#ue4-general

1 messages · Page 954 of 1

wary wave
#

yup

#

stationary would be better

#

non-static lighting, but static shadowing

timber nymph
#

shadow maps don't suffer the same issue?

naive dune
#

Setting them to stationary/movable would still let it receive light from static lighting correct? Sorry stupid question but just want to make sure

timber nymph
#

static lighting means the lighting effects are computed at build time and applied to the mesh in the shading pipeline, so if you're disabling the lightmaps then there's no data to apply

naive dune
#

and also I guess adding many blueprints with a few instances in the ISM isn't the way to go about it either, since I felt a performance hit.

timber nymph
#

if by static lighting you just mean lights that don't move, they can still cast dynamic light

#

meaning computed at runtime

#

unless they're set not to I suppose

naive dune
#

Read somewhere it just gets treated as one mesh, whether you use one BP or many but that didn't seem to be the case

timber nymph
#

it'll be a separate mesh for every instancedstaticmeshcomponent

naive dune
#

I'l take your word for it 😂 😂

timber nymph
#

you shouldn't :p

#

I've been using ue4 for like 5 days

naive dune
#

Thanks for your help @wary wave @timber nymph

thorny slate
#

what is it and how does it work?

wary wave
#

that's a third party plugin

#

looks like one of the bigger Dungeon generator tools

thorn vector
#

Looks similar to dungeon architect

leaden garnet
#

can confirm it is dungeon architect

thorny slate
#

don't know the name of the plugin

leaden garnet
#

you should check dungeon architects documentation

thorn vector
#

Or go to their discord

timber nymph
#

is there a quick way to refresh all nodes after I move blueprints and they break?

thorn vector
#

Right click->refresh nodes

#

?

leaden garnet
#

hold CTRL select the blueprints and then refresh nodes

thorn vector
#

^

timber nymph
#

I see that when I right click nodes but not when I click blueprints?

leaden garnet
#

i meant the nodes inside the BP, sorry

timber nymph
#

oh yea

#

I guess by quick way I meant without opening every function of every blueprint lol

#

somehow they're still broken too

#

weird, don't move blueprints I guess

thorn vector
#

🤔

timber nymph
#

ooooh nope the lesson is don't rename c++ classes

winter gale
split ice
#

LogPlayLevel: Error: ERROR: Visual Studio 2019 must be installed in order to build this target.

night burrow
#

Is there any way to measure actual default first person player height in metric values?

wary wave
#

that would depend on what you mean by "actual default first person player height"

night burrow
#

The default ue fp camera how high from the ground mesh is it

wary wave
#

open up the default character blueprint and find out?

night burrow
#

Also how to accurately measure other objects

#

In metric?

wary wave
#

err, it is metric

#

by default 1 unit is 1cm

lucid grove
#

Hey fellas

#

Some thing about culling im not understand

#

You can set different culling distance depending on object size right

#

But how do i know size of the object?

#

Right now i had to do lot of random numbers to hit the spot

wanton lotus
serene birch
#

volume isn't the value you want though it might be roughly ok

#

you'd rather want "area"

#

something like finding the max of x, y and z

#

and using that value squared?

wary wave
#

surely distance culling is based on screen size, not world size

#

same way shadows don't render for items of a certain screen size or less

slender jolt
#

I downloaded unreal just to mess about with it and prototype some stuff, but everytime I try and compile a blueprint that should be simple the thing just freezes and eventually crashes. Basically it's a loop that creates a hexagon grid and offsets their height randomly (like a 10% chance of both going a step up or down)

wary wave
#

you probably have an infinite loop

slender jolt
#

I do not, I have a break loop

wary wave
#

just because you have a break doesn't mean it's not infinite

slender jolt
#

with a redundant condition

#

if the loop ever loops more than it should

wary wave
#

if it's locking up, it sounds a lot like an infinite loop

#

is the grid creation inside the construction script?

slender jolt
#

I wouldn't know how to answer that question

#

I'll try and get the blueprint, hold on

#

Like I said I'm just messing about, I don't actually "know" how to use unreal, I'm more a trial and error guy

wanton lotus
slender jolt
#

Also I'm aware the offset numbers aren't exactly accurate

#

but I need to test if it's at least doing what's supposed to before I fix that

#

I added the "wait for completion" thing also, even though I don't exactly know what it does

#

but it wasn't working before that either so I tried that to fix it, assuming it was eating all of my memory trying to create all hexes at basically once

#

I pressed Ctrl Z to undo something and it froze again 👍

#

There's a 0.0 floating over everything now

#

It is taking 90% of my memory even though I haven't even tried to compile anything

#

I think this blueprint might be mush after I tried to compile it once, I'll just copy the code and paste it on a new one so I can edit it there

wanton lotus
#

You have an infinite loop

slender jolt
#

I don't see it

wanton lotus
#

Index will never go to 11, since you have a hard-coded for loop to iterate from 0 through 10. When you do that last branch node it will ALWAYS return false.

wary wave
#

the symptom you're describing is almost certainly caused by an infinite loop

#

but Slashin8r has spotted it

slender jolt
#

but I assumed the point of a loop with break was that it breaks?

#

I guess you're right

wary wave
#

it breaks only when you tell it to break

slender jolt
#

oh, ok

#

yea that makes sense

wanton lotus
#

Just let it iterate the 0 through 10 without breaking, especially if you are only testing right now.

#

Essentially, current code is running index 0 over and over in a infinite loop.

#

I'm surprised the engine didn't throw an infinite loop error, it usually catches this kind of stuff.

slender jolt
#

Oh, so you don't close the loop? Is it actually like, starting the loop again, instead of going to index 1?

#

Christ that doesn't sound good

#

either way I'll have to create a new blueprint because this one won't allow me to even edit it

wanton lotus
#

For loop "body" is your loop, you don't need to manually loop the exec path, hehe

#

Any code in the "loop body" will be iterated with index 0 through 10. Loop body can remain open and should remain open.

slender jolt
#

Oh yea, that makes sense, and after the loop is done it just goes to completed

wanton lotus
#

Yep

slender jolt
#

by the way you also just told me what was wrong with a gigantic blueprint from like 6 years ago or something which I was racking my brain to figure out how to fix until I gave up and entirely forgotten how it worked lol

#

It was much more spaghetti than that one

#

it's probably floating around unreal forums somewhere lol

wanton lotus
#

Code spaghetti is tasty

#

You can clean up your current code with a select node and use modulus math operator instead of converting index to float to use the division+remainder node.

#

You should also save the random float to a variable so it can be used in both your weighted checks.

#

Currently, it will always set Z to 10 since "0 is less than 1" hehe

#

Well once it makes it beyond the 20% check, I mean.

slender jolt
#

wait you're too big brain for me

#

hold on

wanton lotus
#

Connecting your random float to both of those will actually have it generate 2 different floats, which is why I suggest saving it in a variable (should be first node in the for loop body).

slender jolt
#

Oh I forgot to connect the wire thing

#

Yea that makes a lot more sense

#

Well would you look at that

#

I just had to not be a moron

obtuse tundra
#

I’m looking for a good dev for the game I’m gonna make

#

More info in my dms

worn copper
#

I'm tight in Budget. So I want to know Which hardware UE use most.
Currently I have
i3-8100 - 3.5ghz
Ram 8GB
2 TB HDD
GT 710

i Can only Upgrade one of these. Means RAM/SSD/Graphics Card

I've noticed that most of time UE using RAM/HDD full 95%
CPU only 20-50% max

UE working fine and smooth for small maps. But it becoming slow for 8x8km map.

slender jolt
#

||It is not creating anything||

sly wagon
#

ram is very important for most things

#

especially for artists/game design

#

I would say CPU & Ram are the most important parts in a computer for anything involving designing

slender jolt
#

It's doing things

#

incorrect things, but progress is progress

#

By the way, I didn't actually think the created hexes were going to stay in the level, I assumed it would return to a normal state after I ended the test

#

That is very problematic lol

sly wagon
#

tbh I sometimes get more confused on why something is working rather than when it's not working

slender jolt
#

oh no it might be worse than that

#

When I select one thing it selects everything

#

and it's just literally 100 hexagons stacked ontop of each other

sly wagon
#

computers are very dumb, so communicating with them via nodes has to be perfect and logical otherwise stuff like that will happen

#

dont worry I once accidentally crashed Unreal and deleted my project

#

I managed to save it though ; D

slender jolt
#

Nah I think the dumb came entirely for me, it wasn't spawning anything, so I attached the blueprint to a mesh instead of just having it be game logic

#

I was able to just delete the hexagons and I have the blueprint saved somewhere lse

wintry steeple
#

hey

#

im new to unreal engine

#

is there any good course i can do online for free?

plush yew
#

Yes

#

The unreal engine laucher has a learning tab

#

And a crud ton of tutorials on unreal engine

light thunder
#

What would cause this?

strong bay
#

anyone know what could cause my animation to not when i sheath a weapon

slender jolt
#

Oh man generating the hexagons left to right on a grid won't work, this is gonna be a headache. Since I wanted them to create step like structures (kinda like basalt columns), I'll have to generate hexagons from the centre outwards, so that when they randomly go a step down or up, it stays like that, without it staying like that for the column/row instead of around the last hex generated

wary wave
#

does an 'IsValid' check return false if the actor is pending kill?

