#ue4-general

1 messages · Page 951 of 1

light thunder
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I'm not a fan off the iphone but the fact it has a LIDAR camera that can import directly into blender with very little cleanup, is damned impressive

grim ore
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the iphone AR stuff has special facial stuff in it is why they support it directly

light thunder
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Morph targets maybe?

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Honestly, I think "procedural editing" mode in blender is probably the single most powerful feature in the entire thing - blew my mind the first time I used it

hidden tendon
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That's crazy. Even the little lacrimal fluid mesh that bridges between the eyeball and the lid conforms as well. Magic...

grim ore
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yeah its not magic its math, have you seen the number of morph targets on the mesh?

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just learning how the stuff works in real life, adding in the realistic morphs, then using the rig to adjus things realisticly

light thunder
grim ore
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then exposing the generic "controls"

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heh I was counting and showing and it crashed soooo

light thunder
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This is the pathway to that realistic VR, where you are looking at a virtual avatar of someone else, and they are looking at you, and your facial animations are being scanned and re-rendered in a control rig

grim ore
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yeah I cant even have it show me the morph target weighting in engine it crashes lol

hidden tendon
grim ore
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this is honestly what bigger companies do and why some facial stuff looks so good in games

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this is just... free and for normal people now lol

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also why AAA games are so expensive and take so long

light thunder
grim ore
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im guessing its 500+ morph targets lol

dry latch
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any idea why my firstPersonAO is not moving when I change location in bp character to set ADS view in game ?
it's just not moving anymore

grim ore
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@light thunder you could get it sure, its all in there

hidden tendon
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I've been doing procedural animation in Houdini but never thought to make different for the eyelids to adapt to the direction of the eyeball. I did it using vellum to simulate the eyelids adapting to the collider of the eyeball but that's so process intensive.

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different morphs*

light thunder
grim ore
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i was trying to preview it, but there are nodes for getting curve weights. its already used to adjust stuff

hidden tendon
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It's wild to think that all of the metahumans will work like this out of the box.

grim ore
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so 333 curves that adjust various controls

light thunder
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that seems odd, to have such a round number like that

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I wonder if some are just reserved

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there's no way all rigs need the same number I'd imagine, some skeletal features are just simply less expressive

grim ore
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yeah this is just for the metahuman setup and for facial only

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but it make sense, everything you do in the face affects so many other things at the same time

light thunder
grim ore
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lol it would be these ones

upper heart
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Are non-streamed textures always in memory?

dry latch
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any idea why my firstPersonAO is not moving when I change location in bp character to set ADS view in game ?
it's just not moving anymore

light thunder
onyx cedar
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Is 4.26.2 available somewhere?

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MS OpenXR plugin docs reference it

pure dagger
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I have (probably ease) question: when i jump into lower land game freeze, how can i solve that? Or height is limited and i cant?

grim ore
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freezes or your character is kiled? if the second, its your killZ in your world settings. disable or change it.

pure dagger
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@grim ore That was that. Thanks

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And second question: why i can't paint these areas?

hidden tendon
olive flax
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Anyone else can’t open the medieval game environment map? It’s been stuck at 95% for an hour now

light thunder
olive flax
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There is none?

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@light thunder

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Ah 10 compilers just showed up

light thunder
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go to details and sort by alphabetical then

coarse wigeon
onyx cedar
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ctrl-shift-win to screen shot part of your screen

light thunder
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And I recommend Share-X or whatever screenshot software you like, to do screenshots - you will be able to learn much faster if you can provide super relevant screenshots effortlessly

olive flax
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I'll check that out thanks.

light thunder
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If you do, make sure you pin to your quick asset, the directory where your screenshots are saved, and set windows to "Sort by Date/Modified" - you'll want to open it up a lot to drag/drop movies too

worn mirage
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I've got this crazy issue. I'm sure it's something simple but I don't see it. I'm learning animation and it isn't updating the blueprint. I've saved the file, recompiled. Note the placement of his arms.

serene birch
coarse wigeon
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From what I can see yes

wanton bloom
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Guys i want to save my sliders values i made this when i print while in game its true printing but, when i close game is value resetting again how can i fix this?

grim ore
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do you expect the engine to magically save your variables between shutdowns?

flint dagger
light thunder
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Here's a stumper - I'm recording some wave files and then playing them back in the same session, but they aren't playing back in the same order - in order to play them, I have to import/transcode them - but they will vary in length, so when I go to transcode them, some are finishing others. (I can't see a way to do this without binding them to the transcode complete event) -

Bottom line, this throws off my order completely and I don't want to just load them into memory, because this playback event can be called much later, so there's no point to load those into memory until I need them ...any ideas

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f

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When they record (that 2nd image, the play path variable) they are in order

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it's only when they are being imported BACK into unreal as UE Soundwav Objects, that they lose their order

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I'm in the process of trying to come up with some logic tracking/ideas but I'm open to suggestions

runic fern
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Guys i found a code crashing the Project when its loading in EOS to whom should i report ?

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EOS Plugin

calm pollen
runic fern
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well this plugin exactly doesn't have family

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😛

calm pollen
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its the EOS plugin by Redpoint games right?

runic fern
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no its the one by Epic Devs

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the one who exist with the Master Branch

calm pollen
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ohh ok sorry idk then 😅

foggy valley
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oh but why don't you use rider instead 🙄

gritty cypress
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lmao I actually tried VS and it crapped it's pants all the same. Thought you were moving on.

tough jay
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Can i share my music work here

gritty cypress
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But it's good that you took the time to reply to my message in a derogatory manner instead of trying to help.

stiff verge
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@grim ore that's what I had in mind the other day.. as I way to route a beginPlay to trigger more than one thing

flint dagger
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Lol oof.

stiff verge
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i was asking for a way to split a beginplay tick

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sequence lets you trigger a bunch of stuff one after the other

flint dagger
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Begin Play is not a tick. :3

stiff verge
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how do you call it

flint dagger
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But yes either sequences or just wrap your code into functions.

stiff verge
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i'm here to learn

flint dagger
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Begin play is a single fired event that happens when the actor is spawned.

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Tick event gets called every frame :)

stiff verge
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oh makes sense

flint dagger
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An important thing about sequences is that they are sequential. If your code fails on Then 0, it may not continue to Then 1.

stiff verge
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yeah that makes sense too

flint dagger
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Or in other words, it fires them one after the other as quick as possible :3 so order matters.

stiff verge
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i figured this could be useful if the 2nd item depends on the output of the first

flint dagger
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It will still trigger 1, but if 1 depends on something you've set in 0.

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It will still trigger 1 sorry, but say you set a var on 0, and a cast of that var fails on 1.

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I'm on my phone. Typing is difficult :p

misty wharf
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If you initialize a variable in 0, but 0 fails before it gets there, when it tries to access that variable in 1 you might have a problem

plush yew
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I think you understood the sequence node just fine before this convo 😅

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Cast could fail if the object isn’t a part of the same class hierarchy. Or if it’s null.

flint dagger
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Yeah i mistyped friend.

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Please don't think too much into it. Sequences triggers one after another 🙃

plush yew
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Yeuhhh

flint dagger
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I... What have i done @plush yew

plush yew
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lol

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The sequence doesn’t break. Only your code might not work as intended if 1 depends on data mishandled in 0

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🎉

flint dagger
lapis trench
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guys whenever i package a game - the application name becomes "projectname (64bit development pc etc etc), how can I change this?

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oh wrong channel mb

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any help would be appreciated tho

delicate mesa
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has anyone else been dealing with corrupted or incomplete downloads inside the ue4 marketplace? ive downloaded several maps and it comes with 0 meshes at all even though the assets clearly state its supposed to

grim ore
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check the logs, perhaps they didnt load

timber nymph
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in the top down demo the cursor decal is owned by the character; but if I want the PC to possess multiple characters then shouldn't that functionality be in the PC?

