#ue4-general

1 messages Β· Page 948 of 1

steep timber
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succesfully compiled ty πŸ™‚

dawn gull
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How do I get the number of characters in a float?

wanton lotus
dawn gull
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Ok, thank you!

stiff verge
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is there a color ramp node? for materials?

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to use as matte and stuff

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a gradient

wanton lotus
stiff verge
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thanks

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yeah that's useful

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i wish there was one similar to what's in blender houdini touchdesigner, etc

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i guess it's easy to build however

sterile tulip
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my vehicle collision gets stuck

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on landscape sometimes

plush yew
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anyone here has experience with tree's falling? πŸ˜›

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thinking of a way to do it, animations or physics

waxen crypt
stiff verge
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is there a way to stop the editor from rendering the scene when it's not in focus?

fresh plover
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should be

dawn gull
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Is there a way to split a float into 3 separate floats evenly split?

plush yew
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why is my timeline lerp faster then 3 seconds

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even tho its 3 seconds

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like

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the tree already fell right

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so youd think the timeline lerp is done?

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its just 0 to 1

gleaming creek
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Most likely because you are putting the current position back into the 'A'

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You need to save the original position to a variable and use that to lerp between

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(Also why are is there wiring looping around your nodes in that crazy manner?)

plush yew
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lol cause its the timeline alpha πŸ˜›

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@gleaming creek that worked btw! thanks

stiff verge
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I just followed a fog tutorial. using a particle system to generate clouds.. at the end the guy says it's light and he shows his shader complexity viewmode being all green

plush yew
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gotta stop hating variables

stiff verge
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mine gets white right away.. any ideas?

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I assume my pc is hgiher end than his

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what usually makes volume particles heavy?

dry latch
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can someone help me with very simple stupid ui thing ? i'm new :p

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it's just to set an ui widget to transparent inner background color

grim ore
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it depends on which widget it is on if that can be done

dry latch
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im on support vc to stream it if anyone would help ^^

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oh can't stream

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basically it resets the alpha value to 1 instead of 0 when compiling

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i'll do a gif

grim ore
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if you change just the outer background alpha to 0 in the details panel, not in the color picker just click on the A and set it to 0 and compile what happens.

slim hornet
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Something weird is happening, even after adding a c++ class successfully, I cannot see it in my editor. "Show C++ classes" is checked. Also restarted my editor a few times, no dice. I can see the visual studio solution file in the project directory. I can open it and build the project in Visual Studio. But the editor still does not acknowledge that the project is code project. Any code changes (adding functions to C++ BP function library) are not reflected either. I am using binary 4.26, can anyone help?

grim ore
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so you added a c++ class, it compiled, reloaded the module and nothing?

plush yew
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when I use array: clear, does it remove all items and all indices, returning my array to a null array? or does it simply remove all items but keep the indices, so that I have an array with multiple null entries?

plush yew
grim ore
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the magic of testing stuff

plush yew
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Whipped that up real fast

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too much work for me xd

grim ore
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if that was too much work, then testing a real project is going to be impossible

plush yew
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yeah was only joking i just watched your video on it and got an answer. ty

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The Clear node will wipe out all data within a connected array, resetting the array and removing all indices within.

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I guessed wrong πŸ’€

plush yew
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nvm

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found the answe

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How would one go about

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Closing the start menu that is being casted via phgameinstance

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I'm thinking a variable with the widget as the newly made variable >3>

rigid belfry
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do you guys use "IsAlive" or "IsDead"?

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had a little...discussion with a friend of mine

plush yew
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Do you mean philosophically, or practically?

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Cause, practically, I try to avoid that approach altogether, and use finite states

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how would you guys go about changing walking animations all together based on states? I want my guy to use a different walking animation if hes carrying something, or hes injured

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Hehe, am I nerd sniping?

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i feel state machines might be to cluttered cause im planning to add a couple of different walking styles

leaden garnet
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probably are alex

plush yew
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So far nearly good but I'm trying to use the remove from parent to be able to close the widget on a second press of said input

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But its casting from game instance

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The target part is getting me

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And I'm not sure how to proceed from here x.x

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How would I go from here or what should I be searching to figure it out from here

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are you serious?

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yes unfortunately

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use printscreen man no one can read that shit πŸ˜›

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oh

gleaming creek
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Forgot printscreen, use Graph Printer (free on Marketplace)

plush yew
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i didnt notice

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sorry sorry

gleaming creek
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Or one of the other Blueprint screenshotting tools (but probably not the $1,500 one!)

plush yew
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Better?

gleaming creek
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No. Don't take photographs of your screen.

plush yew
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Its a different pc im doing unreal on

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I can get discord on there i guess xD

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One moment!

leaden garnet
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the problem is youre trying to remove a parent inside the widget class, so it doesnr know which widget to remove

plush yew
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yeah thats the confusing part for me im not sure how to remove a widget summoned from the game instance x-x;

leaden garnet
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do you know the widgets name?

plush yew
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i looked for a few hours to find out how to no avail

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yes

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STmenu <-

leaden garnet
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does typing get STMenu prompt anything?

plush yew
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cast to STmenu appears

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if i right click on the blueprint page and type it

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should i be casting to that instead of the gameinstance first?

leaden garnet
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yeah, you need to get a reference to that widget first, then plug it into the Target Node

plush yew
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ah

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ill try it

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thanksies thanksies ❀️

rigid belfry
# plush yew ah

when you first create the widget, off the return output create a widget ref variable

plush yew
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huh

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wait

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so dont mess with the current code

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create a widget ref instead?

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or after casting to STmenu instead?

dawn gull
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How do I merge multiple strings into 1?

plush yew
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connect all the noodles

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(pls dont)

stuck swan
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what can be the cause for animation blueprint events not being called. It worked on one version and on the next it doesn't but there are no significant changes visible in source control

plush yew
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how would I switch walking animations?

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in game ofcourse

stuck swan
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you could create an Animation Blueprint with a state machine switching animations based on some condition

prime willow
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This is what i currently got

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is there a term or something i could search to figure out closing widgets inv particular

plush yew
prime willow
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i wouldnt want to keep needing assistance when this occurs again

stuck swan
stuck swan
prime willow
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yes the start menu button when pressing it again

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or honestly the start menu based widget or widgets that the start menu can open

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like your basic start menu most games xD

stuck swan
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you have to create the widget, save the reference and show it for adding and remove the widget from it parent to remove it.
you are doing the right things. I wouldn't store the reference in game instance though

plush yew
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anyone have any idea how to change walking animations based on bools?

prime willow
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wait

plush yew
prime willow
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i shouldnt setup widgets in game instances?

stuck swan
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the second cast btw will always fail. If you want to do it with the game instance you should store the reference to the created widget there and create a new function named RemoveIngameSTMenu and call that

silent chasm
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game instance is only one, when you start the game till finish, it is used to keep global variables that can travel through levels. usually widgets should be stored in player controller

stuck swan
prime willow
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so the settings And main menu can possibly stay in the game instance but i should just use the base setup i had for widgets for the start menu than

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my previous setup ^

stuck swan
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the gameinstance should only contain things which should be kept between levels. Mostly just data no references to other objects.

prime willow
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so the main menu widget to start the game and settings for that should be stored elsewhere

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not in the game instance as its not som,ething kept for all levels or gameplay stuff

stuck swan
# prime willow

after the create widget store the result in a property and use that property in the RemoveFromParent node

prime willow
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property as in variables?

stuck swan
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yes

prime willow
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so remake my widget codes esstionally?

silent chasm
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after you create widget you can store it in variable from context menu

prime willow
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yes yes i did that to the gameinstance

stuck swan
plush yew
stuck swan
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send a picture of the nodes

stuck swan
silent chasm
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you need smth like this

plush yew
prime willow
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thats how i set it up the first time o.o

silent chasm
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i forgot to connect add to viewport target πŸ˜„ but you get the idea

prime willow
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ooo

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so many ways to do it x3

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so if player controller is based on gameplay controller inputs

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storing start menu stuff should be set up there

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main menu in the blueprint for main menu i would assume

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and leave game instance for stuff that might travel to different levels or dungeons

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okie i think i get it ill go work through this ❀️

stuck swan
fresh plover
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andrei u romanian?

silent chasm
onyx folio
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I am following the 2015 series by unreal engine about building a 3rd person game. The Punching Montage part doesn't seem to be working. If anyone see's anything wrong I would appreciate the help.

stuck swan
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should setspeed be unconnected from the cast?

rigid belfry
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why does this static mesh have no collision?

