#ue4-general

1 messages Β· Page 953 of 1

misty wharf
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Would this be done in the AnimGraph or the state machine itself?

grim ore
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@misty wharf where you have your stuff now, you go into idle then idle goes into whatever based on your rules. Have it go into something else first, just another empty state, and then your transitions from there are based on something like an enum value or a boolean. so when it starts it goes into nothing, at some point you set that transition rule, then it transitions out of nothing into your normal idle or the other stuff you want

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your just setting up a do nothing entry state instead of it being idle

grizzled glacier
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has anyone come across this issue? I'm trying to create a Landscape Layer Blend Material in UE 4.26.1 and for some reason all target layers show a Material that is NOT referenced the Material... It feels like a bug, but I can't find any similar issue when searching online... appreciate any thoughts here

misty wharf
regal marsh
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How would i deliver editor for my game for modding?

plush yew
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yo sorry to intrude but can someone help me out quickly?

spare kernel
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@regal marsh you can not

regal marsh
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So i need to contact epic? Or how? There are just editors for games, afaik

spare kernel
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epic has to distribute it via the epic launcher

regal marsh
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Oh, okay then, should i just email them?

spare kernel
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i think the other way is

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Github

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The intent here is to keep the entire Unreal Engine developer community together, so that everyone from pros to indies and modders shares the same documentation, forums, content marketplace, and collaboration resources. Over time we'll be doing a lot to expand this and further improve the engine for moddable games here.

How should I distribute the editor to mod developers?
Create a GitHub fork of Epic's UE4 repository and place your editor binaries there, and create a tutorial page telling users how to install it into their existing installation of your game and get started. In time, we'll provide a more user-friendly means of distributing binaries.

Can I distribute C++ source to mod developers (and should I)?
You're free to redistribute all of Epic's UE4 source, and your modifications and extensions to it, to the UE4 community, through a fork of Epic's UE4 GitHub repository. Of course, you're also free to not redistribute any source, if that's what you prefer.```
plush yew
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Can anyone explain why the ''Brush Editing'' Mode is greyed out for me? I cannot seem to pick a object and edit it

astral chasm
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I'm getting this super weird (and frankly annoying) anomaly. I'm building a landscape and periodically I will navigate around and THIS happens:

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Any ideas what is causing this? Yes, I'm on a Mac .. Big Sur, i9, 64GB DDR4, Pro Vega 48 8GB HBM2, 2TB SSD .. 1GB/sec up/down fibre internet pipe.

plush yew
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can no one actually help me lol?

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I think that is it, is there a way to convert it to brush?

grim ore
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@plush yew is that a brush or a static mesh?

plush yew
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Sorry im tottally new but I think its static mesh

grim ore
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And no brushes are built in systems in ue4. You can convert to a static mesh but not the other way. If you want to edit a mesh turn on the modeling toolkit plugin.

plush yew
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Wait , so im super confused now, I have to make my own brushes, how?

Does this mean I have to restart all my level design that I just did in order to modify some parts, or can I just use the modeling plugin instead?

midnight bolt
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sorry for late reply, havent seen a notification. do you perhaps have an example?

static folio
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Brushes are for temporary geometry, you want static meshes

midnight bolt
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@plush yew i dont know how experienced you are with brushes, but i absolutly despise BSP tools in all UE4. i would recommend at least trying out DarkRadiant, it's the oldschool Q3 style brush-creation, then you export as obj

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but all manipulations are far far easier than anything UE4 ever had

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i see somewhat a potential of using 4.26 mesh plugins for blockingout/giving a shape to the map, but nothing beyond that

plush yew
paper axle
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Hey @grim ore just wanted to say your YT channel has helped me out a couple of dozen times, thanks for all the hard work

static folio
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Unreal isn’t modelling software

midnight bolt
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@plush yew i haven't really used sketch, but yeah, i don't understand people who actually enjoy it

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There was enough modeling back with ue2 and 3

plush yew
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I ''forced'' to learn it myself since I want to get into gamedesign, so im trying to learn as much as possible

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but back to the topic at hand, I have to google how to modify mesh objects?

midnight bolt
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I rage quit after 2 hours. To make modular pieces, you need to convert to static mesh.. then bsp is gone forever. Tons of workaround required

plush yew
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pretty retarded tbh

midnight bolt
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Export mesh to fbx and open in any app like blender

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But you will need to learn even more tools them

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I just prefer quake 3 radiant, where you can actually end up with final product, not just blockout. Depends what you want to achieve

static folio
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BSPs haven’t been used in a decade

midnight bolt
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That's why games look like built out of repetetive pieces for decade 🀣

plush yew
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but all the videos about editing objects say to use bsb

midnight bolt
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What kind of level you're making

kindred viper
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if you blockout a level, using BSP is fine.

plush yew
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paintball arena, I want to make it playable, custom projectiles, and audio

noble magnet
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I need to rebuild my lighting but when I try I get an error saying I cant rebuild my lighting because my lighting needs to be rebuilt. Anyone know a fix for this?

plush yew
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click on the build dropdown menu
select ''build lighting only''

noble magnet
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did that but the error stops it

midnight bolt
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Restart first, then report again

plush yew
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maybe change the lighitnig quality?

noble magnet
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tried that as well, and the lighting quality is on preview

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i guess maybe ill switch to low

plush yew
midnight bolt
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There is no lower than preview

noble magnet
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this is what happens after swarm kicks off

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and stops the build

midnight bolt
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You're actors have nothing assigned

plush yew
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So i want to add a doorway inside this static mesh wall, what is the procedure in doing so?

noble magnet
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you need to do it from a box brush

midnight bolt
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Indi in 426 you can use the extra plugin

plush yew
midnight bolt
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Like you would make rectangular door and then use subtract

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4.26 ue4

kindred viper
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@plush yew with BSP, subtractive brush. In a modelling tool, various methods

midnight bolt
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In radiant you would do exactly what you need in a minute

plush yew
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ah yes I saw that on youtube but couldnt find it

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damn maybe I got the wrong UnrealEngine

midnight bolt
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As a hobbist, ue4 is absolutely awful for making simple stuff.

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It's more drag and drop assets on landscape to make world

kindred viper
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that is a static mesh wall. do the new tools edit Static meshes this way?

midnight bolt
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Yes, the 426 plugin can do that

kindred viper
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cool

plush yew
midnight bolt
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But it's still annoying as hell

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It doesn't have to be that sophisticated, but in radiant you can send to with final model like a house

kindred viper
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yeah it's nice for blockouts tho I guess

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I mean, entire games were made this way once

midnight bolt
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Without getting annoyed by bsp bugs

kindred viper
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hall of mirrors > accessed none πŸ˜„

midnight bolt
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Before ue4 sure, cause even ue3 had better implement

plush yew
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i am using 4.26.0 though?

midnight bolt
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Yeah go to plugins and search for mesh

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I don't remember the exact name

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But i doubt it will do what you want conviently

plush yew
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oohhh i have to install plugins from marketplace?

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ok

midnight bolt
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No, built in, disabled by default

kindred viper
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There is no reason not to do this in blender or some other app. I mean, it would be done by now.

midnight bolt
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I think you're looking at it the wrong way. Why such a simple procedure should require another app?

plush yew
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It says I have no plugins installed

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''your engine doesn't have any plugins installed''
''go to marketplace''

kindred viper
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time. I already know how to do it. I've avoided BSP style blocking out for years even tho I can do it fine. It's just a preference for me. Making BSP brushes is fine for a box.

midnight bolt
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Doubtful, try YouTube 4.26 mesh tools plugin

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Yeah, making a box. Now imagine making a simple house with Windows and doors. Horrible workflow.

gleaming creek
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Yeah, it's really a shame how terrible the BSP tools rae in UE4

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In the old engines you could make whole maps using just the editor

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But BSP fell out of favour

kindred viper
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I've made entire levels from it with UE3. It's not nice πŸ™‚

plush yew
midnight bolt
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I'm glad I'm not the only old fart here

gleaming creek
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That's because the UE version is awful...

midnight bolt
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Then it's different plugin. You don't need anything for marketplace for this

kindred viper
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it was better than Hammers when I switched over

gleaming creek
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It has some nice things, and was probably good back in the day when it was first implemented

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But I think it hasn't been changed since UE1 or something

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(I don't know if that's actually true, but it feels like it sometimes)

plush yew
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You havee to pay to have that plugin

midnight bolt
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Long story short, anyone who misses proper bsp, use dark radiant.

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It's not that one.

