#ue4-general
1 messages · Page 955 of 1
I'll probably have to like, convert both values of the map to vectors and integer and then fuse them to text
Jesus christ I'll just use an array
it won't work with an array either, but why have a TMap to begin with?
I have a question for the room... I've seen online that there are a bunch of old templates for UE4 back from the 4.3-4.10 versions... one of the Templates I found and was able to download and tinker around with was the Blackjack template... Does anyone know offhand where I can find the other ones to download? The ones I'm looking for aren't offered anymore in the docs and not on the Epic Games Launcher...
guys is there a way to get my projectile to generate overlap events with static geometry without the static mesh actors having "generate overlap events" ticked on? or maybe I don't even need it that way, I'm just trying to get my projectile to collide both with character actors (which generate overlap events) and with static geometry
I want to register the relations between an ID and hex coordinates (the vector) so I can easily reference them later without 1. Reverse engineering the spaghetti to make it work backwards and 2. having to calculate it every time
registering the 2d location of the centre of the hexagon would be useful too, for starters I want to spawn trees ontop of each hexagon, which I think I'm gonna do by taking the 2d location and randomly offsetting it by a certain amount
although that would make trees spawn ontop of each other
ehh I'll figure something out
point is, I need a massive table of info I can reference
like "ID 1, value 4" would be the X of the 2d position, because values 1, 2 and 3 would be the hex coordinates
That's how a bloody array works ffs
I never did any of this tbh, I just had all the data stored in the hex themselves
then I converted between world coords / hex coords / array indices whenever I needed to deal with a tile
Well, I think you actually know what you're doing
haha
that sounds very suboptimal
it's fine, the conversion between any of the sets is extremely cheap
also, I'm using weird circular ids
much better than doing something with a TMap and looking up tiles through keys etc
and cube hex coords
I also used cubic coordinates
I literally have no idea how I would go about inverting my spaghetti
since it generates everything in rings
it uses 6 loops inside another loop
with the hex id offsets
6 loops sounds overkill
using the radius to do the math
It's not, because I need the index of each loop to generate the rings
It's a mess but it works
IIRC it's doable with three loops, possibly two
it's been a few years since I touched it, but you need an outloop to iterate through each ring you want, and the internal loop (or two, because XY coords?) to generate the ring
Are you saying by using a ton of branches?
I don't think it had all that many
yikes
What? You don't like my pristine code?
I've seen worse examples. At least you can see where things are going on yours @slender jolt
Good example of bad...
Lord almighty it looks like one of my kid "abstract" paint drawings
Epic contacted them to tell them to stop while they were ahead.
Mind you this is not one of mine... this is from google
em how to check what is playing in anim bp
I have a skeletal mesh that is only visible if selected in outliner. Why is that?
question, if arrays are actually sets (that's the impression I'm getting at least), what are sets?
Amber, I get that you didn't do any of this for yours but I'm attempting something else with the hexagons which is gonna be a lot more stupid than what I'm doing currently
also, can we not have arrays of arrays or arrays of sets?
@vocal herald I would assume because it most likely rendered as invisible... so when you select it your seeing the select of it not it rendered on the screen...
blueprint doesn't support arrays of arrays
@vocal herald and skeletal meshes are assigned to a static mesh I believe you can make it show on the viewport options section top of viewport you in...
there are ways around it, but they're far too easy to shoot yourself in the foot with, so I won't recommend going down that route if you're not UE4 experienced
Fixed it by setting bound scale 100 after spawning
Are arrays literally not arrays?
supports but u need to create struct with array<type> and next struct with array of first struct and u have 2d array
How do i blend from sequencer to player camera
yes, this is one such example - but now modifying data at run time becomes a really good way to shoot yourself in the foot
got to be very careful how you handle that
I was just asking about that, I don't need to create arrays of arrays, currently I just need to get a real array working
Why arrays are always 2 elements?
always two elements?
c++ has none [][] arrays
u can simple create class in c++ i recommend this
and use this in bp
I could make a vector array to make it 2 elements of 3 elements but that's cheating
basically, if I have an array of integers, they store the address and the integer
they don't store for example, multiple integers in one address
so I can check value X of address Y
if you get what I mean
an array of structs can store anything you want
(one dimensionally, unless the struct also contains an array, but this is where things can get dodgy)
I don't think you understand what I mean, and I don't understand you either. Basically, arrays are a table with only 2 columns
where normally they should have however many columns
well, I'm considering the index a column
It’s not
That’s why the array type is pre determined
yeah, an array is just a list of things
It’s the way arrays work.
I don't think so?
What's the point in using an array if I can use a set
and just reference the address of the set?
do sets not keep addresses?
