#ue4-general

1 messages Β· Page 949 of 1

obtuse siren
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Uhm yes, so like when the game starts a boolean is set to false; while this is true I want a timer to be incremented πŸ™‚

ebon geode
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yeah, so your question is what exactly? what nodes to use? x)

obtuse siren
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yea hehe, I'm really new. I came from Unity but I wanna try Unreal

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its so much more daunting 😩

ebon geode
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this will increase your gametime float by delta time every tick

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you can also use the node "get world delta seconds" πŸ˜‰

obtuse siren
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omg thank you!!

ebon geode
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sure, I hope it helps you understand Blueprints better πŸ™‚

obtuse siren
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I appreciate the help, I'm very new and I need to learn Blueprint asap

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yeaaaa I understood branches and other little things - seems similar to c++ and C# but I need to learn alot of the other stuff πŸ™‚

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Yeaaaa it helps alot! πŸ™‚ πŸ™‚ Thanks again

distant totem
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No matter what project I work on, 4.25, 4.26, I keep getting this UI problem. When doing screen capture, this problem doesn't show up. Migrating to a new project only temporarily solves the issue. I have to restart my editor about every 30-60 minutes. I've can't find a solution online, am I the only one experiencing this issue? Happens in new projects also. I am genuinely getting so sick of this, is there anyone who can point me in the right direction? Can't submit the bug when the repro steps are "open a new project and click around for an hour until it happens." All drivers are updated and have been re-installed.

plush yew
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Doubt it's harder, just different, id be daunted having to learn to do everything in C#

distant totem
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okay now suddenly chrome is flickering as well.. which I think has happened before, must be a problem outside of unreal, but it only occurs when unreal is open

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does unreal overrite windows DPI settings or something?

obtuse siren
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I'm sorry @ebon geode, do you mind telling me what these two are called

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And perhaps what they do if you have a little extra time

distant totem
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gametime is a float type variable, looks like if false, you are adding another variable to gametime variable

obtuse siren
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Okay thank you! πŸ™‚

ebon geode
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you can create a new variable and drag it into the graph. you can either get or set it.

obtuse siren
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I'm not sure how to get them up on Unreal though :/

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Ohhhh okayy!

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Ohhh yes I see

ebon geode
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you will notice every variable type has a different color... booleans are red, floats are green, strings are pink...

obtuse siren
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yeaaa πŸ™‚

ebon geode
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you can just drag out the variable and you will see a line on your graph. you can let go of the mouse and search for a operation like + - * / sin, whatever.. it depends on the variable ^-^

distant totem
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if you have the time, you should go over those 2 courses, and the content examples, extremely valuable stuff to learn, and fun stuff to play with
https://learn.unrealengine.com/home/LearningPath/90587?r=False&ts=637496945207723435

explore unreal engine content examples level (epic games launcher > unreal > learn > scroll to content examples)
https://docs.unrealengine.com/en-US/Resources/ContentExamples/Blueprints/index.html

https://learn.unrealengine.com/home/LearningPath/113226?r=False&ts=637496945207723435

Overview of the samples provided in the Blueprint Content Examples.

obtuse siren
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Thanks to both of you guys!!

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Wow

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Everyone is so helpful here πŸ₯²

dusty heath
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Hi folks, I'm new here, got an object reference puzzle that will likely be an easy one, but I've googled for hours without finding anything illuminating. Is this the right time / place to get some help?

ebon geode
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an object reference puzzle? sounds interesting ^^

dusty heath
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So I have some actors in my level, and I want to affect them with the triggers on the valve index motion controllers. If I put events on the actors, they don't seem to get them (I might have done this wrong), so instead I put the events on the player pawn, and that seems to work (I can print strings out when clicking the triggers). Next I tried making variables on the playerpawn referring to the actors I want to modify, so far so good, but then when setting the default value I am told 'Editing this value in a Class Default Object is not allowed'. I feel like I'm going about this completely the wrong way!

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Searching for that class default thing brings up lots of threads from an engine upgrade that changed the behavior, so heaps of stuff about how to convert an existing project over, but nothing that gives any hints to someone like me bumbling around and doing things in the wrong order...

ebon geode
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okay... so first things first: Your player controller possesses the character, this is why your other actors will not receive input events.
You added an array of actor references or some class references to the player pawn? How do they refer to any actors? Is the character placed in a level and you create those references by hand?

dusty heath
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That's just it, I want to refer to these other actors but I'm not sure how to go about it. I want an input event to affect some property of a specific pre-existing actor, by whatever means is considered best practise

ebon geode
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So it comes down to Blueprint communication in the end.. how to tell a stone that it's grabbed with the motion controller for example?

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Well, it depends. I'm sure you can fit all the logic inside the playerpawn. Because it should know what stone to pick up by a trace, collision check, whatever and can just use actor stuff like setActorLocation.
The better way is to build an Interface. There are multiple ways to do this, a direct way and a more complicated modular way that is probably hard to explain >_<

bitter iris
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installing perforce, just wondering how does my friend connect via mine?

ebon geode
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but you should look for Blueprint Interfaces. This is a nice way to share stuff between objects πŸ™‚

dusty heath
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OK so the playerpawn can lookup the relevant actor at runtime by trace/collision, what if I want to essentially hard code which actor to use? The other actor is a fixed cannon that I want to trigger with the controller, and that's the only interaction I need for this project

ebon geode
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If you want it essential, you can give each actor a Tag, or some ID or something like this and use that to switch between them πŸ™‚

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you can do a "get all actors (of class) with tag" at the start of the game for example.

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if the pawn is in the level editor you can use a direct reference to another actor.

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just create a editable variable of class "Cannon" in your pawn (or an array), put the cannon(s) and your pawn into the level and just fill the references.

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That doesn't work of course if the cannons don't exist and are spawned later.

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The most elegant way to do it would be creating an interface where cannons subscribe themselfes to the pawns cannon system. This system then controls all subscribers.

dusty heath
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I think it's the other way round, the cannons exist but the player pawn isn't in the editor? The blueprint in question is the BP_DefaultCharacter one that is there by default in a blank project that lets you fly around

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I think I get as far as making a cannon variable, and then it won't let me fill the references since the default character blueprint only spawns in at the start of the game?

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Anyway, going to try this and see if I get any further:

ebon geode
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a reference is just a pointer to something. There cannot be a default value for any actor or object reference.

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you can do this the easy way with direct references if you just place a pawn inside the level and use

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instead of spawning a pawn when the game starts.

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this pawn now exists in the level editor and you can put direct references to it. However you cannot create a default value for a actor reference, because actors literally don't exist before the game starts. and the class exists outside the game first.. if that makes sense <_<

dusty heath
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OK, so direct reference needs the player pawn to be placed in the editor. Is it as simple as dropping one in, or do I need to tell it not to spawn one but to use the one I placed? Other alternative is to look up the cannons once on start and set some variables on the player pawn at runtime, then use those variables when responding to events?

halcyon flame
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can anyone remind me of the engine/project settings which highlights the focused UMG element in little white/black marching ants? want to turn this off. [Edit: this is the Render Focus Rule in Project Settings]

cerulean geyser
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a bit of a rendering question - Outline using inverted hull method. I got everything working fine, except once my character starts moving. My skeletal mesh and my duplicate are the same(aside from the shaderS) and are using the same animationblueprint, yet my anmation btween the two is heavily unsyncronized. .Anyone run into this problem? Or know a way to fix it?

dusty heath
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Thankyou Tankbuster, I've got enough to go on now!

rigid belfry
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why is unreal not recognising the function?

leaden garnet
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youre binding an axis event to an action, they are not the same

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You need to use BindAxis with the relevant parameters

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an action is usually a keypress, an axis is more like analog input, it has a range of values, think of the sticks as axis input, and a button as an action input

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@rigid belfry read above, use the function BindAxis instead of BindAction

rigid belfry
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thanks, i realized after opening up the screenshot

leaden garnet
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all good, i'm happy you solved that problem!

rigid belfry
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its almost 1 am right now where i live and i simply copypasted the code from above without really thinking

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i think i'll call it a day for now

leaden garnet
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sleep well :)

true ridge
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Is there a setting for multiplayer viewport frame limits? It seems like only the viewport I have focused runs at full speed.

dawn gull
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how do I get 2d perlin noise? I only see 1d noise

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or is there some math that lets me use the 1d noise node to get 2d noise

leaden garnet
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editor setting, somewhere in performance, it's called "Use less CPU and Memory when not in focus" @true ridge

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toggle this off

leaden garnet
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you're welcome, have fun developing

broken heath
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I am trying to export my png pics why unreal wants to export it as TGA

plush yew
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So asking this in the proper channel now; working on a project with animated hospital beds, moving into positions to show off certain features. Animating in houdini. Would unreal be able to handle this well?

