Unreal was totally not designed for that and I have to find a work around

inner vine
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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.

stuck linden
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Yeah exactly, I was thinking about the latter

inner vine
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So basically the answer is "you probably could, but you probably shouldn't"

stuck linden
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I've been experimenting with Googles Filament library

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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

inner vine
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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.

stuck linden
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yep that's what I'm looking into

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I've got a library which parses an XML file that defines the layout of an application (mostly 2D, kinda similar to HTML).

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One of the tags is something like <3d file="my-3d-scene.bin" />

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Not sure if that makes any sense .. but I have tags like <image> and <video> which instantiate the required objects via my library.

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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

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... it would be great if I could generate my own vertices, textures, frame buffers etc.

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...

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Would it be possible to render some scene into a texture and then reuse it somewhere else?

inner vine
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Yes, UE calls those "render targets"

stuck linden
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Great. Thanks Ben for helping me, I'm aware this are probably things I can read from the docs

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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.

inner vine
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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.

gloomy ginkgo
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aah! help me! how can I reset the layout of my window?

inner vine
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Yes, you can just create a camera that renders to a render target and it'll work just like the regular camera.

stuck linden
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Perfect! And is there some place where I would start/load my library? like a main.cpp ?

fierce tulip
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@gloomy ginkgo worst case
window > reset layout

plush yew
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Is it feasible to use a tick system instead of delta time?

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Say I just set every character max tick to 60

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Will it give a stable experience

fierce tulip
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an always unstable experience is also a form of a stable experience

gloomy ginkgo
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i clicked on that

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but that did not change anything

fierce tulip
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there is also a reset layout

gloomy ginkgo
fierce tulip
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ah yea, same thing. should fix it.

inner vine
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@stuck linden I think the easiest place for that would likely be the game instance or game mode.

stuck linden
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Ok thanks!

inner vine
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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)

stuck linden
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Ok

gloomy ginkgo
fierce tulip
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the reset to default you pressed.
I just messed up my cascade viewport to try it, worked for me :/

whole trout
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Is i3, 920mx, 12gb ram ok for small games in ue4 ?

fierce tulip
midnight gate
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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

Straw Poll

Vote Now! [finnish seal pup interactions] [make better ai] [finish ui design] [finish enviorment polishing] [add more enemies - danger]

rigid belfry
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do you guys have any tips on a better level layout? game's a first person horror game

gloomy ginkgo
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it resets the editor

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but not the particle window

fierce tulip
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@rigid belfry thats a good example of the HRHR/HCH syndrome (hallway/room/hallway)

rigid belfry
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how do i cure my illness, doctor?

fierce tulip
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take a daily dosis of that, and your illness should be cured

rigid belfry
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thanks for the prescription doc

plush yew
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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

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nvm, I fixed it ๐Ÿ˜„

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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 ?

rigid belfry
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did you set it up so that you jump with left click?

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are you using any game template or did you start from blank? @plush yew

tough pagoda
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Anybody know how to keep log settings in Message Log Window.

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I want to see only My Log Category. But after reloading Editor I see again full list from many-many types of logs.

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In Message Log Window.

lusty carbon
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Is there really a way to make two sided materials light bake light properly?

plush yew
rigid belfry
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so you most likely set it up to jump on left click, right?

rose cloud
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anyone know how I what C++ type the blueprint variable "Anim Instance = Class Reference" ?

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I've tried UAnimInstance* and UAnimBlueprintGeneratedClass* neither are right

plush yew
plush yew
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I can jump with space and left mouse, I want to remove to jump with left button of the mouse

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I fixed it

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I unbinded this

plush yew
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hello soory for my bad english i have a problems I have some folder that is not displayed

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when I open the file it makes me feel

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I tried to reset my interface but it doesn't change anything

heady summit
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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 blobThink

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Sometimes it can lock to 60. What's funnier a simple tooltip can halve the fps

wanton lotus
heady summit
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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

plush yew
short onyx
heady summit
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why would it halve the frames tho ? @short onyx

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and the framerate going up when i focus on other applications instead of the editor

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i will try updating everything i can and see what will happen

queen canyon
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Can anyone link me a good guide about hexagonal navigation principles?

plush yew
# plush yew

nvm, I found the mobile joystick and I fixed it

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yes boy

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๐Ÿ˜„

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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

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what should i be googling to find this out and make it

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@grim ore lord the of engine i beckon to thee with widget tribute :B

fluid orbit
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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 ?

rigid belfry
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do my proportions look allright?