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It's built in the 426 editor

kindred viper
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Hammer started out with only subtractive bsp which was awful to work with. Literally had to be unit precise with everything. It got you into a strict flow but additive with early UT games was a blessing.

gleaming creek
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The built-in one is pretty poor

plush yew
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yes but where do you find the built in one??

midnight bolt
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In the plugins section of your project

gleaming creek
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You just go into the plugins screen in the editor

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and tick it

midnight bolt
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Search for mesh and show what's disabled

gleaming creek
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That linked plugin is meant to be very good, haven't used it myself though.

plush yew
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ok i found it

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ty

gleaming creek
plush yew
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btw just another quick question, is making sound effects for guns hard ? or will a simply Youtube video explain it fast?

midnight bolt
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@gleaming creek no, it's separate app, but your work with grid, and snapping, resizing brushes is a breeze

robust marten
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Sorry if I am interrupting, but is there a way to "hide" an array item?

gleaming creek
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I suppose you're saying to export the created Doom3 map? (Dark Radiant is the modified Doom3 editor for The Dark Mod, isn't it?)

midnight bolt
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That's too deep to get any real help here I'm afraid

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Imagine making a house. You make your brushes, add textures, import to ue4.. and done.

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Still exporting, but the Creator capabilities are real

gleaming creek
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Yeah, but if I'm already using a third-party program I may as well make it in a 3D modelling app

midnight bolt
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Bsp is for sadomaso in ue4

gleaming creek
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I just wish I could do that stuff inside UE4 itself

midnight bolt
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Yeah if you know how to, and don't mind working without proper grud

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Me too, but I'll eat my hat if it's ever coming in noob friendly way

plush yew
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Hello everyone, sorry if i'm in the wrong section, I know this question is asked a lot but I have found a lot of information and I need to be sure witch technology to take !
I want to create a full voxel world WITH voxel character in multiplayer.
I found these 2 assets :

Does anyone have experience with VoxelFarm or VoxelPlugin ?
I don't really mind create my own engine but why not use an assets that let you focus on the essentials ? I really want any advice about that !

Voxel Plugin

Create infinite terrains procedurally using in-engine tools. Edit landscapes in realtime. Join an active community and benefit from frequent updates!

midnight bolt
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I hate blender for creating stuff.

gleaming creek
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I feel like they're trying to do that with the build tools

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they're just really rough

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So it's possible they improve them into something actually good

midnight bolt
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The 426 mesh plugin i just told about, i only find it good for rough sketches, nothing more

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Like skyscraper here, wonky fence here..

gleaming creek
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If they were to the level of that aforementioned plugin, that would be something (I watched some videos and it looked pretty powerful and not as horribly awkward to use as the UE-built-in)

midnight bolt
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And then you have to remake everything again

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While with Radiant i make final asset

gleaming creek
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The worst part about UE4's BSP, which makes it unusable for any real assets, is the texturing

midnight bolt
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What i hate about plugins is the incompatibly. I don't do much native ue stuff, rather modding for other games, and with modded engine i can't really use those

plush yew
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do you have any idea by any chance my 2 boyz chilling

gleaming creek
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It keeps resetting everything when you move anything, have to adjust the scale on every brush manually

midnight bolt
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You can texture with ue bsp, but it's per gave and still absolutely awful

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Per face

gleaming creek
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Yeah, it's awful

midnight bolt
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Back in the q3 engine type modding times, people actually CREATED stuff. Now it's snap this and that and done. And it shows

gleaming creek
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I've been using BSP for some blockouts, whenever I show screenshots of that to a friend, he always says to put some textures on there so he can see what's going on

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but argh that is the hardest part

midnight bolt
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I can't imagine using anything but like uv-world based materials

gleaming creek
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Good games still manage to hide that, but a lot of things do look copy-pasted in many games

midnight bolt
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If you're more curious, search black ops 3 speed level design for samples

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They never go out of radiant to create final stuff

gleaming creek
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Yeah, all the old engines were like that

midnight bolt
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Modeling apps are necessary if you want to make detailed objects, but for architecture is overfill

gleaming creek
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Except for object/creature meshes

midnight bolt
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Over kill

plush yew
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I thikn we just need unreal engine to be a mix of sketchup easiness, mixed in with a 3d software like Rhino/Blender all in one lmao

midnight bolt
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Maybe, but it's not coming. I won't believe anything, until it's here

gleaming creek
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They do clearly want to do that, because of the modelling-in-VR stuff, but it's just really rough right now

plush yew
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does anyone now a bit about voxel ?

kindred viper
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@plush yew I'd personally go with Phyro's plugin. It's a labour of love.

midnight bolt
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Please don't mention vr stuff in ue4

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They made a huge buzz back in 2016

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And NEVER updated it

kindred viper
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huh?

plush yew
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oh thank you marc, can i ask you why ?

midnight bolt
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It's the most non inuituve vr stuff ever made

kindred viper
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@plush yew because I've seen it develop from a box to what it is now. I know how dedicated he is to the support and such. Well worth the money. Will get future support into UE5.

midnight bolt
kindred viper
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oh the VR editor

midnight bolt
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I think this is one of the video. "You can make everything in vr"... Nope, it's horrible

kindred viper
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yeah that was an idea that is cool for some things. Others, perhaps not. But for testing VR scenes, well worth it.

plush yew
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So as a new dev i can count in them for support ? I don't mind i like to pay for smaller studio but i dont know if its because its the free version but i really struggle to find documentation

midnight bolt
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Looking at the scenes is the only pro i can mention

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But then don't even ask how to traverse..

kindred viper
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@plush yew If it's sold on the marketplace, there is a base requirement for support I believe. But I hear good things in this regards with this plugin.

plush yew
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do you know if i can make character in voxel too ? sorry if its a noob question

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i dont want only my world to be voxel

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but evertthing in it charcter and item

kindred viper
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well you can technically. But if you want to rig it, im not sure with that plugin. You can use VoxelEdit though and export as OBJ and bring it into UE4

plush yew
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ok thank you for your reply marc !

kindred viper
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no worries

midnight bolt
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you definietly dont need to purchase a plugin to add doorframe to your mesh

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but it will be extremely wonky within ue anyway

plush yew
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And do you know if its possible to create my own voxel engine and where i should begin or is to hard for a new dev ? i have time

midnight bolt
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with this kind of question i would blindly say 'yes'

kindred viper
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@plush yew start with a box. Add another box. Snap, align, keep track, set visibility modes. Not sure what else there is πŸ™‚ I'm no expert on that. I just throw stuff around an engine πŸ™‚

misty wharf
little warren
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Hello, I got a problem, when I am in play in editor I spawn a lot of stuff, but when I stop playing, sometimes the spawned stuff remains in the editor.. is there a way to fix this?

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I think it happens when I close and open the editor

somber rover
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Anyone here use the battle royale island pack? can't seem to figure out how to wait until all the tiles are loaded before I spawn in my char

honest flume
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Hey folks. I'm trying to write a basic compute shader which just copies some data from an input buffer to an output buffer, but when I read the buffer back after executing the render graph I just get garbage. Does anyone know of an example of the simplest possible compute shader?

dense edge
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why is the text chat for voice chat missing

plush yew
vernal matrix
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How do you make a level load you inna specific spot like going into a house then going back outside were the door is

feral moon
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Hey Everyone, noob to unreal, I was wondering if there was a way to "fill" a mesh with a material, maybe using some thickness map? What I mean is, I have a tank, which if I apply a water-like shader to is fine until I dive within the tank, and the shader is not visible, as the material is only applied to the "external part" of the mesh...is there a way to change this?

muted wren
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think I could start learning unity with this course?