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oh wait. i think i know

onyx folio
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ooo thank you

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hmm I guess I was missing that but it unfortunately didn't fix the issue where I can't punch

wanton lotus
wanton lotus
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You should honestly call your "Punch" event with your input action event.

wanton lotus
onyx folio
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sorry I just started learning this like 4 days ago, my head is exploding trying to understand...

dawn gull
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I try putting "111222333" as a float but it automatically gets switched to "111222336", why?

wanton lotus
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Input Action > Set Is Punching > Call Punch event

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Use the other play montage node

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It will let you handle notifies outside the animation blueprint.

rigid belfry
onyx folio
rigid belfry
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some times you miss out of stuff while watching long tutorial vids

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its completely fine

onyx folio
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yeah

rigid belfry
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i think at that point just step back, take a pause. your brain needs time to process new information

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dont know about you, but its currently 1 am where i live

wanton lotus
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There are 2 ways to handle it, you use states in your state machine or you use montages, the tutorial you are following seems to combine both for some reason. You shouldn't have to work inside both your animBP and your character BP for this. One or the other.

onyx folio
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yeah it was yesterday when I ran into the issue so I stopped for the day

rigid belfry
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oh i see

onyx folio
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Thanks slashin8r I will try to fix that

rigid belfry
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while i don't have the exact answer to your solution, i recently watched a very good video that explains how animation montages work

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Creator of Cine Tracer Matt Workman, will join us on the next livestream to demonstrate his Blender to Unreal Engine workflow. As an artist familiar with traditional DCC tools, Matt will talk about his shift to Blender as well as tips and tricks he has learned in the process.

ANNOUNCEMENT
https://forums.unrealengine.com/unreal-engine/events/167...

β–Ά Play video
onyx folio
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ok

rigid belfry
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its not exactly what you need, but the guy(he's amazing btw) sets up a custom animation in the anim montage

onyx folio
rigid belfry
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so he "dabs" or "punches" in your case, and the animation plays

wanton lotus
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This node gives so much more flexibility when handling montages, especially ones for attacks.

onyx folio
wanton lotus
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Starting section will be your best friend with combo moves.

onyx folio
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thanks for your help

orchid haven
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hey hey unreal slackers

rigid belfry
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i've got a question. if i have surface snapping turned on, why on earth do my meshes not snap on the ground, but geometry brushes do?

warped bay
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Hey guys! I've baked some lighting for this house I'm working on, and all the walls (suppose to be white-ish) are now pink/purple. Any idea why or how to fix? I've turned my lights to 0 Indirect Lighting Saturation with no luck.

rigid belfry
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subsurface scattering?

grim ore
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@rigid belfry the pivot point is what it uses to determine the snapping point for snapping, and the pivot on your static mesh cube is the middle. geometry brushes are special and dont really have a defined pivot as they are BSP

rigid belfry
grim ore
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if you design the mesh like that yes

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you can also temporarily set it by right clicking it on the spot you want it and going down to pivot

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it does seem to go wonky when using surface snapping tho lol

rigid belfry
grim ore
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every mesh has a pivot/origin point. If you want it on the edge, you create it like that (externally or using the modeling toolset in the engine)

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otherwise edit it in the engine to adjust the pivot permanently or temporarily

rigid belfry
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i used the brush editing tool to create these assets. can i change the pivot now that i've created the static meshes or is it too late?

grim ore
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use the modeling toolkit in the engine (plugin) or set it temporarily by right clicking the mesh in the viewport and going down to pivot

rigid belfry
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oh man

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this plugin is amazing

grim ore
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for being part of the engine yep, and they are working on it every release trying to make it more robust

plush yew
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I have a weird hypothetical question

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I don't really want a how to just curious on the possibility

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If I have a morph target set up on a skeleton mesh

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Is it possible to cause an event if said number on the morph target exceeds the 0.0 to let's say 0.75 ratio

grim ore
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well how would the morph target change?

plush yew
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The morph target would be attached to something like character creation

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Like for example

grim ore
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so something would change it?

plush yew
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Yes

grim ore
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so something could call the event if it was over your ratio?

plush yew
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The creator system during character creation

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Oh

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I see where you're going with this

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Yes

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Pretty much

grim ore
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I assume its not magically going to change, something has to set it πŸ™‚

rigid belfry
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is there a way to fix this UVs problem? i am not too familiar with this kinda stuff

plush yew
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Yes yes

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Like I wanna setup something like this for the giggles and i kind of feel its possible

grim ore
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@rigid belfry #graphics might have a good solution, but yes you could export it and fix it in your DCC program or those modeling tools "support uv layouts" but I have never used them and have no graphics skills lol

plush yew
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It'd be an adorable way to throw a joke for people who max slide breast or such xD

grim ore
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yep when slider > number do event

plush yew
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;DDDDD

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I knew it would be simple

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Damn i love this engine so much

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The things you can do with it ;3;

grim ore
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your in the honeymoon phase. give it some time and you will fall out of love. then some more time and you will fall back in love. then you will just be roomates. then after spending enough time together you will fall back in love.

plush yew
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Yes yes

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I wanna make such silly dumb.games that explore the possibilities I've never seen before but noticed hints towards it

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And everytime it seems something as simple as a when this do that

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Or state machine when this

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Like ;O; its amazing

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Okie back to work for me!

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Thanskies mathewwww <3

prime willow
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That's crazy 2 hours of silence

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i've never seen that before in here

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i hope thats because weve become so smort in unreal stuff :3

plush yew
coral patio
#

Hey guys! I'm trying to take a high res screenshot with double resolution. However, if I look at the pictures their actual resolution isn't better - I just got more pixels but when zooming in I got the same aliasing etc. as in lower resolutions. Even when going up to 3x resolution nothing changes, really. Is that just how it works or am I doing something wrong?

grim ore
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well heres the same parts across the same screen one at 1x and one at 5x

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yes if you zoom in far enough you will eventually get to the pixels, i mean its an image its made up of pixels

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but same screenshot at different resolutions gives the higher resolution one more details on the "screen"

potent reef
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Hi.. so i tried live link face with iphone to unreal metahuman. The problem is, the mouth is not perfectly closed, Even my mouth was closed in real action. Which settings did i need to change? I tried look on animbp didnt find any.

dull bolt
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So i have a static mesh in ue4

But the player falls through it

Is there a way to generate collision from the mesh itself?

grim ore
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@potent reef I know in previous versions of this there was an "offset" that you could use by calibrating it at runtime (the previous version of this using live link had the button on the blueprint in the details panel)

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@dull bolt open the static mesh from the content browser (double click on it / right click -> open) then you have collision options at the top to create collision shapes

dull bolt
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This is confusing lol

zealous socket
#

Can anyone tell me why my array is not updating with the value I'm giving it even though I'm getting a reference to the array? (Specifically my Stage 1 welding point hits array)

outer cosmos
#

started learning unreal engine, currently doing light and found out about gpu light bake but i am not liking the result it looks so fake, am i doing something wrong, is there a place here i can learn gpu lightbake process.

outer cosmos
potent reef
grim ore
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@potent reef I just checked it out because why not and the meta humans doesnt have that ability, but I copied it over from the face ar sample (i mentioned before) and got it to work. Its just basically snapshotting the current offsets and applying them to the base curves in the anim bp at runtime.