I've never used sets in Blueprint, so tbh, I'm not sure why anyone would
but arrays are easy to iterate over and have a number of useful utility functions
I'd assume sets are not ordered
So you have to use multiple one-dimensional arrays for what a multidimensional array should achieve a thousand times easier?
looking at it, sets are unordered, and use keys for lookup, and they cannot be modified after you create them
and spill even more spaghetti?
I see
I could do some weird math and like, store the values sequentially
Does anyone know the answer to my question
like if it has 6 values I can store value 2 of row 2 in index 8
but that is fucking disgusting
No it’s not
A single array used as a multidimensional array is better for performance and memory usually
It’s very common
And one of the easiest ways to do it in blueprints out of the box.
Really? I suppose it would be better than looking up multiple arrays
Guess that's what we'll have to go with
Hey, Is there a help/beginner channel?
Or may I ask here?
every relevant channel is a help channel
@slender jolt some example struct 2D array in c++
struct Array2D{
TArray<TArray<int>> _array2D;
void Init(int x,int y){
TArray<int> a;
a.Init(0, x);
_array2D.Init(a, y);
}
void GetElement(int x, int y, int value) {
TArray<int> a = _array2D[x];
value = a[y];
}
void Add(int x,int y,int Element){
TArray<int> a = _array2D[x];
a.Add(Element);
_array2D[x] = a;
}
};
Actually, I could use an array with 2 vectors, and put the rest of the information into another array, and then I can keep the Z of the hex there also
@mighty badge I'll learn C++ proper eventually, I can understand this and I could probably use something like this, but right now I just want to chill and test some stuff
Blueprint lets me actually create stuff and not be worried about the comma I forgot to type
https://i.imgur.com/HXthrTX.png
UMG is setting the width on account of the text length but the angle is 90°.. Is there any way to fix this?
Ok, ill ask here.
I am new to unreal engine, and as of right now im just playing around with it and trying to get the hang of it.
So I am currently trying to import a .fbx
The fbx is in a folder that also has a folder in called "texture"
I drag and drop my .fbx into my content folder of unreal, and when I get the pop up, everything is left default and I click import.
Everything is imported but for some reason only some of my textures actually work and the majority of them are just white?
How would I fix this?
The model is a car,
Here is an example of my issue:
Quick #UE4 Tip number 117.
Material Analyzer developer tool.
https://t.co/JA1I28MkBt
#unrealtips #unrealdev #indiegamedev #gamedev #indiedev #screenshotsaturday #UnrealEngine
Is there any way to run this tick in the editor? just like I would do in unity with On Draw gizmos?
maybe get player character
can someone please help me with blending camera from sequence to player camera. if no one knows please say, its better than being ignored thanks.
you don't want 20,000 people responding that 'they don't know'
but I also don't think there's an easy answer for what you're asking
is there any reason you're not using the player camera directly in Sequencer?
Ok i understand I was not being funny or anything
@wary wave Bassicly its like this I have a skeletol mesh of an enemy a wolf in this case jumps out of barn this is done in sequencer, but when sequence ends i want him to attack the player in real time
where does the camera come into that? because the 'wolf' doesn't seem relevant to the original question
Well that is really what i wanted to do, but i see no way of doing it, I would prefer that the sequence is finnished then wolf attacks player in runtime
Relive a classic Resident Evil moment, reborn on the GameCube.
Head over to IGN for more Resident Evil:
http://www.ign.com/games/resident-evil-867956/gcn-17045
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like the dogs here
thanks i'll try that
How is that done is a sequence blended with enemy AI its confusing. or is the AI playing the jump animation ?
dog is probably just playing an animation
but there's literally nothing to do with the player camera there
it's all just a character (dog) and some animations
My unreal project don't load after I activated "Support global clip plane", someone have a solution?
Don't know if this is the right place for this question, does anyone have any idea why my editor is crashing on hot reload? I'm used to the happening from time to time, but it's every time now. Even if all I do is output a UE_LOG. I get EXCEPTION_ACCESS_VIOLATION.
I set the chance of increasing height to absurd numbers to test why the chance of going up or down isn't 50%. I think it looks pretty neat
the "step" it takes should be consistent, be it side to side or ring, so I don't know why it's taking a bigger one every ring, I think that's the issue
I hate to "nvm" this, but nvm lol. The issue is only happening on a few maps that have a new object I created in them, so the issue is probably there.
still didnt work but thanks
opposite, it's exponential too, pretty strange
wait I think I know what might be going on
So I got this cloud computer and I'm able to install Unreal Engine on it and these are the specs is this enough
what GPU
its much better than your other machine yes
oh so I can use it??
thats up to you lol, if this is a remote machine then virtualizing GPU over the internet is different
I'm using shadow I'm able to play VR with it just fine
I just dunno how using a software like this would be like
Guess I can try it out
yep
@grim ore How is the dog jumping throuh window done ? How can i replicate it ? https://www.youtube.com/watch?v=mQjqiqprwA0
Relive a classic Resident Evil moment, reborn on the GameCube.