#

ah, managed to track down the implementation. The answer is yes, for the record.

tacit onyx
#

Is there a way to stop packaged games from lowering FPS when in background? For instance in editor you'd just disable UseLessCPUWhenInBackground. Ran into t.IdleWhenNotForeground, but setting that to 0 doesn't seem to affect anything.

slender jolt
#

Is it a bad idea to store the cube coordinates of a hex grid on a vector instead of an array or 3 floats?

#

It will be even more spaghetti but I'll just use floats, as long as it works and I understand it

wary wave
#

do you even need the cube coordinates?

#

whenever I've done hex grids, I've always just translated to/from world coordinates

#

also, even if you do store the coords, you only need to store two of the three

slender jolt
#

I don't know if I "need" them, but they at least look a lot more fit for what I'm trying to do, this is a framework for something else

#

since the generated grid should expand from a center hexagon, and since later on I'll need to find neighbouring squares of certain locations

wary wave
#

"neighbouring squares"?

slender jolt
#

You get what I mean

wary wave
#

I actually don't, hence asking

slender jolt
#

neighbouring hexes, basically I need a "territory" to be slowly expanding to neighbouring hexagons, and I'm going to have to keep in memory somewhere which hex is owned by what

#

and no, this isn't a civ type thing

#

and a hex can be "owned" by multiple things at once

hearty walrus
#

How do I smoothly rotate an object with blueprints?

wary wave
#

and you want a function that will convert between hex coords and array index

#

(and the other way)

slender jolt
#

I already have that, but for floats

wary wave
#

sure, but you'll likely keep adding gameplay data to said struct as you implement more things

wary wave
#

Tick, Timeline, anything

hearty walrus
#

speak of the devil

#

I literally just added a timeline

lost niche
#

What does the second column after date, the max 3 digit number, represents?

hearty walrus
#

also new question

#

how do I keep the middle of a timeline playing

#

so there's only ease in and ease out

#

so when rotation starts, it eases in

#

when it stops, it eases out

slender jolt
#

Now the slightly difficult part since I haven't done it before is to just get generate hex 0,0,0, then 0,-1,+1, then +1,-1,0, etc. until it circles around the first hex, and the keep going like that, from the bottom one

#

I'll have to use an array actually, just to keep each existing hex's id, position and other info

#

it's gonna be bloody massive though

wary wave
wary wave
#

the array index is the ID

#

the position can be calculated directly from the ID

hearty walrus
#

update 2

#

I'm looking at using iTween

wary wave
#

this works especially well if you're spiraling out from the middle tile

slender jolt
#

how do I do that if the ID should be like, bottom hex, bottom right hex, top right hex, top hex, etc.

#

Suppose I need to create a function for that

wary wave
#

I'm not sure what 'bottom', 'bottom right' etc represent?

slender jolt
#

but that doesn't sound like something easy to make into a function

wary wave
#

but you can definitely convert between just the index and the hex coords / world coords, it's more or less the same calculation you'd use as when drawing rings

slender jolt
#

basically this

#

the badly aligned numbers in the centre being the id

#

Jesus christ I might need sleep, you're right

wary wave
#

yeah, that looks correct

inland sail
#

Guys! I want learn UE4. But I am not sure that UE4 good for indi dev? Also about learning difficulty.

hearty walrus
#

new new question

#

how do I rotate the entire map

#

aside from physics objects

plush yew
hearty walrus
#

also

#

there's an option to program without code

#

called blueprints

plush yew
#

ye

ionic gyro
#

Hey guys, if my character needs to transform in game, like change its mesh and movement mechanics, would it be best to switch between two blueprints or have everything in just the one?

wary wave
#

that's a pretty loaded question and the answer is really going to be "it depends"

#

it really depends on how the transformation is handled, how the movement mechanics work etc

ionic gyro
#

Sorry I'm bad at describing lol but I guess I can make it easier by just saying it's Samus turning into the morph ball. I know how to make everything work for the morph ball. just wondering if i should put it all in a separate blueprint

#

like im pretty confused about parent classes and was wondering if this was a good case to look into using one

mental kettle
#

yo guys is the new gpu lightmapper supported on mobiles?

clever axle
plush yew
#

Does anybody know why I cant use ''refraction'' (greyed out)

rigid belfry
#

is there a way to chance the value of a data table at run time?

wary wave
#

only in C++

worn copper
#

I'm using Megascan Texture here. It is getting very dark in shadow like night.
Tell me quick fix

serene birch
#

skylight is the main source of light in the shadows of the directional light

#

then for baked lighting, it's light bounces

robust marten
#

How do I stop the Math Expression Node from automatically putting parentheses in the equation?

serene birch
#

make sure your skylight is working correctly and correctly setup

#

or cheating to increase ambient lighting by boosting it's power I guess

robust marten
serene birch
#

but those are cheating with realism 😛

slender jolt
#

Does "Sequence" mean it will execute the next pin every time you go through that command again, or does it execute everything at once once you run through it?

serene birch
#

if you are using megascans, I'd think you worry about realism so it might not be the best thing to do

slender jolt
#

Like, does it run 1, if you go again it runs 2, if you go again it runs 3, etc.

serene birch
#

though sometimes, you just have to ship it

slender jolt
#

because doing what I want to do with branches will look ugly

wary wave
#

Sequence just means do, this, then this, then this

worn copper
wary wave
#

it's like having new lines

#

it all still executes in order

serene birch
#

make sure the megascan texture is correctly setup then

robust marten
slender jolt
#

Is there any command for "if 1 do this, if 2 do this, if 3 do this, etc."

serene birch
#

maybe there's a mistake in the values/connections in the material

slender jolt
#

Or do I have to actually create branches within branches within branches

wary wave
#

where X is whatever you're comparing against

slender jolt
#

thank you

worn copper
#

Yes there is something wrong with texture

slender jolt
#

that's exactly what I was looking for 😄

worn bluff
#

I’m installing unreal engine and I’m afraid I won’t be able to use it because of my pc specs do you need a good pc to use unreal engine?

slender jolt
#

my pc is terrible, and it's working for far

#

then again I'm not doing anything demanding

worn bluff
#

I’m interested in level design and making cool environments

#

Stuff like this

worn copper
worn bluff
#

ooo I have an I5

rigid belfry
robust marten
worn bluff
#

Oh thanks 🙏

worn copper
rigid belfry
#

having a bad pc is actually better, since that'll force you to optimize your levels

opal lark
#

Hello I have a question please

worn bluff
#

icicic

worn copper
#

Then upgrade is necessary for very large maps
Just go ahed

gloomy ginkgo
#

why isn't "keep state" not working in level sequence?

bold bay
#

What time do the monthly free assets drop ususally?

worn bluff
#

Well I hope I can at least try to make something that looks cool I dunno I've always been interested in unreal because of games like Kurtzpel and Blue Protocol using it to make beautiful anime games

opal lark
#

I have an animation of an enemy that jumps through a door, when this is finnished, how do i stop the sequence. then have the enemy back to AI to attack the player ?

#

Sorry I know it sounds confusing

#

Anyone know please

#

say for instance like the resident evil dog jumping throuh window then attacking the player

slender jolt
#

yummy yummy spaghotti

worn bluff
#

Any idea how to fix this, I get another error when I try clicking on the link

slender jolt
#

I could store the deltas in an array but that's no fun is it

worn bluff
slender jolt
#

Have you tried installing it in another folder?

#

you probably have, just asking

worn bluff
#

I actually haven’t lemme try that now

serene birch
#

you need admin rights to put stuff in "Program Files"

#

I'd avoid doing it though and indeed install in another folder, just because the less I spend with admin rights enabled, the better 🙂

#

note that you also need admin rights to create a folder in the root of the C:\ drive

worn bluff
#

I should it’s my pc

serene birch
#

well windows makes it so that, your user has the right to "grant themselves admin rights"

slender jolt
#

You should be able to by running it as admin

serene birch
#

but it's not enabled by default

slender jolt
#

I think

#

unless you're not the admin

worn bluff
#

I was able to create a folder in program files that means I’m the admin correct?