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Im doing a 3d graphics course in webgl rn and figure it would be a good assistance

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to get deeper graphics concepts

misty wharf
feral moon
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@dense edge I know what normals and back face culling are, but:
1)I don't want it to be like a glass, where if I dive in I can see also the faces within the mesh to have the shader (P.S. activating two-sided didn't change anything, still same issues)
2)What I want is, if I dive in, not only to see the inside of the faces to have the shader applied, but to have the shader to literally fill the entire mesh, as if it was a liquid...

dense edge
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@feral moon i dont get it.. the material only affects the faces of the mesh. If you want to feel different inside the tank, add post processing cube and add bluriness and bluish color

feral moon
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As I said, I'm a super noob to unreal, It's literally my first project, I'll look into the post process thing, any suggestions for what I need to look exactly? Because I only knew PP was used to change how the lights look ^^"

dense edge
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try to copy what it looks underwater visually, just play with the settings

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pp affects the camera within it

brazen harness
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tried asking this multiple times before with no response but i was wondering if anyone knows where i can look up how to make a replay editor for another game

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the one it's currently in is pretty broken and i'd like to take a whack at modding one in that works the way i'd want it to

feral moon
# dense edge pp affects the camera within it

Sorry to bother you again...I had a look at the post process thing...thing is, it doesn't exactly do what I need it to do...Like, I want to fake that water has depth even when I'm staying outside of it, because I need to show an object within the tank. So i need the front to be translucent enough to show the object within the tank, but not translucent enough to show what's behind the tank. I'll post the design to better explain what I need to do

misty wharf
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@grim ore I was able to get what you had suggested working I think, thanks!

magic fern
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I am developing a game that uses the steam inventory, do you know why mine appears as not available at this time?

light thunder
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So if there is a limitation on movable lights, how do they handle things like rotator lights?

light thunder
feral moon
dense edge
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@feral moon i tried to make a tank. is this near what you want to make?

light thunder
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you'll need to make sure your normals are facing the correct ways

feral moon
dense edge
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there are two spheres inside the water

feral moon
light thunder
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You can play with making the material two sided but you'd still have to make it play nice with blender or have a separate material assigned to the face -

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I'd try @feral moon Duplicating your material, and setting it to not be transparent

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and you put that on the "back half" faces

dense edge
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or you can make a light with small radius face the part you want to be seen

feral moon
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yeah i guess thanks for the tips guys, will be heading to sleep now, 3 a, here, thanks again, i'll try everything tomorrow

dense edge
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mapping would make it look off

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@feral moon btw, what i did is create 2 cylinders. one on top of the other. one is the liquid and one is the glass. i also created 2 materials

feral moon
dense edge
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hmm use fresnel node for the effect

grim ore
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General Question for input. If you were to hold down the A and D key on a keyboard (left and right movement), would you expect your character to go one of the directions or nowhere?

dense edge
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youre mathewW, youre a pro ue4 user

grim ore
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working with the new input system and trying to work it out. The old one since it was one input event on the axis it would sum the keys used and end up with 0 so no movement. with the new one its in order so if its A then D in order, you end up going right with both keys down and left if the order is D then A

light thunder
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Why is the rectangle light not working AT ALL? Honestly all my lights seem low but exposure is set to 1 and I have auto exposure on

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What am I doing wrong here?

dense edge
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idk if its possible to press the buttons at the same time, my experience is the last button you push will be in effect. it cancels the first key

tawdry hazel
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Does anyone know how to setup multi user editing in Unreal? I can't seem to figure it out.

light thunder
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Seriously, my lighting is jacked...where are all the global settings, how can these spot lights be so puny

dense edge
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have you read docs@tawdry hazel

light thunder
dense edge
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@light thunder why is your rectlight in the floor

light thunder
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I've played with it all over, that's just where I left it

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but every light I put on is super dim

grim ore
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based on your settings its due to your settings for why its invisible

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your barn door length is below the floor in that case

dense edge
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also its too small in width

grim ore
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not saying its why the rest are dark, but thats the issue with no light on that one

light thunder
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please give me some settings that would create any light whatsoever

grim ore
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nah it will work its just too far down for that issue

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same settings on the light and it works, its just above the ground here is the only difference

light thunder
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the stock light

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I'm telling you, something is broken in my settings

grim ore
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it might be, but keep in mind a rect light is not a point light

light thunder
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not sure why that is invisible when I am on the level itself

grim ore
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well that light above is too dim for where it is to cast any light on the walls I would assume

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but its hard to tell, make a new normal level with the floor and drop a light into it and see if it lights up

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if it does, then its the level

light thunder
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that's what I did

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I dropped an Ultra dynamic sky, but when I delete that , still nothing

dense edge
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send a copy of the project

light thunder
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How do I pull this level out as a usasset

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I'm in the process

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I put some stock lights down too, so if they differ, I know it's my project

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but this project is wayyy to big to send, can I export the level out?

dense edge
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you can find it in the files but the level maybe isnt the problem if you already tried to test the lights in a new level

light thunder
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I'm not sure where to check but that box light doesn't show a SINGLE instance of have any change whatsoever

dense edge
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the rectlight is upside down and firestation is missing so create a lansdcape to test

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its working for me

light thunder
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okay something is wrong because i rotated that all over

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this explains so much though

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can you screenshot the transform of your box

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and why is this there?

dense edge
light thunder
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dude mine are the same

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but there's no light

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I really wanted this to be operator error

dense edge
light thunder
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but, that's the level

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I have it selected too

dense edge
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did you make the asset?

light thunder
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yes

digital verge
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Has anyone received this error before (and know how to resolve it? Thanks

light thunder
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I'm bringing it over now to sort out textures, figure out what looks good before bringing the same texture back to blender and UV mapping all of it to align

dense edge
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the level and the asset name are the same

light thunder
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not quite

dense edge
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@light thunder your world is hidden, click the eye button

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there should be a dropout of the objects in the scene

light thunder
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weird, it wasn't working , i literally had to click the button to make the persistant level INVISIBLE, and then when I toggled it back, it came on

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no change, what's up with my lighting

dense edge
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your lights has no problem

light thunder
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I can't see the box light at all

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and it has the same transform as yours

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and the same settings

dense edge
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i cant see the mesh, tryna max the lux and radius of the point lamp

light thunder
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they ARE

dense edge
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@digital verge have you search google for fix

digital verge
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Yes I have

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Closest thing I found

dense edge
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what did you do to get the error? package, build light, get plugins

plush yew
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Does UE4 have a light limit?

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I noticed that if I drag out more than 2-3 lights, I see an X on the logo of the light, why is that?

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thats just the light building warning

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if you have static lights in the scene itll bug you to rebuild lighting

dense edge
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no thatsoverlapping stationary lighting

light thunder
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can someone explain why rotating my rectangle light does NOTHING
'

hushed stag
#

hi guys, could u explain what an object wildcard is? Im trying to cast to another blueprint but it needs an object wildcard

calm pollen
sleek spear
#

in niagara preview, can i hide the backdrop?

hardy trout
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@sleek spear yea, go to Window at the top

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Preview Scene Settings

sleek spear
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@hardy trout cool, thanks

winter gale
ocean pumice
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hi ! is there a "align character with camera view" ? So i don't need to move my character everytime i want to play test another place ?

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thanks a lot

ocean pumice
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wow thanks a lot πŸ™‚

weak cypress
#

Is there a way to bake lighting with gpu instead of cpu?

lucid grove
#

Heya guys - im strugling with folders moving or renaming in ue4. Whenever im moving files withing ue4 almost always folder not moving entirety, some old files still in disc and i cant delete old folders. In some cases i can even lost some meshes.

And ofc when moving files - all system is almost freezes for 2-3 minutes.

static folio
lucid grove
static folio
#

I think the reference checker can miss certain references, just have to watch the pitfalls and ideally backup before major changes

vast pawn
#

Does UE4 support .vpp files?

timber nymph
#

UML?

vast pawn
#

More about physics

#

There's a youtube vid on importing the physics file hence .vpp to another game engine, VPX

#

I'm wondering if UE4 can do the same?

#

If some how I can get physics for the pinball flippers then that will make things easier assumingly.

honest vale
#

what's a physics file?

#

what does it do?

lusty carbon
#

How to deal with this bug now?

tough pagoda
#

Anybody can help? My Details shows nothing after making changes in IDE.

#

How to resolve it?

sterile tulip
#

Does baked scenes use more vram?

#

Than movable lights?

tough pagoda
paper axle
#

@lusty carbon if the bug is 'it's all blue' then you're looking at the 'Lightmap density' try changing that to 'lit'

tender lance
#

Hello maybe anyone has the answer for my Problem, i always have this ugly shadow on that corner its in the X direction if X or T cross always the X axis has weird shadows, i have to uv maps on texture 1 lightmap like you see in the Picture. Exported with blender

honest vale
#

how many islands are there in that UV map?

#

what sort of lightmap resolution are you aiming for?

#

there's very little padding (if any) so you'll need ridiculously high lightmap resolution so that there won't be any bleeding

tender lance
#

7Islands so Curbs 3times 1Roads 3Sidewalks

#

LM reso is set to 2048 atm in Blender lower looks the same

#

happens with 512 etc also, tried to increase Margin does not affect anything

#

and its weird that it only happens on the X direction and just on the T and X cross the normal road is totally fine also the Y direction

#

so the X has the shadow the rest dont

#

The X cross has the same and its just corner spinning thats so weird

#

funny thing if i spin it and export the problem switching on the other site πŸ˜† holy this is so frustrating

honest vale
#

that's the mesh?

tender lance
#

yes

honest vale
#

why aren't you just planar mapping it from a top-down perspective?