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biggest thing I found was the calibration section in the anim bp, where it modifies the curve, goes BEFORE the remapping to pose rig (the mh_arkit_mapping_pose) so similar to this

potent reef
grim ore
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it took me foreeeeever to get that figured out in the original one lol, I was doing it by hand before I figured it out

potent reef
grim ore
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yep its weird its missing from this rig but epic is also smart so maybe its not and we cant find it lol

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on the neato front I didnt realize you could drive more than one character at a time with live link (makes sense you can) so you can drive both examples at once lol

potent reef
calm pollen
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how would a make an animation bp transition so that when the player moves from 0 on the y axis to 520 or -520, an animation plays

grim ore
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0 to 520 As in what are those numbers?

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The y axis of what

calm pollen
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its an endless runner, so by swiping left, the player moves -520 and right is +520

grim ore
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You can use a a layered blend inside the anim bp and then feed in a mapped range to the anim bp based on the players location. For example if the location of the player is -520 it feeds in 0 to the layered blend in the anim bp which then plays animation 1. If it’s 520 it feeds in 0 and plays animation 2

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You could also use a blend space since it sounds like there are 3 animations and feed the actual location to the blend space in the anim bp and it will play

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Similar to the way it gets the player speed and drives an idle to walk to run set of animations.

calm pollen
grim ore
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If you look at the third person anim bp it’s the same basics as the is falling check

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You can post someone might see the issue.

calm pollen
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alright, heres the blend space code, in here it has the little hop animation is plays when going to left/right, with a sped up version for the speed

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im just not sure what exactly i would do in the event graph to make the "direction" variable actually check the character's location

grim ore
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In the event graph you get the player and it’s location and pull out the value you want and set it

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Look at how it gets the current is falling value from the character for example

uncut vigil
#

I want to store dialogue in a struct with 3 members, like paragraph - query - voiceover. Then I guess an array with IDs linking up a whole dialogue from these structs. Is that how it should be done?

calm pollen
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the "is falling" is just one of the green functions dragged out from the "character movement," I dont see anything similar to that for the location if that makes sense

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all i can see is a "get actor location" but the return value is a vector

grim ore
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World location? Actor location? From the pawn owner node not the character movement

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Yes vector Which is the location which is the XYZ so just split it and get the XY or Z that you are looking for

calm pollen
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im so dumb πŸ˜†

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i forgot about splitting it thanks so much lmao

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it works now, appreciate you bro have a good night

grim ore
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Yay

runic narwhal
#

Does anyone else experience some pretty noticeable hitching in the full screen "immersive" editor mode?

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It's not terrible, but it's definitely there.

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Every couple seconds.

plush yew
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Is it possible to access the material instance in BPs? (I want to change a parameter in my material like I do for example with a light component where I can change intensity ecc....)

covert ivy
#

I'm a big fan of this kind of animation ! Typically, this is used as finishing moves into fights. But I was wondering if it is possible to do a entire fighting system with only animations like this ??? πŸ€”

plush yew
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Everything is possible but it would be really hard and take a lot of time

turbid plover
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Falco you can create and save the dynamic material instance as a ref. Then you can access and modify it anytime.

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I usually do it in construction script.

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You don’t have to though, I just generally use them on construction anyway πŸ™‚

covert ivy
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@turbid plover He is @plush yew , not Falco ^^

turbid plover
#

Ugh sorry hehe

covert ivy
# plush yew Everything is possible but it would be really hard and take a lot of time

No doubt it would take a lot of time, haha ! But time is not a big problem. My concern would be more about the performance. Actually, I have some ideas of how to do it but the thing is I would probably need many animations. I mean, I would probably need several variations depending on the scale of the characters fighting each others for example (or maybe is there a way to having only one animations and using curves or something which could tweak/adjust some animations, in order to reduce the number of animations) ... Depending of the size of swords or melee weapons also, if I add some weapons in the fighting system. And I was wondering how much it would impact the performance (RAM especially I presume ?) having a very high amount of animations, like, I don't know, 100 or 200 short animations (lets say between 0.1s and 2s) just for one character ? And maybe far more if there is many weapons...

lucid grove
#

Heya

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Can someone suggest me what is the name of the direction in game development, which is tied to the placement of objects in the scene, without creating 3d models specifically. I tried to search for 3d environment artist courses, but almost all of them are related to the creation of 3d models, but not the placement and composition.

If you recommend courses (both paid or free), I will be very grateful.

uncut vigil
#

level design? blocking out levels?

lucid grove
#

Those more about level mechanics and gaming concept, im looking for something more related to the art. Like art composition or something.

uncut vigil
lucid grove
uncut vigil
#

artstation learning?

rancid lynx
#

Is it possible to get the Index of an overlapped static mesh component with begin overlap events? I know how to do it with a LineTrace and a BREAK, but when i try with overlap collisions all results return -1

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I made an actor who converts static meshes to instances, i want to convert instances back to static meshes later. but im having trouble getting the index number from the array, technically i could run a line trace between the two objects that collided and break that, but that doesnt sound effecient or bulletproof. actually quite half assed

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what the hell is "Other body index" even for, if not... index info X_x

rancid lynx
#

guess ill just macro a bullethole linetrace X_x

winter gale
stuck linden
#

Hi, I'm looking into Unreal Engine and I'm wondering if it's possible to have fine control over draw calls? E.g. would it be possible to draw into a stencil buffer with specific stencil flags, then submit a draw call to render some shape, then clear the stencil buffer, ..etc? Or is this very uncommon?

broken heath
#

Is it a market place asset

lusty carbon
#

Migrated level to a new project loses light bake data (it's all black). Any ideas?

waxen crypt
#

Hi guys can someone explain to me what's wrong with this
i can't seem to understand what am i doing wrong
what im trying to do it expose the rotation rate to make it easier to change form editor so as not to go back and forth
https://prnt.sc/104mcav
https://prnt.sc/104mczo
(ping me if someone knows a solution pls)

Lightshot

Captured with Lightshot

Lightshot

Captured with Lightshot

inner cloak
#

is it possible to just change the skin/mesh of a character for a different look ... like switching from male to female ?

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and can that be done at runtime ?

dire coral
#

can i use the source build 4.26 for making a test server on 4.26.1

autumn flame
ebon snow
#

Is there a way to draw solid lines in Unreal?

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Or should I just use a mesh and a custom shader?

vivid stratus
#

where would I read the physics code of the engine?

late loom
#

can any1 tell me how to attach a skeletal mesh to another skeletal mesh ?? so that one moves other follows as ragdoll

wary wave
ebon snow
rigid belfry
#

how do i fix my UVs?

wary wave
ebon snow
#

Great, will give it a shot, thanks!

waxen crypt
ancient tangle
#

I am trying to import fbx with textures from a web server, but I can't find a way to get the textures correctly imported and applied to the new static mesh.
Any idea on how can I do that?

autumn flame
#

Or you plug something in there, or expose it and set it in the level

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Not sure what Rotating Movement is too

waxen crypt
#

ohh im damn...i completely forgot >.<

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ill try that out

worldly rose
#

I have renamed a plugin and looking at https://answers.unrealengine.com/questions/355744/view.html I see the recommendation to do Resave All Assets after adding CoreRedirects. Will this resave ALL assets, including textures and such that don't have this kind of references? If so, is there a way to resave only those assets that are affected by the new CoreRedirects? Will Fixup Redirectors do just that?

static raft
#

Hey, I'm getting low fps in separate window PIE but not in the editor window even when the editor window is fullscreen, I have a steady 120 fps however in the separate window I get 72 max, regardless of size.

shut stump
#

Hello, does anyone know of any plugin or way to import a driver into UE4 ? Like I have a windows x64 DLL which interfaces with a USB device, I probably assume I don't need to recreate the whole driver, but I would probably need to create an UE4 plugin to bring those functions into the UE4 editor I hope, I hope I won't need to manually modify the engine source, that's a bit beyond my skills and time.

worldly rose
autumn flame
sacred vapor
#

Can someone share me good Unreal tutorials which are more focused towards C++ and not blueprints? I am a beginner and wanna learn C++ along with Unreal

waxen crypt
azure reef
#

Hello guys! I have some questions about instance actors for reducing draw calls, if you can light me up a bit.
So for example I have 10 decals and I've merged all the decals into 1 single actor using the instance merge tool.
1.So after I've merged, the other decals are now set to not visible. If I want to move a decal, I have to delete the instance actor and merge again?
2.I use often show/hide actors and sometimes I hit ctrl+h to show all actors so my instanced decals are set to visible. Now I have the instance actor + 10 decals? Or the instance actor is replacing the decals even if are visible?
3. Some actors are not merged. If I have 10 meshes, sometimes it will instance only 8 meshes. Why is that?