#

Ok that was weird it let me install to program files x86

#

And I’m still able to create a folder in normal program files that’s sooo weird whstevs tho it works now so that’s all that matters thanks for helping 🙏

opal lark
#

Does nobody know the answer to my question ?

serene birch
#

I just put UE in a C:\dev\Epic folder myself 😄

plush yew
slender jolt
#

Wait

#

wait

#

there are no arrays

plush yew
#

uh oh

slender jolt
#

What do you mean? Is that what a structure is?

#

there are like 70 different types of structures

worn bluff
#

I doubt I could make that, but I’m using it for reference

plush yew
worn bluff
#

Crap

#

😔

plush yew
#

just get a rx 580, its good for the price but it cant do raytracing

#

and a decent intel/amd processor

slender jolt
#

I mean, you could still try

#

I've managed to get things computers had no business running running

plush yew
#

be prepared for a nice slideshow lol

slender jolt
#

it just won't be an accurate representation of what your game would run

worn bluff
#

I don’t even think stylized environments require raytracing, could I still at least try like can you lower the graphic output for it and then whenever I need to see it with higher graphics or take a picture raise the graphics again?

slender jolt
#

in a good machine

#

so you wouldn't know if it's well optimised for example

plush yew
#

run a cinebench test

slender jolt
#

unreal makes games for mobile

#

the engine should run okay even on a rubbish pc

plush yew
worn bluff
#

I’m not trying to make a game that’s too much work I just wanna make environments and levels and I don’t have money right now to buy a new pc or any parts, plus I’m a beginner and I don’t even know if I wanna do this as a main thing.

#

I just wanna try a bunch of things to see if I like them and unreal is something I find interesting

slender jolt
#

honestly, just download it and mess around if you're a beginner, that's what I'm trying to do also

#

you can probably get a better pc down the line

plush yew
#

making enviroments is really fun

#

and making fps

worn bluff
#

I saw speed level designs and thought they were amazing, but if I try and do something like that I would assume it would be slow :((

opal lark
#

Is my question not making sence ?

plush yew
plush yew
worn bluff
opal lark
#

@plush yew Yeah just as the annimation has finnished i need him to then attack the player, but how can he if he is in a sequencw when it ends he dissapears

plush yew
#

do you have your specs?
I cold give a better idea based off of that

#

oop

#

brb

slender jolt
#

Are there nodes that just consolidate 2 "wires"?

#

Like if 2 branches end up doing the same thing

#

can I just turn them into a single wire

worn bluff
slender jolt
#

I don't think that's far off from my pc, it has a Ryzen 5 with an integrated Vega 11

#

It can at least emulate BotW

worn bluff
#

Nintendo switch or WiiU?

slender jolt
#

Oh god's sake

#

WiiU

worn bluff
#

Icic

stiff verge
#

i'm trying to hide the VR hands tied to the motion controllers.. how do I do that?

plush yew
plush yew
#

oof online classes, ill be back in a bit

grim ore
#

@slender jolt you can plug them both into the same input on a node or use a reroute node.

slender jolt
#

Thanks, that's exactly what I was looking for

#

I don't think it's running the thing, it only works if I attach the blueprint to an object

#

how do you make a blueprint run on its own when the game starts

#

Also knowing how to delete every single instance of a mesh would be very useful

stiff verge
#

@plush yew thanks I found the motionControllerBP

pure gulch
#

What is the difference between CameraBoom's SocketOffset and TargetOffset? Why do they look the same? Is there no difference?

opal lark
#

Thanks beardie dev, But maybe Im not explaining it well. Basically when a level sequence of an enemy has finished, I need him to then become the AI enemy Ive set up so he will attack the player.

slender jolt
#

I drag the blueprint into the viewport, the tab just flashes

#

and it does nothing

#

I am the dumb one, but what exactly am I doing incorrectly

plush yew
opal lark
#

No Its the skeleton mesh of it

#

Sorry it sounds confusing

plush yew
#

maybe you could make an animation blueprint for your ai when it needs to break down a door, this may not be the answer you are looking for though

slender jolt
#

umm, progress?

#

all of them are a single object, and they don't get back to normal once I stop testing, I have to attach the blueprint to a new object and delete this one every time

#

I have no clue how I'd fix that

opal lark
#

@plush yew So in other words have the AI Hit a trigger volume that start the break door annimation

plush yew
#

I think

#

Not entirely sure where to post this but I have been a bit back and forth wether to go for grass cards or grass meshes.
Grass meshes being bit more on the GPU. But the grass cards having the problem of shader complexity with the transparency and overdraw also being bad. What are you guys opinions on this?

thorn crown
#

@plush yew Grass meshes are always better for performance than grass with transparency in them.

plush yew
thorn crown
hushed stag
#

does anyone know if it is worth putting this into event tick or just leave it at even beginPlay?

thorn crown
#

@hushed stag What are you trying to do?

hushed stag
#

@thorn crown so im trying to make my NPC run when he chases the player and walk when he is just patrolling

hearty walrus
#

thank the gods for source control

thorn crown
#

@hushed stag In that case I would create a custom event for each state, and make that change the max walk speed.

grim ore
#

@hushed stag that sounds like a task then or part of your switch between patrolling and chasing

slender jolt
#

I made a star

#

I wasn't trying to make one

light thunder
#

What causes this light texture falloff distance, where it goes from round to using hte light material function (which is a horizontal block)

#

material function doesn't have anything obvious

graceful forge
#

Hey all, is there a way to turn off the 'left mouse click to orbit look camera' in the editor? Causing me grief considering rmb does the same thing...trying to vertex paint and keep making the camera rotate instead by accident 😅

vital pawn
#

hellloo I'm new to unreal,, how do i get this node? 🥲

grim ore
#

hold the 1 key and left click, look for a constant, look for a scalar

vital pawn
#

thank u !!

hidden knoll
#

Any ideas on how to increase the player’s max walk speed based on the distance to a certain location?

grim ore
#

use a map range node based on the distance and your values

wind gale
#

Does anyone understand the rhyme or reason why some custom blueprint actors show up in the Place Actors panel, and others don't?

hidden knoll
deep viper
#

Say I have *StaticMeshes nested inside two separate actors. Is it possible to Vertex paint all static meshes inside both actors at the same time?

I have at least 2 actors that snap together and I would like to vertex paint their meshes for moss + wear and tear effects on their materials.

plush yew
#

how do I make an anim montage loop untill a certain condition is met?

grim ore
#

set the anim montage to loop inside of it until you change the section or stop it

#

I am pretty sure the owen character in the content examples project in the animation map is set to punch using a montage on a loop

plush yew
#

yea i read something like that but I coudnt find any good documentation about it, most of it is old. or it seems there used to be a different anim montage ui

grim ore
#

the ui was changed recently ,but the concept is the same

plush yew
#

I see , thanks

grim ore
#

the biggest key with the new one is the ui for montage sections is easier to understand in my opinion

#

each section is listed, and you just click the square at the end of the current animation in that section to choose what is next, if you choose the same animation it makes it look

#

so if I was to set both of these to loop for example and played the montage for the Default section it would just run the animation in the default section over and over, if I then said to transition to the Running montage it would swap to that section and loop it until I said otherwise

plush yew
#

ohhh

#

thats how you make it loop huh

grim ore
#

so the owen example in the content examples is Start Punch into Punching which then loops and then another section after that for stop punch when it needs to stop

#

yeah its "weird" since you expect to see like "loop" as an option but logically it works because you are saying hey after this section, play this section again

plush yew
#

yea that does make sense

#

how do you stop it tho? lol

grim ore
#

tell it to play another animation or montage or call stop on it

plush yew
#

stop anim montage node? doesnt seem to work

#

cause of my branch, hol up

slender jolt
#

I'm actually losing me mind

plush yew
slender jolt
#

Jesus christ

#

Look at this mess

#

I have not a clue why its doing what its doing

#

I'm slowly understanding it less and less

#

or I didn't understand it at all in the first place and I'm starting to realise it now

plush yew
#

(I just found it.. 😄 )

#

@slender jolt that spaghetti tho

#

making me hungry

slender jolt
#

I think I figured it out

light thunder
#

how do I get an animation to stagger? I'm trying to play with setting the playrate during gameplay but that doesn't seem to be having an effect, maybe it has to resume playing for this to happen? (I have a door animation of a roll up door and I want it to slow, then speed up, it's too "fluid" right now)

slender jolt
#

oh yea it's genuine Italian spaghetti code

#

meatballs and all

light thunder
#

Normally I'd use a timeline and alter the curve of the movement to get the bounce/staggering, not sure how to do that with an animation

plush yew
#

playrate?