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Switching between different animations etc, importing as alembics?

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Also, would it be wise to animate the camera in houdini and export it to unreal, or just do it in unreal straight away? Workflow wise

sick patio
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lighting build fail

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said it doesn't have a volume

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added a ligh mass volume

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lighting build failed again for the 20th time

raw elk
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Does anyone have any experience with parallax occlusion mapping with a landscape material that uses RVT? I'm running into a bit of a problem, when POM is on, it stretches pretty badly

fringe drift
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Reposted from earlier:

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?

raw elk
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Do you have any bindings on that element?

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for example, does the shield icon have a binding for say, opacity

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also, check wherever you are creating the HUD

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check that it's not creating HUDs over and over

fringe drift
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I am pretty sure it is doing it over and over. I'm just not sure how to go about setting it to delete & replace on every tick (or if there is a much more efficient way of setting it to draw only one)

raw elk
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Why would you want it to delete and redraw every tick?

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You only need to create the element once, and from there you can use bindings or an animation to control it

fringe drift
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I have an "Event Receive Draw HUD", which executes "Draw Texture" (both of those are from the first person template). I stuck my own custom transparent reticule in there, and it does not have redraw problems.

I added "Create New Widget Blueprint) which executes after "Draw Texture". Then "Add to Viewport".

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The shield icon is part of that widget, along with some text and a recharging fuel bar (both of which work properly)

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I am pretty sure I either set the widget up to execute incorrectly, or I need to do something special when I add an "Image" to a widget, which has an alpha layer and is meant to be transparent.

raw elk
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hm, so you are adding a small shield to the HUD, correct?

fringe drift
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Yes.

raw elk
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Have you considered creating a separate widget for your element, and adding it as a child to the hud itself?

fringe drift
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I am using a get color & opacity function, to change the color (and at very low shield levels, the opacity) of the icon.

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I...have not.

raw elk
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I usually don't use receive draw hud, whenver I add an element, I create a child widget. I can then call from somewhere else to either add or show the child widget.

halcyon flame
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changing build .exe name

for a long time my .uproject was named the project name, but since deciding on an actual name for my game, I want the .exe file to reflect the name of the game. I changed the name of my .uproject file, but the build version still has the old name... anyone have an idea why this would be?

could it have something to do with the contrived files?

raw elk
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@halcyon flame open the uproject file in notepad

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did you change the name there too?

fringe drift
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I'm quite new to UE4, so I'm somewhat unfamiliar with working with parent and child blueprints. How would I go about designating a widget blueprint as a child of the FirstPersonHUD actor?

halcyon flame
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@raw elk no I didn't, I guess that's the key place?

raw elk
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I'm not 100% on it allowing spaces, never tried. Just threw that in over my project name as an example

delicate estuary
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so does anyone know how to fix roughness being to glossy with pbr materials in unreal engine

halcyon flame
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@raw elk guess I'm about to find out! (we're backed up)

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could not be compiled...

raw elk
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I guess try without spaces πŸ˜›

halcyon flame
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yeah that was my first go-to. that didn't work either for some reason

raw elk
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hm

halcyon flame
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what are the derived folders again?

raw elk
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@fringe drift I'll explain in a sec

halcyon flame
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the ones I can delete before rebuilding

raw elk
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oh

fringe drift
raw elk
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you can delete build & intermediate

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and binaries

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unless

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build contains an icon or something

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DerivedDataCache can safely be deleted as well if the engine isn't running, though the engine will recompile some stuff on startup

halcyon flame
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do you know what folder contains editor settings?

raw elk
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Config

halcyon flame
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I've accidentally deleted those before (like folder colors) and it's really annoying

leaden garnet
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i think usually it's Engine/Saved/Config ?

halcyon flame
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thanks dudes

raw elk
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yeah colors and stuff might go in saved

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editor colors and layout - /ProjectDir/Saved/Config/Windows

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other editor & engine related config - both /ProjectDir/Config & /ProjectDir/Saved/Config/Windows

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@fringe drift ok, so there are a few ways of going about it. First thing you want to do is create a new widget for your element. This widget should contain ONLY the element. No canvas panel or anything (if you want to scale it in the parent that is)

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Adding it to the parent has a few methods, if you want to add it at runtime, you can in BP either cast to your HUD, and create the widget as a child, you can create it outside (not part of the HUD) or you can add it to the HUD by just dragging it in from the Palette in the widget designer

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If you do the latter, dragging it in, simply set the visibility using a binding.

fringe drift
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Ooooh, you mean go into FirstPersonHud, and drag it in as a child of DefaultSceneRoot?

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I've done stuff like that in the component window, for the first person character blueprint!

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Nvm that didn't work, XD

raw elk
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alright once you have your widget made, open the hud

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the palette thing on the left, where all the buttons, border etc are

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scroll down

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you'll see a dropdown called 'User Created'

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under that is every widget in your project

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find your newly created element widget and drag it into the designer viewport

fringe drift
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I'm guessing that VRED Animation Sample UI would be the animated status bar, so I need VRED Variant Sample UI?

raw elk
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Hm, I'm not sure. You'd have to check by opening that widget

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once you drag it in like this, on the right under details, scroll down to 'Visibility'

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When you find visibility, click 'Bind' and create binding

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should then look something like this. From here you set up the logic of when to show or hide this element.

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A nice easy way would be to create a boolean variable in your widget. Call it something like 'ShowArmorElement'

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once that's created, drag out from that return value in this graph and type 'Select'

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connect the bool to the select index, and set your true and false

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like so

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now, this will check... every other frame, so you really don't want to go around using bindings like this on literally everything. Sort of like event tick, try to use it sparingly

fringe drift
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I'm currently stuck on the first step, trying to find 'container'

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Also UE4 crashed and now I'm trying to get my original widget functional again.

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I think I need to make a new widget from scratch.

raw elk
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Yeah

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that'd be the best thing

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I gotta go take care of something, DM me and I can walk you through it when I get back

coral robin
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How do I make new levels?

onyx folio
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has anyone completed the unreal engine tutorial from 2015 the 3rd person game. If so could you send me your files for it because I am completely stuck I have no idea what is wrong with my punching montage. It isn't starting the punching montage on my left mouse click.

junior wind
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Is there any way to enable the little Hot Reload chirp sound with Live Coding? It was really useful to know when it finally finished compiling since it takes so long.

open eagle
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is there a way to scale and manipulate a texture after the fact

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like

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do it after the UVs

weak wharf
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just scale the UV instead?

open eagle
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what if I don't want to

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if I have a texture that I just want to scale, without touching the UVs

weak wharf
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take a texture coordinate node and multiply it

open eagle
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then what

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what If I don't have access to the thing's UV coordinates input node

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just the RGBA itself

weak wharf
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then you cry

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more realistically it sounds like you need to refactor some stuff or ask whoever made what you're using to provide the info

open eagle
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😫

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I do really need to refactor some stuff tho

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I have a confession

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I'm trying to take the lazy way around a problem

kindred viper
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why wouldn't your mesh have a UV if its got a texture?

open eagle
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it does

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however

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its not a texture

kindred viper
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ahh

lusty canyon
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Anyone have a proper first person camera video they could link me too?

open eagle
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so

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Im currently doing this

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the texturecoordinate's UV's are scaled in a certain way