#
  1. Should I use instance merge only to the meshes who shares the same material?
chrome hedge
chrome hedge
shut stump
#

@worldly rose It's not a sys driver yeah, it's more of a library, so that applications can link to it and use.

orchid haven
#

off the top of everyone's heads, does anyone know why an actor's animation mode / animation asset would consistently reset on save?

i cannot export something out of sequencer because it must save before rendering. every time the project saves, the animation asset is reset from my baked animation to "none"

plush yew
buoyant mesa
#

is there a way to disable this viewport camera rotate feature when you hold alt and duplicate items it sometimes flips the viewport its super annoying

fresh plover
#

what should i do if i can.t make c++ classes

#

it.s stuck on 86%

bleak widget
#

hi guys! does anybody done some cheap dynamic impact shoreline in ocean shader ?🀨 i am trying to do it by WaveWorks. Shoreline pipline needs a static texture to reproduce it. RenderTarget is a good idea to create dynamic shoreline which can impact win any game objects. But it need strong rework souce code. My mind is blown

slate kernel
#

any ideas on why the buoyancy component just sinks?

bleak widget
chrome hedge
#

np

gleaming creek
#

I've been having an insane amount of hassle trying to make a custom variable type that can be used in Blueprints but has some functionality other than simply storing values.
You can make a USTRUCT in C++ that can be used in BP, but you are not allowed to have any Blueprint-callable functions on a USTRUCT.
If you try to make a variable of a UOBJECT type, then it won't be instanced in BP, and you'll just get a "pick an object of this class" selector instead.
There's an Instanced flag you can set on a property field to have the the property instanced, but only in C++.

The only way I figured out how to get around this was to make a pointless wrapper struct in C++, with a single property of a UOBJECT type, and the Instanced flag on that.

But that has some problems:

  1. I always have to break/split the value out of the struct
  2. If I duplicate the struct, it just copies the pointer, so I end up with two structs containing the same UOBJECT (which is a mess)
  3. If I use one of these structs as a property on a widget, and try to edit the properties on the UOBJECT instance, the entire editor will crash

I suspect this is too specific for anyone to be able to suggest anything (or there may be no good solution for it), but I'll ask anyway.
Having an object as a variable type seems like such a basic thing to want to do....

rigid belfry
#

just testing the modeling tools plug in. is it normal for the engine to freeze when clicking this?

shut stump
#

@worldly rose Thanks, tho I do not see a "Third Party Plugin" template on the New Plugin dialog in UE4 here, I just created a new blank project. Content Plugin only.

onyx mango
#

This is driving me crazy: the world outliner keeps expanding EVERYTHING when clicking an actor in the scene or doing other stuff. There HAS to be a setting for this utterly stupid behaviour. It is so tiring because I have to scroll and collapse the hierarchy thousand times in a day...

covert ivy
# broken heath Is it a market place asset

Yes, it's a marketplace asset but Idon't know how it is called. I saw this in this tuto : https://www.youtube.com/watch?v=9YewzEKD-XI

In this tutorial I am going to show you how to implement combat finishers in a hand to hand combat system in unreal engine. Compared to normal kicks and punches, the finishers are usually longer animation sequences with complex movements and interactions between two characters. In order to work them properly, both character meshes should be in ...

β–Ά Play video
plush yew
#

Can you share projects with your friends?

shut stump
#

So umm, what do I need to do to get Third Party Library template in UE4 for Plugins ? Do I have to use C++ project template and have source and VS2019 in order to create such plugins?

karmic panther
#

look into svns, although those are only on local networks

#

if you really want to share it online, use git and git lfs, thats what i tried

plush yew
#

Anyone wanna make a plane simulator

worn granite
#

Instanced objects are super flaky, not meant to go on USTRUCTS

#

Poor instanced object probably got wiped out along with the transient package - as well as everything you've pointed out

grim ore
#

@shut stump I have 4.26.1 installed and I have it in my create new plugin options

gleaming creek
#

Yeah, I just finally found a thread where someone else talked about this... annoyingly mostly links to UDN which I can't access 😠

#

They had other cases where instanced objects fail

#

Like when you duplicate the entire blueprint (eek, I hadn't even noticed that yet)

#

No solution either way

worn granite
#

@gleaming creek what I like to do for c++ structs is have a BPFL in the same file.

If you can write all your functions there and have the rest of the struct opaque, it almost feels like you aren't duplicating effort.

gleaming creek
#

Yeah, I saw someone suggest that as well

#

It seems a bit ugly because you'll get the function in the right-click menu

#

But it's not like there aren't tons of things in there already

worn granite
#

anyway

#

you can make your copies re-instance the object, and if you don't use Instanced you will have to spawn the object yourself manually (which is probably fine).

plush yew
#

@grim ore progress πŸ˜„

worn granite
#

Create Object in Struct Storage - new function you add in the BPFL

gleaming creek
#

How would I make them re-instance it? I didn't see a way of making a copy constructor for USTRUCTs

#

I should probably explain what I'm trying to do here, as it's a little bit complicated

worn granite
#

So your copy ctor/assignment grab the class of the other and calls that function with the class

#

unless BP just memstomps

#

I think there's a way around that too

gleaming creek
#

What I want to do is have a variable in a BP (or a widget) which has some identifiers in it

#

And based on those identifiers, it loads its value

#

So this is basically a kind of custom configuration

worn granite
#

oh interesting I kinda made a similar thing not long ago

#

Did mine as a component so it isn't quite the same

gleaming creek
#

The idea behind it was that it's "just a variable", and the correct value is injected

#

It does work, but it has all those weird awkward edge cases I mentioned

#

So you set it like this:

#

Where "Property" is a UObject type, a different one for each param type

#

(Which is also a bit annoying because they all need to have e.g. GetBooleanValue, GetFloatValue, etc. functions, most of which doing nothing if they're called on the wrong type)

worn granite
#

okay you need to make generics because that api is bad

#

go look at the way the BP container support stuff works

gleaming creek
#

And if the value of the configuration changes, the configuration system will lookup all the appropriate objects (using the Unreal reference lookup) and inject the fresh values

#

Things like TArray?

worn granite
#

mhm

#

KismetArrayLibrary for that one

gleaming creek
#

I wasn't sure if you could create something like that without recompiling the engine

worn granite
#

You can make them in your game module no problem

gleaming creek
#

I was looking at the built-in types like FString, but those looked like they were hard-coded into the engine/editor

#

(or, at least, I didn't see any annotation-type macros on them)

fierce forge
#

how i can change these numbers ?

gleaming creek
#

and you can't add functions to structs

#

Unless I'm misunderstanding

#

Because the struct just contains an instance of the base class

#

So you either need to do that horrible API, or use casts each time you use (which feels even worse)

worn granite
#

Okay so. Back to the whole BlueprintFunctionLibrary

#

you'd be making that. inside is a function. that function handles wildcard out params.

when you handle wildcards you can get the expected type that particular pin has. you can do type enforcement.