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is the size of this castle believable?

urban bough
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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?

proven grail
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Hi guys! May I know which courses do you guys recommend to learn unreal engine 4?

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Disclaimer. This is not a promotional video.

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I'm just interested in creating games similar to this. I was wondering if someone could give me some advises?

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@plush yew TQ

rigid belfry
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don't think you'll fire up the engine and create the next diablo or whatever

proven grail
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I have been learning to make my own environment landscape

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@rigid belfry

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I do understand every good products need time

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and learning also requires time

rigid belfry
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oh i see

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yeah good luck

proven grail
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Where can i ask questions?

rigid belfry
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here

proven grail
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Ahh okayyy

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I want to create a soft of 3D mix 2D similar to the game

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When i scroll in. It becomes 3D and when I scroll out. It becomes a 2D view

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When i meant 2D view. I mean this.

rigid belfry
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2.5d?

proven grail
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Yup

plush yew
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7.5d when

proven grail
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@plush yew What is 7.5d?

plush yew
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thats the million dollar question

proven grail
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Lol

plush yew
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its an untapped market ;D

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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

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can someone help me?

rigid belfry
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right? i think its just a top down game

plush yew
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^

proven grail
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I think you're right.

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I'm struggling to make a top down game that when zoom in it will become 3D

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When you zoom out. It becomes a top down.

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If you don't mind, can you give me some advice?

wary wave
rigid belfry
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you simply zoom in

plush yew
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its 2d in my heart of hearts

proven grail
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I can't

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when i zoom it. It doesn't become 3D view

rigid belfry
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what are you zooming?

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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

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you have to create a code that makes your camera zoom in and out

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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

plush yew
wary wave
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I can't even understand your first sentence, so you may want to start by paraphrasing it and using some punctuation

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aside from that, every 'Set Collision' node in those screenshots is setting it to 'No Collision'

proven grail
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@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.

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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.

whole quarry
rigid belfry
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if you zoom in, you simply..zoom in.. you see things from closer

inner vine
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@proven grail do you mean transitioning between a top-down and first/third-person camera?

plush yew
proven grail
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@inner vine YES!!!

whole quarry
proven grail
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That is what I have been trying to say. I just don't know the words yet.

whole quarry
wary wave
proven grail
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Thank you ben!!!

plush yew
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I know

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but I wanted to ask where to ad it-in character bp or in the actor bp

whole quarry
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to whatever actor should act that way

proven grail
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@wary wave thank you!!!

plush yew
proven grail
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How can I do that? Is there like a guide I can follow?

rigid belfry
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like in ARK where you can go from first person to third person?

rigid belfry
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because if you want a first person camera, its hard to move using a mouse

proven grail
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wasd

rigid belfry
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ok great, make that work. try to create a top down camera and wasd commands

proven grail
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I agree wit hyou that using mouse to move is hard too

rigid belfry
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start small

wary wave
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I would go do some total newbie tutorials to learn some basics first

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then when you're more confident with the basics, start thinking about your project

proven grail
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What tutorials do you recommend?

wary wave
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I wouldn't know

rigid belfry
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check the pinned messages

proven grail
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Ok

plush yew
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this way? @whole quarry

whole quarry
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yea

plush yew
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okay

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I didn't do anything in the timeline cus idk how to work with it

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๐Ÿ˜„

rancid jay
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any idea how to make Insight work with Editor instead of standalone?

plush yew
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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

plush yew
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and nothing else

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and doesn't work yet ๐Ÿ˜ฆ

plush yew
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anyone can help me with the problem please ๐Ÿ˜ญ

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I am fighting with it for hours ๐Ÿ˜ฆ

rigid belfry
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what was the problem again?