#

then maybe shrink the inner part on the UV a bit to give the vertical bits some UV space

tender lance
#

here i spinned it in blender still the same prob to the right now

#

let me check a planar map sek

#

yea the curbs are fucked now shadow still there so planar wont work^^

fierce summit
#

Hey there. I have troubles understanding the angle system. A rotation pitch is expressed with angles in between 90 and -90 degrees. But that makes it so there are two zeros and i dont really get how i can distinct them. do i need a bool that tells me if its up or down?

static folio
#

One zero

gilded lichen
#

Hello, I'm getting this weird problem on Unreal Engine 4 where when I right click a menu should pop-up but it pops up for a second then disappears. I wanted to record this issue happening but I looked on OBS and saw the menu working fine. What would this be?

fierce summit
static folio
#

X > 0 is positive. X < 0 is negative

static folio
fierce summit
static folio
#

That’s all I have

gilded lichen
#

Ok, thank you

static folio
#

X >= 0 is pos and X < 0 is neg

fierce summit
# static folio You can assume 0 and above is positive

Yeah ok but then if i slowly tilt forward i'll go 10Β° then 20Β° until im at 90Β° and then i will go back to 80Β° 70Β° until its at 0Β° again except now my head is down and my feets are at the place my head was at the start

#

u see what im saying?

static folio
#

Not really, but you mentioned needing a bool, that’s what I tried to answer

fierce tulip
#

@gilded lichen check the first pinned message in this channel

gilded lichen
thorn crown
#

Guys can it be that in 4.26 Epic accidentally removed the "go back" keyboard-shortcut command for the content browser? πŸ€”

fierce tulip
#

thats partially because epic put the minimum required hardware on their website, and we arent a tom's hardware discord.

#

so hardware discussion goes to #lounge

#

np

fierce summit
#

after it passes the horizontal plane, values decrease so it reaches zero instead of 180Β° at the bottom which makes it so there are two zeros, and two of each values like the 20Β° in green

static folio
#

Not something I’m familiar with a

fierce summit
#

I have to do it "manually"?

wanton lotus
fierce summit
small tundra
#

Has anyone succesfully created a follicle MSK with 4.26? There is literally no info other than the docs, and in the docs it gives no details, about it. I'm curious if people have been trying it and have had success. Any tips appreciated.

(At the moment I've created follicle MSKs, but the results don't make much sense)

wanton lotus
fierce summit
#

I have a blendspace with different positions that i want my character to be in, depending on where he faces during a fall

fierce summit
pseudo pulsar
#

Does your game need to be published on steam prior to testing it with the unique app id?
I'm a little confused because I got the overlay to load in with the ue default id, but I can't get my game's id to load 😭

wanton lotus
fierce summit
#

that's a good idea im going to try thanks

wanton lotus
fierce summit
#

yep, thanks a lot

ocean pumice
#

hi ! What is the node that can remove the "add to viewport" node after a few seconds ? it's the eventgraph of an event manager

#

thanks !

gleaming creek
#

I assume you're talking about widgets on the HUD - you're better off adding them once, then show/hiding them as needed

sharp tulip
#

remove from parent?

ocean pumice
#

ah nice ok i'll do that instead of creating separate actors

#

because i can't seem to even add a delay in my BP here

#

But actually i need the widget appearing to be connected to a function

#

that fires at a specific time

gleaming creek
#

You can only add delays in an event graph

ocean pumice
#

(alarm here) so that would be more convenient to have the add to viewoprt directly in the function

gleaming creek
#

If you need to add a delay in a function, you'll need to set a timer

#

And have that call another function

ocean pumice
gleaming creek
#

Depending on what you're trying to do, I don't think you'd want to add something like an alarm icon directly to the viewport, but rather to a HUD widget that's already there

#

Having the whole HUD a full-screen widget allows you to easily rearrange components, and also to show/hide the whole HUD in one go if needed

ocean pumice
#

I have a Global Time for the whole world connected to an event manager and the alarm is firing at 6.05 then i have 15 seconds of real time before the world time changes to 12.00. I just want to have a blank screen and a text saying "time has passed"...

#

The alarm is a function in the event manager, itself triggered by a time keeper

#

but yeah i should try to add that in the HUD instead of having different functions, it's just more convenient to have everything at the same place

hidden dew
#

Hi all. is there a way to do a debug highlight of an actor/static mesh?

coral folio
#

any idea why i can't override path trace pixel per samples in the movie render queue ????

#

changing it from post process isnt working, overriding the cvars doens't help either

vast pawn
honest vale
#

How do you "import physics" when all calculations are done by the physics engine?

ocean pumice
#

HI ! I want to create an input system where the player can write ingame, on a piece of paper for example.. any idea or tutorials on how to do that ? thanks

vast pawn
honest vale
#

I still don't understand what you're even trying to import

#

UE 4 uses physx for its physics

vast pawn
#

well so far the pinball flippers

#

tried using the physics constraints but it was hard to deal with.

worthy plaza
#

idk what happen, but even if put 1 tree my game lag

#

Usually even if i put 200/300 tree i've smooth fps

#

anyone had this problem?

honest vale
#

not sure how well the physics engine is tuned for such

vast pawn
#

I'll tell you this when I tried to get the flipper to kick upward and it hits the ball, the ball doesn't fly off.

#

Instead it rides along with the flipper

honest vale
#

I'd probably have the flipper paddles be separate actors or components and then give the flipper ball a force impulse on contact

#

instead of rely 100% on the physics engine

vast pawn
#

so use a onhit node?

#

that was my second thought

honest vale
#

yea I guess

vast pawn
#

I've seen other ppl who use UE4 and based it on physics instead of kineamtic flippers and somehow they managed to deliver the ball more than enough to reach the top of the playfield

plush yew
#

does anybody know how to modify/scale first person player, or do I have to scale my map instead lol?

oak robin
#

Hey quick question, how can I import assets from library that have "Create Project" button only?

honest vale
#

create a project from it and then migrate the assets you want

oak robin
#

I already do that, but there isn't any other way?

inland aurora
#

you modify a existing marketplace asset where it adds things to your project, and you switch the content it adds with the content you want

ionic gyro
#

does anyone know a way to keep the capsule collision from bouncing off of corners?

gilded lichen
#

How do I solve this issue?

hidden dew
#

Does anyone know how to import from Blender without adding vertices? I want a mesh for data, not rendering... so just want the pure minimal set of verts. For example, importing a cube with 8 verts instead of 36.

#

I've done it before but I didn't write down how :/

lament star
#

didn't even know you could do that

hidden dew
#

Oh, I finally got it

#

Just gotta make sure I know which options are the ones that mattered

plush yew
#

does anyone know to reduce the size of the character, or am I forced to scale the map to match the default player character size?

clever axle
#

sometimes I try to follow material howtos and I can't find the nodes. For example here there's a Mask (R)

#

Is there any good way to find this?

#

@plush yew why not just scale the character?

plush yew
#

cheers will have a look

clever axle
#

this or there might be other set scale nodes

hidden dew
#

Weird, all I had to do was set smooth shading in Blender. I had already tried that... I must have had some other thing ticked.
Anyway, to import a mesh with only the vertices Blender announces:

  1. Set it to Shade Smooth.
  2. The end. Use default FBX export settings, and default Unreal import settings. O_o

Been stuck on that for ages. 😐

#

Ah yeah

#

I had the importer in Unreal set to "Compute normals", which was the mistake

clever axle
#

can someone please tell me how to find the Mask (R) node in the material editor? or find any node by how they are captioned when you place them?

#

this ticks me off every time I want to work with the material editor

lucid pond
#

Can anyone recommend me a basic folder structure for m project πŸ™‚

#

My

warm hornet
#

Anyone by chance have the new M1 chip mac mini? Was wondering when Unreal might be optimized for it.

civic mauve
#

guys my folliage started floating in the air , please help

robust marten
#

Is it possible to force a key press? Like, use a BP Command to act as if a key was just pressed?

grim ore
#

@robust marten just hook up the code that would come after the key press to your event?

robust marten
grim ore
#

hook up a new custom event to that keypress like mentioned above, just call it "manuallydoingthisstuff", just a simple custom event node that plugs into the first node like the input event

#

then you can call it just with that one node

rigid belfry
#

right so i need a little help solving this logic problem. right now i have spawnpoints actors in the world, which i then group into an array. from this actor array, i get each individual actor transform, store that in a new array with their respective index. then i pick a random index and spawn an actor there.

#

i need a way of telling the program wheter said index is considered occupied or not

grim ore
#

keep track of the index, or dont re use the indexes

rigid belfry
#

this is the macro btw. very basic stuff. maybe i should write the "in use" logic here

rigid belfry
grim ore
#

well if you never intend to use that point again later remove it from your list

#

otherwise make a new list of your occupied indexes and refer to it? I would think the first would be better.