#

in BP I guess it wouldn't be much different from a cast but it's better than specifically naming out Bool Float Vector etc

gleaming creek
#

Oh, I see what you're saying

grim ore
#

@fierce forge

gleaming creek
#

Yeah, you can make it Pure if it's a library function

#

So you don't have the mess of exec wires

worn granite
#

You could combine it with ExpandEnumAsExec to have multiple output pins (Here's your variable, wrong type, not found)

#

or you could do that

gleaming creek
#

I want to minimise the overhead of using these things

#

I mean, the easiest way would be to just have a global function "get config float, identifiers"

#

But I didn't want to do that because it's potentially expensive to look them up, for example if you need the value each tick

#

Value changes rarely, (potentially) gets read often

#

Other thing I was thinking was that I could handle the instancing myself, if there was some way to hook into when a USTRUCT gets updated

#

A UOBJECT has PostInitProperties and PostLoad and PostEditChangeProperty - but there doesn't appear to be an equivalent for structs (They do have PostLoad, but it doesn't appear to fire)

worn granite
#

you could have an async task that listens for changes (that are broadcast from the store)

#

wait for changes to the property you want -> do the work of extraction

gleaming creek
#

I didn't mean from that side, I meant from the other side

#

I would need somewhere that I could check the values in the struct (the identifiers) and then register for those

#

Can't register in the struct's constructor, because it doesn't have any values yet

worn granite
#

true

#

I keep forgetting that the store is the struct and it so happens to contain a UObject

gleaming creek
#

If I could make the variable be the UObject directly, that would be ideal

#

But you can't make a Blueprint variable Instanced

#

Unless it's a component, like you mentioned earlier πŸ™‚

#

But those have the limitation of only working on actors

worn granite
#

I guess DefaultToInstanced doesn't work?

gleaming creek
#

Sadly, no

worn granite
#

Figured since you can mark the native class with that, it had a shot

gleaming creek
#

It just always ends up like this

#

Pick an existing instance, but there are none and can't really be any

worn granite
#

anyway, this gives you an entry point for a subset of your usages. Part of using the struct from BP will involve registering?

gleaming creek
#

Well, right now it just does it all automatically

#

I just have to create a variable of the struct, in its properties set the property type and its identifiers

#

And it "just works"

worn granite
#

idk I feel like the async action + wildcard function combo is nifty

#

can't combine them unfortunately

gleaming creek
#

The way I push the updates is by looping through all the objects

#
    {
        UNVConfigBase* Config = *ConfigIterator;

        if (Config->PropertyFile == File && Config->PropertyCategory == Section && Config->PropertyName == Key) {
            Config->LoadValueAndBroadcast();
        }
    }```
worn granite
#

hmm

gleaming creek
#

Nicely abusing the UE4 object reference sets it keeps for garbage collection πŸ™‚

#

It'll even update the values in the editor at edit time, which is kind of cool

worn granite
#

It's a shame you can't intercept the user selecting the class - you could make the property be a singleton

#

but it's wrapped in a struct

gleaming creek
#

I was thinking of that, the struct could just hold a pointer to the singleton of the property

#

But I didn't find a good place to hook that in

#

I was looking at the USTRUCT API but didn't find anything

#

(Doesn't help that the API doc rarely has any good descriptions)

worn granite
#

yeah

#

It isn't possible though, and maybe a stretch for UObjects members as well

gleaming creek
#

It works fine with UObjets as far as I can tell

worn granite
#

Oh you've done this before?

gleaming creek
#

That's how it works now

#

The instanced UObject gets notified when its properties change

worn granite
#

....

gleaming creek
#

and that's how it knows to re-lookup

worn granite
#

Oh. So not really what I thought I was asking

gleaming creek
#

The only reason the system doesn't work right is because of the annoying hassle of needing it to be wrapped in a struct

#

I saw a mention of something else while researching this, someone talked about a factory function to construct objects, to potentially allow you to have UObject variables. But I didn't find any more information on that and so have no idea if it would be relevant to what I'm trying to do

fierce forge
grim ore
#

no problem here changing it as you can see, the decimal grid sizes @fierce forge

sharp crest
#

any idea how to make sky atmosphere fog thing for a planet? so like the one atm is infinite and I want one that will be just around one area

steep timber
#

can someone tell me where the problem is ? i want to make a inventory but 2 functions dont work

grim ore
#

it tells you the error, click on it to go to the node

sharp crest
#

access none means whatever u r accessing in that branch is missing

steep timber
#

y but i dont understand it im newby and everything looks like in the tutorial

fierce forge
steep timber
#

ok

grim ore
#

@fierce forge ah thats the widget editor, I dont think you can do that

weak cypress
#

how long does unreal take to compile?

grim ore
#

10 minutes to 3 days?

weak cypress
#

like normally

grim ore
#

normally depends on your machine, there is no normally

weak cypress
#

this thing is going ballistic

#

on fanspeed

grim ore
#

its 100% cpu, what is your cpu

weak cypress
#

yeah its 100% on the cpu looks like i gotta wait

grim ore
#

i mean what is your cpu, what brand/model #

steep timber
#

does that mean i have to put something into "false" in the branches ?

weak cypress
#

i forgot lol

grim ore
#

@steep timber your Get Inventory Reference node is not working, its not returning anything. that is the error

weak cypress
#

oh its an i5 right

grim ore
#

@weak cypress that could be 2 hours to a day depending on the machine then

weak cypress
#

if this thing stays at 100% for 2 hours its gonna melt

grim ore
#

welp it could depending on your machine, and if it melts after 2 hours of 100% cpu you should try and fix that

weak cypress
#

its on the crash report client

#

42/70

#

its not having a good time

steep timber
#

in "Outputs"

grim ore
#

thats just a variable

#

its not an instance of the one in your world if that is what you are trying to get

#

I also dont know what that node does for you

primal oasis
#

does anyone know how to animate the height (Size Y) of an overlay in a widget?

#

i cant see it available to Track

steep timber
#

y i think im missing way too muhc Unreal vocabulary to understand waht u try to say ty for ur help ill ask my teacher tomorrow xD

grim ore
#

childrens layout is based on the parent, unless the parent has a size it can adjust for the child you wont see it @primal oasis

#

@steep timber is the "Get Inventory Reference" a custom node? C++ or something?

steep timber
weak cypress
#

windows was so much easier

#

lol

plush yew
#

Hello, im a Student from Switzerland and looking for someone to help me with how i can make Knive spawn when i overlap a Triggerbox and then letting it fall down into a specific object were it stops half way in. I just started learning UE4 so im a Noob at it πŸ™‚

steep timber
ebon steeple
#

i just validated my projects and there are more than 2000 files without validation. as far as i can see all of them are inside the engine content directory. what can i do to fix it?

#

Files Checked: 2.676, Passed: 77, Failed: 1, Skipped: 0, Unable to validate: 2.598
i misread, this is the last line in the log

grim ore
#

if it the engine files you should be fine

ebon steeple
#

the cook failed which isn't fine with me

grim ore
#

@plush yew when you overlap a trigger box, an event would happen (probaly on overlap) in both the trigger and the thingy that overlaps it. You could have a blueprint that is the trigger box, and the mesh (with the object where it stops) and the mesh for the knife. When the trigger is triggered (the player overlaps it) you can have the knife become un hidden and then use a timeline to move it into the object over time.

#

what was the cook failed error?

ebon steeple
grim ore
#

normally the error would be in the log still above that part

#

something has to fail somewhere for that to happen

ebon steeple
#

wow i just tried again to see the error message and it just worked - thanks a lot anyway!

plush yew
#

@grim ore how would you switch from automatic AI to targeted AI? I got some ideas but theyr probably all bad

grim ore
#

what is targetted ai?

plush yew
#

you tell them to do something or go somewhere

#

by clicking on stuff

grim ore
#

you could have the same tree they are using with a boolean check at the top for "automatic" or "directed" and then it branches down to your code

#

or you could swap the behaviour tree itself

plush yew
#

I was thinking of doing that, swapping the behaviour tree πŸ˜›

grim ore
#

pretty much the first thing it should check is "am I being told to do something" and if it is it does the thing, if it has nothing its supposed to be doing it should find something to do

plush yew
#

ah yea

grim ore
#

so yep either way would work fine, it depends on how your game is set up.

plush yew
#

so I was going in the right direction πŸ˜„ thanks!

grim ore
#

@plush yew "8. No recruiting or self promotion outside the designated channels. Use the Job Board category for recruiting (see #instructions), and the Sharing category for self promotion. Recruiting and self promotion must be related to Unreal Engine unless otherwise specified."