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the timeline is not working?

plush yew
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no

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I want when I start the game the player to go through the meshes first 3 seconds and then to have collusion

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I did a function in the third person character and I put it after overlapping but doesn't work ๐Ÿ˜ฆ

rigid belfry
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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

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i dont think a function is necessary at all. doesnt a simple "destroy actor" work?

plush yew
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I don't need destroy actor

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this is runner game

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you get it ๐Ÿ˜„

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like when I hit object I will die

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this node?

knotty heron
# plush yew

shouldnt you pick collision then in the collision enabled node

knotty heron
plush yew
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I don't know

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I tried with different nodes

knotty heron
plush yew
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I tried with al of the functions

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still doesn't work

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๐Ÿ˜ฆ

knotty heron
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you could use on begin overlap events and kill on overlap when the game time is over 3 seconds

plush yew
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hmm

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didn't get you

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but will try to do it

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this?

knotty heron
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on begin overlap -> death

plush yew
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why? wtf

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if on overlap death, this is the code

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I don't think it will help

knotty heron
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I thought you wanted your character to die when he runs into an object

plush yew
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no

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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

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that's it

rigid belfry
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ok

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ignoring the fact that the mechanics seems not fun

knotty heron
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@plush yew

plush yew
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so this?

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doesn't work again

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bruh

knotty heron
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your delay is on .2secs

plush yew
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a okay

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again doesn't work

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bruh

rigid belfry
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why does it "not work"?

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what should happen

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what isnt

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we cant understand

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whats inside the death function

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is that function not working?

plush yew
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it is not working as I described ๐Ÿ˜„

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IT WORKS

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IT WORKS

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NICE

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the last problem is that I can't package the game

manic aurora
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You'll want to review the red errors in your output log, looks like there's one above in that screenshot

plush yew
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?

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idk where to check the output file

manic aurora
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I mean the outpug log you're looking at right now

plush yew
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okay

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so?

manic aurora
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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

plush yew
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aha okay

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gg ๐Ÿ˜ฆ

manic aurora
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(just as an example, I've had a lot of luck just googline each error.)

plush yew
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aha okay

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I checked it

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but in which of the .ini files to go into? ๐Ÿ˜„

knotty heron
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anyone know how to fix this? I tried everything, also applying scale etc on the armature

plush yew
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How do I cast the foliage actors in my character BP?

runic fern
wary wave
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the first question makes little sense, and the answer is worse

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@plush yew what are you actually trying to do?

runic fern
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My Answer is Worse 4950_LemonThonk

plush yew
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Idk lmao It was not a real question

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It was

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Huh

broken heath
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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

wary wave
#

you can move forwards in versions, but not backwards

runic fern
#

Is it Possible to Export the Remote control Web Interface with the Package because its not packaging with project ?

wary wave
#

you may have to recreate stuff manually if you really must go backwards

rigid belfry
#

how do i create a simple post process material that makes everything look unlit?

inner vine
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Add a Scene Texture node, one of the buffers it can access should be the colour of everything with no lighting applied.

broken heath
inner vine
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Then just connect that directly to your emissive colour slot

broken heath
#

?

inner vine
#

@rigid belfry I think the BaseColour (as stored in GBuffer) is the one you need.

plush yew
#

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?

spark leaf
dense phoenix
#

Which programming chat room would I go to to ask for help about NavMeshes?

rigid belfry
#

here

dense phoenix
#

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?

rigid belfry
#

pretty sure navmesh is located in the place actors window

jaunty zinc
#

search for "NavMesh bound"

#

yeah

rigid belfry
#

place it in the level and scale it up accordingly

jaunty zinc
#

also you can press P and itll appear in green, so you can see where it is

rigid belfry
#

why are you using unreal for a unity college class?

dense phoenix
#

oops I mixed up the words. I JUST finished a Unity class before this Unreal class superw16SPIT

#

I can english good

rigid belfry
#

oh

#

is that an actual college class? thats cool

#

what are you studying if you mind me asking

dense phoenix
#

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#

knotty heron
rigid belfry
knotty heron
#

thx

rigid belfry
dense knoll
#

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?