#

alternately if your list is an array, shuffle the array then go from first to last and then you should not be using them again on accident for that loop

rigid belfry
#

i want to reuse them because once the spawned actor is destroyed, i want to respawn the same cubes there

fierce glacier
#

You can also add a map from index to a bool, indicating if point at specified index is taken

grim ore
#

you could do an overlap check then

#

check to see if something occupies that space before spawning

fierce glacier
#

If you need more complex context keeping - i suggest you make a struct of all the information you need to keep about a point, and keep an array of this struct

rigid belfry
#

this is what i am doing right now. i need a way of spawning the cubes again once the player destroys all of them

#

sorry for the music, didnt realise obs was recording that too

primal oasis
#

Hey can anyone advise - in a BP i need to get an array of all actors of a certain class... but they aren't actors in my scene yet, they're just in the content browser

#

Can anyone advise on what node I might use to attempt that? Get All Actors of Class doesn't appear possible

primal oasis
robust marten
fierce glacier
primal oasis
#

*table

grim ore
#

@rigid belfry if I was thinking for that off the top of my head I have my spawn points in an array and I spawn them in, removing those points from that list. The items when destroyed report back to my manager and put their location back into that array as a valid spot and it could also report it was destroyed so you can keep track of how many are left/still spawned. Its basic but I think it would work

robust marten
long wren
#

hey can anyone help me with a texturing approach , we have a map for a linear based mission game, the streets are tight with a lot of detailed buildings, how should we go about texturing them, should we texture each building individually, or is there a way we can balance look and performance

#

anyone ?

rigid belfry
static folio
#

The gymnastics required for seemingly basic things

fierce glacier
meager frigate
#

if get the velocity>vector length float from my character pawn, is it the same thing as current walk speed? I can't seem to get current walk speed but I can set it.

#

is*

grim ore
#

how did you try and get current walk speed?

meager frigate
#

thats the only way I can seem to get current walk speed. get velocity>vector length

grim ore
#

and its max is why you cant get the current

#

so yes the current is based on the velocity of the actor

meager frigate
#

Im trying to make a percentage based on max walk speed, max is 600 so 1 divided by 600 gives me my magic number then im multiplying (right now) the velocity's vector length by it. it seems to work

grim ore
#

you could always just make a macro that does what you want or a blueprint function library and make it pure

meager frigate
#

ok cool, i just didnt know if the velocity was 1 - 1 with walk speed

rigid belfry
#

it isn't

#

velocity is affected by gravity, drag, mass

#

all sorta stuff

celest creek
#

Hey all

meager frigate
#

oh i know what i can do

#

where i set the walk speed just make a variable there and use that

#

brain farts :p

rigid belfry
#

what are you trying to achieve?

celest creek
#

I'm trying to figure out a way to do relighting on images on cards, like one would do in e.g Nuke. So you have a flat image with a baked in normal map and a direction, then you'll get some fake lighting direction based on this.

Does anyone know if this has been done, is there info out there about this realdy?

meager frigate
#

matching ai movement to the players and players is based off -1 to 1 axis so just turning it into the same thing so i can use the same blend spaces.

torpid vector
#

hey

meager frigate
#

hey

torpid vector
#

im new here and i saw a vid of corridor abt how they made 3d models of themselves by metahumans...can any1 tell me if i too can do it?

#

like can i download it?

#

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The Crew seizes the opportunity to use virtual production to create their most handsome forms.

FOLLOW β–Ί
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Sub-Redd...

β–Ά Play video
#

this1

#

like i wanna take a picture of myself and turn it into a 3d model like they did in this vid

#

has any1 used it?

meager frigate
#

velocity looked like it was working, glad i asked! thanks for the time guys!

grim ore
#

they literally say that its not out yet and they had to use something else

fierce glacier
#

this will work in design time - might help you create a catalog and update it as assets are added or removed. use some editor utility widget.
Then in runtime you can spawn an asset from the catalog

#

is ia a mesh? how are you using it?

ocean pumice
#

Hi! Could someone try to explain simply what is the object node in "cast to..." box? Thanks !

primal oasis
#

I got to dash right now but thank you so much for your time, hero!

fierce glacier
#

no problem. have fun

meager frigate
#

@ocean pumice

ocean pumice
#

Hahaha

#

This is simple yet powerful

#

@meager frigate

meager frigate
#

lol

weak cradle
#

Where do I go to find people interested in joining the development of my game?

#

Because I feel like I'm drowning making a game alone

meager frigate
#

theres a subreddit for it, lemme see real quick

grim ore
#

@ocean pumice object is the object, its the thingy you are talking about

#

it could be a light in a blueprint, it could be the character in the world, it could be a doorknob on a door in a house, etc.

meager frigate
#

only thing i know of really

light thunder
#

I can't get the outside light to bleed in with a shadow - first things to check?

meager frigate
#

what up blake, how did that tower turn out?

light thunder
#

pretty badass actually

meager frigate
#

noice!

light thunder
#

I use Mistake-Based Learning, because those are the things you learn the most from, and our brains are extremely adept at encoding patterns based on what we process as a "mistake" - long story short, I put them on scene in the path of that tower (they have ALREADY made the mistake) - so if they don't realize "their" mistake, that thing falls right down on them - I sat in the truck when it came down and had to restrain my arms from flinching, even though I had spent days setting up the effect - simulation achieved

meager frigate
#

lol thats awesome

meager frigate
#

not sure about your light problem man, you have a dynamic light or you baking it?

#

np ash!

minor dust
#

Big retro question:
Anyone knows how exactly UE1 texture options works for paletted images?
Specifically:
bMasked (this one I understand)
bTransparent
bModulate

UE1 uses first color of the palette to set transparency mask. But sometimes there are textures with no used first color and even without any b* settings - but they are transparent in game (mostly decals and effects). I can't understand how to convert them to dxt5 dds properly. I am upscaling Clive Barker's Undying, and there are few textures I can't understand how to upscale.
It could be some lighting without any b* options, blue shaft on black background - but this background is not a first color. If I just upscale it to dxt1 - in game it became non transparent black square. If I use black color as a mask and create dxt5 - neighbor non black colors became too visible in game, and so on. Like game using several colors from the palette and a rule to set different stages of transparency. But I can't find any documentation on UE1, and I can't figure out the exact algorithm. And it seems it also differ for meshes, glows, decals and effects, and so on

ocean pumice
#

Coz usually im like casting to first person character so the object would be first person character

#

@grim ore

grim ore
#

so if its the first person character, why would you cast to it? you didnt ask what casting does, you asked what the object that goes into it is. @ocean pumice

#

casting treats one thing like another, this ANIMAL is a CAT or this ANIMAL is a DOG. In your case this CHARACTER is MYCUSTOMCHARACTER

#

if you were to get the CHARACTER generically, say using the GET PLAYER CHARACTER node, then it would be a generic CHARACTER and you would cast to your MYCUSTOMCHARACTER

midnight bolt
#

is there a way to select all textures from material paramter, like normal/specular?

#

in the content browser, so i can bulk edit. or some search syntax

ocean pumice
#

Oh wow ok i get it the cat analogy is very powerful :) @grim ore

midnight bolt
#

i guess normals should be possible as it has compression setting set to normal

ocean pumice
#

So it's like what type of object it is

grim ore
#

that is what casting does yes

ocean pumice
#

Ok that's great thanks

winter rain
#

I was making this plateau for the last couple days and then I decided to Build it, after doing that my frames shot down from ~120 FPS to ~4 FPS. What would be causing this? Surely only this many trees shouldn't cause my frames to drop that bad

#

However if I hide the level with the trees in it my frames go back up to 120. Are trees that poorly optimized in general?

ivory sedge
#

Maybe too much overdraw ? The trees seem fairly dense but it shouldn't be that bad

#

If it happened specifically after you built you could try dynamic lighting maybe

grim ore
#

your getting the build message in the top left, so its not built

#

are you sure its not building it and thats why the low fps

normal creek
#

Hi, I've been learning about PostProcess Materials and saw in the faq there is a console command r.CompositionGraphDebug that will log the postprocess graph - but when I try it I get nothing printed. Anyone know why that is the case for me?

plush yew
#

I really need help with this one. At some point the engine began to stutter constantly every ~1.5sec. It affects any level or project and also seems to have an effect on PHYSICS. It is driving me nuts!

#

The only thing i haven't tried (yet) is with a different version of the engine.

#

Is this only happening to me or someone else?