#

hook up a timeline to playrate? 1 is default playback speed

slender jolt
#

I don't think Unreal likes me very much

opal lark
#

Is it possible to add AI to sequencer ?

slender jolt
#

ok, this is legitimate progress, the positions should be correct, I just think the distance added between them is funky

dire crescent
#

hi, got a problem when i am trying to save something i have worked on today it comes up with an error: the asset "..." failed to save

slender jolt
#

I'm pretty sure I need to rotate the model, but if I do it also rotates the relative coordinates, so it's pointless

#

How do I make it so an added component uses absolute position and not the position of an "attached parent"?

restive yarrow
#

Does Epic offer account services like playstation does? For example if im a player and i want to purchase skins inside my game then all the info of the skin purchase and then it actually showing up in my game, in game purchases etc?

#

DLC's

plush yew
#

@slender jolt thats why u can use cpp

slender jolt
#

I'm just trying to generate a bloody hex grid

#

what's cpp?

misty wharf
#

c++

slender jolt
#

Yea not gonna happen, not for the time being at least

#

I got this by cheating

#

I calibrated the values manually

#

through trial and error

queen dirge
#

any friendly environment artist want to hit me up with a dm? 😄

slender jolt
#

but it doesn't work

smoky lynx
#

Hi, I just wanted to ask if unreal engine supports blender?

smoky lynx
#

Thank you

light thunder
#

What's the right order for taking a 2d capture component's render target and putting it to a 3d widget...I've done it before but it's been a long time

waxen crypt
#

https://prnt.sc/10bhp5k
https://prnt.sc/10bhrod
Hey guys does anyone knows why zorder behaves like this or what is the problem?
it happened out of no where the popup save menu doesnt appear on top just behind
(i was suspecting because of some crashes that bugged up things but not experienced enough to do anything other than just make new bps and re do stuff (small changes) "thats how i got some stuff in the past to work when sometimes it broke")
and i have tried playing with zorder and looked everywhere for almost 2 hours now and no vain
and this is for settings menu where i have main parent and child and the pop up is created in the 2nd child
it goes like this
parent->child(settings menu)->child(adv settings)->popup menu(save changes pop up menu)
also it used to work b4 but now i didnt come close to the bp or it and it bugged up
ping me if someone have any clue

Lightshot

Captured with Lightshot

Lightshot

Captured with Lightshot

rigid belfry
#

how do i make an actor spawn based on a %?

#

because this is not the way to go. for sure

grim ore
#

your looking for weighted randoms, theres quite a few posts out there on it

#

there is weighted booleans in the engine but nothing like what you want here out of the box

#

a super easy way is random 1 to 100, then set your thresholds like 4 or less is rare, then it rolls over to 15 or less is uncommon, then it fails down to common

light thunder
#

What am I doing wrong with this 3D Widget, trying to get the render target onto it -

rigid belfry
#

is this new?

light thunder
slender jolt
#

Finally, that was a pain in the arse

light thunder
#

That's just a camera actor with a SCeneCapture2D component

slender jolt
#

the middle bit is still wrong but it's fine, it's just the bit that holds the blueprint

grim ore
#

@rigid belfry not new, always been there just a warning

slender jolt
#

Are you guys not impressed? Are you not entertained?

plush yew
#

its pretty cool 😄

waxen crypt
#

it is a good job if i first i understand what is it for ?

slender jolt
#

I'm joking, it's terrible, it's not impressive at all

lime gull
#

But hexagon

plush yew
#

@slender jolt are you doing hexagonal procedural spawning? I recently spent time doing procedural spawning of big hexagon made up of smaller hexagons based on an integer input

slender jolt
#

Yes, I'm doing something like that was a basis for something else

lime gull
#

Also, anybody know why a component overlap would work, but then when the level is reloaded it wouldnt?

pseudo pulsar
#

Can you change the world color without adding a skysphere? I'd like to make the black a different color.

slender jolt
#

basically I want to prototype enemy spawns gaining "territory" over time

#

I thought using squares was too boring and minecrafty so I went "why not hexagons"

#

now I know why not hexagons

pseudo pulsar
slender jolt
#

Yes

plush yew
#

Ignore the big pillars

#

n=3

pseudo pulsar
#

Oh. Cool! Are you bitmasking?

slender jolt
#

This is what this spaghetti looks like

#

it generates the hexagons in rings

plush yew
slender jolt
#

oh wow, that looks great, I love the little bubbly thing it has going on

plush yew
#

yeah its a wasps nest comb

pseudo pulsar
# slender jolt it generates the hexagons in rings

That's cool! I implemented 8-bit masking to auto-tile the soil for my game. Was considering making it work for a lot more, but haven't really played with doing mesh based procedural stuff yet. I assume it'll be the same concept; except swapping out meshes instead of textures. lol

slender jolt
#

I'll have to tweak the elevation numbers

#

they are a bit all over the place right now

plush yew
#

I did my cell generation in rows, but would need a lot of extra complexity to get the vertical elevation like you.

slender jolt
#

I initially thought of doing it in rows too, since you can pretty much just offset the id, but I wanted it to expand out from the centre, for multiple reasons

#

It was a lot harder than I thought it would be

#

I has like 6 loops inside of another loop all with different id offsets using cube coordinates

#

Yours looks a lot comfier though, and you actually know what you're doing

#

instead of hitting your head against a wall until the thing works

rigid belfry
#

how does the switch node work?

grim ore
#

one thing goes in, based on the in it picks an out

#

so it could be a switch on int, and would execute a wire based on the integer coming in.

lime gull
#

Anybody know why a component begin overlap event would stop working once you re-enter a level?

#

It works fine the first time, but then breaks once going in again

dense dagger
#

Hey guys, i'm having some problems with the texture while I swap meshes in unreal. I create a blueprint for swap meshes in unreal, the blueprint is working fine and the swaps are perfect. The problem is that the textures in those meshes that swaps stay emissive cause they are moveble objects that don't bake in scene like the other meshes. (In short, they dont bake cause they are inside the blueprint) So I found a way to resolve the problem but the results are not satisfactory, i used the lightmassimportacevolume to make a "false" bake of the meshes using the volumetric lightmass but the results are not so good in some cases (i'll add some photos). My question is: I'ts there any other way to create that swap of meshes and make the bake or to use the lighmassimportancevolume and make the texture look pretty?
Emissive with no lighmassimportancevolume

#

beautiful with lighmassimportancevolume

#

ugly with lighmassimportancevolume

grim ore
#

@dense dagger you might be missing what the lightmass volume does and why its emissive. #graphics might be able to help but I beleive your asking about the difference between a build lighting setup (lightmass) and a dynamic setup (realtime)

slender jolt
#

Very comfy kitchen

dire whale
#

just changed my project from 4.20.3 to 4.26 and i am getting some issues ):

stiff verge
#

most software let you import an older project in a newer version. I'm wondering why issues with game engine are so common

grim ore
#

nothing abnormal, stuff changes over time.

#

game engines are just 1000's of parts and over time they change

dire whale
#

So, i had a message pop up when the players leaves the area mission... the script to kill him still works and all of that but the "visibility" aspect of it dosent

#

anymore

opal lark
#

Is it possible to ad AI in to sequencer so when sequence is finnished the ai will attack player

dire whale
#

as soon as i start i keep getting the message when the actual coding aspect of it seems fine, thoughts?

opal lark
#

@dire whale How would i go about that please

worn bluff
fallow oxide
#

any exact ETA on UE5. Just got Rider Update with UE5.

grim ore
#

yes, 2021

dire whale
worn bluff
#

Npnp

fallow oxide
grim ore
#

well you asked for an ETA, ETA is Estimated Time of Arrival and its still 2021

#

nothing else beyond that

opal lark
#

@dire whale Thanks

fierce tulip
#

yes, 2021 :p

#

we know exactly as much as any other person

fallow oxide
#

@grim ore haha, you seems to be a great diplomat

#

we can only wait

#

I just hope there is no licensing change in UE5. it remains same as that of UE4.

fierce tulip
#

read those :)

fallow oxide
#

cool thanks a lot brother

weak cradle
#

Anyone know a good tutorial on level design

potent reef
#

Hi... any daz3d user here? i am using daz to unreal bridge on Daz Marketplace. I had a scene with genesis 8 male, sit on the hover bike. I export with skeletal mesh and etc. I always failed. The poses i made, revert to T-pose. So, how do you export to unreal with poses? always failed.

weak cradle
#

Because all the ones I watched aren't that great

plush yew
#

Do entered console commands and entered console commands from BP stay in the packaged version of the game?

fallow oxide
#

@potent reef not expert , but have you tried this flow Daz -> Autodesk (Maya, 3DS) -> UE4

#

Not sure if there exists a pipeline for Daz -> Autodesk

potent reef
toxic hatch
#

if I use ue4 to generate my lod's does it automatically make it so that textures are smaller when theyre far away or is that something you have to do separately

fallow oxide
#

i don't think UE4 does that.