worldly lynx
#

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

knotty heron
#

BRUH why do you have to change the scene unit scale to .01 in blender for it to work

light thunder
#

What's the trick to tweaking the volumetric fog settings that they don't create a slideshow -

knotty heron
#

doesnt that make it smaller

dense phoenix
#

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.

wooden jacinth
#

can someone help me

#

my animation broke

dense knoll
#

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

dense phoenix
plush yew
#

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 typing

knotty heron
plush yew
rigid belfry
plush yew
#

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

lucid grove
#

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

tough perch
#

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?

rocky epoch
#

Spawner is a bit tricky as it simulates real world scenario.

terse belfry
#

Hi, when I take a high res screenshot some meshes are not displayed. How can I fix it?

rocky epoch
#

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.

rigid belfry
#

why are my fps still capped at 90 after writing the command t.MaxFPS X?

buoyant graniteBOT
#

:triangular_flag_on_post: epikzaddylol#9999 received strike 1. As a result, they were muted for 10 minutes.

hard quarry
#

I am currently recording a video with the sequencer, but some objects like this lamp do not get drawn fully. Any ideas why?

rigid belfry
#

spoopy alex

lucid grove
fierce tulip
#

@somber rover removing message so people wont contact him. we got it logged.

rocky epoch
#

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.

plush yew
#

i cant seem to call up a custom event i made

#

but the other 2 work fine

#

where might i have screwed up D:

spare kernel
#

๐Ÿ”ฎ nope no idea @plush yew

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

shy kiln
#

Sorry for the delay. What questions do you have?

plush yew
#

i have all of the questions!

stiff verge
#

i have this cable attached to stuff in blender.. how should/could do something like this in unreal?

fierce tulip
#

i'd look into the cable component

dense phoenix
#

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?

spare kernel
#

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

dense phoenix
#

Well that's how the book told me to do it :/

spare kernel
#

book is wrong then or you copied/followed wrong

dense phoenix
#

Wrong in what way?

#

(also just finished double-checking, it was done word for word)

stiff verge
#

@fierce tulip thanks

celest vapor
#

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?

subtle adder
#

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?

stiff verge
#

install unreal watch tutorials

lunar scarab
#

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?

upbeat fern
#

Hey lads, Have an issue with going over multiple monitors - dunno what I'd search for this one.. only happens on 3rd monitor tho

plush yew
#

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*

dense phoenix
#

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?

calm heron
#

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?

stiff verge
#

@dense phoenix do you connect those displays in different gpu?

dense phoenix
#

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

dense phoenix
silk lintel
#

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 >-<

somber rover
#

When I press Build Lighting Only the window pops up and goes away.... fix??

north monolith
#

Is there any good tutorials on how to export and retarget a daz3d model with clothing?

cedar cypress
#

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

cedar cypress
#

trying to launch meta humans doesnt work

#

?

plush yew
#

"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 hurtsโ€ฆ but at least I can do some cool stuff now

#

im learning papa

#

but soon :B

#

i become matheww

cedar cypress
#

Ah shit, here we go again

sweet axle
cedar cypress
#

newbie here too, what exactly can we do with MetaHumans right now, is there a character creator yet or is that coming later?

lucid grove
#

Heya fellas, can anyone suggest something about foliage shadows optimisation? Right now forest shadows has the most heavy fps impact in my scenes.

sly wagon
#

@real wasp @plush yew I use this website for sounds ๐Ÿ˜„ https://freesound.org/

#

Im surprised people liked the sounds, I didnt give them much thought.. was so focused on the visuals and getting the lightning to work

real wasp
#

It came together quite nicely

cerulean geyser
#

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)

wind falcon
#

Hi, im new to unreal. Does anyone have a tutorial on blueprints?

plush yew
#

@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

wind falcon
#

Thnx!

lament shore
#

Is it possible to do source engine style skyboxes in ue4? Geometry physically in the world that is projected to the surrounding environment?

shut olive
#

@cerulean geyser lookat?

plush yew
#

@cerulean geyser personally I would animate all the range of motion of his head, then put the animation into a blendspace controlled by parameters

fringe drift
#

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?

coarse turtle
#

How do you calculate ue4 recommended landscape sizes?