Head over to IGN for more Resident Evil:
http://www.ign.com/games/resident-evil-867956/gcn-17045
Subscribe to IGN's channel for reviews, news, and all things gaming: http://www.youtube.com/subscription_center?add_user=ignentertainment
other people gave you feedback on this, would it not work?
Thats why Im asking how to make it work. If its inpossible to do with sequencer. Do you think the dogs are just ai with an animation being played at a certain time ?
it's just an animation
but there's also nothing that stops you from using Sequencer to play an animation on the dog / window
Yeah i have the annimation what im stuck with how does it seamesly tranfer from annintion to ai to attack the player
stop controlling the dog with sequencer?
at this point I don't understand the problem any more
watch the second part, where it runs into the dresser
doesnt matter if its done with sequencer or an AI, you do something then transition to something else. AI something is Play the jumping animation, then it ends and it goes back to its normal find player and kill behaviour. Sequencer is playing back the sequence with it going thru and then when sequencer is done you can reconnect the AI brain if you want
if you watch the 2nd scene it looks like its being just tossed thru the window and then the ai gets turned on at some point.
A h I see thanks Matt
It was using positions relative to the first hex it spawns, because of course it was
Ha! Great url. Thanks. This seems to have fixed my crashing issue too.
I have a widget inside a actor
and the widget has variables, isn't there a way I can control the variables through the reference???
@mint locust @honest vale @celest hull im sorry for the bother i found the issue. i had the character controls in the level blueprint when they shouldve been in the character blueprint. thanks's a lot for trying to help, i really apreciate it
@inland aurora get the user widget from that component
Anyone? bump
Like any way to draw debug only when in viewport?
@grim ore I don't understand what you mean
your component , the widget component in that details panel is what creates and holds your widget. There is a variable in that component called "User Widget" that holds the widget it creates. You can use that, cast it to your widget class, then set/get your variables
Hey, about the second column of log messages after the date, I have a strong feeling that it's the frame count (or count%10000 to be more exact). I accidentally forgot a print on tick and it was increasing consecutively. After that I tested prints with frame delays and it seems like that to me
For the 4th time, is there a way to edit vertices of a block collision within the blueprint viewport and snap its vertices onto other vertices of another object?
No. :p
So I got unreal downloaded and ready to go, what should I get started with?
Just search for "UE4 Basics Tutorials" and have fun! Make cool things!
Ight
@worn bluff Check out the pinned messages in this channel for some learning material
Ok thank you guys
how can i make a widget appear only once, like a terms of service or welcome screen
ik to use a boolean but thats about it
Store a boolean in game saves if it's been accepted.
Thank you finally
how exactly do i make the boolean set to true when the widget has been displayed though?
Have an accept button, get the game instance, set the boolean to true when the button is clicked. And then follow the tutorial above to store it in a game save.
ok got it, thanks so much 😁
Would it be possible to say, use digits of pi as a seed, so that every time I randomize something it searches up digits according to the seed and uses that as a factor?
possible, yes, but why?
because I'm gonna start to add a ton of more random things, and if I wanna do that I have to do it now and not later
Failed to save .asset. Any help would be greatly appreciated!
that is an auto save, it shouldnt be an issue since your main asset is fine
do you have the editor open twice?
nope
I made a Huge Steel Bridge Model Which has almost 600 members how can i optimize or is there any way to reduce size of it.
Also it has repeatedly used meshes... Means Columns,Beams,etc...
usually a save issue if its all assets is due to it being open twice
i clicked once to open and checked the task manager
already tried multiple times + restarted computer and reinstalled unreal engine
maybe create the project somewhere else, its possible you dont have admin rights to that folder
ok i will try, thanks!
flip flop
i dont wanna hold to crouch
Hi guys, anyone knows about a pipeline software that works/integrate with UE?
np
I wanna ask Just how powerful is unreal's blueprint scripting, is it as powerful as writing code?
it is basically the same thing as normal code, just in boxes instead of writing, there are not many things different with how effective it is
as far as im understanding of course lol, im not a pro^^
icic that's cool then
I mean it must be super useful if that's what AAA studios use I still can't believe my fav game KH3 was made with this engine the world looks so beautiful and the effects are amazing!
yeah theres a lot you can do with this free software, its actually insane
They also give so many high quality assets and plugins for free and I think quixel let's you use their assets for free as well and all their stuff is top tier
try getting rid of the "add to viewport" if you dont want it to be on screen
delete the create widget then?
oh nvm then sorry mate
what is on the left of that map? what type is "None"
ok and where in that code above are you checking to see if its none?
well where are you looking at this map?
like the code above doesnt seem to touch this map at all
the code at the top created a widget, but what do you do to make sure it should be created I guess is the issue.
it sounds like the drop loot should not be dropping if its none
your choose loot -> spawn should not be spawning if its none right?