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to make this oval shape

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however

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I want to scale this oval

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without loosing any proportion

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I just wanna zoom it in a bit

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with a scalar parameter
and that little 2Vector connected to the CenterPosition is half of the texCoord's UVs I set

kindred viper
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hmm beyond my skillset there. not sure what you are trying to achieve and nor do I know enough about materials to figure it out πŸ˜„

open eagle
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you and me both buddy

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you and me both

kindred viper
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you can use another UV though if you want to separate things. Perhaps even a udim

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what is the end goal if I may ask?

open eagle
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To make the oval you see bigger

kindred viper
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yeah I mean after that

open eagle
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this is part of a cartoon eyeball shader

kindred viper
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I should have said its application

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ahh cool

open eagle
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I'm trying to make a pupil dilation scalar parameter

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I currently have this

kindred viper
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ahh now it makes sense

open eagle
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I just want to make the pupil bigger and smaller

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with a scalar paremeter

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btw that whole thing is complete math

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not a single texture referenced

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obviously it's not optimized at all

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it's just for renders and stuff

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not in-game at all

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if it was in-game I'd bake it out

kindred viper
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yeah awesome. I saw a crazy hand written shader a while back. A whole 3d character on shadertoy by the guy who created it.

open eagle
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shaders are pretty cool

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you can make art with just math

kindred viper
open eagle
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JESUS CHRIST

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THAT'S ALL MATH

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NOT A SINGLE TEXTURE?

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OH MY GOD

kindred viper
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yep. Ill post the making of video link in general chat

open eagle
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anyway

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back to crying

stark wharf
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Has anyone come across an asset for UE that lets you manipulate and select parts of meshes to cut/copy/paste? For example, if you have a complicated mesh in an asset pack that is already joined together, and want to select a piece of it to be manipulated.
I had a tool that did this in Unity, but have yet to find an equivalent in UE. https://assetstore.unity.com/packages/tools/modeling/mesh-cutter-37173#description

Get the Mesh Cutter package from Alan Baylis and speed up your game development process. Find this & other Modeling options on the Unity Asset Store.

weak wharf
abstract scaffold
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Hi. If I have two vectors (my character location and the location of my mouse pointer), and I want to find a vector that is 1000 length away from my character but on that same line... how would I accomplish that. I hope that makes sense the way I explained it lol..

Hopefully picture provides clarity.

weak wharf
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Anybody know why marking a material as translucent would make it render as pure white and buggy like this?

cerulean geyser
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anyone know a way to soften the shadows that come out from the dot product of an ambientlightvector with the vertex normals?

stark wharf
weak wharf
cerulean geyser
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sorry, how can i get the vector difference?

weak wharf
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just subtract

abstract scaffold
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So subtract the two, get the vector length and then normalize and multiply by 1000?

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i'll give that a try

cerulean geyser
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oh sorry, i thought that was for my question lol

abstract scaffold
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Doesn't seem like that's working unless i'm doing something wrong. Sorry I haven't really wrapped my head around vector math yet

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@weak wharf Like this? or am I doing it wrong?

rancid lynx
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Is it possible to get the index int from an array of instancedStaticMeshComponents with a 'OnBeginOverlap' event node? I know how to do it manually with lineTrace and break hit, but I dont know how to get the index number from a bagin overlap.

patent pelican
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Hey all, I’ve followed a tutorial on YouTube to make a VR game but I can’t play a VR Preview. I’ve got my quest 2 connected to my laptop so I’m not sure why.

stark wharf
# weak wharf maybe not a useful answer, but have you considered importing the model into Blen...

I looked into export the model into Blender more. I've done that with basic geometry with no materials, but I see exporting the materials is not so simple, and requires a number of steps to get it working properly. Is there possibly an easier way I'm missing? https://www.youtube.com/watch?v=1k12Ax-4HbI&feature=youtu.be&ab_channel=Gamefromscratch

With all of the free giveaways, the question of how to get stuff out of Unreal Engine to use in other engines such as Godot, Unity or CryEngine, or into a DCC like Blender, Max or Maya. That is what this step by step tutorial will show... how to get a textured 3D model from Unreal to Blender in this example.

Please note, this isn't saying it...

β–Ά Play video
light thunder
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I've got an actor I'm having simple timeline movements to move components of the actor around - how can I make an event that will reset those, so I can switch to the timelines at any time???

raw elk
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@coral robin ask Tyler, I hear he's a legend at that sort of thing

coral robin
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Ehh, only in the upside down maybe

plush yew
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the code is so big, I tried to do it on the way that it worked for hgihest score

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I set in the first branch the total coins, then in other the collected coins which is equal but in different component

distant totem
light thunder
distant totem
light thunder
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how would you chain that if you had multiples, it would still fire

sly wagon
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Im feeling so unmotivated lately : (

distant totem
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if you wanted to reset multiples?

sly wagon
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I wanna make a multiplayer MOBA/Shooter but

light thunder
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i have multiple timelines

sly wagon
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I feel like with just blueprints its not possible

light thunder
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like sequences almost

sly wagon
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unless it is possible? idk

distant totem
# light thunder i have multiple timelines

if you want to reset multiple timelines you would pretty much need to do that reset timeline event to all of them, if you have it inside of a sequence you can call the sequencer in blueprint

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but then every time you call that reset timeline event somewhere, it will reset them all at that time

light lagoon
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I keep seeing conflicting information on this: does Unreal automatically strip out assets that aren't referenced anywhere when making builds, or not?

light thunder
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I'm just trying to update this I don't know why it's not working the demo display text from content examples - the reference is valid so I'm not sure what the problem is

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do I have to refresh this?

distant totem
light thunder
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how can I refresh it?

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or just override the construction?

distant totem
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try setting the text in the details panel in the world, if it changes when setting it there, then yeah override the construction script

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if you want to change it in game though the construction script wont let you since it will set it and keep it when the game starts

amber harness
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Hello folks, I'm just getting started with UE4 by following official learning material. The video I follow shows how to drag a light source from light section under mode panel, but on my UE4's interface there is no light section, only landscape, foliage, brush, mesh section. What did I miss here?

static folio
weak wharf
kindred viper
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No you have to remake them. UE uses HLSL and Blender uses OSL. So the materials will come over as the basic colour if exported, but none of the node work

novel mauve
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Hello Everyone ... I'm wondering if there is any way to make a loop function that waits for a latent function to finish and then does the loop ??

unreal mulch
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not an expirienced eu4, but i think you could do a variable check, so once the function is done it, checks it done, then the loop can detect that the variable is now true, and run it?

novel mauve
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the latent function I'm trying to use is "Download Image" which is a latent node

novel mauve
unreal mulch
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np!

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im inexperienced with the actual blueprints, but i do know how game logic works for stuff like this

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glad i can help

novel mauve
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that was really a helpful tip really ... sometimes my brain stuck in a small problem like this one ... and glad having different minds in this great community.. thanks man

unreal mulch
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yeah, alot of things can be fixed with a variable lol

novel mauve
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what i'm really trying to do .. is that i get a json response from an API .. and that response got a url of an icon to be applied to each button created associated with name from that same json response .. as objects ... the problem is that when i run the for each loop for each object the "download image" is latent .. so it just takes time so that the loop is done while the image is not applied to each button index respectively....

#

so I think a valid check might be a brilliant Idea ... i'm not that much an expert either .. obviously

unreal mulch
#

ok, yeah the specifics of that i dont understand.