plush yew
#

Yes its tied to framerate

#

@fringe drift

#

Which is why you multiply stuff by delta time if you want it to be framerate independent

honest vale
#

time of a frame is variable

rare dawn
jaunty lion
#

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?

fringe drift
#

Or 1/60ths of a second?

honest vale
#

seconds

fringe drift
#

Kk, so at 1 FPS, delta-time becomes 1?

honest vale
#

yeah

fringe drift
#

Awesome, thanks!

spark leaf
#

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.

winter gale
fleet jay
#

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 ?

steel shell
#

is it possible to move the landscape in z direction via a blueprint?

shut stump
#

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?

serene birch
shut stump
#

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.

fringe drift
#

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?

native garden
#

My project doesnโ€™t cook. Is there a good way to fix this?

fringe drift
#

You might have a log file or something in that directory it gives you.

#

Check that appdata folder?

shut stump
#

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.

mint folio
#

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

chrome cosmos
#

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?

wary wave
#

I'd probably line trace rather than overlap, but essentially yes

neon bough
#

if you want something that uses Y as up axis, go play minecraft, that does that weird stuff

wary wave
#

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

neon bough
#

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

onyx merlin
#

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)

last flax
#

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 โค๏ธ Thanks

wary wave
#

axes are arbitrary, so you'll see all kinds of differences

neon bough
#

opengl does it also with z as depth iirc

shut stump
#

@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.

neon bough
#

nvm me

#

hadnt noticed your longer elaboration about that

#

but yea what you said makes more sense

#

y should point upwards in top view

shut stump
#

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

neon bough
#

minor annoyance... i used to make minecraft mods before, where it bugged the hell out of me that Y was the upvector ๐Ÿ˜„

shut stump
#

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.

spare kernel
#

Minecraft does Y UP?

neon bough
#

yea, but that comes from it using opengl i guess

spare kernel
#

no excuse

neon bough
#

๐Ÿ˜„

#

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"

spare kernel
#

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

neon bough
#

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

spare kernel
#

yeah makes sense

neon bough
#

unreal puts the abstraction of 2D space to 3D space between the dev and the engine

fresh plover
#

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>

gentle mirage
#

Did u check the documentation?

scenic fox
#

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.

fresh plover
#

i can create new classes

#

but it will get stuck

gentle mirage
#

Yes bur u say the wont compile

fresh plover
#

on the compiling process

scenic fox
#

help

gentle mirage
#

Search the forums and u will find the answer

scenic fox
#

me?

gentle mirage
#

A quick google search will do

#

Nah the other pal

scenic fox
#

oh okay

#

damn this warning sucks though

gentle mirage
#

Did u try to search forums?

scenic fox
#

i did but i couldn't find anything that worked sadly

#

im looking on youtube rn

fresh plover
#

well

#

after chaning BuildConfiguration.xml

#

wont compile anymore

#

haha

gentle mirage
#

Did u animate it in blender?

#

@scenic fox

scenic fox
#

ye

#

ye

#

i think it's cause of unit scale

gentle mirage
#

U can check the blender forums too if so

#

This might help

fresh plover
#

@gentle mirage it think the problem is resolved

#

about the compiling

gentle mirage
#

Yeh forums has everything

#

Ue4 documentaion isnt the best but helps

safe sentinel
#

nevermind, found the channel to ask in

warped grove
#

Any motion designers here?

broken heath
#

Has anyone tried mac mini m1 with unreal engine?

grim ore
#

I have

broken heath
#

Oh great , Hows it?

wary wave
#

does it even run the editor?

broken heath
#

It does , and i heard it works well with 4.21

grim ore
#

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

wary wave
#

running with 8GB or 16GB memory?

broken heath
#

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?

grim ore
#

this was on the 8gb models. I tried all of the m1 mac variations

wary wave
#

but 'performance of a gtx1050' doesn't fill me with faith, hehe

grim ore
#

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

wary wave
#

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

grim ore
#

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

broken heath
#

So using it for build purposes only , while using pc for everything else can work right?

scenic fox
#

i used to do it on a shitty laptop and it worked decent for some odd reason

grim ore
#

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

broken heath
#

How long do u think it can take to build something like low poly third person game