#

Memory and CPU use are all ok

hushed stag
#

hi, i was just messing with behavior trees and created some of my own tasks. i was trying to cast to one of my other tasks to get some variables but im stuck on the object wildcard

rigid onyx
#

Anyone know how I can enable autocomplete for uue4? (universal unreal engine 4) kind of want autocomplete for it considering how hard it is to remember commands without the green autocomplete suggestions when typing it out in the console

plush yew
cedar wave
hushed stag
#

@cedar wave thanks, imma try that

rigid belfry
#

shouldn't the random int function spit out one int for all the connected nodes? i am getting different ints in the two strings

robust marten
#

I've noticed alot of scammers on the unreal store. The amount of people who follow tutorials on youtube just to turn around and sell those blueprints on the store is quite massive.

worthy plaza
#

why the raytracing turn himself on alone?

fierce tulip
#

its not like we havent warned people for last few years about his way of dealing with stuff

#

lol, ive had extensive topics about that on his marketplace content and the niagara channel

#

also which channel locked the videos? because i can see em all

#

a client did, i refuse to buy it

#

well no wonder, have you seen what he does? hehe

#

he spams everything, including an ios/android app that lets you know he made new videos

#

uses about 100 tags on everything

#

and looking at his last "tutorial" he hasnt learned a thing we tried to tell him

#

yup

#

basically, just dont watch his stuff if you want to learn optimized effects and proper workflow

robust marten
#

Hello. I am trying to get the game to read an array (The player inventory) but for some reason it just returns whatever the first print string is. am I somehow setting this up wrong?

#

To clarify, if I have 7 items, it will return 7 Weapon strings, for example

#

How so?

#

This does the same thing, though

rigid belfry
#

shouldn't this code be removing the same index as the one it randomly gets from the array? am i missing something?

digital anchor
#

@rigid belfry nodes without the white pin gets executed again every time they are needed (aka they are not cached)

robust marten
#

When you set the enum, you mean have I done anything with the enum? Because yes, I have it so that the gear is set to the proper enum.

#

Actually hang on a second

rigid belfry
digital anchor
#

yeah using a variable is the common way to fix that

rigid belfry
#

random int ->setIndex->spawn->removeIndex-SetIndexNull

#

some pseudocode

grim ore
#

or drop it into a function and use a local variable πŸ˜‰

rigid belfry
#

can i call a macro inside a function?

grim ore
#

well a for loop is a macro, so I certainly hope so

rigid belfry
#

oh wow

#

man i am starting to love blueprints

grim ore
#

about all you cant really do is latent nodes (like delay/timelines)

hoary holly
#

I've got a question y'all! So I want to have a line trace, and that line trace can effectively detect colors. I know how to do the line trace but not how to print out a string detecting that color. Sticking with the basic rainbow colors here too

hushed stag
#

what is the target for blackboard?

rigid belfry
#

i am actually smiling right now. can't believe i managed to make this work

hushed stag
#

looks great πŸ‘

robust marten
rigid belfry
#

"spawn points" in a level(white cubes) when i play, randomly spawn a cube there. cube change based on a data table values. they have a % of spawning, from white to blue. the rarer a cube, the higher their stats

robust marten
#

Alright, I just want to show you this is what I have the item set to but it still reads weapon in-game

#

Can you explain lol

#

Would I need a different loop?

#

Yes but when you say pull from the index, im a bit confused. Thats an int, right?

#

How would I break the item info and have it read the index as opposed to the element? The element is what holds the item info, right?

hoary holly
#

Also, anyone have any idea how to make a material that mimics point cloud data?

robust marten
#

What would you do?

short obsidian
#

which one do you guys would pick if you want to make:

3d Low-Poly ; Third-Person Action game with Open World

robust marten
#

The index returns a number, not the category. Also the inventory isn't empty, it knows to return how many items so it can count how many items I have in the inventory. Sorry if im just wrong, I use this method for other calls and it works fine this way, its just this time it's returning weapon no matter the item

clever vault
#

why is not the border updating?

robust marten
#

Can you show me an example BP of what you mean?

#

I have mine set up the same way as Ponkkis and it's not working for me but works for him

thorny coral
#

does UE4 Packaging rely mostly on the CPU?

ocean pumice
#

Nice! I was looking for an inventory system this one looks cool!

robust marten
#

Nope, I'm lost. It thinks all my items are weapons, apparently. Maybe the data is getting jumbled when it goes into my inventory?

slate basalt
#

does the concept of creating a "project tool" exist outside of extending the unreal editor?

i.e. can i create a project tool with an ingame viewport that will understand my project

robust marten
#

I found the issue

#

It IS when the item is added to the inventory

#

to call up the item info

#

I still dont get what you mean when you say you use the index to get item info lol

#

I might just want certain info, not the whole item or the whole items info

#

in my case I'm doing this to sort the inventory by category

#

So what command would you use off the index instead off the element?

ocean pumice
#

Anyone knows how to create a good headbob effect for the Fpscharacter? Couldn't find the proper camera shake in 4.26

robust marten
ocean pumice
#

1haha

#

Good idea though ill try something homemade

#

But i saw there was a good out of the box feature in ue4

cedar wave
#

What? You mean to tell me all those true first person tutorials don't work like I wanted? /s

ocean pumice
#

Yeah!!

#

Shitty stuff goes a long way!!

spare kernel
#

if you use C++, you can check UT4's head bobbing

#

i think it has headbobbing..

cedar wave
#

Yeah - like every true first person tutorial I've seen just attaches the camera to a socket on the head lol

spare kernel
#

i don't use a camera at all on the pawn

#

use the PlayerCameraManager directly

#

if you use a camera, do not attach to the head πŸ˜„

#

depends

#

i use GAS, so all attributes are in the ASC, which is on the PlayerState

#

but its game dependent, and also depends if anyone else needs to see those stats.

sharp willow
#

^

I'm developing a couch co-op where it's easier to store them in actor components on the player. (Could probably do controller, but yano)

spare kernel
#

no its the PlayerState

#

no

#

`A PlayerState is created for every player on a server (or in a standalone game). PlayerStates are replicated to all clients, and contain network game relevant information about the player, such as playername, score, etc.

`

ocean pumice
spare kernel
#

no idea, i did all my bobs with code 🀷

#

@light lintel PlayerState is automatically created, you can make your own game specific PlayerState based on PlayerState, and assign it in the GameMode to be used.

thorny coral
#

is there a way to make UE4 use the GPU more then the CPU

#

i got a memory dump crash when i was test packaging a game

median hound
#

on games my gpu is better then cpu so turning up graphics makes my fps go up, maybe this will apply to ue4?

still cargo
#

what kind of line tracing do I need if I want line tracing constantly? so whenever the crosshair hovers over an object something should happen

ionic geyser
#

Is there any way I can get the camera position + camera animation? It seems like the animation doesn't add to the location

ionic geyser
#

@still cargo like this, I made a system today that does exactly that

still cargo
ionic geyser
magic fern
#

How do I get static meshes from packaged game with asset registry? Is it the same path as on the project?

ebon garnet
#

hello guys, I've been fighting 3 days with animation, I have my character that I want to put a animation from Mixamo on it, I've been doing all the retargeting tutorials to no avail, I have a idle animation I want to put it on my character pleas help!!!

candid cypress
#

Anyone have the issue when you right click, but the right click menu just disappears right away before you could click on anything?

livid bay
#

Hi, Im complete noob at Unreal. When I move point light it all looks decent, when I click on Build lighting - it all goes to shit, its probably something really stupid but Im not even sure what to google anymore. Ive tried playing with mesh lightmap resolutions but that didnt help

hearty walrus
#

question

#

how do I rotate the entire level on a keypress?

hearty walrus
hushed stag
#

hi guys, something isn't working in my task for Behavior tree

#

can anyone see what the issue could be?

plush yew
hushed stag
#

its just stuck on this task

#

nothing is appearing in the task

hearty walrus
#

wait wait wait

#

quick question

#

what's up with your blueprints

hushed stag
#

its a pack i downloaded of github

#

i thought it looked cool so i got it

hearty walrus
#

because mine don't look like them

leaden garnet
#

looks pretty, can ya toss the link for it?

hushed stag
#

sure, just give me a sec to find it

leaden garnet
#

thanks a lot!!

hushed stag
#

@leaden garnet

leaden garnet
#

Thanks again!

hushed stag
#

no problem

#

by any chance could u help me with my behavior tree?

leaden garnet
#

unfortunately I don't have any experience with AI, sorry!

hushed stag
#

no problem

leaden garnet
#

Actually, looking at your graph now, you are comparing a int as a boolean, it's possible, but perhaps create a breakpoint there, and monitor the value, then step through and see why it constantly loops?

hushed stag
#

@plush yew my nav mesh is fine, i followed a tutorial a lil earlier and everything worked