#

i def need to practice more blueprints lol

novel mauve
#

as long as you know what exactly to be done ... blueprints are just piece of cake lol

#

i wish I had that answer long ago,, I was literally stuck ... thanks man

unreal mulch
#

np!

inland sail
#

Hey Guys! Does it make sense to learn UE4? After all, announced UE5

unreal mulch
#

ue4 will translate into ue5

#

its essentially ue4+ edition

#

so yeah it is

inland sail
#

ok i understood

urban iris
#

bought a new monitor guys this is insane

#

21:9 34" and the resolution is 3440x1440

winter gale
unreal mulch
#

ooh cool

#

Question time:
Ok so for what i want for my game is a few things: itll be a text based game which i know how to make the basics of, plus the options using a csv file from docs. what im wanting is for events to be randomly chosen after another is done. im sure each event and subsequent text line is handled in one csv (so like one for a combat encounter would be one file, and one of an argument is another). Another thing is that there will be a switch between a random encounter event and a home base environment that you come back to so it will update based on your current stuff. With events and stuff, the text should change based on ur stats / current status, obv variables are the basis of a stat but im not sure how to do it with text.

icy egret
#

Hi
does someone know good tutorial for shooter AI?
I really need that but there is no good series

sick patio
#

sorry for the dumb question how do i start swarm agent in the new version of the engine ue4?

novel mauve
#

if you want to start it manually you can navigate to this path whenever your engine is installed "\UE_4.26\Engine\Binaries\DotNET"
you will find the SwarmAgent.exe File ... run it.

pure cliff
#

... Uhh, isn't there supposed to be a list here where I can choose between games, film/tv/live events, architecture/engineering/construction, or automotive/product design/manufacturing?

#

.. Weird. Went to options and somehow the templates must've gotten de-selected

sick patio
#

no matter i do, build lighting, adding light mass importance volume, 4.26, build lighting only, does not work for me. i've searched everything, tried many many MANY times

onyx mango
#

How do I make the World Outliner not expand all the time?

pure cliff
#

:/
Nothing I can find online is relevant/helpful, they're all about slightly different issues. I tried running the Epic Launcher as admin, the only thing I can think of is running the engine itself as admin

#

Ah. Apparently the directory creator had a brainfart

novel mauve
novel mauve
#

this way the launcher will download the templates and feature packs and add it to the installed Engine version you selected.

pure cliff
#

Yeah, I did that. Initially the templates were downloaded.

sick patio
pure cliff
#

Hence me saying " Weird. Went to options and somehow the templates must've gotten de-selected"

novel mauve
pure cliff
#

As soon as I turned the checkmarks on in options, it worked as it was supposed to

#

Not sure why it got disabled in the first place though

sick patio
#

i found the swarm agent file

novel mauve
novel mauve
pure cliff
#

Yes, the templates worked fine multiple times before this happened

#

And uggggh, now when I try to import the assets from the old project into the new (long story short, I'm treating it like the old project got corrupted so I created a new one to put the assets into and try to keep working on it) it says that some of the assets can't save

sick patio
#

when i click it, "lighting needs to be rebuilt (64 unbuilt objects need to be rebuilt) is in white, but when it is unticked, that message is in red and the grass reverts back to being tiled all over the map

novel mauve
#

that's weird .. never faced something like that honestly.

pure cliff
#

Everything to do with the old project is just cursed I stg

ebon geode
#

Oh I think I got this message once, too but not sure what it was...

#

πŸ˜…

novel mauve
#

I tend to get this message when I accidentally open two instances of the same project.

pure cliff
#

Ugh. Now I see the "insufficient permission to save" popup.
Nevermind me running UE4 as admin...

ebon geode
#

check if folder is read only? check if git is not interferring with anything....

pure cliff
#

The old project is cursed I stg

#

I never used git in the old project

#

Source control and I have never gotten along

novel mauve
pure cliff
#

Every attempt at doing source control leads to "yeah sorry but you need to pay me to let you upload such big files", and as a uni student that's not really an option

#

And no, UE4 wasn't opened twice

novel mauve
pure cliff
#

Isn't Perforce also a paid service?

#

I think I looked into it once when I was trying to do source control for a project

wary wave
#

free for 5 users or less

sick patio
#

but if i untick it, it reverts to not building the lighting. maybe there's something else ticked that shouldn't be?

ebon geode
#

huh, pay to upload large files? πŸ€”
hm... I vagely remember having seen this and it was somehow related to git <_> probably me messing up some stuff there and manually deleting stuff πŸ˜„

pure cliff
#

Yeah, github doesn't like large files if you're a free user

#

And git... git just confuses the crap out of me

novel mauve
#

It is free for small projects.. up to 5 concurrent users on the same project I think ... but as long as you use it as personal or for small team .. it's free

ebon geode
#

you can use git lfs I think... and this should be free Γ΄.O

pure cliff
#

Yeah, I tried using git

#

Github's desktop app too

#

Desktop app went "nope files are too big"

#

Git on its own was way too confusing

#

I am not a programmer

ebon geode
#

yeah, because you have not installed git lfs probably ^^

#

lfs = large file system ^_^

pure cliff
#

Yeah, I tried to

#

Key word "tried"

wary wave
#

I found git to be a royal PITA using it with Unreal

#

it's really not designed to work with frequently changing binaries

pure cliff
#

In any case... why in the hell is UE suddenly claiming I have insufficient permissions to save

novel mauve
#

I really recommend you to try Perforce ... It's a little bit confusing at the beginning but it saved me a couple of times really

pure cliff
#

When I looked into Perforce I didn't see anything about it being free

ebon geode
#

I used perforce, git and tortoise and some other stuff I don't remember, and I always manage to screw something up πŸ˜„

pure cliff
#

And I'm not looking for source control right now. Right now I'm just trying to smack UE into behaving
And it turns out, because I opened UE as admin when it finally started behaving, I now have to open it as admin every time I open the engine in order to be able to save

#

Yaaaaay.

novel mauve
pure cliff
#

My head, meet this brick wall -_-

#

I swear I should apply to be tester for Epic Games
"Hey I found this bug"
"... How??"
"idk man, I tried doing something that worked 5 minutes ago and the engine yelled at me"

novel mauve
#

apparently .. this seems to be a permissions issue.. did you switch the user or changed some UAC protocols ?

pure cliff
#

Goddamnit. And now this project is having memory leak issues

#

No, I didn't switch user, and I have no idea what UAC protocols are so that should answer that question

serene birch
#

as in, never

#

there's never a good reason to do that

#

apps that really need admin priviledge will ask for it at launch

pure cliff
#

Saw it as a suggestion to fix an issue I was having.

serene birch
#

suggestion was wrong

pure cliff
#

You don't say.

serene birch
#

anyway, the issue with opening apps with admin privileges is that you tend to create files that require admin privileges πŸ˜›

pure cliff
#

And I'm assuming there isn't a way to undo it.

novel mauve
#

Did you install the engine on the C: drive ?

pure cliff
#

Yeah. S'the only drive this computer has.

#

Asus laptop.

novel mauve
#

It's the first time for me to see that lock on a drive ...

#

was it there before ?

pure cliff
#

Honestly I have no clue

novel mauve
#

I think there might have been some changes on that drive access privilege

pure cliff
#

Ahh, right. The laptop comes with the ability to enable Bitlocker. But I've never enabled it because my dad (a man who knows significantly more about computers than I) said Bitlocker is a pain in the ass.

ebon geode
#

omg, this would give me the creeps πŸ˜„

novel mauve
#

yeah ,, yet so powerful and extremely dangerous at the same time

ebon geode
#

a lock that looks like my HDD was encrypted by one of those viruses that want to get paid in paysafecards or bitcoin πŸ˜„

novel mauve
#

ransomware

pure cliff
#

Yeah, he said if you mess up the Bitlocker login it nukes all your files

#

Suuper dangerous for something like C:

#

So yeah, I guess it's always looked like that. I've never once touched Bitlocker, so nothing should be affected by it

novel mauve
#

@pure cliff try to copy or create a new folder in that partition ...

pure cliff
#

?

#

As in, create a new folder in C?

#

Or?

novel mauve
#

yeah ... If it has some restrictions it should popup a message saying something.... permission related i guess

#

again, I am no expert.. just trying to diagnose with my little knowledge

pure cliff
#

It shouldn't, I've created folders a bunch of times

ebon geode
#

maybe you should ask your dad how to resolve this issue. ^_^

pure cliff
#

It's 5am, and anyways he's not remotely familiar with UE4.

#

Computers yes, UE4 no.

ebon geode
#

maybe it's not a bitlocker problem if it's not activated...

pure cliff
#

Yeah.