#

On m1

grim ore
#

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

broken heath
#

I never tried a mac at all , forced to get for ios building now

plush yew
#

I got this bp where it will find the closest unoccupied chair, it works, untill all the chairs are occupied, any idea?

runic fern
#

@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 ?

plush yew
#

i tried setting the variable to empty but it breaks it

scenic fox
#

why use get all actors of class when you can use event dispatchers though?

broken heath
#

@grim ore so generally do u recommend me buying mac mini for mobile ios development or I should think of older macs instead

runic fern
#

not all people using dispatchers xD but i meant if he used this method is it wrong ?

grim ore
#

@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.

scenic fox
plush yew
#

if i set to nothing at the start it doesnt seem to work properly

wary wave
runic fern
#

Because he said the answer is worse so i want to learn the good method

wary wave
#

though generally speaking if you're using 'GetAllActors' during gameplay you're probably doing something wrong

grim ore
#

@runic fern that can get you the main foliage instance actor, but how do you get the individual instance he wanted was the question

wary wave
#

ah, is that what it was

#

I didn't see the conclusion, heh

grim ore
#

and like was mentioned generally getting all actors has a better way performance wise

plush yew
plush yew
#

these two dont have a chair and default to an occupied one

#

rest of them do work tho

grim ore
#

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.

runic fern
#

cool

gleaming creek
#

I had the (probably naive) assumption that "get all actors of class" would be optimised in the engine

grim ore
#

@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.

scenic fox
#

ok here's a question i could need an answer for, what's better BP Interface or ED?

runic fern
#

and also he can use blueprint interface

grim ore
#

neither might be better, both might be situational

scenic fox
#

ah.

grim ore
#

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

plush yew
#

@grim ore i did try a bunch of solutions but they dont seem to work so I came here if someone knows one? ๐Ÿ˜›

grim ore
#

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?

runic fern
#

yes good info thanks guys

plush yew
#

well the issue I cant set the variable to null or empty

grim ore
#

you can set it, setting it to its defaults for that variable would be null

plush yew
#

the highlighted part of the bp seems to be neccesary

grim ore
#

literally set chair near to nothing

plush yew
#

if I do that the bp doesnt work as intended

grim ore
#

then fix the BP to work with it

#

your asking why its going to the occupied chair, you are telling it to

plush yew
grim ore
#

you are setting a default to a chair, not to no chair

plush yew
#

its just going to seemingly random chairs

grim ore
#

yep again fix your code.

plush yew
#

im trying

grim ore
#

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.

plush yew
#

thats what I got no?

gleaming creek
#

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?

plush yew
#

set chair to nothing, find chair not being used, set that as chair

gleaming creek
#

Keep a list of them all to avoid using get all actors of type?

plush yew
#

i just added it to an array so I can do another for each loop for the closest one

grim ore
#

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?

plush yew
#

yea thats why I got 2 loops

grim ore
#

no reason to set chair near in that first loop if you arent using it

plush yew
#

itll find the nearest chair in an array of not occupied chairs

grim ore
#

you only want to set it when you find what you want, which is the nearest non used chair.

plush yew
#

hm i had an issue when I hooked up the array element into the new array

grim ore
#

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

plush yew
#

cause ive been googling and asking for a week now and I cant find any solution ๐Ÿ˜›

grim ore
#

I gave solutions originally but you keep insisting on doing the double loops

plush yew
#

i know you did but I coudnt make that work at all

grim ore
#

that doesnt mean it was wrong

broken heath
#

Last question, Do u think Apple or Epic games could ban each others to the limit where we canโ€™t develop for ios ?

grim ore
#

@broken heath if you dont own the entire tech stack, yes. its like that with anything.

plush yew
#

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 ๐Ÿ˜›

broken heath
#

Didnโ€™t get the entire stack thing i am a foreign ๐Ÿ˜‡ didnโ€™t get the answer

grim ore
#

if you dont make all of the software you use when you make the product, anyone in that chain can screw you

gleaming creek
#

Also hardware, in the case of mobile devices

grim ore
#

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

broken heath
#

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?