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can I even spawn decals in the PC like that?

delicate mesa
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meshes are in the approperiate folder its the map data that i assume gets corrupted

grim ore
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@timber nymph you should be able to do either one, the characters you possess control it or the controller.

timber nymph
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ok thanks wasn't sure if I'm thinking about it wrong

grim ore
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it seems like the controller displaying it makes sense

timber nymph
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and then if I have different phases of gameplay, like setting up your team, editing a teammember, controlling in topdown fashion--those are each different controllers?

delicate mesa
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yeah no theres nothing in the logs about them not loading im on the latest version of ue4 as well

grim ore
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probably not since you cant really swap controllers

timber nymph
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oh

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that's so much unrelated functionality though, if I crammed it all into one class it'd be a huge mess

grim ore
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I mean you can if you know what you are doing but the controller is pretty much the interface between the person and the thingy doing stuff

timber nymph
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editing a unit in a loading screen is completely unrelated to playing the game

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so what I do with inputs and stuff would be totally different

grim ore
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all of that is UI which sounds like it would be in the UI

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spacebar in game and spacebar in a menu can both still be handled as spacebar in the controller and then whatever is up does whatever based on the spacebar in that whatever

timber nymph
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that sounds like a mess

grim ore
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that sounds like how it should be

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the thingy handles itself

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I press spacebar which triggers an action input and my player does a jump

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I have a UI up and I press spacebar and the UI reacts to that input and selected what I have on the screen

delicate mesa
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ok so i figured it out apperently when downloading assets from the marketplace i cant put them in sub folders in the file explorer i have to move them in engine which is a pain

timber nymph
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ok so the controller really doesn't handle any game logic? like I don't say "if I'm a spectator; if I'm controlling a unit; if I'm in the menu; if I'm viewing an outfit" you just say "I got a keypress, whoever I'm possessing do your thing"

grim ore
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correct you should never modify a project outside of the editor

timber nymph
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so my idea to put the cursor decal in the controller is wrong because then I have to turn it off if I'm not controlling a unit right now

grim ore
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the controller can do whatever you want, in general its used for input coming in then it can go out if you want

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One thing to consider when setting up your PlayerController is what functionality should be in the PlayerController, and what should be in your Pawn. It is possible to handle all input in the Pawn, especially for less complex cases. However, if you have more complex needs, like multiple players on one game client, or the ability to change characters dynamically at runtime, it might be better to handle input in the PlayerController. In this case, the PlayerController decides what to do and then issues commands to the Pawn (e.g. "start crouching", "jump").

Also, in some cases, putting input handling or other functionality into the PlayerController is necessary. The PlayerController persists throughout the game, while the Pawn can be transient. For example, in deathmatch style gameplay, you may die and respawn, so you would get a new Pawn but your PlayerController would be the same. In this example, if you kept your score on your Pawn, the score would reset, but if you kept your score on your PlayerController, it would not.```
brave lynx
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Hello! i have a quick noob starter question on camera controls. Hitting the keys for the axis doesnt move my camera. Would you know why that could be?
I follow this basic tutorial for beginners:
https://www.youtube.com/watch?v=DbxdO5nInHE
(minute 14:15)

grim ore
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are your input axis values set up in the input settings?

brave lynx
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under project settings?

grim ore
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project settings -> input

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you have the axis events, do they have values set up for the keys

brave lynx
grim ore
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yep. so any errors in the output log

brave lynx
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i dont see any error warnings

timber nymph
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@grim ore thanks for your help

grim ore
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darn, without errors or seeing all the code and the process there isnt much but random guessing. Walk thru your code again? make sure your reference is good (it should be, without one it would error out) and make sure that it can move (it should, if it cant it should error out)

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its getting input, the wires wouldnt be red if it wasnt

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but your code itself there is pretty simple

brave lynx
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so, its about the axis event to get input, that might be wrong? ...

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there isnt much here at this point

grim ore
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the axis events run every tick and see if those keys are down and then returns the value (1 or -1 in this case). then it takes that value and tells your floating pawn component to add input using that value (so move it in that direction)

brave lynx
grim ore
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if the wire is red this blueprint is taking input and sending it to your pawn

brave lynx
grim ore
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yep it all looks fine, something just got missed somewhere in this process

brave lynx
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alright thank you so far. i keep digging for the issue.

crimson panther
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Yo guys I’m kind of desperate for a solution. I have a moving platform which works fine but when my character gets on it and moves the same direction as the moving platform, it feels like he’s running super fast. And when he moves opposite direction, it feels like he’s moving super slow. Anyone have a clue on how to fix this? Lol

grim ore
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@brave lynx i quickly just did that stuff and no issues here, input goes in and the pawn moves. I would assume its not passing input to the camera pawn or you adjusted something on it or maybe your not possessing that pawn for some reason

brave lynx
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there is a reference cast to possess the pawn.

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this is inside the first picture.

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as macro

grim ore
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yep

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but I mean did you set up the pawn to actually be controlled? does it exist in the level and set to auto possess or is it spawning in as a default pawn? or are you doing both ?

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and is the pawn able to actually move?

brave lynx
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variable type of the camerapawnmovement variable?

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it was default

misty wharf
grim ore
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I created a new top down template, new pawn, added a sphere, added a spring arm, added a camera. Moved the spring arm back to 1000 length and rotated it so its above it.

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then created a controller and a game mode, set up the game mode to use the controller and the pawn. deleted the pawn in the scene and added mine set to auto possess. duplicated the code in your screenshot and it just worked.

brave lynx
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okay. i will check what you mentioned.

grim ore
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so perhaps try starting over, following those steps its a few minutes to try again?

brave lynx
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yes. Game mode is fine.

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spring arm should be fine.

grim ore
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yep like i said its not hard and your stuff looks fine it should work

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maybe put it in a new level and see what happens? or just duplicate what you did with new names or a new project its ... weird its super simple and your code would either fail or work

crimson panther
brave lynx
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i didnt have the pawn in the level yet.

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but now i placed it and the camera goes really close up and it all gets white

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and i added a playerstart

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🙂

grim ore
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ok so delete the player start

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make sure its just your pawn, in the details panel find possess and set it to auto possess player 0

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that should tell the game to use this as your default pawn on start with your player controller controlling it

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but make sure your camera is of course far enough away on the spring arm

brave lynx
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thats odd. it should be far away.

grim ore
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your camera looks the wrong size

brave lynx
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looks much better. that i use 4.23 shouldnt alter any of the above, correct?

grim ore
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even with mine at 1500 it looks like this

brave lynx
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what did i do lol.

grim ore
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did you scale the sphere?

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scaling the sphere would scale the other items below it like the camera

brave lynx
misty wharf
# crimson panther Nope the camera is following the player.

hmm. It still sounds like you're describing relative velocity. It feels like you're moving faster because you are. If you move at a speed of X and you're on a platform that moves at a speed of Y, you're moving at a speed of X+Y while on the platform right? To anything not on the platform you're going to look like you're going faster

brave lynx
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yes i did scale the sphere.

grim ore
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reset the scaling of the sphere then try again

timber nymph
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I'm spawning a character in beginplay and he spawns an AI controller, and I keep a reference to the character. But the character is automatically deleted after 1 second, leaving the controller. Any ideas?

crimson panther
grim ore
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@timber nymph the character is deleted automatically and you dont want it to is what you are asking?

brave lynx
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okay i did that - but it still appears close up. i must have made a mistake how i set up the root.

timber nymph
grim ore
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try remaking the pawn then and dont replace the root. just new pawn, add a sphere, add a spring arm under it, add the camera, rotate the spring arm and change the length

timber nymph
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thx

grim ore
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I know why its doing that

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your sphere is in the ground, move it up

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the collsion for the spring arm is in the ground

brave lynx
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this looks good now. yes i removed collisions on the sphere.

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movement doesnt work yet, sadly.

misty wharf
grim ore
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doesnt make much sense based on what you posted for not working. That pawn looks fine, it has the movement on it. if movement was missing, if the pawn reference was missing, it would give errors in the output log like right when you closed the playtest

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oh so... you are testing in the editor right not simulate?

brave lynx
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i did simulate in the blueprint and i also tested by pressing "play" at the level / render window

grim ore
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yep play should work 😦

brave lynx
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when i press only simulate i dont get the red signals from the axis events

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only when i play.

grim ore
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yep thats normal

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just making sure you simulating was the issue

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so try print string debugging. hook up a print string at the end, and in the in string hook up the axis value

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this should print out every frame 0, -1, or 1. 0 if doing nothing and 1 or -1 if using w or s on the keyboard

brave lynx
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great! thank you! will do

grim ore
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this will let us make sure the input is actually coming in correctly

brave lynx
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okay. its always zero for me.

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i had the numbers running as debug output like you

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so the engine cant read my key inputs.

forest finch
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okay i have a Question why ain't there an Pre-Compiled Version of UE4 for Linux??

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why do i have to Compile it every time i need to install it??

grim ore
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there is no launcher support on linux right?

forest finch
grim ore
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so the pre compiled versions are on the launcher

forest finch
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you don't need the launcher to be honest

grim ore
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@brave lynx might need to test and see if its the keys, or the input settings, or something else. Maybe check another input event or something else to test

pure barn
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i need help with niagara system :(
is there a way to change a particles velocity over its lifetime?

grim ore
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you dont need it but you asked why

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Epic releases the pre built binaries on the launcher, no launcher on Linux means no pre built binaries

forest finch
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yes okay

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i get what you want to point out

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BUT all the launcher does is downloading the all ready compiled Game Engine off from Epic's Servers

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why can't Epic compile the engine and put it on a download link on their site/github

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so all you'll have to do is un-pack the ".zip" file and run the file/executable/program/engine

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you dont need a Launcher to be able to run the engine it's self on Linux

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and it shouldn't be that hard for Epic to make a Pre-Compiled Linux version

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How can MacOS Have Support even tho the hardware isn't even strong enough to make a big project like BioShock Infinite or Fortnite??