glacial dawn
#

I've have a roll implemented with a timer and an offset movement towards a vector. It works great but sometimes changes the reach of the vector, and I have to duplicate the vector value. It changes, sometimes, when I press the button Play, it seems random but there must be something I'm not seeing, somebody can help me?

potent reef
grim ore
#

so what does that call in your blueprint?

prime willow
#

matheww i have a weird question i was told that i should store the start menu function since its based on individual players in player controller since its bound to each and every player alone

#

but at that point should i store player controller stuff like movement and such in player controller as well

#

or is it best left in thirdperson blueprints

grim ore
#

@prime willow the player controller is a good place to store widget stuff if its player specific if that is what you are asking?

prime willow
#

yes yes but also should character based actions like picking up items, or sprint and jumping be stored there as well

potent reef
prime willow
#

or left with third person esepcially if ill have multiple races in my game that you can play for o-o

potent reef
grim ore
#

pretty much if the stuff is unique to the controller it should go in the controller, and if its unique to the character being controlled put it in the character.

uneven hemlock
#

What would u guys say is the best terrain generation tool for absoulutlly massive open world terrains.

grim ore
#

@potent reef what code do you have hooked up to that editor event in the blueprint ?

potent reef
potent reef
plush yew
#

ah i see

grim ore
#

ok and whatr does that code call lol @potent reef

plush yew
#

so controller based functions go in controller but stuff like race speficic functions go in the character itself o-o

grim ore
#

im trying to make sure your actually calling the code in the anim bp

plush yew
#

okie ill go look into player controller in a few minutes x3

grim ore
#

@plush yew lets say you have a jump action, you could put that in the player controller if everything does a "jump" but say jump is skid in a car and jump on a player you could put that "jump" action in the character itself

plush yew
#

o.o

#

so controller is for generalized stuff thats just the absolute same regardless of controller setup, character, race, game mode etc

potent reef
plush yew
#

and for stuff like cat race lunging and demons teleporting character specific

grim ore
#

"probably?" its the interface between the person behind the screen and the pawn you are doing stuff with

plush yew
#

yeah that makes alot of sense

grim ore
plush yew
#

i guess some of my functions have to go in controller xD

#

thanksies hun ❀️

grim ore
potent reef
#

In animBp Event Graph?

grim ore
#

so button is clicked, it calls the function in the bp, that function talks to the anim bp and tells it to do the calibrate function on the anim bp. the anim bp function stores the current offsets into the struct inside of it

weak cypress
#

ugh compiling ue4 is painfully slow

grim ore
#

then that struct is applied as a curve offset every tick

#

first 2 screenshots are in the metahuman BP and the last screenshot is in the anim bp

potent reef
grim ore
#

@light thunder go to the details and set it to not enabled

potent reef
#

Its there

grim ore
#

ok so where is your code to call that at? in the metahuman bp is it calling that?

potent reef
#

Ok it isnt there

grim ore
#

thats the missing part then? the in editor button calls the function in the metahuman bp that talk to the anim bp and calls that function in your last screenshot

potent reef
# grim ore

So i just need this in event graph bp metahuman?

grim ore
#

probably, i dont know what you have in that function inside your metahuman

potent reef
#

Im missing purple nodes like yours eh πŸ˜…

#

Sorry i just copied functions, macro etc from ar sample project

grim ore
#

yes I just copied as well, you dont have your call hooked up at the end

#

purple just means its a function

#

your call in editor function, the one that makes the button work on the blueprint, doesnt need to call a function it just needs to call that last part where it tells the anim bp to run the function inside of it (the In Editor Offsets)

potent reef
grim ore
#

yay

dim oyster
#

Hi guys Im having an issue when using cameras in my planet scene any idea whats causing this?

potent reef
plush yew
#

Do I need Visual Studio for unreal engine?

#

unreal crashed, lost half my actors but the bp's are still there

#

why does this happen? lol

grim ore
#

@potent reef so flipping the head rotation?

plush yew
#

the blueprints dont compile anymore

grim ore
#

if you mean flipping it so left is left and right is right and not backwards, look at the face ar example it does it in there you can apply the same multiply

plush yew
#

im 100% it saved after making these actors

grim ore
#

this section from the metahumans

plush yew
#

theyr from 2 hours ago

grim ore
#

and this part from the face ar

#

one of those 3 on the modify is where it adjusts the rotation, I beleive its the yaw and doing something similar to this in the meta human and changing it to 180 instead of -180 will do that

rigid belfry
#

now what is wrong with my shadows here

atomic crown
#

hi how do center the controls to the middle of the model?

inner vine
#

The controls should appear at the origin of the model, it looks to me like the model was exported with a strange origin.

kindred viper
#

@rigid belfry low resolution perhaps.

atomic crown
#

in blender the origin is in the center of the model

kindred viper
#

did you finalise that change in blender?

atomic crown
#

how do i do that

kindred viper
#

I forgot the shortcut πŸ˜„ Id have to open it. But when you set an origin point, often it will retain some co-ordinates and you need to "reset the transformation". Google that and you will find it

#

or "apply transformation"

#

If not, you can set the pivot point in Unreal but you wlil have to google that too πŸ˜„

#

@plain pagoda There are rules to advertising other servers in here

atomic crown
#

ah i see it was ctrl + a thanks

kindred viper
#

yeah I knew A was the key, couldn't remember if it was alt/shift/ctrl tho πŸ˜„

plain pagoda
kindred viper
#

Ahh good reason to break the rules then :/

dim oyster
#

I did the same render with two different resolutions but they come out completely different?

true falcon
#

the shader is probably distance based or smh

dim oyster
#

do you know how to change that?

true falcon
#

guess you'd have to go into the shader and account for it somehow πŸ™‚

keen moss
#

Has anyone ever encountered a bug with unreal where a bunch of assets get duplicated (geo/decals) with no rhyme or reason?

#

and the duplicates are in the same 3d space so you cant tell they are there

keen wadi
#

Hi, is it possible to stream the webcam video from the browser to a remote unreal installation with pixel streaming? Thank you!

plush yew
#

a bunch of actors disappeared after a crash but the bp's theyr being used in are still there giving me errors

#

how does this happen? they were made like 2 hours ago so im 100% it autosaved atleast 5 times lol

#

it makes no sense to me

grim ore
#

disappeared or are not working right? that says not working right

plush yew
#

just gone

grim ore
#

so the class drop down doesnt have the class as an option anymore?

prime willow
#

should i also put the input and flip flop closing input for opening menu's ingame in the player controller or should i leave that in third person character

#

πŸ‘€

plush yew
#

yup, and its gone from my content browser too

prime willow
#

its the same input across the board soooo im thinking maybe lleave it in player controller

grim ore
#

is that input specific to the character or the person controlling the character

prime willow
#

player controlling the character

#

as its the basic start menu xD

grim ore
#

then probably player controller for the input

prime willow
#

ah

grim ore
#

@plush yew does it exist on the drive? check the folder

prime willow
#

okie so id proper do the same with other sorts of functions

#

thanksies

plush yew
#

doesnt seem to be in the drive

grim ore
#

it shouldnt just disappear so thats is weird. Pull it out of your source control or check auto saves then and make sure you using the correct project I guess

plush yew
#

source control?

#

yea I know its odd cause im 100% sure it autosaved

grim ore
#

check your auto save folder then under saved

ashen gale
#

Hey, what is the best practice to get started on the engine? Like what type of game?

grim ore
#

learn random stuff, no need to make a game

sinful bone
#

Can someone explain to me what I have to feed in for the BoxMask2D? I don't understand the values except the falloff

grim ore
#

stuff is linked in the pinned message in this channel

plush yew
#

wheres that? πŸ˜›

grim ore
#

project folder -> saved -> auto saves

plush yew
#

the auto saves

ashen gale
grim ore
#

if you need direction then pick a game. how about pong. there.. make pong.

ashen gale
#

Sure I'll see how it turn out πŸ™‚

grim ore
#

make pong in full 3d with a fully 3d paddle and ball not just vertical

plush yew
#

its not there either, the fucking child of the actor is there tho...