#

its just my task that aint working

#

@plush yew and i know pretty much nothing about AI, just experimenting

leaden garnet
#

Finish execute isn't checked, the boolean on the FINISH TASK node, perhaps check that?

ebon garnet
#

any one knows about asigning animation to character ?

leaden garnet
#

the "success" node might be causing the loop?

hushed stag
#

@leaden garnet I've never felt more stupid in my life, thank u soo much

#

@plush yew thank u

leaden garnet
#

aye programming do be a headache sometimes

thorny coral
#

hi is there anyway i can make UE4 use the CPU and GPU at the same time when packaging a game? i was doing a test package just today and windows crashed due to a memory dump, to add insult to injury UE4 was using the CPU WAY more then the GPU, while the GPU was at 7% usage the CPU was maxed out at 100% the entire time, please do tell me if theres anyway i can prevent this from happening and package my game without fault, thank you

wanton lotus
# hushed stag

You should also connect the False exec path to a finish execute node as well, you can leave that finish execute success as false. Tasks should ALWAYS have every exec path connecting to a finish node, you never want to let it finish without running that node. Some of the only exceptions for this are in the body of a loop.

rigid belfry
#

instead of static

wanton lotus
# hushed stag

You can also clean up your code by using a "select" node instead of daisy-chaining a bunch of branch nodes. Imagine if you had more than 3 locations in your path logic, this will then get a bit messy, hehe.

spare kernel
#

@thorny coral for packaging no.

thorny coral
#

damm

spare kernel
#

How much ram ? What cpu?

thorny coral
#

lemme grab the specs real quick

#

Intel i7-10700F 2.9GHz (4.8GHz Max Turbo)

spare kernel
#

Packaging really hits your cpu. Does help having an sad and minimum 16gb ram

#

Ssd

thorny coral
#

thats the CPU and ram is 16

spare kernel
#

Seems fine to package

#

Not sure what your crash was. Is it a big project?

thorny coral
#

no, lemme show you how big it is

#

its actually really small

#

and incomplete

spare kernel
#

Then the crash is something else. Your cpu should be able to run at 100 percent for a good period of time.

#

Maybe check the event viewer find out why windows crashed

thorny coral
#

this is apparently 88 GB, just a single level with incomplete structures

spare kernel
#

88gb ?

thorny coral
#

mhm

spare kernel
#

Where does it say that

thorny coral
#

on the project folder

spare kernel
#

Maybe you imported a lot of assets

#

But he won't cook things you do not need

#

Ue4

thorny coral
#

yep, i did

#

i like to import things that look like i might use like buildings and construction site stuff

#

just incase i might need them later on

#

ok thats weird now its 101 GB?

chilly sun
#

I noticed this gets big fast @thorny coral ; c++ type things only I think

rigid belfry
#

whats the point of using the hud class anyway? this is what epic uses for the firstpersontemplate, but wouldn't be be easier to make a widget and add that to the viewport? is there some sorta functionality i am missing? the documentation doesnt have much about that

thorny coral
#

@spare kernel maybe its crash logs or something?

#

@chilly sun this is a blueprint project tho, i have no knowledge in C++

chilly sun
#

ah kk - ye I just started some c++ tuts to get into it more a few days ago, tuts rekt my diskspace lol

thorny coral
#

I see

rigid belfry
thorny coral
#

does this mean that the reason my CPU throttles is because i have extra assets that i dont use?

chilly sun
#

arkanoid broke me tho lmao

rigid belfry
#

i had(still have no clue tbh) what cpp even was, and for the teacher to just go line after line, without explaining nothing...

#

i dont know. not my cup of tea personally. i dont like having copypasted code that i dont understand

thorny coral
#

oh shit, yeah your right theres some demonstration maps in these files, ill get rid of them immediately

#

no wonder my CPU was throttling XD

chilly sun
# rigid belfry i had(still have no clue tbh) what cpp even was, and for the teacher to just go ...

c++ is hyper hardcore, it'll take ages to study things from syntax, variables, types, classes, inheritance, and just the general basic libraries commonly used, ways of setting up the code which kinda achieve same thing but better and worse for different cases..... there's like a lot πŸ˜„ but knowing that they're things, and having a few clues of how they work, is good foundation probably yea
should let you attempt to put things you see, into boxes you know a bit about - and as things fit or not, let you begin to understand

#

omg wall mybadddddd

#

all lowercase too, rip πŸ˜„

#

oh yea and then unreal c++ is like c++ ++

rigid belfry
wanton lotus
chilly sun
#

hahaaa πŸ˜„ I bought a udemy too once, got bored trying to code some word game

rigid belfry
thorny coral
#

i dont need them anyway, and they are kinda probably taking up alot of space so ill just delete em

#

thanks guys for helping me anyway c:

dawn gull
#

How can I programmatically merge actors together?

gaunt abyss
thorny coral
#

i see

#

i hope i dont see anymore windows crashes because of memory dumps

#

infact i think this is why my old PC cooked itself to death

#

i was tryna package this same project file and the GPU literally fried itself almost completely, the fans on it started turning slower sometimes when i put the tiniest load on it like playing TF2

#

it shut down after 15 minutes

#

how do i do that?

#

ah

#

alright, thanks

#

ill try packaging without all the demonstration maps first and if it still doesnt work ill go and mark which folders not to cook, which is gonna be a bit hard since i forgot where some of the textures in the map are from

#

i can see now XD

#

this is gonna be a pain in the ass lmao

thorny coral
#

so one of the maps i was deleting crashed UE4 lmao
Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformMemory.cpp] [Line: 197] Ran out of memory allocating 1073741824 bytes with alignment 0

lusty jay
#

my controller was working fine but then all of a sudden this comes up

#

and its making the editor super laggy

#

but if i turn off my controller everything works fine

static folio
#

Test your controller outside unreal

#

Clearly not a problem with UE

lusty jay
#

i used a gamepad tester it was working

#

it also works in unreal it just makes it laggy

bold orbit
#

Does Unreal Engine come with rocks (without installing any plugins)?

#

I mean can we add rocks in our level without installing a plugin?

dawn gull
#

no. youll need to get rocks from a marketplace asset or model and import them yourself

#

or if they do its like 3 of them in the engine files

bold orbit
#

oh...

#

Have you used Quixel Bridge for Unreal?

lusty jay
#

even switched out controller didnt work

dry latch
#

can anyone hlep me fix something ? the weapon is constantly on the ground when holded
lol
even when unequiped
my sockets are there but the weapon doesn't spawn on it, it just spawn on the ground and follow me

bold orbit
#

Is it possible to do any kind of 3d modeling (like soft selection) in UE4 (like with a cube or sphere)?

buoyant graniteBOT
#

:triangular_flag_on_post: Anti-Speciesist#4930 received strike 1. As a result, they were muted for 10 minutes.

grim ore
#

The starter content that comes with ue4 has a rock. And yes turn on the mesh modeling toolkit plugin in the engine for basic modeling tools.

dry latch
#

what is ?

#

@static folio

static folio
#

It’s the location relative to the socket. It’s like an offset

dry latch
#

on the character skeleton ?

somber rover
#

How do you keep from falling thru the landscape on sub levels? got the battle royale island map and first time working with level streaming

static folio
#

It’s on what is attaching to the socket. It’s just a guess at your problem

dry latch
#

okay i'll check

timber nymph
#

I can switch between characters and each has it's own rules for movement and cursors and stuff. If I put that in the character itself, then all of the characters representing another player will have components on them that don't make any sense because I won't be controlling that character locally. Am I thinking about how to structure this correctly?

#

it's all stuff that makes sense for the player controller because it's not relevant to other clients; but it's stuff that's specific to each character and can't generalize perfectly to the PC

#

as it is I have that stuff in components that a particular character may or may not use so it makes sense there. Maybe what I need is to identify characters that belong to networked players and remove those components from them?

bleak copper
#

So I had a crash when I spawned an actor in PostInitializeComponents() when I spawned an actor from a class assigned as TSubclassOf<AMyActor>. It occurred when I added a new C++ class to my project and, in editor, a hot reload happened. The error was "SpawnActor failed because no class was specified." and then an access violation when the following code tried to use the actor. I'm guessing PostInitializeComponents() is too early and I need to use BeginPlay()... correct?

#

I made the change and the crash doesn't seem to happen... but it only happened the once at all and I'm pretty sure I added c++ classes to the project since I made that change.