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but Linux has no support

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this is Ridicules

pure barn
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linux users are a minority and epic cares about market

forest finch
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Even Unity is beating UE4 on Device support

plush yew
worn granite
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it would literally take some effort and thus it's not justifiable because linux users generally are fine with building code themselves

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that's the apparent reality

plush yew
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that weird 😄

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idk how i can fid this folder

forest finch
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im not fine because i don't have the HDD Space to compile the the Whole Engine

worn granite
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Pretty sure most places licensing game engines that are C++ will be doing so with MSVS

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So you can make linux better for a few indie studios or you can focus on features

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Pretty sure it only does linux as well as it does because people PRd it

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otherwise it'd just be a target

pseudo river
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ue5 when

pure barn
forest finch
grim ore
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@pure barn so I have no idea if this is right, and Im sure there is a better way, but I used the scratch pad to make a function that takes the previous calculated velocity, and multiplies it by a value that is the remapped inverse of the range of the particle age and then uses that as the new velocity for that frame

pure barn
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that sounds like it works, ill give that a try

grim ore
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pretty much as the particle gets older (age 0..1) the velocity goes from full speed (multiplied by 1) down to none (multiplied by 0) due to the remap. it could be adjusted. Its not smart or right since it gets slower faster instead of over time. I think you can use a curve to do what you want instead honestly

pure barn
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it also seems needlessly complicated for something that really should just be a curve graph :((

grim ore
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use a curve based on the age since that is probably what you want then adjust the velocity based on that

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yeah I think you can use a curve graph i just have no idea how niagara works lol

pure barn
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ive been scouring the internet for a while looking for anything that lets me change the velocity over lifetime and all its bringing up is cascade :/

grim ore
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the issue is velocity is a number so you still have to calculate it some how THEN adjust how strong it should be

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I mean I guess if you know the velocity you want over time you could force it from a curve...

pure barn
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i just want a bunch of slowdown right as it approaches the end of its lifetime

grim ore
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oooooh

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ok I think i got it!

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ok in my head this makes sense but I cant tell due to this particle I am testing with

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on the solve forces tab for your update, you want to adjust the velocity value

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so I told it to pull the velocity from a vector from curve.

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then i adjusted my curve so its full value to start and then at a certain point it drops like you suggested

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the key after this is setting the SCALE CURVE below it to the previous velocity

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so instead of saying I want velocity to be based on this curve, which means you need to know the actual values you want at what points. you let it use your base curve you want (so the 1 to 0 over time) and then use the curve to scale it up to the correct values

pure barn
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i am an unreal nooblet, how do i change it from a linked value?

grim ore
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click the arrow to the right

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gives you your inputs

pure barn
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ah!!!

grim ore
light thunder
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How expensive it is to render a 2D target to a video which you playback later?

grim ore
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then you can drag the previous velocity into the scale curve

light thunder
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I need to playback a scene "review" and I want to show the scene as it appeared to the player - I could of course use sequence to make videos then load them directly, but I don't want any 'drift' to happen, if I change the scenes I would have to re-render the video

pure barn
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niagara seems really fun to work with, id like to get good at it

light thunder
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My plan is to use a render target and just keep the same scene in memory, it wouldn't be as bad as actually being in that scene, since the 2D render target is rendering less than a VR player would render, and when they ARE reviewing that 2d Render, they are doing it in a small streamed level (of course i still have to keep the level they are reviewing in memory)

sage silo
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Small question, how long typically takes to process bug report? I reported one over week ago (with reproduction steps and everything) and there is nothing on tracker, not even "cannot reproduce" or anything.

plush yew
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Hm

brave lynx
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so the issue is with the axis input event

pure barn
# grim ore

late response, but i have no scale curve to drag the previous velocity into

late stag
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hey guys i decided to create a game in ue4 4.23.1 its a survival shooter i already have all the assets and everything should i start making it?

brave lynx
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yay i got it working! 🙂

somber rover
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After retargeting to the UE4 skeleton, what would make clothes go thru the body, when they didn't before the retarget?

grim ore
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@pure barn it doesn’t go into a curve there it’s the straight previous velocity value from the parameter list

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That entire line is a parameter you can drag and drop from the parameter list on the left.

sterile tulip
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Can you bake in the sun light in the landscape?

weak wharf
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Anybody know why static lighting makes this appear totally broken? I checked the UVs and they look like they should work
I'm new to Unreal so I may be missing something obvious

sterile tulip
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Why do some people not bake in the exterior lighting into their landscape?

fierce tulip
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super expensive

sterile tulip
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isnt movable light more expensive @fierce tulip

floral bear
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Not exactly sure on where to put this, but I was thinking on putting in proper asset+code mod support in my project using the UGCExample plugin. What I was wondering is if there's any way that I can allow some sort of custom code outside of Blueprints to be ran. I was considering either C# (If UnrealCLR can even be used that way), Python, or LUA (as a way of allowing quick iterations) for gameplay modifications.

light thunder
sly wagon
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why is it animations/models are harder than blueprints ;.; at least for me

light thunder
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because you never really watched the videos enough to understand the logic

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at least that's my mistake

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blueprint is different, wide-open logic

sly wagon
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no

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im talking about like making custom models and animations

light thunder
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oh, because you don't understand the logic of topology and rigging

sly wagon
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I look at blender and my brain melts

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😳

light thunder
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I learned blender in december and some of last month

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learn how to use Procedural editing, knife tool (with z cut through)

sly wagon
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Im quite good at taking existing assets and turning it something completely new though

light thunder
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And UV mapping

sly wagon
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🤔

light thunder
#

I'd recommend going to the blender discord and offering someone 20 bucks for an hour of their time on a screen call

#

first go into the chat and ask who knows alot about this

#

just straight up pay them half to just watch your screen and direct you

sly wagon
#

I rather learn things on my own

light thunder
#

you will learn more in one hour than weeks on your own

#

if you have the time, go for it

sly wagon
#

yeah if you pay them that is 😄

plush yew
#

Everyone learns best differently.

#

I've noticed that having an expert hold my hand is great for high level conceptual stuff… but for maximum retention, I have to solve my own problems.

sly wagon
#

the greatest star glows all on its own with no help 😎
But it's at risk of being caved in by the weight of life and turned into a black hole of despair

plush yew
#

I might consider hitting up an expert for an hour of their time if I'm stuck on a problem I created.

light thunder
#

Wrong, everyone learns exactly the same way, but the mechanisms that are presented to people vary widely...you learn by pattern encoding in your brain, in your case of retention, that's because you are actually encoding the pattern into your brain, it's not the same pattern than gets encoded when you watch an expert

#

The whole thing about people being visual/audio/whatever

#

boils down to some people just being better at constructing models in their head from abstractions of reality - a good example is a doctor who reads a medical textbook but is able to understand it

#

I guarantee you if I show you a 3D model of the heart and it's electricity pathways, with a polished animation with clear labels, you will be able to conceptualize what is actually happening, just as well as that genius med student who read the same in text

fierce tulip
proper marten
#

Ah okay ty

sage silo
fierce tulip
#

i dont work for epic, but in some cases it can be days, in some cases months, in some cases never. depends on the bug report, how detailed it is, and if there is any reason for fixing it.

sage silo
#

then I worded it wrongly. I mean just putting it on bug tracker

fierce tulip
#

prolly same :p

sage silo
#

ah. okay....

fierce tulip
#

(no clue to be honest)

sage silo
#

no problem

#

I just would like to know if anyone will bother to at least tell me "nope, wont do anything with that" 😉

#

basically indeterministic crash bug that is kinda blocker for me

#

and to make it weirder it happens only in packaged game, in editor everything is fine

fierce tulip
#

cant help you there, im just a tiny ue4 users
give it a few days at the very least.

sage silo
#

yeah I know, was asking just in case

naive kindle
#

I just installed ue4 and whenever I make an empty level, sky light somehow doesn't produce any light but directional light works

#

also, if I make the default level, the sky light works

#

I'm not sure why

#

This is a fresh install and I haven't changed any settings

pulsar onyx
#

nvm i fixed it

grim ore
#

@naive kindle if you have an empty level, what are you expecting the sky light to do?

naive kindle
#

oh wait

#

that's not what a sky light does

#

im stupid

grim ore
#

ah ha

naive kindle
#

I'm trying to figure out a way where my whole level is lit up and there aren't any shadows

#

so like light coming from all directions

grim ore
#

well...

#

is the light supposed to be affecting the surfaces tho? just no shadows?