#

Soon as he told me that Bitlocker nukes your files if you mess up the login, I never even touched it.

novel mauve
#

good advice

pure cliff
#

I like having my files intact.

#

Now that it's been confirmed this isn't a Bitlocker problem.. why does UE4 crap itself and crash reporting a memory leak when I open a level in the editor?

novel mauve
#

I really wish if I could do any help., but with this issue I really have no idea how to fix

pure cliff
#

It's also extra stressful for me because this started happening with a project for college
Which was due last Tuesday

novel mauve
#

ohhhhh

pure cliff
#

Thank heavens my professor is understanding, but jesus christ is it frustrating to have the engine crap itself whenever I try to do something that should be simple

ebon geode
#

it started happening... so it worked before?

pure cliff
#

Yes.

#

And then out of nowhere, trying to open a level in the editor (not in gameplay, it works fine then) makes the engine crash and report a memory leak

#

I don't know why it started, I've tried everything I can think of, I've tried Googling it a thousand times

ebon geode
#

that's strange...

novel mauve
#

recently I got my engine corrupted on my PC as well... and there was no fix with my situation so far too... I think I'm gonna re-install windows just to fix the issue I'm facing ... shit happens my friend.

ebon geode
#

but this means something has changed during that time and now. any windows updates or anything else? x_x

#

if it breaks there must always be a reason ^_^

pure cliff
#

Nope, no windows updates

#

And god I hope UE isn't corrupted

ebon geode
#

have you tried reinstalling UE? or is it a source build?

pure cliff
#

If I uninstall and reinstall a version of the editor, project files are still intact right?

ebon geode
#

sure.

#

unless you have a custom build engine with some important plugins and stuff....

lucid grove
#

Heya, is there a way to change settings of foliage at runtime? Like enable\disable grass shadow at runtime.

pure cliff
#

I don't know how to do a "custom build engine"

leaden garnet
#

what specifically happens with the engine crash? does it also freeze windows and make the system unresponsive?

#

how much RAM do you have?

pure cliff
#

Nope, doesn't freeze windows.

#

UE pauses for a second, then -poof- the editor window closes and I get an error popup talking about memory leak

#

Doesn't even take enough time for the task manager to register any difference in memory use

#

As for how much RAM,

#

Which should be more than enough for UE, surely

leaden garnet
#

what is the level like? an open world? what about sizes of your textures?

#

texture sizes have a massive impact on UE's editor performance

pure cliff
#

Not an open world, no. 2D assets, but sizewise I don't know

leaden garnet
#

2d shouldnt be a problem... hmmm, have you been able to find a crash log or so?

pure cliff
#

Yes, it always generates a crash log

#

Should I pull the most recent one up?

leaden garnet
#

yes please, i could peek and see if theres an issue

pure cliff
#

Whole file, or just the part where it starts reporting errors/where it crashes?

leaden garnet
#

whole file is fine, it should just be a text file and gives the full picture

pure cliff
#

I'll DM the file to you, then. One second

leaden garnet
#

ok

pure cliff
#

Ah. You have friends-only on

fierce tulip
#

hey @sharp crest can you please change your custom message?

stone scaffold
#

hi guys, I'm having an issue with unreal engine 26.1

#

its crashing when i click on play

#
Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x0 - 'S_OK')

UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_SlateRHIRenderer
UE4Editor_SlateRHIRenderer
UE4Editor_SlateRHIRenderer
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll
#

this is the log message

#

I tried finding the solution

#

but didn't make any progress

static folio
#

Error is telling you everything. It’s not UE.

spare kernel
#

Your graphics driver crashed or your card fell to sleep

wary wave
#

Most common cause would be windows switching GPU whilst the application is running

#

but this has been a very long term problem with UE4 with no actual fix

spare kernel
#

I get it occasionally

stone scaffold
#

thx guys,

#

it got fixed by just restarting my computer

#

so... ya

fierce tulip
#

if it happens again, you might want to try msi afterburner and downclock your gpu by 10% while doing ue4 stuff.
(worked for me on my previous computer)

azure reef
#

Hi guys! I have some problems with my app for mobiles. If I use targetSDK 29 the game crashes when I change the level but with 30 it's not crashing at all. What can cause this? I need to use 29, because I have a plugin which is not working only when I'm using target sdk 29.

pure cliff
#

Damn. Uninstalling and resintalling 4.26.1 didn't fix the memory leak issue.

#

... Huh?

#

It's still throwing hissy fits about not letting me save changes, but the box isn't checked

tough pagoda
#

Me: Nuh, I have so much TODOs

TODO List of Unreal Engine 4:

leaden dust
#

@tough pagoda uh oh

inland sail
#

Guys! Does UE hard to learn? Can you share with learning experience?

dim oyster
#

hi guys, I have combined a bunch of assets in a blueprint, how do I convert that back into a static mesh?

plush yew
#

Hello guys I have problem with saving the coins that I collected

#

the code is in third person bp

#

I want to update them in the user widget

#

for example I run and collect 2 coins and I die, I want to be saved these 2 coins and then in future I will want to upgrade stuff

worthy plaza
#

oh, mb

#

done

plush yew
#

cool

jaunty cliff
#

I am having problems exporting blender models and using them in UE4. I am having 2 problems.

  1. Some faces of the Orange ring are invisible (already tryed recalculating normals)
  2. The Materials importet to UE4 just mach the Materials in blender with there base Color (the ring is not shiny)

The 3D model is just 1 cm small. Thankful for any help I can get.
Screenshot from UE4:

#

Screenshot from Blender:

dry latch
#

hey, I messed around with landscape for optimisation and it's not showing anymore in game, can anyone help ? :p
It's showing in editor but not in game

digital anchor
#

@jaunty cliff
1 - check the normal orientation view on blender, if its red use Flip normals, if its correct check the import settings on UE4, change from Calculate normals to Import normals
2- materials arent really imported, you have to rebuild them in ue4
3- thats a common issue google for blender to ue4 scale

jaunty cliff
honest vale
#

I'm guessing the coils are flat 2d faces and not fully 3d?

#

like, 2d strips

jaunty cliff
#

i used a screw modifier on a circle and bend it

honest vale
#

by default the engine culls the backfaces of triangles

jaunty cliff
#

so it is 3d if you ment that

honest vale
#

I have no idea what a screw modifier is

#

but anyway, try enabling the two sided setting on the material in UE 4

jaunty cliff
honest vale
#

that does look odd, I guess the problem is something else then πŸ˜„

#

I'd check the vertex and face normals and where they're pointing at

jaunty cliff
#

al pointing outside

#

I incresed the size of the 3d model now it works fine πŸ™‚

digital anchor
jaunty cliff
#

where can i turn that off? (or whould it be better to import a big model and scale it down in UE4). Thanks for solving the mystery πŸ™‚

#

nevermind found it

plush yew
#

Hey, in the log next to timestamp the given value is thread or process id? I mean [603] in my log: [2021.02.24-11.43.42:106][603]Log

wary wave
#

might be worth tracking it down in code and seeing for yourself

#

notably in my logs, it's always [0]

#

so it is probably not thread

#

ah wait, I lie, there's a [340]

#

[2021.02.24-13.08.43:164][ 33]LogTelemetry: Log: Submit succeeded
[2021.02.24-13.11.53:275][603]LogOnline: Log: OSS: [EOS_SDK]: [LogEOS]: Updating Product SDK Config, Time: 316.221680
[2021.02.24-13.11.53:946][605]LogOnline: Log: OSS: [EOS_SDK]: [LogEOS]: SDK Config Product Update Request Completed - No Change
[2021.02.24-13.11.53:947][605]LogOnline: Log: OSS: [EOS_SDK]: [LogEOS]: ScheduleNextSDKConfigDataUpdate - Time: 316.667633, Update Interval: 347.152924
[2021.02.24-13.16.45:571][140]LogSlate: Log: Took 0.001180 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Light.ttf' (167K)
[2021.02.24-13.17.14:651][189]LogSourceControl: Log: Attempting 'p4 fstat -Or

looks like it may well be threads

plush yew
#

hmm πŸ€” so it's thread?

wary wave
#

possibly

#

your guess is as good as mine

plush yew
#

actorlocation is on sceneroot I suppose?

wary wave
#

yes

plush yew
#

hello everyone i need some help m stuck with intellisense problem in visual studio 2019 with unreal engine 4 all things open properly but when i started coding in vs .. intellisense not working and giving error that no specify for func????? anybody plss help me out from thisss

grim ore
#

@plush yew I mentioned what I thought was the issue last night. in your game mode you have "Coins" , in the updated widget BP you are not getting Coins to display but Total Coins.

plush yew
#

the coins are the current coins you have collected

grim ore
#

@plush yew it's intellisense and the code base. You have to wait a long long time, do some random stuff to help it, or install something like visual assist

plush yew
#

and you need to store them in total coins

#

total coins wil b current coins plus the new

grim ore
#

do you ever update Total Coins in the game mode?

plush yew
#

you get it?