Hello community. New member here
so then that is the code you need to fix, check the class as it comes out of the choose loot and before the spawn and if its not valid dont call spawn. Debug it to see what comes out as the class that is "None"
Is it possible for me to create UProceduralMeshComponent on fly and add it to scene without having to create actor that encapsulate UProceduralMeshComponent, I am bit new to unreal
nvm im an idiot
When I migrate a folder, it adds in files that do not exist. How can I stop it from trying to migrate these non-existent files?
It just throws warnings and doesn't really break anything, just annoying that they show up.
Nvm, finally found one of the references. Fix up redirectors never caught it...
so these files do not exist in the original project but show up in the migrate window?
They actually never existed at all in the folder structure it references. They do exist in the project, just under a different folder.
Some materials are referencing about 5 files that for some reason say they exist in Content/Enemy, but that folder has never existed in my project, haha.
How do I remove that empty reference? So odd that this material instance references the mesh that would use it, while another material instance (from same master material) only has the 3 references above it.
Infinity Blade adversaries pack giving me grief, haha.
my friend gets this error while packing the game. how can we solve this problem?
Fixed my empty references. Had to find the materials causing the problems, duplicate them, delete the old one, then rename it, lol.
em yes and not u need actor(empty or not) actor is a class for representing object in world and available to hold components
@autumn latch don't spam and give a full log in .txt
I sent it again as the last image was larger.
k but i can reed 2 errors and a sit ton of warning
I've spent a few days researching the best method to highlight and show a context menu on a actor that my ray cast hits. I've seen the post processor, and custom solutions but I'm curious if the newer version of the engine has an option to do this now. Advice?
how can i find log folder?
google ti D:
Is it possible for me to create UProceduralMeshComponent on fly and add it to scene without having to create actor that encapsulate UProceduralMeshComponent, I am bit new to unreal
@past wing #ue4-general message
@mighty badge - so I need to then encapsulate it
yep empty actor and ProceduralMeshComponent or create custom actor
How do I convert Noise to a 2D Texture?
@mighty badge - how do I create empty Actor in code (C++) ? I am trying to avoid creating a new actor that derives from AActor
How would I set something to constantly shrink as it exists? I'm having a hard time figuring this one out lol
No thats not possible. All components derive from UActorComponent and are specifically designed for such purpose as to be attached to an actor.
@robust marten user a Timeline (or TimerByFunction etc) and set the object scale -= value
@kindred viper - Can I create Actor on fly inside another actor (in C++) or is it possibly to create Actor by creating a class that derives from AActor
You can start at UObject and do whatever you want really. If you want to bypass the Epic system though it might be a little difficult, but not impossible
There is kind of a reason it's all in place like it is. It's not changed much for as long as I've known it. But we will see how it changes properly in UE5.
Technically you could make a new UCustomActorComponent or something if that makes sense, but it will need you to fully integrate it a specific way and there may be places that trip you up and you have to workaround to get what you want
Ok so I'm in the blendspace options and I'm supposed to have the horizontal and vertical sections in here right, why do I only have Horizontal?
you have a 1d blend space open right now, make a 3d blendspace and youll have both
@kindred viper - thanks, I will stay with just then creating actor, do you know when is UE5 going to release? Also is it going to open source?
You will know the day it's released. Because the internet will become UE5 based for a day. Open source isn't a thing with Unreal. It's a licensed deal. There is source code, but it's not open source
@kindred viper - yeh that's what I mean, would there be a source code?
of course. I'd be lost without it 😄
does the showflag.tonemapper console command not work on packaged games?
It works completely fine in the editor, but once I package it it looks bad
Nevermind boys, Google to the rescue
@grim ore Thanks ue4 didnt have access to the folder, i changed it and works fine now.
if i want to instead disable simulate physics during runtime on a character, how would i do that? for example, i'd like the character grabbed to return to its previous settings it had on beginPlay
Hi guys,
In order to get the send to unreal addon do I have to creat a github account ?
using perforce should this be a problem? or shall i just disable the noti
Hi - What's the landscape size after 8129 and how do you calculate that?
That's the highest it goes for a single heightmap.
how often should i package and test my game
and will doing so stop me from editing and making my game if i do so often?
You don't need to package the game to test it, but you should package it every once in awhile to make sure you aren't ignoring packaging-only bugs with your project.
If you play "as standalone" its pretty close to packaged state in most cases
Do you guys think it’s worth learning unreal engine I’m not gonna lie I think the engine is dope I’m following a beginner series to make an rpg game and it’s hella fun, but I just want people’s opinion on whether it’s worth learning it.
if your end goal is to get a job in the games industry or something related, yes, as hobby? depends
using this set up on my material to automatically create textured geometry on my character. When the character moves the offset changes with it. It seems that world location of the character is tied to the offset, how can I get rid of that connection?