#

you can disable shadows if thats the issue

#

but then you get shadows on the actual surfaces of the objects since you know thats how light works. alternately the materials can be made to be unlit then lights dont affect them

#

you could go crazy and have 6 lights, one in each direction and disable AO and contact shadows.. that would be weird

naive kindle
#

yeah that would be weird

#

I have an idea

#

what if I just put a point light in the middle and have it go through all stuff in the level

#

that sounds weird

#

hmm

#

yeah that's weird

grim ore
#

I guess what is your goal in the end

naive kindle
#

im not doing that

#

my goal in the end is to have a light that covers every side of a sphere so someone can pan around it and see every part of the sphere

#

could I have a sky box that gives off light

grim ore
#

but you want it to be a light that reflects and all that stuff?

#

because you could just make the sphere material unlit

naive kindle
#

what does that do

#

and how do I do it

grim ore
#

unlit means light doesnt affect it, its basically just color

naive kindle
#

hmm

grim ore
#

in the material for the item change it from default lit to unlit

#

at that point only emissive works, which is basically the item emits the color

naive kindle
#

ok I'm trying it out

#

so if something is unlit, it will always be black right?

#

because it can't be lit

grim ore
#

no it will always be whatever the emissive color is

naive kindle
#

wow

#

glowy ball

grim ore
#

if you overdrive it it looks like glowing yes

#

here is the same item, one is a normal material on the right (i selected it so you can see it) and the one on the left is unlit

naive kindle
#

perfect

#

I remember making a skysphere out of an hdri somehow and it gave off light

#

I would like that so i don't just have a ball in blackness

#

but im not sure how i got the sky to give off light

grim ore
#

you can use hdri to give off light yes, or just use a normal light or sky sphere

#

heres the same scene with a sky sphere and a directional light, the one on the right is affected by the lighting and the one on the left is the same as before

naive kindle
#

how would i use a sky sphere to give off light

past plume
#

Howdy, coming from Unity to try out Unreal Engine for my game and future short films. How would you guys compare Unreal to Unity?

grim ore
#

its normally with baked and bounce lighting, not realtime for the sky sphere. Its just a mesh that has a texture on it

#

so it wont just give off light, thats what lights are for

#

your asking a unreal group how they compare unreal to some thing else. Why not ask in the Unity discord?

naive kindle
#

So how would you get the directional light to encompass the whole level

grim ore
#

it does encompass the whole level, its just you know from one direction.

#

skylight is a flat ambient lighting

#

if you need a specific look #graphics might be able to help you get it

lament breach
#

Does someone know if its possible to create Dimensions/Virtual Worlds rendering (like V's and SAMP's)?
It's basically client side rendering. If the dimension ID (BigInt) is the same for both players they render eachother, if its not they dont (maybe not even load). Are/Can Visibility/Hidden in Game nodes be used for client side only? It would probably get messy real quick but i don't know where else to start from.

grim ore
#

I cant answer that exactly but the game does have properties for show/hide based on owner and non owner so its designed for multiplayer in mind (show third person mesh for other people, hide it for owner for example)

#

and there is no reason that cant be driven based on data such as your ID and relevancy

lament breach
#

Ideally it should work parallel with Cull distance checks, but i assume that requires messing around with source code. Im too dumb for that so i need something to stick on top of that.

#

That sounds like a place to start, thanks!

vagrant pagoda
#

With UE4 error log what is the formating so as to be able to paste into notepad+ to keep the color coding?

somber rover
#

What's up with the lighting in UE4? Set intensity to 1 on a point light and it's dark in the editor, soon as I press play it's super bright, done rebuilt lighting 5 times

vernal dock
#

has anyone here made more thank 250k im scared

#

than*

grim ore
#

@somber rover have you disabled auto exposure?

grim ore
#

editor should match viewport unless you just disabled it in the editor

somber rover
grim ore
#

eject out and make sure the brightness of that light didnt change somehow or is it overall light? Post process isnt overriding it right?

vernal dock
#

guys im scared about being rich

somber rover
grim ore
#

on the light itself? thats.... weird

plush yew
#

Sounds like gameplay for "flickering fire" gone wild!

grim ore
#

thats my thought as well lol

somber rover
#

yea the light itself keeps jumping, hmmm maybe a BP somewhere?

#

all the point lights in the level are doing it

#

yep, that's what it was. the point lights in the map was BPs and they have the flickering light node to set the intensity on them

obtuse hare
#

Hey, a quick question: What is the best way to change the size of a landscape?

narrow mauve
#

I was just wondering..in an idle game like Adventure Communist...it always knows exactly where you left off. ..so it must be 'saving' data everytime it updates something in the game..(so multiple times a second, or every second)

#

?

#

or in UE4....calling a save game function continuously..or am I missing something

calm pollen
#

if anyone knows how to package games for ios and android from windows pleeease @ me or dm me i am so lost right now lol

light thunder
#

then it compares to the time you are currently add, and just literally does the math

#

but it does it so fast, (and then it immediately keeps counting) it looks like it never stopped counting

light thunder
#

Honestly this has me stumped - I'm losing input focus and it's triggering the ReleasedButton event - is there anyway to -retrigger that "onReleased" because even if I block a false "OnRelease" I don't know how to make the system go back to listening in order to find a genuine "OnRelease"

narrow mauve
#

Can you not set timers in a game instance? I am trying to use the settimer() function in c++ in game instance but it refuses to work

spare kernel
#

ofc you can

#

GetWorld()->GetTImerManger().SetTimer, etc

narrow mauve
#

doesnt work

#

never had this before I use the timers for other things all the time

#

so idk

spare kernel
#

err that is not what i put tho?

#

GetWorld()->GetTimerManger()

narrow mauve
#

Right I tried that but it also doesnt work

spare kernel
#

GameInstance has GetWorld just fine

#

unless your in a subsystem?

#

if you are in a GameInstance Subsystem, then you can do GetGameInstance()->GetWorld()->GetTimerManager()

wind ivy
#

Hello, in unreal engine i have ray traced scene. in buffer visualization it shows ambient occlusion but in the lit no. How can i fix that problem? I want ambient occlusion to be visible

plush yew
#

What is a good way to level design inside ue4 with the default cube? There's this guy who made a spongebob horror game, he modeled his level with nothing but default ue4 geometry and I'm wondering how to get the proportions right

plush yew
#

well its not out yet but I can link a video

#

GET YOUR HANDS OFF ME...NO? OKAY || Around the Clock at Bikini Bottom (Part 1)

Around the Clock at Bikini Bottom is FINALLY HERE! And we are diving in RIGHT NOW! A huge thanks to Dave and Padre for letting me play this early!

MORE Dave games ► https://www.youtube.com/playlist?list=PLbtLfsbG86ADyZxLxT4hyG_fuz_aATPf5

BECOME A MEMBER! ► https://...

▶ Play video
#

I saw the guys Unreal editor, nothing but default cubes made up the levels (aside from static meshes for decor)

#

For example walls and floors @wind ivy

wind ivy
#

Because, if you will build level with Brush Meshes, you can get openings with voids and walls and etc. with extrusions, like in sketchup or revit

plush yew
#

The problem with that is if i bring like a custom doorway into the map, you can't cut a doorway into the wall

#

Like this

wind ivy
#

yes but you can cut with BSP void exact form of custom door

plush yew
#

oh so you can cut it in the shape of a static mesh of your choosing?

wind ivy
#

no i mean you can make BSP Void similar shape as static mesh

plush yew
#

how

wind ivy
#

my unreal is loading and as soon as it will load i may show you, but before that https://www.youtube.com/watch?v=oL9CfmbdYZ8

Unreal Engine 4: Level Design For Beginners
➡Chapter 1: Introduction to Geometry Tools (BSP Brushes)
➡Converting Geometry (BSP Brush) to Static mesh

🔔 GET NOTIFIED: SUB! https://www.youtube.com/channel/UCxI1PdSHCtBPVFqdKg9aKnQ/featured?sub_confirmation=1

🎞️ Level Design For Beginners: Playlist! https://www.youtube.com/playlist?list=PLDoam5BC8M...

▶ Play video
#

This tutorial may help you

#

How to use BSP brushes to quickly produce blockout levels for quick iteration and fast level design, as well as lighting and environment studies. Topics covered: BSP brushes, lighting, level design.

LINKS:
Level Download - https://bit.ly/36lJEt4
The Corridor - https://www.worldofleveldesign.com/store/ue4-the-corridor.php

SUPPORT:
PayPal - http...

▶ Play video

Learn Unreal Engine 4 as a complete beginner with "UE4 Fundamentals Vol.1": https://www.worldofleveldesign.com/store/ue4-fundamentals.php


WoLD UE4 Tutorials List:
https://www.worldofleveldesign.com/categories/cat-ue4.php


Follow World of Level Design
WoLD Website: https://...