#

It'd be nice to have some documentation on when these auto-binding references are set, etc.

timber nymph
#

the editor crashes after a hot reload all the time

#

especially a "no class was specified" that sounds like a reflection problem

light thunder
#

Um, fuck you blueprint -

#

Anyone see any lights in that component list?

late verge
#

Would anyone know of some places where you can find UE4 project files full of models, animations, levels etc?

light thunder
#

@late verge you could spend months literally going through that on the LEARN section of Epic's launcher - seriously it's so underutilized IMO

late verge
#

Sweet, I'll take a look.

light thunder
#

see you in a few years lol

#

have fun down those rabbit holes

dapper frost
#

no monthly free assets in march?

late verge
#

Where do I go in the learn section to search for project files? @light thunder

light thunder
#

if you see the cloud icon it should have a project file you can download

#

You definately definately want to download content examples -

#

Literally, that will have examples of nearly every aspect of the engine main's feature, and it will give you a starting point for asking questions because you even know what is possible

fierce glacier
#

There is also tons of content in public github projects, with varying licence and wide range of readiness and quality... But some of the most brilliant pieces of ue4 code i read came from indie projects made public on github. Some of them ended up in LEARN in the end (like the impressive treegen)

prime willow
#

how much harder iss etting up your game going to be if you use custom bone setups for your main characters/actors

#

it wont be like riding up a brick wall right? ;-;

celest hull
#

@fierce glacier I am not really sure what you are referring to with 'treegen'. I have not found anything along those lines on LEARN

#

@prime willow Well, it reall depends. If you are intending to use other peoples assets that affect the player or NPCs, such as Advanced Locomotion System, then stick with the default skeleton until you know a Lot more about how things work. But, if you are starting from scratch and making all your own resources, a custom skeleton will not hinder you at all. In fact, it may make your life easier in the end.

#

@dapper frost Check back after 8AM PST on tuesday

fierce glacier
#
celest hull
#

@fierce glacier Ah, thank you. I was checking the LEARN tab of the launcher

sudden beacon
#

Does anyone know how to get skeletal mesh cloth to collide with the ground/have a tutorial?

hushed stag
#

hi guys,is there is a way to reference a blackboard in a character BP?

sly wagon
#

I WANT THE FREE MONTHLY ASSETS NOW

ocean pumice
sly wagon
#

yes

ocean pumice
#

I lovvvvve iy

#

Hyppppe

celest hull
#

@sudden beacon do you have your cloth set to collide with world objects?

sudden beacon
#

Yes @celest hull 😦

celest hull
sudden beacon
#

No, it does not. It only collides with the skeletal mesh and barely does @celest hull

celest hull
# sudden beacon No, it does not. It only collides with the skeletal mesh and barely does <@!7405...

Maybe this will help https://www.youtube.com/watch?v=w_ATC9vda58 that is a marvelmaster tutorial video on the world object collision

Explaining the how to make World Objects fake collide with clothing
#4 Video of 5
Video Tutorial Series

activate 1.25 or 1.5 video speed if you like ;)

wanna spawn Worldobjects and collide with cloth on the fly?
Watch video #5 once its release ;)

Project File Download:
https://goo.gl/2g4Mct


Want to su...

β–Ά Play video
sudden beacon
#

Damn, thank you. But, yeah this is the video I just watched through and tested @celest hull

#

Appreciate all the help though ❀️

celest hull
regal marsh
#

Can i legally distribute my own engine modification?

wary wave
#

yes

#

subject to the license you want to distribute it under

ocean pumice
#

Any good dialog plugin to recommend ? Is it really hard to create a homemade one?

visual void
#

Unable to spawn instances. Ensure a large enough surface exists within the volume

#

Anyone knows how to fix this?

#

$50 if anyone fix it

regal marsh
#

What instance is it? Actor?

visual void
#

Im pretty new, what do you mean?

timber nymph
#

it's foliage right?

visual void
#

Yes

timber nymph
#

define a landscape layer

#

it can't find anywhere to place it

visual void
ocean pumice
visual void
#

And which then lol

#

Desc says "General discussion about Unreal Engine that doesn't fit in other channels.", we should be fine

#

Did anyone know how to fix it?

timber nymph
#

it seems there may be issues if you import separate landscapes and move them from 0,0,0

#

vs using the tile map

#

or if they're rotated on Z

visual void
#

I think that i am using the tile map, it is in tiles.

timber nymph
#

weird

visual void
#

As the landscape is huge.

timber nymph
#

it's over my head then

visual void
#

Okay, thanks anyway

timber nymph
#

only other thing is if you messed with collision channels

visual void
#

No clue, i think i added roads and then i got pissed again cause it has happend 99 other times and went to bed haha

timber nymph
#

lol

visual void
#

Its not a job? Its asking for some simple help and are willing to pay for taking people time?

timber nymph
#

how much professional insurance do I need to take out to accept your paypal

ocean pumice
#

I mean the help here is very valuable and disinterested it shouldn't be met straight with money

visual void
#

You can help then, for free? πŸ˜‰

ocean pumice
#

I mean of course people should be paid for their work but i love how this place here is money free and that's precious

visual void
#

It always gets more attention, when you put money into it.

#

That's the way to get help fast my friend.

ocean pumice
timber nymph
#

if he wants to chuck $50 at a problem to make it go away faster that shouldn't be a philosophical issue for you

visual void
#

Exactly.

visual void
#

Instead of me wasting 2 hours on this

#

I earn more to just pay someone $50

ocean pumice
#

Not a philosophical issue

timber nymph
#

if he was in here propositioning someone to help him with his million dollar app idea then I get where you're coming from

visual void
#

Agree

wary wave
#

if you want to pay for assistance of any kind, the correct place to do so is the job channels

visual void
#

Anyway murphy, i think it was after i added the roads, do you think that could cause the issue?

timber nymph
#

honestly I have no idea at this point

ocean pumice
#

It's just that it can ruin the spirit that goes on here but it's definitely not a big issue just a quick reminder

timber nymph
#

the spirit of 8/10 questions going unanswered

#

lol

ocean pumice
#

Good luck on finding the solution:) try submitting a question on the ue4 forums

visual void
#

And its true murphy haha.

ocean pumice
#

I usually answers when the question is well asked

wary wave
#

most questions seem to get answered so long as the question is sensible to start with

timber nymph
#

I must be in at the wrong times then

ocean pumice
#

Anyway i feel it's great to have a space where money is not involved even though it's a bit less efficient

naive dune
#

Can I ask a question here then?

#

Surprised there isn't a questions group

timber nymph
#

if it's an engine question

naive dune
#

So its abt instanced static meshes

#

If u think u can help me with that XD

wary wave
#

just ask

naive dune
#

basically I can create many instances in one ISM component, but after i bake lighting, it says this mesh has become too big. The total lightmap resolution is too large for the ISM with all the instances. and the shadows do have seams etc. So i try using many blueprints with one instance but the performance seems to go down with number of draw calls in stat scenerendering

#

n i think FPS too...

timber nymph
#

oof

#

wish I could say I wasn't having that issue and ignoring it lol

naive dune
#

Sooo...originally i just used static meshes, then found you should use ISM instead. but when i use ISM, lightmap becomes too big, and when i use many blueprints with less number of instances, performance seems to get bad again, maybe even worse then outright using static meshes..

timber nymph
#

how many instances are we talking?

naive dune
#

ermm...well I'm using meshes to create my floor, so abt 1000 in total

timber nymph
#

no way

naive dune
#

but each one had 250 last time 300x300 that's too big

timber nymph
#

I pushed millions of floor meshes before getting performance hit

naive dune
#

sry, the mesh size is 300x300

timber nymph
#

but yeah that's too big for lightmaps

#

can you switch it to dynamic lighting?

naive dune
#

err...not sure all can be dynamic though,

timber nymph
#

just for those meshes

naive dune
#

wdym?

#

I have some movable lights, a few stationary and majority is static XP

timber nymph
#

crap hang on I'm looking for it but I clicked on my instanced static mesh component in the editor and it jumped to 20gb of ram lol

naive dune
#

nice

worn copper
#

Is new Water System supports for 8x8KM Landscape...?

timber nymph
#

@naive dune start here for the mesh but

wary wave
#

@naive dune you don't want to lightmap instances because it'll try to generate a single lightmap texture for all of the instances, which would then want to be crazy high resolution (if it didn't use the same lightmap texture, it wouldn't be instanced).

timber nymph
#

I thought there was a lightmap type property I can't find

wary wave
#

if you're using a lot if instances, you're going to want them dynamically lit

timber nymph
timber nymph
#

@naive dune

naive dune
#

Nice explanation πŸ™‚

timber nymph
#

that implies that if the instance is set to movable it won't qualify for static lighting

wary wave
#

correct

timber nymph
#

so if you can do that

naive dune
#

ahh

#

set all my meshes to movable?

#

Even though its not? πŸ˜‚