I mean I would definitely love to become a developer, but I don’t wanna be too serious about this atm I just wanna have fun and make cool stuff last time I was like “I’m gonna become a developer for sure” I always got burnt out, but now I’m actually having fun with this.
Like when I look at something like this man I wanna do the same thing, but if I try to bite off more than I can chew it’s gonna be a disaster
its a free hobby skill just work in unreal until you're bored an unreal engine discord can't tell you how your time should be spent or not
Ngl I got a crap ton of time on my hands I pretty much don’t go to school or work and for now I can afford to do so
I’ve just been inside very bored playing games and I need something to do before I go insane.
well if there's no consequences to learning this skill then there's even less reason to question whether or not this is a good use of your time
I guess that’s true
is there somewhere i can put my crash text file so i can get help as to why my project crashes randomly
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?
I'm doing it with ReplicatedUsing and a setter that applies it to the mesh
idk if the other clients don't already have the asset though
I haven't tried that
when youre on a laptop traveling it takes a bit longer than a desktop
why is editing custom structs such a luck game between success and editor crash!? -.-
i wanted to add 2 fields to my struct, first one worked, but adding another crashs the editor
isn't using the editor a luck game between success and crashing it?
yea true
Hi, I have a question, if I buy some landscape from marketplace and use they’re material “in the asset pack”
I can import a system of footprint for example in the snow?
Or I need to make the material from scratch?
hey guys i am using a plugin called auto settings...in that example project there is a game console command called gameaudio.volume...i do not have that command in my game project...how do i get these commands
nvm
i got it! wooop woop
Anyone here good at working with clothes? Bought an asset from the store that has capes and when I retarget them to the UE4 mannequin, the cape seems to just fall thru the body
Why does my steam vr keep starting when I open unreal engine?
You have to shut it off in plugins
Which plugins cuz I disabled the steam vr one and it’s still doing it
Hi! I'm a newb to Unreal Engine and have been running into problems applying media video textures to my characters. It'll play for a second and then turn into a grid. There are no problems when I apply it to a plane or box
Would really appreciate any insights!!!! 🤤
Does anyone know how the Epic Mega Grant would be taxed in the US?
guys
it says Visual Studio 2019 must be installed in Unreal Engine for a project
But which one do I download?
Visual Studio 2019
I downloaded it now, now its asking me for a workflow
Hey, so in sequencer my audio (speech i'm trying to sync) is SUPER choppy / laggy. It wasn't like this very recently but nothing seems to fix it now. Tried wav, aif, mp3, etc... Any ideas or anyone else running into this issue?
heyos
anyone know a quick ez way to make the execution pins wider?
quick dragging from one to the other I overshoot and have to redrag a lot; a fatter / wider pin area would allow quick ez connects
no
So no one is having this sequencer audio issue?

@granite creek Every sound in sequencer stutters and hops all over the place. Doesn't matter the file type. Have restarted both PC and Unreal several times and can't seem to figure it out.
just audio
i'm a noob for clarification. it now seems to work on a brand new map. i suppose my initial map has gotten too big?
Is there a way to differentiate whether you are inside a Level or the viewport of a blueprint?
I'm not sure how to cut down on that
well I dont know too much but if I were in your shoes I'd be doing these
prime all sounds before playing sequence
using prime sound node
and using stat unit to see if any of threads has a bad performance
oh man these sure are words
i'll be googling around to try and piece this advice together
i appreciate your time 🙏
Hrmm
prime is a bp node
should be called before playing sequence
where you call play sequence
sweet. got it. thank you my dude
I keep wondering whether the Level viewport can be differentiated from the blueprint viewport in code.
Because I need identical functionality that is hooked to different callbacks in the 2 viewports. Those being PostEditComponentMove (in the level) and OnComponentCreated (in the blueprint) which are called once I finished dragging a component in the respective viewports. And both of these functions behave differently depending on the viewport type I find myself in. (UE4 is running over me today, god)
I'll keep testing in case I can find any hooks or conditonals to make this work for me. This stinks.
I never found a way to differentiate between blueprint and level viewports, but now I can artificially difference them by setting up all my Levels with a custom GameMode and checking the GameMode's class to tell if I'm in a Level or Not in a Level (Blueprint viewport)
I earned myself some sleep.
is therea simple way to add some randomness and variance to an animation to make it look more realistic?
or would i just have to animate it that way
You can alter an animation in the anim bp. Adjust bone position and stuff At runtime.
would i do that in the state machine, event graph or anim graph
I keep getting this error code when launching my game on my iPhone:
PackagingResults: Error: Deployment failed! Missing UE4Game binary.