▶ Play video
rancid lynx
#

how do i make a variable that contains 2 arrays in one variable? is that possible ?

#

set or map ?

#

can i make a variable with transforms and static mesh arrays in one variable type ? maybe not it seems

misty wharf
#

What like a struct?

rancid lynx
#

guess 2 arrays is no problem

#

probably a struct, idk, i dont see transform listed in the struct area

#

oh now i do. thanks !

plush yew
#
#

if so i'll delete

ocean pumice
#

What's the purpose of Houdini in regards to unreal ?

plush yew
#

tbh i have no idea.
i just found this while scrolling through reddit and just posted it here incase someone was interested lol

ocean pumice
#

ahhha np 🙂

#

i thought houdini is more for cinema

plush yew
#

alot of cinematics are made in ue4
so ig this helps with it

ocean pumice
#

yes 😉

honest vale
#

it has nice proc gen tools I hear

plush yew
#

Houdini can simulate beautiful effects, maybe ground shattering or explosions

#

And it can export them in a format that is no longer dynamic, but retains all the detail originally calculated in Houdini

ocean pumice
#

ouuuh i see that's sweet it makes me want to get into special effects for my cheap movies

plush yew
#

I'm sure there's more uses than that, but that's my understanding of what I've seen re: integrating with games

plush yew
#

Then you can spawn that actor, play the vertex animation, and destroy the actor all for some special attack

#

And you get a cheap, but gorgeous/realistic ground shattering effect

#

I've never tried it myself, but it sure looks awesome

ocean pumice
#

wow that's insane

plush yew
ocean pumice
#

thanks a lot 🙂 ! @plush yew

unreal mulch
#

Ok so one chunk at a time, I know how to make a basic text game thing (followed this tutorial), and i use csv file doc for the choices and text, but how would i make it so that i can have multiple csv and it calls the needed one depending on the scene called.
https://www.youtube.com/watch?v=FFmr8W04p-Q&ab_channel=PatTheDemon

#UnrealEngine4 #Blueprints #GameDev

Completed Project File: https://drive.google.com/file/d/1_uzllEAopz0KwBdGr_EKh7Z0L9awUshB/view?usp=sharing

In this video I go over how to make a simple choose your own adventure game with a basic graphical user interface in Unreal Engine 4.

▶ Play video
#

i use the google sheets and convert it into the csv

gloomy ginkgo
#

why do my shadows look weird?

#

I don't know what is causing this

unreal mulch
#

did you bake it?

gloomy ginkgo
#

u mean build it?

unreal mulch
#

bake the lighting i mean

winter gale
gloomy ginkgo
#

no

unreal mulch
#

lighting gets weirdso you have to bake it to make it work again

gloomy ginkgo
#

ok thank

#

s

unreal mulch
#

np

ocean pumice
#

Hi ! I'm trying to import a mesh animation from blender to unreal but it's just giving weird results like this :

#

it's only one animation but it imports several..

ember vortex
#

I got that same issui aswell

#

@ocean pumice

#

you need to rename the Armature

#

to something else

#

exept Armature

#

than it should be working

ocean pumice
#

wow ok great thanks a lot then i don't need to export everypart separately ?

ember vortex
#

you mean that you get several results ?

#

still ?

ocean pumice
#

no i mean like exporting each mesh + anim separetely instead of exporting the whole model with animations

ember vortex
#

no

#

should import all animations if you managed them in the action manager

#

there are some more options i think

#

but they are not that necessary

ocean pumice
#

ah ok so i should do my animationsin the action manager ?

ember vortex
#

you should manage them there

mortal cedar
#

does chaos destruction work with 4.26? does apex destruction work, or is that still broken? Has anyone had any experience with the two and can recommend one over the other?

ocean pumice
shut stump
#

Hello, where would I start trying to make a geometrical simulation with either particles or generated geometry or even just static meshes alined (similar to how those images with multiple smaller images are made with an algorithm)

#

Preferrably in Blueprints, so it doesn't need to be the real dynamic geometry in the end, it could be made out of many bits of static spheres or boxes, once zoomed out it would create the shape I'd like.

#

I'm looking up Procedural Mesh Generation I guess, though what I would need is procedural mesh combination rather than constructing one mesh it self, so not sure if this is what I need.

timber nymph
#

any idea why I can't hide a decal component?

#

I set its visible default to false, set it to false on beginplay, set it to false on unpossess, and it's still there

#

lol but if I select the instance when the game is running I can click visible and it goes away

#

so it's just the default and bp that isn't working

#

nvm 🙂

paper kernel
#

is actor/scene object (placed in level)construction script data baked in cooked builds, or does it run construction script again when level is loaded?

true falcon
quasi scaffold
true falcon
#

I seriously want a "VR FAN BLOWER 2000" that will blow wind/hot air/cold air/condensation into my face depending on environment

frank oar
#

Anyone know why I get this popup when I open my project ?
The project is in 24.2 but I intend to keep it that way to avoid issues that come with updating the file.

true falcon
#

yeah, standard stuff, ok to click

#

for a guy called chaotic inferno you're pretty straight laced. Live a little, push that button. Carpe Savus

frank oar
#

@true falcon the last time I update my app to the latest engine version half of the app stopped working as inteded, I gues I am trying to avoid the Chaos this time XD

true falcon
#

The only time it will update without asking, well kinda, is if you don't have that version installed (it will still pop up choose an engine version drop box when you open it). Otherwise its always given option to convert a copy etc

haughty snow
#

quick question

#

how would i go about making a dx11-12 switch ingame, and is there a way to check if the user's graphics card is compatible?

true falcon
#

no way you can do that without restarting. We'll see people fishing on Mars before that happens

haughty snow
#

i am not talking at runtime haha

sinful bone
#

Hi guys 🙂 Noob question: I've added a blueprint to a splotlight in my scene and added some blueprint code. I've added a public variable, which I want to give a value in the inspector, but it doesn't show up anywhere? Where are the variables of my blueprint listed in the inspector?

true falcon
haughty snow
#

guess ill have to think with some c++

sinful bone
#

@true falcon it is compiled yes. I'm looking at the inspector, but there's no "default" tab where the variable should be listed

true falcon
#

use the search box

#

Luke

sinful bone
#

@true falcon ah now its showing in the search

#

ah, I didn't have the object selected, but the component of the object that's why it didn't show up. Thanks!

tepid finch
#

is there a good place to ask about houdini things here ? im having some issues and i cant find anything online.

regal marsh
#

Are there any ways to disable modules on engine startup, that i never use?

plush yew
#

hey.

#

I have a problem here at unreal, I want it when a key is pressed. a animation is executed, I already coded the Anim Bp, but even so. the character runs a looped animation.

waxen harbor
#

how do you make dlc's in unreal?

#

like if i want to make my game free on steam, but have a paid dlc, how would i do that?

knotty heron
#

Why does the end time always reset in the animation montages?

tulip willow
#

how do i get rid of this? its driving me insane

fierce tulip
#

dont select the camera :p

ionic geyser
#

Does anyone know how to use the new camera animation sequence for things like head bob, I want to do it like with the old system but I can't seem to just play the sequence with in my actor and only in a static level sequance

plush yew
#

when do the free monthly assets usually come out?

ionic geyser
#

Doing this, but with the new (camera animation sequence) instead of (Camera Anim) matinee

scenic fox
#

i click add to project and nothing happens

#

i tryed opening and closing the launcher multiple times

#

it didn't work

reef sleet
#

anyone have an idea of how I would change a 'texture sample' from within the Sequencer? Changing parameters seems easy enough, or even changing the material. But I can't seem to figure out how to change a texture sample inside a material.

fierce tulip
#

convert it to a texture sample parameter?
though, not sure with sequencer, might need to be a material instance or dynamic instance. last time I tried was like 4 years ago :p

reef sleet
#

hah, good memory for 4 years ago! that's exactly what i'm doing right now, I have a material instance set up and can change the texture from within that instance, but when I toss it into Sequencer, all of my parameters except for the texture sample show up. I'll look into a dynamic instance, though!

fierce tulip
#

worst case, you could lerp between two?

#

(texture samples)

reef sleet
#

Right now, my workaround is using a media texture and a looping 1 frame video, which you can change easily from within sequencer and works just fine, EXCEPT when using the movie render queue when it moves from one Sequence to the next it doesn't change to the proper one. But, if I render one at a time it does

#

Ohh, lerp, that's an interesting idea. I have like 10 different samples i need to move between, but there's definitely something to that idea. Thanks!

opal lark
#

Hello

hard quarry
#

I have a ChildActorComponent inside an Actor Blueprint.
Can the ChildActor detect itself inside the parent?

So for example The Parent Actor is A.
And it holds three ChildActors of Class B.