#

because every LOD has its own material slot

toxic hatch
#

i tried looking in to it and theres something called texture streaming that sounds like it but idk if its something under the hood or if its something people can adjust

slender jolt
#

Ayy I made it scalable, so I can have bigger hexes or smaller hexes

neat forge
#

Is there a way to take a string/name variable and add a prefix to it? I want to add "l_" and "r__" to the beginning of the socket variable on a switch

slender jolt
#

nothing broke surprinsingly

grim ore
#

@neat forge you can use the append string node to append strings

neat forge
#

Oh yeah lol, sorry to be a noob

timber nymph
#

I keep coming back to this conceptual issue, maybe you guys have some good ideas. I keep reading that the player controller is "the player's will" and where input goes etc. But also that you don't switch player controllers during the game, unless changing maps or something. So let's say you join a game and you're spectating, but then you get on a team and start playing. Spectating and playing have radically different input demands, so it doesn't make any sense to me to put input in the player controller at all, really (maybe just like, escape to open the menu). Shouldn't all of the input, hud, etc be on the pawn? and you possess different pawns to have a different gameplay experience?

#

the player controller seems like maybe where you put their name, but even the score would be on the pawn because they don't have a score as a spectator

grim ore
#

@timber nymph you can do that yes, common inputs would be on the controller and passed to the pawn or they could just skip the controller and all be on the pawn

fallow oxide
#

Have you looked into SpectatorPawn class?

timber nymph
#

@fallow oxide it's a conceptual issue not about which pawn touse

timber nymph
grim ore
#

You can probably skip the controller for everything but think about this setup. Your pawns have all input, your pawn dies and is destroyed. how do you respawn the player with a key?

timber nymph
#

yeah that's where the breakdown is for me

grim ore
#

the answer is the controller

timber nymph
#

because keys aren't relevant if you're not a particular kind of player

#

so I'd really want to switch player controllers from e.g. a spectator, who doesn't know about keys, to a player, who has a persistent key between lives

grim ore
#

you might have menu input in the controller, ESC for Menu toggle for example

timber nymph
#

but I read again and again that switching player controllers isn't a thing

#

which makes sense if the PC represents the network client, for example

grim ore
#

and most of the times the KEYS are relevant, the ACTIONS are what is different

orchid sable
#

Hey friends, Im trying to package a debug build of our game, but cant seem to get it working. We built the project w/ debugeditor, tried passing -debug to both project file and editor file...but keep getting this:

ERROR: Targets cannot be built in the Debug configuration with this engine distribution.

Any insight would be greatly appreciated...waited 2 days to come ask for help

#

I also have the debug symbols

worn bluff
#

@plush yew I installed unreal and I wanted to test the capabilities of my pc, so I installed the elemental demo and so far the only thing that's slow is compiling all the shaders, navigating the scene is slow, but it is not unbearable, I dunno I think I can deal with this not everything is compiled so it might get slower once it's done, but for now I don't see a problem using the engine.

grim ore
#

compiling uses all CPU resources, it will get faster when it is done

timber nymph
#

compiling shaders made me have to reduce my overclock to manage heat lol

grim ore
#

@orchid sable chances are you cant build out a debug build with the launcher version of the editor, are you using a launcher version of the engine or a source version?

worn bluff
#

Then this might be even more bearable than I thought

orchid sable
#

@grim ore im using launcher version...tho I coulda sworn I read about it being possible from there

grim ore
#

it might be, but I can say from testing choosing debug as the packaged version just plain fails for me on launcher versions

orchid sable
#

just did a test and a fresh project seems to let me build debug version...

grim ore
#

does it say which target is failing? perhaps its a plugin

orchid sable
#

we thought about that and turned off anything and everything possible

#

deep debuging now, but wanted to make sure i wasnt missing something obvious from staring at it too long

plush yew
worn bluff
plush yew
#

thanks in advance

sweet arch
#

I'm trying to get Perforce setup for a class project, and when I try to connect the workspace in unreal it gives me the message "No Workspaces Found!"

Everything seems to work in P4V. I can pull the current and push files out. I'm currently using a class P4V server setup and Unreal Engine 4.26.1

Any ideas?

worn granite
#

what kind of workspace do you use?

next badger
#

@sweet arch P4V is a GUI client, server is just P4, you should be running P4V along UE4 to access P4 server

#

also make sure ue4 is not blocked in the firewall

grim ore
#

I want to built my house in an external program that I could then import it into UE4 without much issue. Current problem is stuff like sketchup and some other stuff I have tried are making 1 mesh out of it all rather than walls or surfaces I can use and texture properly in UE4. Any recommendations?

next badger
#

@grim ore blender? 🙂

grim ore
#

ugh

#

trying to use a compatible CAD system if possible lol

#

I mean I did it using the modeling tools in UE4 to start with and it was fine but I would prefer a proper DCC for this if I can find one.

#

trying to get a complete arch viz workflow tested and working for reasons and so far its not user friendly lol

slender jolt
#

Any way to make a texture not stretch when you change the scale of an object?

sweet arch
slender jolt
#

Like if I make a cube "rectangular"

next badger
#

cad is generally generating solid mesh based on instructions set...technically you can export them as separate meshes, but you need to isolate and export each one

grim ore
#

yeah none of the programs I have tried so far support that 😦

#

atleast not in one file which I know can be done, I've done it for 3dsmax -> datasmith but was hoping for a CAD specific DCC this time around

#

Sketchup wasnt bad but I cannot get a handle on the interface and its one mesh lol

vernal valve
#

Ok so I want to create a new project and it just stops initializing at 39% every time. Is this normal?

grim ore
#

yep

next badger
#

@grim ore Fusion 360 can use "components" to draw meshes as separate objects

vernal valve
#

And it takes ages?

grim ore
#

its 100% cpu based, so slow machine slow setup time.

#

check your task manager see if its near 100%

#

@next badger gotcha. going to try and see if sketchup can do it (have it done in there already might as well try, then might check out 360 and revit)

vernal valve
#

it's at 100%, altough UE only uses 25-30

#

Oh it finished now

#

I just can't remember it taking that long last time like 2 months ago

calm pollen
#

hey im trying to make a system in the menu so that when a button is pressed, another one shows up, then when pressed again, the original one pops up. Kinda like an On/Off button. This is what i have but for some reason its not working, does anyone notice anything wrong

#

what happens is that it displays the second image (off) then the whole button disappears

grim ore
#

what is the default size on the button before you do this? you dont have a size in your input brushes

calm pollen
#

both the On and Off variants are x-450 y-250

vernal valve
#

It's been compiling shaders for minutes, is that normal?

grim ore
#

is your cpu near 100%?

vernal valve
#

yup

grim ore
#

then yup

vernal valve
#

is it alway like that or just because the project is new?

grim ore
#

first time with the project, possibly first time with that engine version

vernal valve
#

yeah that too

#

And I have raytracing on, does that make a difference?

grim ore
#

first time using raytracing? yep

vernal valve
#

ok thanks

#

Oh I guess I also accidentally had two projects open haha

plush yew
#

How would I go about creating my own projectile coming out of the gun?
I know roughly the blueprints through tutorials, But I have no idea where and how to import and make my own custom bullet

grim ore
#

@next badger yep Sketchup will do it, just have to fight with it and use materials/proper geometry lol

#

@plush yew lots of questions there. How to make a mesh for a bullet? how to get the bullet into the editor? how to spawn the bullet? how to move the bullet?

thin sluice
#

I got this thing from a tutorial and for an reason, it return true only after the hearing sens got activated

plush yew
#

And I basically want to create a paintball, with splash effects

#

but I have no idea where to start, like where do I source the effects/paintball from the get go?

calm pollen
#

thats how ive seen people make a blood splash effect

plush yew
grim ore
#

he mouses over it at one point, its just an arrow component added so there is a point of reference in the world

calm pollen
#

@grim ore i switched the inputs on the very left around, not it displays it for like a second longer but the dissapears, is it setting the size of the buttons to 0,0 or something? Idk why it would destroy itself after use

next badger
#

@grim ore I thought you have some beefy pc

grim ore
#

I do

next badger
#

i've checked fusion 360, it didn't go beyond 25%

grim ore
#

@calm pollen try setting the sizes when you do the set brush node, from your screenshot it shows setting it to 0

#

@next badger dunno I havent tried 360 yet

plush yew
next badger
#

@grim ore it's free (still)