#

I have this

#

I am not sure if it is correct

grim ore
#

when do you call that?

plush yew
grim ore
#

install what for unreal? you have VS 2019 installed is what you said

plush yew
#

the thing is that I have coins and collected coins in both of the places- game mode and save game, and idk where which to be to work

grim ore
#

yes you have it it both, you need to think about it and decide where you want it and how you want it to work. I've give you the reason why it doesnt right now

plush yew
#

coz i want to learn unreal with c++

plush yew
grim ore
#

you just install VS 2019 and it shold work. If working with the source code it will tell you what else you need.

#

if you want intellisense to work you just have to suffer with it half working or install something like visual assist

coral folio
#

hey i'm trying to export with path trace rendering using the movie render queue but i cannot seem to be able to override the sample per pixels .... i've tried in so many different ways but no luck sofar

#

anyone can point me to the right direction ?

plush yew
#

can we actully use visual asisst with unreal for c++

grim ore
#

@plush yew that is completely up to you, you just need to be consistent and set it up. If you want to load and save the save game every time you work with the coins, you can do that it's just not efficient. Its like standing at the store in line and checking your wallet every second to make sure you have the money instead of when you need it or once before and remembering it

plush yew
#

or should i go with blueprint first and then used c++ ??

#

I want to store all my collected coins and in future I will add upgrading system

grim ore
#

@plush yew if you go to the #cpp and read the pinned messages it mentions intellisense and visual assist for example.

plush yew
#

ohh thanks srry i didnt see that

grim ore
#

Storing the coins is fine, "I have died, store the saved coins in the wallet (save game) and keep a copy of that info in my mind (game mode). I want to spend coins, how many do I have? Get the info from my mind since its current and use that. I spent money buying something, update my memory (game mode) and then update the wallet so it matches (save game). I want to start the game and I have never looked in the wallet (game mode is empty/default), I should check the wallet (load save game) and remember what I have (save it i game mode)"

plush yew
grim ore
#

you could skip the memory part and always write to save game if you want, but that would be silly since you are collecting coins during gameplay and they have to exist somewhere (game mode right now)

#

@plush yew do you know C++ right now?

plush yew
#

yaa ik c++

#

so if you know start with it

#

lol

grim ore
#

you know it well enough to write a command line program?

plush yew
#

yuppp

#

good

#

so what I need to change into my code to make it work? Cus I did function and tried to use it but still doesn't work

grim ore
#

then you can start with C++ (but I wouldnt). You dont know the engine so I would learn how the editor and engine works

#

and the easiest way is to learn blueprints while learning then engine and apply that info to C++ when you need it. Every blueprint is just C++ on the backend

plush yew
#

oohhhkk

#

I think the function should be like this cus I need to collect everytime the old coins plus the new ones

#

now i understood

#

thanks buddy

grim ore
#

even if its watching 2 or 3 courses, or reading a bit, knowing how the framwork works and the engine functions is needed before you try and learn the wacky C++ that Epic has mangled

plush yew
#

okkk so m just starting it with blueprints further i change to c++

grim ore
#

@plush yew that should be done at some point yes, updating your saved coins with the current collected coins.

#

the naming of it is weird since you are not getting, your setting a new value

plush yew
#

when i well known with unreal wht actully is

plush yew
#

do I need to have function or code in my save game?

grim ore
#

you dont need it unless you need it. if its just storing variables then it just stores variables.

plush yew
#

okay

#

I have this code in third person bp

#

the good question is where do I need exactly the function

#

I check for the highest value (it works and it is separate)

grim ore
#

like victor mentioned yesterday you have a ton of code in one place that probably shouldnt be there. but for now you can probably call that set current coins into total before you start saving, then take that new value and put it in the save. right now your just getting the current coins and saving it and not the total coins which I assume you want

plush yew
#

yeah okay

#

wil try to do it

#

this place is the correct one?

#

like before saving?

#

or at the end of the code where it saves to the slot?

grim ore
#

you need to do it no matter what right? you want to update your total coins with the current collected coins so it should be called before checking for the save game probably since you want it done no matter what

plush yew
#

yeah okay

#

so it is on the correct place-right?

#

πŸ˜„

#

ops

#

I think it should be here

#

same, doesn't work

#

bruuuuuh

#

why this simple function doesn't work

#

I will rage quit soon

grim ore
#

so the one that updates the coins is in the game mode right?

plush yew
#

yep

#

the variables that I use them are in the game mode

grim ore
#

so you need to breakpoint on that set to make sure its called and see what the 2 values are, the coins and total coins

#

same thing done yesterday to make sure the game mode was correct and the coins was 0

plush yew
#

any reason why move to actor location defaults to like... the left of the actor? πŸ˜›

plush yew
#

it stopped

#

but I can't check the variables

#

they all wanna go to the same spot...

grim ore
#

you can put the stop inside of there, on the set node at the end. or you click "step into" at the top of the screen to go into that node

plush yew
#

okay

#

hmm

grim ore
#

yes so what is coins and total coins if you mouse over them on the left?

plush yew
#

total coins is 0

#

the output of the + node is 0

#

how 4+ 0 = 0, lmao

grim ore
#

the output wont show an output until after it runs, which is after the set node runs (and you are paused before it runs)

#

you could put a print string after the Set Total coins at the end and print out the new value if you want to check, or pause on the print string and check the output

plush yew
#

okay

#

will do it

#

I collected 3 coins

#

and it prints that they are 3

grim ore
#

ok so then total coins should be 3. I assume you should be saving total coins to your save game then as the coins variable or somewhere in your save game since you want to keep track of the total coins ?

#

so if you want this new value to be saved to your save game, it should be getting the total coins from the game mode now that it is correct and saving it to your variable in your save game (call it whatever you want, as long as you know what it does and is for)

split ice
#

Hmm ... the mesh becomes translucent How to fix this? plzhelp

grim ore
#

but if your total coins is correct in the game mode (which you say it is) then your upgrades screen should be able to get the total coins from the game mode and it should show that now

plush yew
#

I tried but when I collect 2 it shows me 2

#

and when i collect 3, it shows me 3

#

not 5

#

where I need to make this with the saving the collected coins into the new variable in save game?

#

before saving it to slot?

grim ore
#

what is showing you 2 or 3? the upgrade screen?

#

@split ice the legs on the player?

plush yew
#

then second time 3

#

bt on second time should be 5

grim ore
#

so on the upgrade screen?

plush yew
#

?

#

what about it?

grim ore
#

where does it show the 2 and the 3

plush yew
#

this is what I made

plush yew
grim ore
#

ok so what variable does the upgrade screen use

plush yew
#

tere I need to connect with total coins?

#

cirectly

#

not to add it?

grim ore
#

that doesnt say total coins does it?

plush yew
#

yeah maybe

grim ore
#

your also setting the total coins again to the collected coins

#

if this is just getting the total coins from the game mode, it should just get the total coins from the game mode

#

this is where keeping naming consistency is needed

plush yew
#

collected coins are in game mode, total coins is in save game

grim ore
#

your updating your total coins in the game mode. then you are saving that value in your save game. Those are all before this. This screen is asking the game mode for thr total coins since that is what you want.