Can the Actor B detect itself in the Component three, if it uses something like getOwner and then some magic?

opal lark
#

I have just a quick question I adjust my weapon in the character skelton but it does not save postion ?

vernal bramble
#

Does anyone know how can I disable this? At least temporary 'til I can see the screen 🤦🏼‍♂️

frank oar
#

when ever I package a project will I get a new exe or will it update the existing one ?

sage silo
#

you package game to directory that you pick

midnight bolt
#

i have imported point cloud using lidar plugin, but is there any way to save it as mesh, or something to be used in project without that plugin?

#

24 million point count

#

merging actor does not show up in merge list

scenic fox
#

help

opal lark
#

Do you know the answer to my question

primal oasis
zealous magnet
#

Does anyone know why Content Browser 1 (and 2) shows NOTHING?

#

It is definitely a weird bug some how, my project has assets and the browser has not a filter set

#

It somehow just does not render anything

terse belfry
#

When I open the console command ans type in “stat virtualtexturing” nothing happens. What am I missing?

#

*and

primal oasis
zealous magnet
#

I can see it created one in the Content Browser 4 window

#

This is 4.26.1

primal oasis
zealous magnet
#

Windows 10 Version 20H2 (Build 19042.804)

primal oasis
#

Is that happening for all new projects, or just this one?

zealous magnet
#

testing now

#

Just created a new project, same issue

winter rain
#

What's the fastest way to place multiple meshes? Like if I wanted to place a bunch of bushes in a specific area, without having to drag the mesh from the Content Browser each time

zealous magnet
#

it does work

#

it might be a concidence though cause I deleted the %localappdata%/UnrealEngine, going to spin up my big project to see whether it works now there too

primal oasis
#

im seeing many reports of the same problem over the years by various people without any solution so it might just be a bug

zealous magnet
#

yea also people seem to complain over this happening with the BP editor

#

I tried to reset the editor layout, get rid of temp files, everything

primal oasis
#

the %localappdata%/UnrealEngine you deleted, that includes Engine.ini right?

zealous magnet
#

yea

primal oasis
#

I think Engine.ini declares the base fpaths doesnt it? Paths=../../../Engine/Content
Paths=%GAMEDIR%Content etc for example

#

Might be worth restoring?

zealous magnet
#

yea it says that

#

when deleting this folder, from where does it restore these files?

#

Probably UE_4.26\Engine\Config\BaseXXX.ini

primal oasis
#

Beyond my experience at this point i think, sorry pal.

#

Can anyone else pitch in??

zealous magnet
#

I don't really think it's linked to the project too cause it works on my other machine

#

I also tried reinstalling UE4 which did NOT work

#

Really weird

#

I mean I could just use Content Browser 4 but I hate that

#

projects now back up, completely deleting %localappdata%/UnrealEngine does also not fix it

#

Maybe @primal oasis, can you send your AppData\Local\UnrealEngine\4.26\Saved\Config\Windows\EditorLayout.ini file?

idle merlin
#

Hey guys, how can I get a reference to these objects via blueprints? And are they treated like normal actors?

EDIT, these are fragments of a static mesh created with fracture mode, within a geometry collection.

scenic fox
#

i tried that but it didn't work

rigid belfry
#

did houdini go free to use recently?

scenic fox
#

ye

#

btw i can't add marketplace items to my project, like nothing happens

opal lark
#

@primal oasis Hello my question is I have added a preview mesh to my skeleton, its a gun i have placed it in his hand but when i go in to play mode the postion has not changed

#

Do i have to save it

upper heart
#

Does Browse to Asset in Content Browser still work for people in 4.26? Mine Just browses to the folder in the tree but not the actual asset now. Haven't looked into it yet

patent palm
#

how one can retarget mixamo animation into metahuman rig ?

grim ore
#

I would assume one cannot as the control rig is different than the skeletal animation setup (morph/curve targets just not existing on the mixamo face)

#

@upper heart no issues here, clicked on a static mesh in my world outliner, click on the eyecalss for the static mesh, went to that folder and item in the content browser I had open (only have 1 open)

#

I know engine content doesnt tend to work right when I tried to browse earlier

upper heart
#

Okay, thank you for testing

#

This is for project content

grim ore
#

😦

prime willow
#

if my meshes bones are renamed to fit that of the epic skeleton

#

even if it has more/extra bones will i be able to make blendspaces and locomotions with my mesh via control rig

quartz reef
#

Here's a question for the real unreal engine gurus: Is it possible to develop a Peer 2 Peer Payment App (like Cashapp) with UE?

exotic thicket
#

Hmm, well that's kind of annoying... I removed a parameter in one of my BT tasks and now the reference to some assets the parameters were using are "stuck" in the BT with apparently no way to get rid of them...

#

I wonder how much random bloat ends into the files as a result of something like this :P

kindred viper
#

@quartz reef technically yes as you could interface the external system to add a UI to it or something. But the code would be external mostly.

#

@exotic thicket I put my own bloat in there. No need for extra 😄

idle merlin
#

Anyone? 💔

kindred viper
#

Id like to know too.

#

I wanted to run a particle effect along the edges of the fractures but I got lost and decided to spend my time on other stuff.

#

I know there is a geometry cache system but I don't use it when I run because it says its getting refactors so I don't want to rely on what is there now. But it should have the information there.

#

that probably handles the frame based access for chaos to animate through it's simulation from certain points perhaps.

idle merlin
#

As for accessing the Geometry cache, any idea what node I could use to try and access that. Doesn't seem to be anything related to it for the Geometry Collection.

kindred viper
#

Oh I ran through all that. This is beyond attaching emitters though. This is knowing the fracture state of a collection and being able to detect the edges created in the process. Bit deeper than the usual info sources cover

idle merlin
#

Oooh okay, I get you.

kindred viper
#

I know it's possible but I just got stuck and I need money, fast.

#

so I moved on to best serve my time 🙂 If you check the fracture tool though, it renders the edges so I might steal info from there when I get more time.

idle merlin
#

That's not a bad idea! Good luck.

I'm still trying to figure out how to interact with the individual fractured pieces though, and want to know if I can slap component blueprints on those.

kindred viper
#

I don't really know but I think if you can do it with a static mesh usually, you can do it with this as you can access pieces in Niagara I believe

trim cloak
#

Any KICK-ASS developers out there that know a combo of JavaScript, Unreal, some AI and e-commerce?? Looking for a "unicorn" for a project!🦾 🦄

misty venture
#

Hey guys! I have an Issue with a function. Theres a blueprinnt that calls "Save Loaded Assets", but my Engine tells me that this is an unnknown function. Its used in the DMX Plugin. Any ideas? https://imgur.com/a/GSTmcYD

kindred viper
#

Do you have the plugin installed and activated?

misty venture
#

Yes, everything else is working, but when I want to call the widget its not working because of this error

kindred viper
#

try right click the node and "Refresh Node"

misty venture
#

It'll kill all the connections, with no Nodes in the function 🙂

kindred viper
#

not that I'm aware of, it should refresh the node if it's there.

misty venture
#

It gives me those errors, even before refreshing

kindred viper
#

ok then it's simply not there.

misty venture
#

Any ideas how I can fix it? 🙂

kindred viper
#

add the function

misty venture
#

Probblem is, I'm a newbie to Unreal, I dont know what defines the function in itself, if i need to rewrite it

grim ore
#

where did this code come from? what is supposed to be in the save loaded asset

misty venture
#

The whole Widget grabs a Table with single "Gobos" wich are pictures, and bakes them into a straight line of those pictures combined, and saves it into a new asset

#

Its in the DMX Plugin that was featured 2 days ago

#

It seems like i am the only one with this problem, so i suspect I didnt install something important apart from that plugin

grim ore
#

I have a save loaded asset showing up as part of the Editor Scripting Utilities plugin

opal lark
#

Hello my question is I have added a preview mesh to my skeleton, its a gun i have placed it in his hand but when i go in to play mode the postion has not changed

grim ore
#

its a preview mesh, its for preview only in that editor

vagrant hornet
#

why are there less games on mac? Is it harder?

#

im rly new btw

opal lark
#

@grim ore How do i save it so it changes on my character

rotund yew
#

whats with this dumb engine

#

it just decided to delete some random stuff

#

NOW I HAVE TO RESTART ALL OF IT

#

THAT TOOK ME A MONTH

true falcon
#

Take a deep breath, take your pills, learn how github works

misty wharf
rotund yew
#

i used it in hope that i could collaborate so i stop submiting revistions

#

i found it

#

its not deleted

#

uneal engine is ignoring it

#

can some one please tell me why

rotund yew
true falcon
#

you don't need to upload assets, can just do non-binary assets

misty wharf
#

How big is your repository?

#

you can source control locally either way

true falcon
#

That's what she said

rotund yew
misty wharf
#

As for your other question, can you try reimporting the asset?