plush yew
#

if it benefits them then yes

broken heath
#

Your own vision

gleaming creek
#

That thing with the chairs looks really over-complicated, I'd suggest starting anew and making is simpler.

plush yew
#

yea I got no idea lmao

#

ive been on it for more then a week

#

my brain is mush

grim ore
#

ill show you what I suggested again in a sec, I just have to write it out

plush yew
#

okay thanks ๐Ÿ™‚

gleaming creek
#

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)

plush yew
#

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)

grim ore
#

with this being the actual code calling it

gleaming creek
#

You forgot to update the distance ๐Ÿ™‚

grim ore
#

this just simulating 10 thingies searching

gleaming creek
#

Also, the local variable for nearest distance should start at 9999999

grim ore
#

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)

plush yew
#

@grim ore see I had that when I started out and somehow it didnt work ๐Ÿ˜›

#

ill try again tho

gleaming creek
#

๐Ÿ˜‰

grim ore
#

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

gleaming creek
#

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)

grim ore
#

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

gleaming creek
#

Would that be more efficient? I'd have to open the code for get actors of type and see how it works

grim ore
#

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

kindred viper
#

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.

grim ore
#

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"

gleaming creek
#

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)

grim ore
#

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

gleaming creek
#

I vaguely think I looked into that and decided it wasn't appropriate, but I can't remember why now

grim ore
#

it was definitely wonky at some point but in .26 was finally removed from experimental status

gleaming creek
#

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

grim ore
#

oh yeah its the same concept just all in the BT system and without any seperate coding

gleaming creek
#

Yup. Probably why I didn't use it (I'm using priority AI and not behaviour trees)

grim ore
#

more designer oriented would be about what I could say? since all of the tweakables are in the BT itself

gleaming creek
#

Anyway, probably worrying too much about optimisation there

tough pagoda
#

Anybody know how to keep settings for Message Output for Logs?

#

After restarting settings are reseting.

gleaming creek
#

(I could also optimise that "get nearest chair" example a lot by doing things like not calculating the distance twice, for example)

steep timber
#

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...

โ–ถ Play video
grim ore
#

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

steep timber
grim ore
#

so which part of that screenshot

#

The one that says Return Node....

steep timber
#

the panel he is actuallyon

#

with the 2 violet and the 1 red conection

grim ore
#

oh the double = sign

steep timber
#

y xD

grim ore
#

that is boolean equals

steep timber
#

ahhh ty

#

but its name equal

grim ore
#

well technically I think its a name == name

#

yeah but it returns a boolean is why I said that

steep timber
#

ok ty alot ๐Ÿ™‚

gleaming creek
#

You get that node by typing "==" into the box when you drag out a wire

light thunder
#

So, TIL you can open up an FBX in Visual Studio - neat.

plush yew
#

@gleaming creek @grim ore I think it works, it probably does. Need to tweak some other tasks tho but its fine. Thanks ๐Ÿ˜„

#

hey help me please with sound volume issue anyone pls ๐Ÿ˜ฆ

#

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.

grim ore
#

pretty much that answer is the answer is why you are seeing that answer

plush yew
#

Thanks that really helped!

#

all in a days work

grim ore
#

well you question was "how can I do this a different way than the way it is supposed to be done"

plush yew
#

not really

grim ore
#

so start debugging why it doesnt work?

plush yew
#

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

grim ore
#

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.

plush yew
#

I dont even know where to start debugging, tried the basic printstring but it works fine for printing it

grim ore
#

the sound mix override is generally where you change the volume

#

make sure that is running and make sure your classes are using it

plush yew
#

I tried it also, but not working ๐Ÿ˜ฆ

#

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

grim ore
#

@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

plush yew
#

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.

grim ore
#

oh well the override is what sets it

plush yew
#

oh so i might just be stupid

grim ore
#

unless your just swapping out new mixes with new volumes

plush yew
#

good to know

#

I will ofc trie override it tooo

#

ill check in a second

grim ore
#

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

plush yew
#

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

grim ore
#

would have to make sure all sound classes are included and muted in that base sound mix then

plush yew
#

Yes will double check that too.

grim ore
#

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

light thunder
#

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?

past pilot
#

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.