#

your upgrade screen should not need to touch the save game until you buy something since your save game and the game mode should have the same number (you just did this when the player died)

plush yew
#

collected coins

grim ore
#

see

plush yew
grim ore
#

your upgrade screen should be get game mode -> get collected coins -> return

#

since that is what you want this to do, its getting your total coins (collected coins) from the game mode and putting it on the screen

#

omg

plush yew
#

lol

grim ore
#

yeah you need to just make sure you are using the same names for the same stuff across all the systems

plush yew
grim ore
#

in your game mode, what are the names of the variables that hold all of the different types of coins

plush yew
grim ore
#

ok. in your save game what are the name(s) of your coins variable

plush yew
grim ore
#

so....

#

fix one of them

#

this is an issue, you have Total Coins, Collected Coins, and Coins

#

I assume you only have 2 things you are tracking

plush yew
#

lol

#

okay

#

So I have these now:

#

game is from game mode

#

save from save game

grim ore
#

buy why

#

again

#

What is Coins, what should Coins hold?

#

I assume the current collected coins during that game session (before dieng, while playing)

plush yew
#

coins is the current that player gets during the game

#

so you want to tyell me that I need only 1 variable for current coins?

grim ore
#

no you want 2, 2 is fine. but you want 2

#

so for example "CollectedCoins" and "TotalCoins"

#

Collected Coins being the current coins collected during the current game session

#

and Total Coins being the total amount of coins you have over all play sessions

#

You can name these whatever you want but they should be the SAME names across everything that refers to this info

light meteor
#

Please, can u help me?? My vignette intensity increase at each loss of stamina points but with that 'timeline function' i can't loss just 10 points, contrary my goal... I think the update output is the problem, can u explain me more about this output, thanks so !

plush yew
#

okay

grim ore
#

also your save game probably never needs the amount of coins you are collecting I assume. only your total coins that you want to spend

plush yew
#

so the name of total coins should be total coins in the both places-game mode and save game?

grim ore
#

yes the name should be the same if its the same thing

plush yew
#

okay

grim ore
#

right now half of this confusion is naming not being consistent

plush yew
#

okay

#

okay so in save game I will remove the cucrrent points

#

okay, so now the 2 variables are named collected coins

#

still doesn't work, bruh

grim ore
#

thats fine you are in the process of fixing it. so now you have 1 coins in the save game and 2 in the game mode?

plush yew
#

yep

#

exactly

grim ore
#

so in your game mode, the set the current coins into total node looks like what now?

plush yew
#

it prints the same amount that I collect coins

grim ore
#

im trying to check your names, so your variables are called Coins Game and Collected Coins now?

plush yew
#

yep

grim ore
#

and it is CollectedCoins in the save game?

plush yew
#

yep

grim ore
#

ok so in your death function, your calling that Set The Current Coins into Total at some point before you start saving. When you save which variable do you put into your save game? Is it the Collected Coins from the Game Mode going into the Collected Coins on the Save Game?

plush yew
grim ore
#

it looks a little messy and your doing math in there (which I dont think you need to do? your function earlier that you call does that for you now)

#

but it looks like your collected coins should be saved correctly

plush yew
#

yeah

#

it sets the collected coins which are from save game

#

I think I need to set collected coins from game mode not from save?

grim ore
#

and in your upgrade screen what it is using to show the current coins? is it the collected coins?

plush yew
grim ore
#

yep so your issue is what you just said

#

your loading your save game, getting the saved collected coins, and then saving them back into the save game

#

you should be getting the collected coins from the game mode, then save it into the save game

plush yew
#

okay

#

so I will replace it

grim ore
#

yeah look over that code and thats probably what you are doing and explains why it never updated

plush yew
#

okay

#

I did this

#

and now it should work

#

let me test it

grim ore
#

that should atleast update the save game, but if your upgrade is still not correct you might be resetting one of the values at one point

plush yew
#

it is still doesn't work

#

bruh man

grim ore
#

so how are you resetting your game between deaths?

plush yew
#

??

#

try again button

#

which opens my level again

#

and it starts running again

#

with 0 score and 0 coins

gleaming creek
#

What is the best place to put game engine initialisation?
Specific example, I wanted to load a setting for volume and apply it on startup. That's reasonable enough, Set Sound Mix Class Overrides... so I thought I'd put that in the GameInstance Init function, reasoning that it applies to the whole game.
Except - it doesn't work there, I guess that's "too early".
Then I tried putting it on the PlayerController's OnBeginPlay, but that leads to a very noticeable moment where the audio plays at default volume before it notices and adjusts it.

So where is the "right" place to put things like this?

grim ore
#

ok, so when do you load up your save game to make your collected coins equal to what was in the save game?

#

opening the level clears the game mode, which means your Coins_Game and CollectedCoins are now 0

plush yew
#

aha

#

so?

grim ore
#

@gleaming creek maybe the game mode? or instance? But as an alternative what if your default mix that you use is muted and then you apply a sound mix based on the settings

gleaming creek
#

Haha I like that, sneaky!

grim ore
#

@plush yew so at what point do you load up your save game with the saved CollectedCoins? if you are never doing that, then your CollectedCoins in your game mode will always start at nothing. When the game mode starts up for that level you can do that

#

@gleaming creek it's a good question on where would be the right place, I would have assumed the instance but it might come up way before the actual level which makes sense

gleaming creek
#

Yeah, I'd have thought that since I'm only adjusting the sound mix, that would be okay to do before the level has loaded

#

But apparently not

plush yew
#

the game starts you run and make a score and collecting coins

grim ore
#

yep so you need to fix that issue

plush yew
#

it saves it in your save game how many coins you collected

gleaming creek
#

GameMode also has that slight moment of full-volume... oh well, I guess start it 0.0 volume is the way to go!

grim ore
#

on your game mode begin play you can load the save game if it exists and set the collectedcoins in the game mode to the value in your save game

#

@gleaming creek i mean the alternative is you delay your other sounds until it initializes but I think starting muted is smarter

plush yew
#

okay

#

I have this in event begin play in my game mode

#

this is for spawning the lines where the character runs πŸ˜„

grim ore
#

so before that do your load game stuff

plush yew
#

okay

gleaming creek
#

Heh, there's a bug about not being able to set it in the gameinstance... won't fix

grim ore
#

welp there ya go lol

gleaming creek
#

Also wait I'm dumb

#

Embarrassingly dumb πŸ˜„

#

The reason there's a slight delay before the sound volume kicks in... is because the set override node has a fade time of half a second

#

Set that to 0 -> volume applies instantly

grim ore
#

not dumb, learning about hidden features πŸ˜›

#

that would explain what it did for me the other day as well so I didnt realize that as well

plush yew
gleaming creek
#

Dumb because I saw that and changed it from 1.0 to 0.5, thinking 0 might sound too abrupt when changing the same setting via the menu

#

But didn't think that of course it also applies if I'm calling the same code on startup

plush yew
#

this?

grim ore
#

@plush yew basically but it should be similar to when the player dies. check to see if it exists, load or create the save game so you have the saved coins or the default coins. Get the collected coins from the save game and store it in the collected coins in the game mode.

#

and if your in the game mode already, no need to get the game mode.. the variable for collected coins is already there

surreal prism
#

Performance wise, is it ok to load a landscape this big at once ?

grim ore
#

and that code above just gets the game mode and sets the coins from the game mode into the game mode... so... its all wrong lol

plush yew
#

bruh

#

so what I need to do?