You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:
UE4Game <Platform> <Configuration>
I know it gives a solution at the end but im still not quite sure how to actually do that if that makes sense
guys can I bake the cloth sim at an instance and export it to ue4?
Quick #UE4 Tip number 118.
Batch editing via Property Matrix.
https://t.co/aesPrrljtg
#unrealtips #unrealdev #indiegamedev #gamedev #indiedev #screenshotsaturday #UnrealEngine
HEllo guys i have problem with this
I follow the tutorial for crafting system
and I can't do this
I can't add call to parent function
how I can do it?
what is the reason it doesn't allow me?
anyone know what is the name of class responsible for displaying Details Panel for instanced BP on level?
you need to have a parent with this function to call it from parent
So i got the buoyancy thing with 4.26 working finally and sort of figured out what it is doing but has anyone tried to put buoyancy on the player?
Dont know if its not working cause of movement controller or because its a pawn or because i think think skeletal meshes have ucx collision
How much would deferred mobile renderer help for low spec PCs
Disc Jam uses forward mobile renderer
And Valorant uses forward pipeline
AFAIK mobile deferred pipeline performs 2X than standard one in ShooterGame
Hello all! I'm probably blind here, but how does one reorient the gizmo to mesh, or in this case a camera, in the viewport? It's way off.
middle icon toggles between world and local space
I want to check that an asset exists at build/compile time in my project, is that possible?
theoretically, yes
there's no magic built in though, you may want to take this to #cpp
Is there a way to make objects move along a path? And if so, can I import nurbs from maya as a curve?
Thanks.
ERROR: Could not find NetFxSDK install dir; this will prevent SwarmInterface from installing. Install a version of .NET Framework SDK at 4.6.0 or higher.
Which one do I install for this
Anyone know why this tells me to activate the rigify addon when as you can see in this picture it is activated ?
oh tyvm @plush yew
how can i remove paragon weapon without removing the cloth ?
For me the object boyancy was the only thing working, I also couldn’t get any fluid simulation or water caustics to work
how do i add a camera?
Hello, i want to ai pass to through to door how can i make this?
How do I add two even actorBeginOverlap without it being a custom event?
Hi there! Why did Epic remove the support for HTML5?
I would imagine not worth the effort to maintain it since it's a pretty niche platform
There is a community maintained version of the HTML5 support somewhere iirc though
pretty niche platform? 🤔
In the advertising business there's a lot of demand for web app and web games, I think they underestimated it.
I have a skeleton that has a large number of anim curves, when I try to delete one it says poses/anims using it need to be rebuilt. Is there any way to find exactly where these curves are actually used?
cost vs worth to keep html5 resulted in not being worth it for them. and yea, what zomg said, there is a community maintained version somewhere
literally nobody used it and the size of UE4 HTML5 games made the entire idea laughable anyway
anyone know solution?
Perhaps, but it's not exactly feasible to stick a 100mb+ game into an ad
or I mean I guess it's feasible but I'm pretty sure there's some IAB guidelines against that sorta thing and nobody wants to load that either..
either way UE's focus is more on the high end type of thing, no reason for them to focus on niches that would detract from that goal... but I'm just guessing really, this is just what seems like the reasoning for it to me
i haven't been on here in a while, came back now my brain hurts
anybody here :/
nope
😦
did version 4.26 removed the pause settings in BP game mode? There was an option in "Class Default" setting to pause it if not mistaken. I can't find it anymore.
can you bake lighting in bigger landscapes?
how can i get the camera to rotate vertically with blueprints? i have the camera bound to the player so it moves with the rotation of the player only vertically
look to the spring arm and then search for inherit pitch and inherit yaw
ok, thanks
sphere collision is the cheapest possible collision
why @plush yew
on the user or on the developer only
while baking only or after its been baked aswell?
Its fine if it takes ram while baking it
It should just be playablel after its been baked
what you can do is
have world composition to have your landscape split into levels
and then bake each level one by one
and then at the end you bring them together to 1 landscape
you dont need to bake the whole map at once
it would take too long to do it at once
hi ! Do you know any good ue4 tutorials on how to create a robust npc dialog ? i know there are a lot on YT but i can't decide on the one to use
@ocean pumice yep, use existing tools
what do you mean ? there is a npc dialog system integrated in the engine ?
@next badger
no, but there are plenty on the web/marketplace some are free
ok thanks ;
@ocean pumice https://github.com/NotYetGames/DlgSystem
Dialogue Plugin System for Unreal Engine | Mirror of https://bit.ly/DlgSource - NotYetGames/DlgSystem
thanks a lot man amazing 🙂
if you're going to bake lightmaps into streaming levels, you're going to increase the time it takes to stream them in/out by a significant amount of time.