#

Ok but you aren't(or shouldn't!) be pushing all 20GB to github

vernal bramble
true falcon
#

btw, fun fact, that I didnt know until recently. Unreal will hide all levels that needs a plugin you havent activated. So if water is not activated for instance, no water levels

dire whale
#

Any Help is welcome, here is the code btw

#

I found a fix, if i add a player alive check in the beginning then it fixes my problem but then the player dosent stop firing when dead

#

any work arounds?

rotund yew
#

it says failed to reimport

#

i dont know why its saying reomport when it deleted it in the first place

native garden
#

is there a way to disable those folders? they take most of the space in my project and make me feel like there is more than there needs to be :/

misty wharf
rotund yew
misty wharf
#

hmmm

grim ore
#

@opal lark you need to attach the mesh to your character itself then attach it to your socket

#

so you would add a static or skeletal mesh component to your character, probably under the skeletal mesh you are using now. then select the parent socket on that characters skeletal mesh to attach it to

true falcon
misty wharf
#

@rotund yew have you tried copying and pasting the uasset file in explorer?

native garden
#

@true falcon but I haven't installed anything?

true falcon
fresh plover
#

does anybody has an idea how to use it this

#

GetWorld()->GetFirstPlayerController()->WasInputKeyJustPressed(EKeys::One)

#

for multiple key numbers?

misty wharf
rotund yew
#

Unreal is just ingoring it

stray smelt
#

Is there a way to tell what constitutes most of the BuiltData from lighting build? I have a fairly small map but it's giving me a large baked lighting file for some reason

fresh plover
#

the thing is that

#

is not registering the key number

#

i tried right now

#

whats the corrent sentence for it?

misty wharf
fresh plover
#

really?

#

i.m gonna check

#

maybe i do something wrong

plush yew
#

Hey guys. Has anyone had any issues with UE Editor v4.26 crashing just from changing the transform of a random socket on a simple sprite or adjusting the collision preset of a simple, plain sphere component?

fresh plover
#

so what i.m trying to do is

#

i have an function in an c++ class which is called from the character class

#

and i want to do something when pressing an key number

#

and it wont work

#

it.s more complicated to use with inputcomponent

lunar depot
patent tapir
#

hey guys does anyone know where these weird refelctions come from. even if i have a constant attached to the roughness there are these artifacts

calm pollen
#

I am trying to launch my game on my iphone that is connected to my windows pc and it gives me this error message

#

LogPlayLevel: Error: ERROR: Remote compiling requires a server name. Use the editor (Project Settings > IOS) to set up your remote compilation settings.

#

has anyone else ever had this problem?

calm pollen
#

like a constant movement? or turning it?

#

this seems to show everything^^

#

oh idk then sorry

vale grove
#

Hello!

#

The rules do not specify whether one can ask a question, while another is in place

#

Please let me know if that's frowned upon here 🙂

#

What is the use of Unreal Binaries? I keep hearing that term, but cannot understand it what it is used for

primal oasis
#

Good evening kids

vale grove
#

It's still afternoon here

floral heart
#

I'd imagine they are the binary files for either the Unreal editor or an Unreal executable.

vale grove
#

I am a newbie to this field

#

.hhaha

#

What is the use of binary files

#

I couldn't understand even after googling. Does it reduce the burden while transferring files from one place to another?

floral heart
#

'Binary' could apply to any file that isn't in plain text or in some kind of human-readable format. E.g. Even a .jpg image is a binary.
For most programming languages, a compiler converts a project (a bunch of human readable text files) into one or several binary files that can be run as a program.

plush yew
# vale grove I couldn't understand even after googling. Does it reduce the burden while trans...

@vale grove That's a great question, I don't think I understand it well enough to give you a great answer. But if we try to go one step at a time...

binary (meaning two or "of two") is in this case specifically referencing information encoded with two numbers, 0 and 1. This is the language of computers, what is often called machine code. So we can imagine a binary file as a collection of this machine code, either containing information or instructions for the computer.

vale grove
#

I am using Airsim to run my reinforcement learning algorithms

#

While creating Unreal environments, it is really tough for me to push it to Github or share it with someone

#

Do binaries mean that I can package the whole environment in a zipped file and transfer it easily?

plush yew
#

Binary is not necessarily portable, since some computers use different "dialects" of machine code.

For example, the instruction set of one machine could read 0000 0001 as a "add number" instruction, whereas another computer with a different architecture could use 1000 0000 for the same instruction.

vale grove
#

Oh I see

plush yew
#

This is one of the things a compiler often handles for you

#

Making sure your code, when turned into binary, is appropriate for the target platform

vale grove
#

Thank you

weak gale
#

I dont really know where to ask this question, so Ill ask here. I am getting this error whenever I try to package my project, and I was wondering if anyone knows where to find what I need

prime willow
#

how does 1 package their game >~>

weak gale
#

I can show you sometime, but not today

prime willow
#

its ok ill look into it ❤️

weak gale
#

this is for a class project due at midnight

prime willow
#

oh

weak gale
prime willow
#

o-o

silver raft
#

Hi all, I am trying to retarget in Unreal using the same skeleton included in the third person blueprint, but when I rig this other 3d asset as a humanoid, apply the skeleton to the mesh, it comes out very wrong.

I tried to retarget but it still looks very weird

#

Anyone have an idea if I am messing things up, or this asset just requires more manual work to get right?

next badger
#

@silver raft ave you set the pose before retargeting?

silver raft
#

I have not, should it match the skeleton it is coming from?

#

In this case, just the UE4 mannequin

prime willow
#

yes

next badger
#

@silver raft you better to watch the tutorial, there are steps you need to follow strictly to not mess up the animation on retargeting

silver raft
#

Thanks, just to be clear, you mean this one? https://www.youtube.com/watch?v=JkcJ5bjGPsg&t=5s

Here we go through the import process for several different Skeletal Meshes and show when we can and cannot share Skeleton assets. We also show how we can share animations between two Skeletal Meshes that are sharing the same Skeleton asset. We also take a quick look at setting up Skeleton Retargeting for various sizes of Skeletal Meshes.
(00:05...

▶ Play video
#

If so, I must not have noticed the models are dragged and dropped without ever adjusting their pose. That could be because they have the same pose and my asset does not.

next badger
#

hm...it seems YT is ded for me

quaint wind
#

Hello, how to add a None class in YourProject to add Cpp source code please?

next badger
#

3rd one is about skeletons that are different

#

and i've linked part where he says about poses

silver raft
#

Ahhh Thank you @next badger I see my confusion. I thought the pose was only about skeletons that are different, but having different poses when retargeting can also mess up animations. Very much appreciate the help thank you @next badger and @prime willow

next badger
#

@silver raft yep, so how retargeting works - it copes the bone rotation curves from one skeleton to another, and all aniamtions are relative to the BIND POSE (it's the pose in which mesh was stitched/skinned to bones, it stores the 0 states of rotations)

#

you also can make scale be considered (here's why you have Animation/Skeleton/Scaled switches per bone)

upper heart
#

Is there any way to open an asset in one click (or keyboard shortcut) from the property matrix editor?

long thicket
#

anyone know why this pixelation is happening?

#

there also flickering

finite lynx
#

He there! I just put in a Nvidia quadro 8000 in my machine to upgrade my rig for virtual production. When i open unreal now, my screen goes blank and fans start going into to hyperspeed and then my computer crashes. I took the quadro out and went back to my 2080 ti and dont have the issue. Any ideas? Thanks!

acoustic mauve
#

Can someone explain why the camera doesnt fade to black with my fade track and how I could get it to fade?

plush yew
#

So I just added a character to my project but I dont know how to play as that chararcter can someone please tell me how I do it

grim ore
#

what have you tried? reading the docs?

plush yew
#

wdym?

#

Like the character is in the game but Im still playing as that default character how do I change him to my main character

grim ore
#

@acoustic mauve did you try running the sequence? making sure its not just the editor showing the camera view like you have selected and the fade not actually working?

#

what do I mean? I mean what have you tried.

#

did you try reading the documentation?

plush yew
#

Its like this

grim ore
#

you could literally find the answer by googling or reading the documentation. Why come here first without doing any work yourself?