#

how is the child there but the parent actor just vanished? lol

prime willow
#

you could always call child services for neglect~

plush yew
#

i might

broken heath
#

How can i downlod 4.22 version

grim ore
broken heath
#

My + engine version icon is greyed out

#

Oh

grim ore
#

it might be grey if the engine is running some code or you are installing a new version

broken heath
#

How did u get this

#

Did u press the +

grim ore
#

its the drop down in the engine version after pressing the +. if your plus is grey see if anything is updating

#

what does that part of your screen look like

broken heath
#

I have a non installed 4.25.4

#

And an installed 4.26.1

grim ore
#

click on the word 4.25.4 and change it to 4.22.3, or remove it and then your + will be usable again

broken heath
#

Oh thats true , worked thanks

#

So i wont be able to add more versions unless i install whats not installed?

grim ore
#

you can only install one at a time

#

so you need to fully install it before you can add another

orchid glade
#

Hello, i'm currently using a component with like 10 HISM (but only 4 are pre-filled when spawning) inside and i'm spawning that component at least 81 times but the problem is that when that actor spawn it cause the game to freeze for ~2sec for each component (but when they are spawned i don't have performance issue). What can i do about this ?

plush yew
broken heath
#

Oh Makes sense, i will install 4.22 to make my unreal market place asset in older versions from current (4.26), They said i can’t open files from newer to older , so if i click migrate to an older project it wont work?

plush yew
#

all my anim montages are like this...

grim ore
#

you cant move 4.26 to 4.22, you can move from 4.22 to 4.26

broken heath
#

So migration would simply not work

#

Alright i will start over with 4.22 then increase the versions till 4.26 thanks

grim ore
#

you can probably go from .22 to .26

broken heath
#

Or should i start with 4.20 for more customers πŸ€”

#

Im not sure why would any body keep older versions and not update

grim ore
#

when starting a professional project you usually lock down your version during development so it could be a few versions behind

#

but going back more than a year is probably not super important

broken heath
#

Lock down ? How

#

If i use start over with 4.20 , do i have do it for 4.21 , 4,22 etc or

#

Since i did 4.20 i don’t have to do it for between 4.20 and 4.26

grim ore
#

what is this about?

broken heath
#

Sorry im new to market place

#

Market place asset

grim ore
#

what are you making?

broken heath
#

Publishing asset to market place

grim ore
#

yes , what are you making

broken heath
#

A blueprint

grim ore
#

ok so if its a blueprint it would need to be packaged in each version you support

broken heath
#

Oh

grim ore
#

so yes if you want to support .20 and up you need to open and package it for the marketplace in each version

broken heath
#

Ahh

grim ore
#

more than likely you would only want to support the current version and maybe back 2 versions if releasing new content

#

but who knows, the type of blueprint and the audience and if you want to support it is a factor

broken heath
#

I work on windows how would i know supported platforms? I can test mobile from mobile previews but

#

Linus mac os etc

grim ore
#

you would have to test it, thats part of the marketplace documentation

broken heath
#

How do they say my thing works on all of these

grim ore
#

they dont, you do

#

you test, you support

broken heath
#

Tbh I have just assumed it works on mac

#

Cuz its simple

#

I dont have a mac to test

frozen pond
#

hi guys, i'm struggling with retargeting skeleton to skeleton and my prolem is that nothing happens, i can pick skeletons but after i press retarget it just closes without errors

grim ore
#

yep just confirmed its up to you. You choose to support it, you support it. your responsible to fix it if broken later and refunds and reviews

frozen pond
#

one thing i notices that skeleton look to big?

autumn elbow
#

anyone having marketplace issue?

prime willow
grim ore
#

have to walk thru that error, your reference to the game instance is bad when calling that node

plush yew
#

Hello guys I have little problem with my save system

prime willow
#

well its in the game instance

plush yew
prime willow
#

but i want to move the main menu out of the game instance lol

plush yew
prime willow
#

so i might have to rewrite the code entirely

grim ore
#

sounds like it, you can still keep some of the code in the instance if you want. nothing wrong with generic UI in the game mode or instance (like settings) if its easier to keep it in one spot

prime willow
#

well i dont mind the main menu screen and settings for the main menu being in the game instance if it wont be an issue

#

but im thinking maybe loading it to the main menu level blueprint might be ideal since its legitmately for the main menu before playing the game xD

#

this is what it looks like

grim ore
#

ah yeah if its specific to one level then put it in that level somewhere, even a custom game mode in that level only (since you probably dont want a default pawn for example) is ok

prime willow
#

ah so it would be wiser to do it that way

#

okie will do

#

this is pretty much how it happens

#

from main menu to game works but from main menu to settings explodes

#

might have something to do with the remove all widgets node in the settings button xD

plush yew
#

I have problem with this blueprint

grim ore
#

you keep saying problem, what is the problem.

plush yew
#

I want when I collect the coins to be saved

#

and then to have them in other widget

#

like I collect 2 coins and I die

#

and then in upgrades I want to see 2 coins

#

I did the highest value system and it works, like it saves the highest value

safe rose
#

@plush yew So, you have like at least 4 completely different things going on in "Death Function"

Separate it out like this first into its own separate functions:

Save Game
Load Game
Calculate Score
Death Function (I guess it's just really simulating physics/ragdolling, disabling movement)

Wherever you are calling DeathFunction (hopefully the start is somewhere in a GameMode class), then:

OnGameOver->CalculateScore->SaveGame

And whenever the game opens/or player clicks "Load Game" :

OnGameStart/GameLoad->LoadGame->OpenLevel->UpdateWidgetsWithProperScore (or whatever you're trying to save and show again later)

Once you do something like this, it may (should), make it easier to understand what's going on and what you're doing wrong.

prime willow
#

I setup the main menu properly so im assuming just using a launch custom event would be fine after if valid but would leaving the if not valid empty be ok or would it be wiser to make it loop back to launch game or close the game if main menu is for some reason not valid >O>

#

or even a trouble shoot screen for example if i build one

plush yew
#

Hey I just got unreal engine and I am just trying to get started is there a video anyone can recomend

prime willow
#

the unreal engine series on youtbe

#

the learning tab on the engine itself

safe rose
prime willow
#

and i guess you could also google where to start as (a solo) game dev

#

its a steep uphill learning curve but a wonderful journey if you willing to ride it out

dire whale
#

Hey, i am currently trying to package my game but its giving me some errors that i am not sure how to fix... anyone could maybe help me out? Thank you

prime willow
#

post it here and if anyone can help they will

#

or there

#

even better xD

plush yew
safe rose
#

That's too bad, but just follow what I said, wherever you have it.

Read this: https://docs.unrealengine.com/en-US/InteractiveExperiences/Framework/index.html
and watch this: https://www.youtube.com/watch?v=0LG4hiisflg&ab_channel=UnrealEngine

Whenever you have the chance. Good luck.

Core systems, such as game rules, player input and controls, cameras, and user interfaces.

Announce Post https://forums.unrealengine.com/showthread.php?90434-Training-Stream-UE4-Game-Framework-Basics-in-Blueprint-Nov-10th-2015

You've prototyped your gameplay, now what? Alan Noon walks you through building a simple project shell highlighting the usage of UE4's Game Framework. Topics covered: UMG, Game State, Player State, Game Instanc...

β–Ά Play video
dire whale
#

Thanks

plush yew
#

the code that I sent is in third person character

safe rose
#

Hm?

plush yew
#

okay*

#

Will be good if you can help me fix it

safe rose
#

I have

#

BTW, GameInstance is a good place for the save system.

plush yew
#

I created it as save game class

#

isn't there a way to fix the code that I did in third person bp to make it work?

safe rose
#

No clue, it's too jumbled up

#

Do what I said first at least

bitter iris
#

Question, I've just bought a 8TB Cloud Storage which is connected to my PC and also through internet, could I setup perforce to it? that way can use it for me an my friend

safe rose
# plush yew isn't there a way to fix the code that I did in third person bp to make it work?