Our streaming levels (which are small, not a large landscape) have hundreds of megabytes of lightmap information
we have a loading screen whilst streaming them in, because it takes a few seconds even on a high end machine with an SSD
also, if you bake lighting on a single tile at a time, neighbouring tiles cannot effect the lighting on their adjacent tiles... which is a problem in itself
no the levels will not be streamed, at the end it will be 1 landscape without streaming
that's even worse
now you have to fit all your lightmap data for your entire game into video memory all at once
Are lightmaps stored in VRAM?
they're textures, they need to be available to the GPU
How did Last of Us 2 bake their lighting on these landscapes then
well, firstly they don't use UE4, so they have their own processes
but I'm also pretty confident they use an awful lot of level streaming
can you not only stream in the lightmap while everything else is preloaded?
in theory yes, but why would you do that?
damn.. would anyone know why my project seems corrupted and refuses to open ?
i had just made a build yesterday
but the project was still fine and now i can't open it..
Restore that asset from backup or source control.
oh i got it
thanks yeah i really need to set up a source control interface with FORK
but i was trying to open the wrong project weirdly
there was another project with the same name..
@grim ore but thanks 🙂 And would you know if i can add an existing project to a new repo ?
so it doesnt get stored all in the vram at once
Or would it still be stored with streaming
you'd have to stream it in-and-out, which as we have already mentioned, is slow and a problem
and if you're streaming the lightmaps... you might as well also stream in the entire level
so there is no way of having baked lighting on an open world/bigger landscapes?
realistically, no
Are your test levels just as messy? 😄
difference between gamemode and gamestate?
for a single player game, very little
Yea i got a boat floating and a barrel but unless the object has imported UCX collision, i cant get it to float. Cant even add box collision and convert to UCX, Even if it has UCX the second i try to move the collision around it stops floating too. Very wierd setup, experimental i guess lol.
Is there an easy way to reverse a spline?
just plugin "Reverse" in the node ?
Assuming Default Maps have been set correctly and there are no "Open Level" blueprint nodes anywhere, why might a standalone Play session open a level other than the ones selected for default?
PIE goes to my MainMenu, Standalone does not.
Does anyone know if there's a way to search for all references to a native or script class in all levels in a project?
With BP classes you can just use the Reference Viewer, but that doesn't seem to work with native or script classes.
Thanks. It worked.
Cool !!
Hi there! Is there anyone know this problem? So i had a model and auto rig in mixamo. I had fly animation.
There is no root bone is mixamo afaik. When i retarget hips, the hips should be animation right? (Look the video). But it ended up changing the animation position. Is this a problem about Root Bone? Thanks!
oops i pressed smth and now i cant click on anything
restart the editor or reset it to defaults
Hello, there.
I want to know how to load 3D model to server with url in ue4.
Could you help me?
That happens if you drag a widget/panel and the process gets interrupted (e.g. something else steals focus while you are docking the panel) - you don't need to restart Unreal to fix that, just drag any widget to dock it and then drag it back again.
Visual studio has been stuck recompiling my project for like an hour or 2 by now
Hi, somebody knows how to prevent self shadow foliage disappear at distance? No LODs
My Unreal crashes when I duplicate my level, why?
I cacn normally create level and duplicate other stuff, but I cannot duplicate my levels, why?
install the debug symbols, crash it, and check out the full crash report. we cant guess at random problems
Hi. In blender I can add an "Empty plain axes" to act as a parent so submeshes. So when moving this all the else will follow the parent. Is there an equivalent in UE?
Creating a blueprint with many meshes and I want something empty to group some of the meshes in
Not sure if this solves your problem but select your actors and press ctrl + G, you will have a group actor that you can move around
Scene Component is just a transform, you can use that
This may not belong here but on some nvidia forum but: I just updated my drivers and wanted to try DLSS, I'm on RTX2080TI but I keep getting this crash whenever I press play. Any ideas?
LoginId:fc07f1434c87dcd6c74b0eb4ae2e705a
EpicAccountId:346164c9c2f247f2952fe0013f005025
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000
UE4Editor_NGXD3D12RHI!FNGXD3D12RHI::ExecuteDLSS() [E:\w\7fc9e34d5e6ece60\_Stage\Plugin\HostProject\Plugins\DLSS\Source\NGXD3D12RHI\Private\NGXD3D12RHI.cpp:195]
UE4Editor_DLSS!FRHICommandListImmediate::TRHILambdaCommand<<lambda_883cb7490c679fb7f05a734a4af9486e> >::ExecuteAndDestruct() [E:\w\7fc9e34d5e6ece60\BuildScripts\Plugin\_dependencies\ue\Engine\Source\Runtime\RHI\Public\RHICommandList.h:3803]
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll ```
I'm trying to export a character's pose so I can transfer it to another character in another project. How would I go about doing that? Or is there a link someone can drop to the info? 🙏🏿
Any ideas for a scanning system for a level? Im doing a prototype for NASA where we use their Astrobee to map the ISS. We want to start Astrobee in a room and have him scan the surfaces and modules to learn about the ISS.