#

but they may change the licensing

grim ore
#

yeah I might check it out after I get this sketchup flow working. I want to get all the datasmith pipelines understood

plush yew
#

which sketchup version do you use?
Datasmith doesnt work with my free version 😦

calm pollen
#

even added a breakpoint, the code works fine but something else happens after i guess

grim ore
#

are you sure its destroying itself and not just making it small?

calm pollen
#

it looks completely gone

grim ore
#

you can open up the widget reflector in the developer tools and look thru the ui tree while its running

calm pollen
#

oh ok ill try that i didnt know that

#

everything is looking normail idk whats up

#

i might just make it so when one button is clicked, the visibility gets swapped for each of them

thin sluice
#

Why my ai is not succesfully sensing, i got the hearing and the sight thing and if i deconect the event on this node(On perception updated and connect the old one it succesfully sens the player

plush yew
#

Whats the difference between having 'use controller yaw, pitch, roll' enabled and having 'use controller desired rotation' enabled? On the latter it says to disable the former

rigid belfry
#

damn i could really use a power up

worn bluff
#

Why does it take soooo long to compile shaders it only compiled 1k out of 9k and it’s been an hour 😑

rigid belfry
#

you were new right?

opal lark
#

How do I Transitioning Between Gameplay and Cutscenes ?

worn bluff
#

No like I wanted to try the elemental demo to see how it would run and I opened the project and it said compiling shaders so I assume I have to wait for that to finish before I can hit the play button.

worn bluff
opal lark
#

I have a skeletol mesh he jumps throu a door then i need him to attack and chase player in game, but how can he do this if i does not move after sequence ends

rigid belfry
#

compile speeds are related to your cpu capability

worn bluff
#

Dam mine must be slow af

grim ore
#

@worn bluff you are running on a dual core laptop cpu, its going to be a bit

#

assuming of course its near 100% cpu, if its less you installed something bad

rigid belfry
stiff verge
#

I've got a weird Gui behavior with the sequencer. I move many objects at the same time by selecting them all. Then I add my keyframes but as soon as I keyframe the first object, the others "refresh" based on their timeline data..

#

Is there a way to automatically keyframe when I move stuff around?

vernal valve
#

Is there like the UE4 beginner tutorial? Like there's the donut tutorial for blender?

rigid belfry
#

i like his channel in general

#

he posts great vids in my opinion

plush yew
#

Hi, would appreciate some help, I am having massive problems getting an AI character to rotate the way I want it.

#

The character is controlled by either player or Ai. When player controlled, I do set control rotation based on player input, works fine. I actually handle movement via projectile movement component, but I also have a CMC attached.

#

However when the character is in 'AI mode' it seems I'm unable to set control rotation no matter what, rotation is just random almost.

dense bay
#

Try messing with the setting bUseControllerRotation or something like that, in the character

digital verge
dense edge
#

Ive guessed it, you wont find a fix in google with a purchased asset. You need to find the cause of error yourself using the error message

plush yew
#

Still no luck with rotation

#

All i want to do is use find look at rotation and plug it into set control rotation

#

The AI is moving how i want just rotated randomly

#

No setup seems to work

grim ore
#

what are you setting the rotation on for the AI, the control rotation, the capsule, the mesh?

plush yew
#

Control rotation

distant totem
#

you are using both projectile movement component and CMC?

plush yew
#

yeah

#

btw is blender the N1 3D software for game design? (assets/3D modelling etc)
I think I might switch to it from Rhino3D

distant totem
#

I think thats your issue, why use both? try and set the rotation in the CMC, ensure the AI controller has UseControllerRotation, play around in the details

plush yew
#

Cmc doest give movement idk why

#

I just have it since its inherent to character class

worn bluff
worn bluff
magic fern
#

Hey guys. What is the best way to replicate the skins of players that enter a multiplayer lobby and the ones that are already there?

vale flare
#

hey guys, why does it seem like my physics constraint is colliding with my skeletal mesh? i tried to set it up where the physics constraint would move with the animation but uh...

#

it's trying to do a sword swing animation

#

trying its hardest

grim ore
#

@worn bluff it’s still a Lowe power laptop cpu based on your screenshot. It’s gonna be slow. Super slow.

vast pawn
#

how do you edit blocks in geometry mode inside blueprint viewport?

#

and snap onto vertices of another object?

plush yew
#

Whether the branch is true or false, the audio will still fade in. Doesn't matter if it was even ticked at all.

grim ore
#

The top wire fires no matter what the if branch says so it should fade in yes

plush yew
#

Yes, The problem comes after

#

When determining whether to be reset or not, It will always reset. even if the branch returns false, and there's no tick...

#

the audio will fade in another 3 times

grim ore
#

Print out a string after the true and false. See what shows up.

plush yew
#

Wow I'm so mad, I had an AI character spawning the same exact sound at a 2d location.... So the Branch was true for it, even if it wasn't true for me

#

Pog thanks for the print suggestion, It helped me figure it out

timber nymph
#

I have a postprocess effect that flickers/smears when the camera moves via my code, but not when I eject and move via the editor. Is there a particular place or way that I need to move the camera? I'm just rotating the swingarm

dusty zinc
#

noob question - this material root node looks different from what a normal material root node looks like. I found it on most skeletal meshes I look at - I was hoping to manipulate a material by adding a holographic effect to it, but don't seem to know where to begin modifying a paragon or mannequin asset. MY Q: How is this different from a normal mat and is there documentation easily accessible? I haven't found anything yet on the subject.

digital anchor
#

@dusty zinc on the material details, there is a "Use Material Attributes" checkbox

plush yew
digital anchor
#

its just to be easier when blending many materials etc

worn bluff
#

This is the first time I’ve seen this

#

THIS IS LITERALLY CUTTING EDGE

spare kernel
worn bluff
#

Oh yeh I joined this server today I kinda been living under a rock for the past few weeks XD

#

But I’m MESMERIZED

#

They look so real

plush yew
#

I have a question, when designing a level, do you guys try to get the unseen parts perfect, or no?

glossy prism
#

i usually do what the player can see but if its not gonna be visited or visible ill leave it with less detail

plush yew
#

ok but let me ask you something

#

How would you do rooms with box brushes? Would you extrude the doorway via the original room, or have it as a separate box brush?

zealous hornet
opaque minnow
#

Hey guys I was wondering

Ryzen 5 3600
Or
I5 10400f

And btw what is the worth spending

GPU or CPU
Because recently unreal engine could bake light using an rtx

So should make it like this :
Ryzen 5 3600 6 cores
Rtx 3060 ti or 3060

Or like this :
Ryzen 7 3700x
Gtx 1660 ti or something in that range

hexed barn
#

I'm getting a message on loading a simple starter project.

#

Can anyone help me understand how to fix this? Pressing OK just causes the popup to come up again. It won't load the project.

rancid lynx
#

when i save and load an array, the arrays are showing data after a load, but not after a game restart and load. but the HMDPlayer Location Transform is updating with no problem.

#

im assuming you can save and load array data also right ? why is my array data getting lost on a game reset - load, while the HMD transform is saving correctly ?

#

resetting the game and loading game data after a save seems to lose the array information, but not the non array transform. anyone have any ideas why ?

sterile tulip
#

Im having a problem

rancid lynx
#

are you using that ew landmass stuff? i had strange issues with suck players with landmass tools. no idea what it was. just know it didnt hOoen the day before i used landmass brushes

sterile tulip
#

The landscape is created with the landmass tool @rancid lynx

rancid lynx
#

try a quick map lwith out la dmash brushes. surely they are not the problem. but id test that also. or pCk the game with landmass and see if that helps no idea

sterile tulip
#

Im having a problem
On some spaces of my landscape it works fine but on some places of my landscape the wheel goes through the ground?

sterile tulip
calm pollen
#

is there a way to make widgets appear only once, then once the player clicks off of it the widget never comes back up

#

like a terms of service or a welcome screen^^

sterile tulip
#

sure

#

prob with a boolean

#

before the widget hasnt appeared the ,,is already shown,, boolean is false, and once you show the widget once this boolean is set to true. And before you show this boolean it checks if this boolean is false as a condition and if it is false it shows, if it is true then nothing is done

calm pollen
stone mirage
#

hello, can somebody tell me how to fix the groom sync with the mesh? i have tried so many things but no luck
BTW the alembic was made in blender and it imports without problems.

#

thanks in advance

slender jolt
#

unreal through remote desktop is not advisable

late verge
#

does UE4.25 have the Movie Render Queue?

#

or is that only 4.26?

timber nymph
#

is there a way to have typing "for loop" select the "for loop" in blueprint and not the "for each loop" ?