#

hell I took your exact sentence and added UE4 to the end of it in google and got results

acoustic mauve
#

@grim ore Seems that it was a bug. I scrapped and made a new cinematic and it worked as intended. thanks

sick patio
#

@grim ore i followed epic's instructions to make a new inbound rule to open all these ports for epic. do i need to do anything else special to get a connection to the servers? the lighting is still failing. i haven't rebooted the computer though. my friends said i don't need to reboot once i made the new rule

#

could it be that 4.26.1 just isn't good?

ruby wyvern
#

So I know this is possible, but I'm more wondering if its something that blueprints would be able to handle or if I'd be banging my head against the wall attempting it - I am planning a modular system of components that would slot together into a room, and each component will have various 'stats' inherent to them (such as weight, power use), and I'd like there to be a stats panel on the screen that updates automatically showing the total weight / power use / etc of the room as modules are attached.

grim ore
#

@sick patio I couldnt guess. no you shouldnt have to reboot, but possibly try uninstalling the engine and reinstalling it and see what happens. Or install 4.25 along since this and try it and see if it fails as well

#

@ruby wyvern none of that sounds overly complicated or out of the realm of blueprints

next badger
#

@upper heart seems nope, time to open a feature request on forums?

ruby wyvern
next badger
#

@upper heart ahaha, seems no chances:

sick patio
#

@grim ore thank you for your patience with me. as a youtuber, meeting nice people after you reach a certain level of internet fame is rare. i'm being depressing. THANK YOU SIR.

prime willow
#

Matheww is best boi :3

upper heart
#

lol I guess I'll just add it myself

tardy basin
#

Mathew should get some kind of recognizition for his assistance tbh

upper heart
#

@next badger That's a bit different. That is just a hot key to launch the property matrix. I was hoping for a hotkey to open an individual asset from inside of the property matrix. Or really just double clicking them would be nice.

#

But yeah I don't think there is a way right now

grim ore
#

@sick patio I wish I had abetter answer other than to keep trying 😦 I am curious if .25 fails as well if you try it and if it asks for network access when first trying to build

calm pollen
#

@grim ore do you have experience in mobile games?

#

for some reason when i package my main game for iOS is gives an error, but for a brand new project it does it just fine

grim ore
#

post the log to pastebin and then in here, someone might be able to help. here or #mobile

calm pollen
#

ok heres the eror message

#

UATHelper: Packaging (iOS): ERROR: Remote compiling requires a server name. Use the editor (Project Settings > IOS) to set up your remote compilation settings.
PackagingResults: Error: Remote compiling requires a server name. Use the editor (Project Settings > IOS) to set up your remote compilation settings

grim ore
#

well that error tells you the issue.

calm pollen
#

i searched it up and it says that you need to have a mac to compile code, but a full blueprint project would be fine. I dont remember adding any c++ in my project so idk why its not working

grim ore
#

you should always need a mac to compile, your saying you dont and can launch your project on your ios device on windows?

calm pollen
#

yes, i dont have a mac but the other blank project was able to be packaged

grim ore
#

so you ran it on the device?

calm pollen
#

not yet since im not sure how to add it to testflight but i was able to get the "package completed" screen and get the itunes file necessary

grim ore
#

ok so on your other project, are you using any plugins?

calm pollen
#

i didnt add any, so just the normal default ones

grim ore
#

which template did you use?

calm pollen
#

3rd person template with mobile selected, starter content and everything else normal

grim ore
#

hmm.. might need to copy the entire log to pastepin and paste it there

calm pollen
#

alright one moment

#

its very long, will it even fit here

#

@grim ore here it is

grim ore
#

UATHelper: Packaging (iOS): Home.uproject requires a temporary target.cs to be generated (LowEntryExtStdLib plugin is enabled)

#

so yes you have a plugin installed

calm pollen
#

oh that must be the difference between the 2 projects lol

#

ok i turned it off and restarted, it still doesnt work, heres the error codes only:

#

LogObj: Error: LoadConfig (/Script/IOSRuntimeSettings.Default__IOSRuntimeSettings): import failed for MinimumiOSVersion in: IOS_11

#

UATHelper: Packaging (iOS): ERROR: Remote compiling requires a server name. Use the editor (Project Settings > IOS) to set up your remote compilation settings.
PackagingResults: Error: Remote compiling requires a server name. Use the editor (Project Settings > IOS) to set up your remote compilation settings.

#

@grim ore ^^^

#

i think i know how to fix most of them but the {CALLSTACK} ones i have no clue

cyan kiln
#

Hey guys
Is there a way to make my windows screen inside unreal engine 4 in real time?

fierce cipher
cyan kiln
#

@fierce cipher Can you give me a simple explanation for that and thanks for reply

fierce cipher
#

I'm not a UE dev so i dont know the right answer but for the external part you can search it also be aware that it is a intermediate to advanced level of coding

cyan kiln
#

ok thanks

#

👍

calm pollen
#

ok so when i try to launch my game on my connected phone i get this error message:

#

LogPlayLevel: Error: ERROR: Stage Failed. Missing receipt 'C:\Users\micha\OneDrive\Documents\Unreal Projects\Home 4.26 - 2\Binaries\IOS\Home.target'. Check that this target has been built

#

but when i go to that file, the /Binaries doesnt even exist, what do i do

grim ore
#

One thing you need to start with is remove the . - and space symbols from your folder names.

calm pollen
#

good idea

#

but the Home.Target doesnt exist in that folder

dense knoll
#

How do you get Roghness Metalic Specular Etc. . . from a texturre? is it possible or do you have to create sperate textures for these

plush yew
#

it's all three of those packed into the RGB channels of one texture

#

or you can use a grayscale for each

#

@dense knoll

lusty jay
#

Im using a ps4 controller and downloaded ds4windows. It worked the first time and all the controls worked but when i got on the second time would be no character input. Anybody know what the problem is?

#

also the controller only works while in the editor and not while playing

plush yew
#

@lusty jay I've had a good experience with ds4 in the past, but if it's all the same to you, you could try launching EGS through steam to use their controller emulation instead. You have to turn off ds4 in that case.

winter zenith
#

What would I put as the object of my class?

gilded plinth
#

@winter zenith danggggg... What is that blueprint?

#

is it an actor, pawn or character or?

winter zenith
#

ok so

#

i'm a bit of a noob

#

so

gilded plinth
#

ya i know

#

but im drunk so i can help

winter zenith
#

I have this raft, it's a pawn

gilded plinth
#

ok, where are those nodes in the picture?

#

level blueprint?

#

Player controller?

#

Pawn itself?

winter zenith
#

player controller

gilded plinth
#

and do you possess the BP_Raft with the player controller?

winter zenith
#

actually, no

#

Sorry

#

I want it so when I left click it will apply a force to the raft

#

sort of trying to make a paddle system

#

But to do that I need to cast to the raft but I'm not sure how to cast

gilded plinth
#

ok here is the start

#

plug the output of get controlled pawn into that cast

#

i mean since this is IN the player controller u don't need get player controller

#

GetControlledPawn should just pull up in event graph

winter zenith
#

Alright this is what I have but it still is failing

gilded plinth
#

are you sure you're possessing BP Raft?

#

that's important

#

otherwise it would fail

dry latch
#

hey guys! I have a question, how could I do if I have a house with blueprint container boxes in it that I want to mass duplicate onto another level, how can I properly do this ?

winter zenith
#

Oh no, I am not possessing bp raft, the player will always be itself... what i want is when the player left clicks force will be applied to the raft

dry latch
#

like an open world

gilded plinth
#

ok skip what i said then. NEXT

winter zenith
#

ok

gilded plinth
#

so it's just not entirely simple. You need a reference to BP_Raft

#

that's your goal

#

you have options how to get that reference

winter zenith
#

ok

gilded plinth
#

You can A) Get Actor of Class

winter zenith
#

That worked thanks!

#

🙂

gilded plinth
#

ok we can leave it at that then : P

#

it's not the most optimized method

#

but if it works. IT WORKS

winter zenith
#

❤️

#

thank you so much!

sick patio
#

ok i install 4.25 and still the lighting errors out on this computer. so i guess it's this computer which only has onboard graphics

#

right?

sly wagon
#

I want Unreal Engine 5

#

n O W

dry latch
#

anyone knows how to put point light attached to a mesh so it replicates when we do a spline ?

sick patio
#

that's too much

unreal mulch
#

😐

sick patio
raven island
#

hi does any1 know why when using voxel plugin and brushify the sides of the cubes look like this?

plush yew
#

Is it possible to create a whole set of room floors with one geometry cube? For example for my rooms I have to keep duplicating the floor for the other room floor

raven island
#

you mean 1 like cube that covers many rooms?

plush yew
#

yes

raven island
#

u can reshape and do all sorts of things in brush editing mode maybe with that you can do it

#

unless you already tried it

plush yew
#

well ok but my material looks weird when i apply it, like not a problem with the material, but a problem if i extrude the cube for another room

raven island
#

wdym wierd

plush yew
#

hold on

#

I'll show ya

#

That part where it is cut weird is extruded

raven island
#

make those same number

#

for every bit u extrude

#

so texture scale will remain the same

plush yew
#

what do you mean same number?

raven island
#

tbh looking at it thats not the issue....

#

sec

winter gale
raven island
#

set it to planar for all and it will look normal

plush yew
#

Where's planar?

golden niche
#

Im honestly curious to know at what stage ue 5 is at