But, this is what I would have done: Health as part of an actor component (EventDispatcher inside that actor comp). Put in the character, grab that new event on the actor comp. Scoring part of the Game Mode. Save/Load Game logic inside Game Instance.

Have that event inside Character, call the "GameOver function (in GameMode)" on player death. Inside GameMode, do the scoring, then call the Save Game function in Game Instance after it's done.

plush yew
#

bruh

#

so complex with game instance and stuff

grim ore
#

@plush yew I didnt see an actual problem anywhere in what you said, you said what you did and want but not the problem

plush yew
#

huh?

#

I want when I collect the coins to be saved
and then to have them in other widget
like I collect 2 coins and I die
and then in upgrades I want to see 2 coins
I did the highest value system and it works, like it saves the highest value

#

I think that the system should work

#

but I am not sure for this code:

grim ore
#

your not saying the problem. What is the problem? or is it you just dont know what to do

plush yew
#

the problem is that when I collect 2 coins

grim ore
#

based on your screenshots your save game should contain a variable for the saved coins yes, it will always be the last number you saved since you never add it to the current one, and that last part should update a text widget with that info from the save game

plush yew
#

the coins are not saved here

plush yew
grim ore
#

first you shouldnt bind, that should be something you call on loading that widget

plush yew
#

??

grim ore
#

that is a bind, that is run EVERY frame

plush yew
#

there are the variables in save game

grim ore
#

do you need to load the # of coins from the save game every frame?

plush yew
#

I want when I play the game

#

and collect 2 coins

#

I want to see them when I click on the Upgrades

#

and there I will collect the coins

#

and in future I will upgrade

#

I hope you understand now πŸ˜„

plush yew
grim ore
#

what is collected coins?

#

in that screenshot above

plush yew
#

This is variable which will store the whole coins

#

and it will represent all the coins that I have for upgrade

grim ore
#

ok so that is in the save game, and you are loading it in the widget

plush yew
#

I have this variable in game mode and save game

grim ore
#

and when you press play and that screen is up what does it show for that?

plush yew
grim ore
#

you need to pick one place to load and store those coins when you are using them in the game, the save game or the game mode

#

the game loads -> save game loads -> puts the coin in game mode -> game mode keeps track of coins at all point that you use in the game

plush yew
#

okay but the save game slot is connected with the save game

grim ore
#

and your widget should not be loading from the save game if all of your coins are in the game mode

plush yew
#

idk where they are saved actually

#

I think that they are saved in save game

grim ore
#

that code takes the coins from you game mode, and stores a copy of that value in your save game

#

but your game mode is where the actual current valid coins should be stored and used while you are in the game

plush yew
#

okay

#

so?

grim ore
#

so your upgrade screen when loading should be getting the game mode -> getting the coins -> then updating that text

plush yew
#

here I need to cast to my game mode?

grim ore
#

it should not be a bind like that

#

did you not create this ui and game?

plush yew
#

this?

plush yew
grim ore
#

sure, like that. lets go with that

#

its not what I said but why not, see if it works

plush yew
#

okay

#

not working

#

bruh

grim ore
#

start debugging. your code should work assuming your game mode has that info.

#

it sounds like your bind is not set, and you should not be using it anyways

plush yew
#

okay

#

so how I can do it if I won't use binding?

#

it is not hard but why it is not working 😦

grim ore
#

widget is created, on construct you get the value and set the text on the widget

plush yew
#

here do I need to touch something

#

collected coins are variable in save game

grim ore
#

that code just saves your stuff in your save game, but they are already in your game mode

plush yew
#

okay

#

but why it doens't print it ? 😦

grim ore
#

your going to need to debug it and find out why, your bind might not be set

plush yew
#

okay

#

which node to set breakpoint?

grim ore
#

any of them, return is probably fine

plush yew
#

okay

#

it returned me

#

on this

grim ore
#

mouse over the As Third Person Game Mode blue pin and see what it says

plush yew
#

okay

grim ore
#

I didnt say to breakpoint on it, when its stopped on the return node mouse over the blue pin that says "As Third Person Game Mode" and see what it says

plush yew
#

this?

grim ore
#

the bottom right

#

but it has to be past it, it should be stopped on the return node

plush yew
grim ore
#

is it stopped on that node or on the return node

plush yew
#

on the return when it was

#

and on game mode

#

so what does it mean?

grim ore
#

stop the game, make sure the only breakpoint is on the return node, and run it again until it stops then what does it say

plush yew
#

okay

#

only on game mode

autumn latch
#

I want to click the button with the right mouse button instead of the left mouse button. How can I do that?

grim ore
#

so when I said make sure its only on the return node, that means make sure its on the game mode?

plush yew
#

same

grim ore
#

that blue pin wont be active until AFTER this node runs, and stopping on it is BEFORE it runs

plush yew
#

this?

grim ore
#

we still need to know what that blue pin has AFTER it has run

plush yew
#

hope this is

#

πŸ˜„

#

sorry I am tired and want to fix it 😦

grim ore
#

yes so that value is correct, now mouse over the Total Coins return to the right of it

plush yew
#

okay

grim ore
plush yew
#

0 ofc 😦

grim ore
#

so are you sure the game mode stores the coins?

plush yew
#

maybe?

#

I showed you the code in the character

grim ore
#

wait

plush yew
#

okay

grim ore
#

your getting Total Coins from the game mode, where do you set that?

#

in that code the game mode holds the Coins variable

#

you have lots of logic in different places that might not be set up.

#

I would assume your code in the widget should be getting the "coins" variable from the game mode if you want it to show something but that doesnt mean its correct once you actually do proper saving and loading

gloomy ginkgo
#

how can I get if my vehicle is braking or not without creating any variable?

grim ore
#

what would determine braking? using the "brake" input or slowing down?

gloomy ginkgo
#

i am using set handbrake unput

#

input*

grim ore
#

so you push a key and it starts to brake?

gloomy ginkgo
#

yes

grim ore
#

and what needs to know if you are braking without a variable? nothing is wrong with making a variable

gloomy ginkgo
#

i have function where it determines if my car is braking

#

if the car is braking, it draws a trail behind it

#

in multiplayer

#

this only works for the client

#

others don't see the trails

#

i have to replicate the handbrake variable and set it on server

#

but I don't want to do that

grim ore
#

no other way I can see besides that unless you edit the code. Im not seeing a check for braking in the vehicle component

#

and using velocity wont work

gloomy ginkgo
#

ok

#

thanks

fringe drift
#

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?

inner vine
#

Are you sure you're only adding the image to the HUD once?

fringe drift
#

Reasonably sure. The other items in the HUD widget (a progress bar and text equal to a recharging variable) do not appear to draw on top of one another infinitely.

frozen pond
#

i have problem with soccket snapping on begin play i attach actors to soccket then i detach one of them, and attach one again and heres the result

#

bp:

#

like rotation is changing ?

fringe drift
#

Maybe use 'make rotator' and plug it into the rotation pin? That way the sword's rotation is always clamped to a specific value when it's sheathed?

plush yew
#

any way to clear a foreachloop so I can plug another array in?

#

in editor

frozen pond
plush yew
#

Applying any animations to this model (which is ripped), causes half the model to be invisible

#

the animation itself appears fine, but when applied to my skeletal mesh it doesnt work

#

Any fixes?

obtuse siren
#

Hello guys I am very new to Unreal and have a question which I reckon you guys can do easily

#

I'm trying to start a timer when my game starts

plush yew
#

We create a widget, and user blueprints on the game mode to create a timer. Direct to the point.

This is a very watered down version of the Unreal tutorial series, and it is more of a way for myself how to do this, then for anyone else. If however you would love to see more tutorials like this, then let me know.

+++++++++++++++++++

Donate -...

β–Ά Play video
obtuse siren
#

I'm trying to increment a float value by delta time when an if statement is false

#

Yeaaa I tried that bro

#

wasn't really what I was looking for 😦

ebon geode
#

if something false -> float value = float value + delta seconds?