#

seems like a no brainer

ivory gulch
#

hey guys instead of making materials in UE4, can I make em in Blender instead? Will it make any difference?

golden niche
#

JetBrain updated their editor adding UE5 support!!

#

Its happening!!

remote bramble
#

i need some help with this lil something. so im following this tutorial, but i cant compile the level blueprint with the target as self

#

i ve had to compromise and use the player character i made as the target

#

but the character moves independent of the rotation

#

so if i look backwards and press w im walking in the opposite direction

#

and i cant walk diagonally

#

can anyone tell me why i cant compile with the target as "self"?

plush yew
#

I've followed that tutorial

delicate mesa
#

anyone else getting this werid compile bug on successfully compiling a project

#

like my project literally has a broken exe and im quite ticked

regal mulch
#

Isn't that the wrong subfolder? Shouldn't there be one with your games name

timber nymph
#

I have a BP function accepting an array by reference but adding elements to it doesn't update the incoming array; I assume it's passing a copy of the member by ref, how do I get the member by ref to pass?

regal mulch
#

Also the exe file should usually be in the root folder of your packaged game iirc

regal mulch
regal mulch
#

Hm then not sure. Might be a BP limitation :/

#

Halfbaked feature

timber nymph
#

what would be the point of the byref flag then

#

lol

#

if it makes a copy and passes the copy by reference that's absurd

regal mulch
#

Mostly for non arrays maybe

#

And structs

#

But I'm just guessing at that point

timber nymph
#

gotcha thanks

regal mulch
#

Lots of stuff in bps is sadly copied

timber nymph
#

arrays by ref would seemingly be the most important use of the flag

delicate mesa
#

@regal mulch no there isint its a really bad engine bug since the project compiles but gives me a exe that does this

regal mulch
#

I think they introduced it for structs or so

#

When they added the set member functionality

delicate mesa
#

lemme check

timber nymph
#

@regal mulch FWIW it looks like the solution might be to write a getter with an out param

regal mulch
#

Well cpp def works

delicate mesa
timber nymph
#

that should be able to pipe into the BP ref input though, I'll see

delicate mesa
#

thats the log

regal mulch
#

Don't see anything wrong on my phone atm. Are you using the Frontend or just the editor to package?

delicate mesa
#

the editor

#

usually when compiling the exe name is your project name not ue4-game.exe

regal mulch
#

Yeah

#

Also not in the engine binary folder

delicate mesa
#

all i have is content a paks with the .pak there literally did not even create a proper binaries

slender jolt
#

I'm not gonna be able to implement it right now, but what's the best way to deal with massive data tables using blueprints? Is it actually just arrays?

#

Can you inject values into an array using an index, etc.?

regal mulch
#

Datatables are TMaps iirc

#

TMap<FName, void*> or so

slender jolt
#

Thanks, I don't know what a TMap is but I'll look into that

regal mulch
#

Not sure what your question is tbh

delicate mesa
#

@regal mulch any other suggestions cause its failing to create a binaries directory

slender jolt
#

basically I need to keep updating constantly changing information about enemy spawns and "vegetation" per map "chunk"

regal mulch
delicate mesa
#

yep

regal mulch
#

Then not sure tbh

slender jolt
#

say, the player cuts a bunch of trees, that number affects the spawn of herbivores

#

which in turn affects the spawn rate of close by carnivore enemies

delicate mesa
#

ima try on my laptop see if it compiles might be something buggy with my ue4 install

slender jolt
#

which could affect the spawn of human like enemies, etc.

calm pollen
#

im trying to make it so that the Terms of service widget only shows up once, but now nothing shows up lol, does anyone know what im doing wrong here?

regal mulch
timber nymph
#

@regal mulch I was wrong, it is getting passed by ref I was just calling it from the wrong place and it wasn't running lol. Thanks for your help

slender jolt
#

Oh yea then that won't work

regal mulch
slender jolt
#

but the tables could be useful for keeping static rates like how much "food" an enemy type needs around them, etc.

#

so that's good to know

regal mulch
#

If you spawn the widget there you can promote the return value to a variable and check if that is valid befote spawning another widget

calm pollen
plush yew
#

Is there a way to hide a mesh inside an actor??

regal mulch
#

Object is always an instance of your class. Imagine a class like a house blueprint and when you build a house based on the Blueprints you get an instance.
If you build 50 of them then the object needs to be one of them

#

Casting is just a way to determine the type of the object

#

Cause everything inherits from each other.

calm pollen
#

how exactly would you know though, is there a way to view the right one in the bp of whatever you are casting to?

regal mulch
#

You need to keep track of them yourself

#

Spawning Actors or Widgets returns the new object

#

You can save them to variables and reuse them

calm pollen
#

oh so you can make your own objects as variables and use that while casting?

regal mulch
#

These variables are like containers. They can be empty if you never saved anything into it. So there you need to check IsValid if you arent sure that something is in it

plush yew
#

Is it possible to hide geometry in physical asset?

regal mulch
calm pollen
regal mulch
plush yew
#

It's not a separate fbx... It's an object inside an fbx...?

regal mulch
#

Just creating the variable will not be enough as it would be empty

regal mulch
#

Not sure if you have other options despite splitting the fbx in two

plush yew
#

But I don't want to hide other things affected by that bone.

calm pollen
#

so what would be the object of a widget when trying to check for a boolean being true? would it be different than say trying to get a physical object?

plush yew
#

Okay. Thanks

regal mulch
#

If you Create a widget and you save the return value intl a variable you should have all you need

#

The variable is then either of type UserWidget or your specific widget class

#

If it's your class, you can access it directly

#

If it's of type UserWidget, which is usually the parent of widgets along the hierarchy, then you have to cast it to your custom type

#

These reference variables are basically boxes with a filter.
If the type is UserWidget then you can only put UserWidget or child classes of them into it.
At that point you also only know that whatever you saved in it is at least a UserWidget. If you need info from your custom class then you need to cast to it

#

Will take a while until that becomes clear

#

We all went through that

calm pollen
#

ok i think i got it now, i really do appreciate this lol i was not expecting this much information

#

thanks so much man 😁

regal mulch
#

No biggie

calm pollen
#

have a good night bro

manic hazel
#

Hi everybody, new to UE I only have some unity knowledge and programming skills, my question is where shal I start? Is there a good series of tutorial that I can follow?

magic fern
#

Hey guys. What is the best way to replicate the skins of players that enter a multiplayer lobby and the ones that are already there?

coarse wigeon
#

Unreal Engine 5 support! HYPERS

remote bramble
coarse wigeon
glacial dawn
#

One question; I have a full demo of the game I'm developing, a ninja stealth game like Tenchu or Shinobido, but I don't know where I can post it. I wanted to post it in itch.io but the size of the demo doubles the max size of this page. The game, if someday finished, it'll be totally free, do you know some page or forum or community where I can post it? Thanks in advance.

remote bramble
#

maybe you can put it on steam? all kinds of shit games so your high effort thing should have no problem

plush yew
#

Do I put run backwards animation in the blends pace with forward, strafing or should I put it in a separate state in state machine?

honest vale
#

your nick is so obnoxious 😄

#

I'd put it in a blendspace

plush yew
#

It isn't working right....

honest vale
#

I like the setup where the forward direction is in the middle of the blend space on the horizontal axis and then on the sides it is the 100% backwards running anim

#

then 50% to the left it's left strafe and same on right side

glacial dawn
#

@remote bramble I don't want to pay 100 bucks to have more visibility, I mean, it's a very personal project, still in development, and for a totally dead genre. Thanks for the advice but I'm looking for something less mainstream. The reviews can be very hard even for free games in Steam.

honest vale
#

75% left would be backwards-left strafe

#

100% left would be 100% backwards

#

or something like that

plush yew
#

I'll try this

late loom
#

guys any1 knows how to get sequencer camera to follow a target in sequencer??

celest hull
#

@remote bramble That particular problem sounds like you do not have it set to Orient to Rotation

celest hull
# remote bramble how do i do that

Well, the way i learned it was to open a project that had default settings for whicever style i was doing, such as thrid person template. Then, i would open the character BP of that 3rd person template and set it to 'show only modified' properties in the upper right hand corner options. By doing this, i could compare it to my settings and see why their example did what i wanted, but mine did not

#

@remote bramble In fact, i had to do that for the exact same problem you are having now

#

@remote bramble remember to check the settings for every object in the BP, the capsule, the movement component, the mesh, etc.

coarse turtle
#

What's the landscape size after 8129x8129?

magic fern
#

Hello. One question. How do you replicate skins and stuff like that on the game? Like every time a player enters the lobby I went to get the save data info of that user where I store the skins and replicate to. All of the others. But then the new player also needs to get the data from the others that are already there.

manic hazel
dire coral
#

can i use ue4 4.26 source build with ue4 4.26.1 from epic games launcher

fallen marten
#

Hey guys does anyone know how to resolve the yellow warning of no owning connection (AI character , child class of main character) will not process function .. the AI is spawned by game mode and I've set the owner to getController.

kind temple
#

Morning! I am currently looking into how I can sync up 2 animations. 1 is the attacker and the other is the defender. I would like to try and implement a solution the way Naughty dog does it.