plush yew
#

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 ๐Ÿ˜ )

#

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?

steep timber
#

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" ?

rigid belfry
#

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

grim ore
#

@steep timber maybe pull the image into paint and circle or highlight what you are missing. It seems weird the tutorial would skip stuff.

steep timber
#

y he doesnt show how to get the panels at all

grim ore
#

what is "Quantity" supposed to be?

steep timber
#

the number of stacked items in the slot

#

love 64 wood in minecraft

grim ore
#

so its a widget? a text widget perhaps?

restive shadow
#

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.

steep timber
#

i have no widgette called quantity

plush yew
#

@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

grim ore
#

@steep timber did you say in designer you had a small text ?

steep timber
#

y

#

the text is called quantity

grim ore
#

@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

plush yew
#

Oki

grim ore
#

in the details panel you can set the widget to be a variable

steep timber
plush yew
#

Okie so I'm stupid

grim ore
#

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

plush yew
#

I didn't type show and tried pulling the name itself instead of the show part of it.and it worked

#

Thanksies matheww!

grim ore
#

yeah your name for your event is not "show whatever" like the other 2

plush yew
#

Its weird because I didn't write show in their names either tbh..

#

But this one won't pop up when typing show

grim ore
#

well someone typed it

#

custom events are called what you want

plush yew
#

Oh yeah I definitely wrote show

#

How did that floop by my head

#

Ugh I'm so dumb

#

Sorry for wasting your time >_<

grim ore
#

it happens. eventually it happens enough you start naming things in certain ways

plush yew
#

I guess I subconsciously wrote it x,.,x

grim ore
#

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

plush yew
#

Lol

#

Oh gosh

#

I kind of like the latter part

#

Uber event typing

grim ore
#

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

plush yew
#

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

grim ore
#

yep its normal to do stuff over and over eventually as you refactor

plush yew
#

Yeah yeaj definitely but I'm learning so much its crazy

grim ore
#

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

narrow mauve
#

Anyone know why my orthographic views are nothing but grey

plush yew
#

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

grim ore
#

@narrow mauve you are zoomed out too far, click on something in the world outliner and F to focus it (or double click it)

plush yew
#

Nontheless thanksies for the assist now I can get back to work :>

narrow mauve
#

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

spice socket
#

Can any recommend good climbing system tutorials?

potent reef
#

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!

restive shadow
#

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

#

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?

true falcon
# spice socket Can any recommend good climbing system tutorials?

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

โ–ถ Play video

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...

โ–ถ Play video
worn mirage
#

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

rigid belfry
worn mirage
plush yew
#

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?

serene minnow
#

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?

restive shadow
serene minnow
#

@restive shadow Damn.... have a Houdini Asset in my scene that depends on the Terrain tiles beeing loaded at start

light thunder
#

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

idle merlin
#

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!

restive shadow
#

@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

rigid belfry
serene minnow
#

@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 ๐Ÿ™‚

potent reef
idle merlin
# rigid belfry you can still create c++ classes even after creating a bp project

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++.

steep timber
#

again a panel i cant find ๐Ÿ˜ฆ

#

"Set Integer (by Ref)"

#

i allready checked "Pass-by-Refference" on bost inputs but nothing changed

rigid belfry
lucid grove
#

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.

wanton lotus
# steep timber again a panel i cant find ๐Ÿ˜ฆ

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.

sterile tulip
#

When I try to build geometry

#

After I changed distance lod settings of landscape, my mesh starts clipping through the ground. Anyone know why?

steep timber
wanton lotus
#

"set members in ST_Item" should get you to the correct node

#

Then expose "Quantity" as pin and plug "Final Quantity" into the pin.

fresh plover
#

so

#

my project isn.t compiling again

plush yew
#

Can anyone please explain why I cant see "Cast To ThirdPerson Character"?

#

do you have a third person character bp?

plush yew
gleaming creek
#

Your character blueprint is probably called something else?

midnight wren
#

will metahuman be free on unreal like megascans

steep timber
#

in the tutroial its supposed to lok like that

willow tinsel
#

@weak hemlock Which game engine did you use to build your game Lost on Corix T-98?

wanton lotus