#

I need to check if it exists?

grim ore
#

look at your code in your death function. doesnt it do what you want up to the saving part?

plush yew
#

maybe

#

not sure completely

#

lol

grim ore
#

does save exist? if it does load it. if it doesnt create a new one. Take that save game and get the collected coins from it and set the collected coins in the game mode to this value

#

that line right there is what you do

plush yew
#

this?

grim ore
#

is this code in the game mode?

plush yew
#

yep

grim ore
#

then why are you getting the game mode?

plush yew
#

cus I am silly

#

πŸ˜„

grim ore
#

it would just be setting the CollectedCoins directly since your already in the game mode

plush yew
#

yep

grim ore
#

yes now wire up the bottom as well to set the collected coins from the save game

#

so the end should look the same

plush yew
grim ore
#

you have no reason to save it

plush yew
#

a okay

#

this only then?

ebon geode
#

yeah, this is the load function πŸ™‚

grim ore
#

yes but now both of those wires should hook up to what was there before so it can do your looping stuff

ebon geode
#

the cast on the bottom is not necassary btw πŸ˜‰

grim ore
#

it is because his save game variable is a generic save game object

#

its not right.. but it is what it is and progress lol

ebon geode
#

since you create a savegame object of the selected class, the cast is unnecassary* πŸ˜‰

plush yew
#

so now will it work finally or not ?

grim ore
#

we dont know, you need to try it lol

ebon geode
#

it will work, sure

plush yew
#

I tried it

#

not work

#

bruuuh

#

there is no way bro

#

come onnnnnnn

ebon geode
#

but you need another function to save the values as well... you just do the opposite thing...

grim ore
#

so breakpoint on your for loop after this, see what your collected coins is after the load

plush yew
#

I put

#

and when I start the game it opened me the for loop node

#

lol

grim ore
#

ok so mouse over the output of the Set Collected Coins node and what does it show?

plush yew
grim ore
#

the set node to the left, it should show a value

plush yew
#

all is 0

grim ore
#

well the code is right, are we sure the save game stuff is saving?

plush yew
#

idk

#

πŸ˜„

grim ore
#

breakpoint on the save game node in the death function and go backwards and make sure the collected coins has a good number its saving

plush yew
#

this node?

grim ore
#

the issue for all of this is your code is very scattered and you just did stuff to make stuff work without engineering it well

plush yew
#

I did this what you told me, lol, I made function, edited the varibales

#

which is not good?

grim ore
#

no we want the part in the death where it saves it, at the end. at that part everything before it has ran and you can see the collected coins value you are saving

plush yew
#

okay

grim ore
#

yep and when it stops what does it show for collected coins before that

plush yew
#

okay

#

the thing is that it didn't stop

grim ore
#

well thats an issue then, does the one below it stop? breakpoint both of those saves

plush yew
#

okay

#

both of them don't stop

#

bad

grim ore
#

yep so go back and make sure all the code is hooked up

plush yew
#

if we check if they are valid, wil it help?

grim ore
#

if they never stop, the white wires are not getting to that point

#

so go backwards or open it up and see what happens

plush yew
#

all is hooked up

grim ore
#

if the blueprint is open and you run the game the blueprint will show wires running

#

or breakpoint earlier, its your code walk thru it

plush yew
#

check it here if it will be more comfortable

grim ore
#

breakpoint on the branch, after the does save game exist and see if it stops

plush yew
#

okay

#

it stopped

#

it shows me the current highest value

grim ore
#

if you click step over at the top it should go to the next part and see if it does

plush yew
#

ok

#

I clicked step over and nothing happened

#

lol

grim ore
#

then your branch probably fails right there, so what is that branch

#

and if you read that you will see what happens

#

Are my current points higher than the one in my save game? if so lets save the game. if its not (and its not, look at your saved points), we do nothing..

plush yew
#

it is for the highest result

grim ore
#

doing nothing? doesnt seem correct. I assume your if its higher then just update the highest score variable and then go on, if its false, it should still go on (update collected coins and save)

plush yew
#

it checks the current score that you did if it is higher than the previous, it saves the new one

grim ore
#

yes but if its not it does NOTHING

plush yew
#

yep

#

this is the problem

grim ore
#

and your saved value is super high right now

plush yew
#

yep

#

so I need to move this code before this branch-right?

grim ore
#

your true should just set the highest score variable in the save game then go to saving collected coins and saving game. the false should go to saving collected coins and saving the game

#

your branch is fine it just needs to be wired correctly

plush yew
#

a okay

#

yeah

#

so the marked things I dont need them there-right?

grim ore
#

similar to this

#

you just go around the one set node if its false but both still run the other set and save

plush yew
#

ahga okay

grim ore
#

true or false you still have to do the other 2 parts

plush yew
#

this?

grim ore
#

no

#

if its true, you never save the collected coins

#

look how mine is wired

#

true -> save high score and coins. false -> save coins

plush yew
grim ore
#

look at mine, look at yours

#

read yours

#

true -> set highest value then do nothing

#

false -> set collected coins then save game

plush yew
#

okay

#

I think I get it

grim ore
#

read your code like I was writing it

plush yew
#

I read it man

#

wtf

grim ore
#

True -> Set High Score -> Set Collected Coins -> do nothing

#

False -> Set Collected Coins -> Save Game

#

one of those does not save the game

plush yew
#

yep

#

I did it as you wrote me these 2 lines

#

wtf

grim ore
#

look at mine, I used 4 nodes

#

I also connected them as needed

#

your Set Collected Coins at the top (True) should be connected to the Save Game node

plush yew
grim ore
#

that should work yes (1 duplicate node but no harm)

#

wait no it wont work

grim ore
#

delete the bottom node (set collected coins). connect the false output to your Set Collected Coins input on top

#

so you only have 1 set collected coins node (false connects right to it)

plush yew
#

okay

grim ore
#

@grim ore that looks like a normal issues (normal on the model being backwards)

#

@plush yew yes if you look at yours the 4 nodes are wired like mine

plush yew
#

okay

#

so now should work?

grim ore
#

ugh

#

but you never hooked up the wire for your SEt Collected Coins node (the input is 0, not hooked up to getting it from the game node)

plush yew
#

now should f*** work πŸ˜„

grim ore
#

that looks better yes

#

I would still break on the save game nodes to make sure they fire

plush yew
#

now it works

#

nice

#

you're god

hidden folio
#

hey what is a good way to make an animated material that infinitely zooms in? for example, a cloud texture that grows (probably using scale UVs by center) but then as the 1st one approaches the camera, it fades to become replaced by a 2nd one behind it, which is a duplicate

#

and then that one also fades so it just repeats and while stationary looks like you are going through each one

grim ore
#

@plush yew you still have a problem in your begin play, you never hooked up the does save game exist (false) to your loop node from what I saw

plush yew
#

the last thing I want to fix is the problems when I package the game πŸ˜„

wary wave
grim ore
#

the end of the bottom section, did you hook it up to the for loop?

plush yew
#

yep

grim ore
#

yeah that bottom part, when you have no save game, will never start the game it should be plugged into the For Loop like the one above it

#

just an FYI

hidden folio
#

thanks so I've got one working but it sort of zooms too quickly at first, and then too slowly each time. It's almost like as it approaches full zoom, it needs to actually speed up relative to how fast it started zooming. kinda hard to explain. I think it's some geometric property of zooming images where if the speed is constant, it will appear to slow down

plush yew
grim ore
#

no just run the white wire up

plush yew
#

a yeah

#

πŸ˜„

#

okay

grim ore
#

out of the Set Collected Coins up to the For Loop

plush yew
#

yep

#

done

#

now I need to fix the problems when packaging

#

cus I can't play it on other PC-s 😦

#

How I can send you the output file? Cus I forgot where it look for it

grim ore
#

there is a #packaging channel but otherwise you can put an error on pastebin or just read it and fix the issue

dense knoll
#

Why does deleting anything in ue4 and replacing refs crash the engine?

grim ore
#

it shouldnt. read the crash log and find out why?

plush yew
plush yew
vagrant pagoda
#

With Texture Editor is there a way of setting the default of Maximum Texture Size instead of 0 to what I want 1024

grim ore
#

the output log would be in the saved folder, or in the output log window you can copy/paste it to pastebin

plush yew
#

okay cool

#

ty

grim ore
#

@vagrant pagoda so its always 1024 for all textures and imported textures?

#

as far as I know you cant do it as a default, but you could use the property matrix to set all of them to that value

vagrant pagoda
#

it;s a batch of textures. couldnt find a setting.

#

link?

grim ore