So the way they do it (Based on a GDC talk). The way I understand it is, they have an area in front of the character they are constantly querying or checking to see if an enemy is in that area. If an enemy is in that general area and the player attacks, The Defender or enemy will line up nicely and sync either the defend animation or the react animation when the player attacks.

I would like to impelemnt something similar but I would like to try and focus on the syncing of 2 animations (Attack and react) of the player and the enemy.
Any info links or docs to read on this matter will be super helpful.

Also

I've read this on the UE4 doc website: https://docs.unrealengine.com/en-US/AnimatingObjects/SkeletalMeshAnimation/SyncGroups/index.html but it seems like this is geared more toward locomotion. I might be wrong and not understand it too well.

Sync Groups allow you to maintain the synchronization of animations of different lengths.

delicate mesa
#

Can someone tell me what im doing wrong? ive tried to package my project on multiple diffrent computers with a successful build but no binaries folder im confused on what to do and i do not want to start a new project

grave scarab
#

Has anyone tried using the VirtualCamera2.0 and UnRemote ,

#

everything seems to work for me after following the documentation, only problem is the screen wont display on my iphone

golden niche
plush yew
#

Hi! Can someone help me please? I want to make a multiplayer game. I tried the advanced steam session but this uses "Spacewar". I want to host or rent a server which is not LAN. There's no tutorial and nothing. Any advice? Thanks.

blissful bluff
#

Thanks for the invite in the Discord channel. I am very happy to be here.
I'm trying to get an overview and if questions arise I will contact the moderators or all colleagues here in the chat 🙂

Stay healthy and many greetings
conmes

P.S. I hope I am in the right channel... dear moderators (@modern root) if not please place me there. Thank you

rigid belfry
fierce tulip
#

@blissful bluff you might wanna spend some time reading the #rules

rigid belfry
#

btw this is what i am doing right now, but i feel like i need to rewrite most of my cube logic. right now i have some values on a datatable, and on begin play, each cube gets randomly assigned these values. i am considering having a "Level Health" variable, from where each individual cube removes some health. that way i can more easily change the total health for each level

fallow sapphire
#

Hi, I've been having weird issues with shadowing, the further you get from the character, the lower res the shadows get. Is there a way to change it so that shadows in UE4 stay the same resolution, not depending on camera distance ? I've put some examples below of camera close to character and far, there's a great difference in quality.

rigid belfry
hidden dew
#

Sheesh how long does it take for a comment on the Answers Hub to get approved?

#

That requirement goes away after a while right?

mortal cedar
#

sometimes I like to search the unreal codebase to increasingly long ?????'s to read confused epic programmer comments

#

it helps me feel less alone to know they're also confused

fallow sapphire
ebon marlin
coarse turtle
#

Anybody knows what does this means? This is from the world comp. user guide about world origin shifting. Does it mean if you have tiled world you don't need origin shifting in multiplayer?
However if you disable world origin, shifting you can run a tiled world with a dedicated server. Dedicated servers will load all distance dependent levels, and each connected client will work as usual loading only level that satisfy streaming distance settings. A server holds a list of visible levels for each client and filters Actor replication by this list.

plush yew
#

does rtgi not work with skylight only?

tough pagoda
#

DON'T FORGET ABOUT FREE STUFF FOR THIS MONTH!

plush yew
#

nothing good there

tough pagoda
#

Advanced Vehicle System isn't good?

#

And free assets?

plush yew
#

i dont know how you could use that as a solo dev

tough pagoda
#

Yes, maybe for many people jRPG or FX can be useless.

#

But, very good plugins.

plush yew
#

if you wanna make a huge game where you can drive cars....

#

unrealistic

tough pagoda
#

I don't like cars or something in this way.

#

You don't know about others people, maybe for they need this plugin.

fierce tulip
#

just because you think its useless, doesn't give you a monopoly on that opinion.

plush yew
#

do u know a good marketplace item which gives me a good ball controller

glacial dawn
#

IMO any free asset it's great. And I'm very thankful for that.

wary wave
#

I wouldn't go that far - there's some dubious quality stuff on the Marketplace that I would consider to be actively detrimental to a project in the long run if you actually try to use them :/

smoky sonnet
#

hey i switched from 4.24 to 4.26 and now everything is so shiny anyone know why?

inland sail
#

Can you show tutorial to learn UE4's basics for complete beginner like me?

dense dagger
true falcon
#

Oh wow, Rider just dropped with updates for Unreal Engine 5, wonder if this is a sign of impending preview. Seems too good to be true 🙂

dim merlin
#

Anyone knows its possible to display a spline trough mesh? So its always visible?

true falcon
# dim merlin Anyone knows its possible to display a spline trough mesh? So its always visible...

With some of the recent changes to Unreal Engine 4, rendering multi-color outlines is now possible! This is done through the use of Custom Stencil, a new buffer similar to Custom Depth - but allowing meshes to render as integer values. This provides us with a 1-255 range of indices that can be used to apply different outline colors to meshes and...

mortal cedar
plush yew
#

ok

#

what game is that

mortal cedar
dim merlin
#

@true falcon that works on a spline to?

#

(a USplineComponent)

true falcon
#

I mean spline uses meshes and meshes uses materials soo

mortal cedar
#

mich most outlines are done via a post process effect, which is dependent on what materials a mesh has, so a spline should work fine

dim merlin
#

u mention a spline mesh component, not a spline component?

vast pawn
#

how do you edit vertices of a block inside blueprint viewport?
and snap its vertices to other vertices of another object?

remote bramble
#

i need some help with this lil something. so im following this tutorial, but i cant compile the level blueprint with the target as self
https://youtu.be/w4nJ578XP48?t=451

In this Unreal Engine 4 tutorial you will learn how to set up a new playable game character from scratch, by creating a game mode, character blueprint and mapping the ability to move, jump, run and crouch to different keyboard keys and mouse buttons. Furthermore, we'll create public variables for jump height and run speed, thus exposing them to ...

▶ Play video
#

i ve had to compromise and use the player character i made as the target

#

but the character moves independent of the rotation
so if i look backwards and press w im walking in the opposite direction
and i cant walk diagonally
can anyone tell me why i cant compile with the target as "self"?

plush yew
#

@mortal cedar dont tell me its a smashing sim

mortal cedar
#

@plush yew Its a surival game

honest vale
vast pawn
#

how do you edit vertices of a block inside blueprint viewport?
and snap its vertices to other vertices of another object?

tough pagoda
#

Dude, I think that will be awesome.

mortal cedar
#

Yeah thats what I@m doing

#

scp 3008. Its called The Store is Closed

tough pagoda
mint locust
tough pagoda
ebon marlin
#

Why is it that every weapon mesh out there always points towards the Y axis with its muzzle? While an arrow component with zero rotation always points to the X axis

#

This misalignment forces developers in their code to start working with rotations when needed to set the weapon's rotation and it seems like an unexplained standard that only causes trouble down the road

#

Either that or having to reimport meshes with a rotation

vast pawn
#

how do you edit vertices of a block inside blueprint viewport?
and snap its vertices to other vertices of another object?

#

So far I've seen tutorials on how to do that in level editor viewport but not in blueprint viewport.

remote bramble
strong bay
opal lark
#

How do i blend from sequencer to player camera

plush yew
#

hi all, anyone download the rtxgi files from github recently?

wanton bloom
#

Hello guys i want to add nav mesh bounds volume to stairs but i cant add how can i fix this?

wary wave
#

it's probably not generating because it's too steep

jaunty zinc
#

you can try changing the collision to complex on that static mesh

fierce glacier
slender jolt
#

this is gonna be a proper stupid question, but how do I check the actual value of a variable? I try to watch them and debug tells me nothing

#

after it already went through the code

fierce glacier
#

You are looking from inside the cliff, and seeing the trees trough it since the ground material is not two sided.

tawny bay
#

Hi there all! I'm fairly new to Unreal, and currently using the dmx plugin. I have a question about how to change the beam length in the staticmeshbeam, does anyone know how to do that?

fierce glacier
#

Or log it

slender jolt
#

I guess yea, I could print it

hidden dew
#

What is this? The little while testicles