Scene from the beginning of James Cameron's Aliens (1986), featuring the blue laser scanner device. Tinted blue to make the laser look more impressive.
Just looking for any proofs of concept videos in Unreal or something like a character revealing its surroundings and how it might be done.
on a basic level, what I have in mind is a simple "sensing" collider in front of Astrobee, a visual effect to communicate scanning to the player, and then objects simply toggling to visible.
But I'd like something more polished moving forward that might rely on post processing and something like a fog of war clearing like youd see in an rts.
look for like a sonar post processing, or ping setup
Hello How do i completly stop game on death. the game is still running in background on death, music etc
set the game speed to 0?
or stop whatever is running, or load a new level, or uh restart the game?
Yeah iv set up load system save etc, Is ther a node i call to se game speed thanks
Hello, my Editor Preferences -> Multiplayer Viewport Size (in pixels) is locked/greyed out and has me stuck at 640 x 480 screen resolution. How do I unlock/open this up?
I have a urgent question
@opal lark global time dilation sets the speed, there is also a set game paused node
am i able to upload my game to github, then upload that github file to xcode on a mac. Then upload that to the app store?
if that makes sense
What would be good unreal engine c++ tutorial to get started on it?
you can use github to store your project between machines if that is what you need yes
Search DevSquad on yt
would it be possible to generate "height maps" from zero with blueprint? Basically generate black and white images from noise that look something like this
alright thank you, im gonna try it now
yea you would make an material that creates the noise for you and then use a render target to capture it
bonus if I can generate them infinitely in a way that makes it seamless
basically what I want to do it use math to get the alpha of pixels of the image
seamless might work if you set the UV according to the tile location
to map that onto the height of a procedurally generated map
would that work to generate new maps every time?
well if you want it random you would need a random seed, which you use for every tile
what do you mean random for every tile? I think I'm misunderstanding you, wouldn't that just be like generating a random value, or like, generating a purely noisy image
with no continuity
like sudden height changes/going from black straight to white
Question - I have a Cascade waterwall. Works well in the editor. When I hit Play, it only shows when the camera is 20 feet away. How do I keep it on at all times? It only stays on in the Editor.
Can I create the image using code? So I can actually change the world generation by changing how the image is created? Like creating an algorithm for rivers by randomly changing the alpha of close by pixels creating "streams"?
there is a create texture node. not sure i am getting your question though
oh i scrolled up and saw the whole question
you create a material that does the math and is feed with parameters
i dont have a specific answer, but try searching for tileable perlin noise
that material can be rendered on a render target, so you get a texture object
should set you in the right direction
maybe turbulent noise would be better
so long its tileable it should work regarless of the type
the map "tiles" are so big (depending on the numbers I use) it honestly shouldn't matter that much
but yes, it would be a plus
worse comes to worse I just generate a 2048x2048 image or something
and you'll never find the end
I have a powerhouse of a PC, but I'm going to be going out of state for a bit. Does anyone know if I can use UE4 with an integrated GPU? I'll only be doing programming with it, so I can turn the graphics way down.
a render target would be like a mesh? Alright, I'll try and see what I can do
I'll just do what I do relatively okay
trial and error
a render target is basically a flat 2D plane
The render target projects to a 2d texture which can be used in a material, so you can apply that to pretty much any mesh (for instance, rearview mirror)
Oh, ok
that makes sense actually
so creating the texture is not the headache, doing whatever voodoo I have to do to locate the pixels on the texture, convert that to a number and then to height is the headache
got it
its not, you can read each pixel from a texture, it's just inefficient
I have no idea how I would do that more efficiently though, my map is bloody hexagons
I remember something about "creating minecraft in UE4" on YouTube a while ago; I know it was an infinitly generating terrain, but I don't think they actually created landscapes with it. Using the new procedural mesh generation tools (which allow you to state verticies, normals, faces, etc.) you could create a landscape using that.
Regarding the "do it in blueprints" no... What you're wanting to do should be done in C++. Even a texture that's only 100x100 is still 10,000 iterations, because you're going to be looping. Blueprints is great for a lot of things, massive loops is not one of those.
Don't doubt the stubbornness of men
It might work, but I'm pretty sure there's an iteration counter in blueprints which actually stops it from looping too long/much and shuts the thing down. You can do everything else in BP, just make your loops in C++
If you really want to do it in BP, I guess you can make it run in chunks so it only generates a portion before moving on to the next portion, but at that point you're really just cramming square blocks into triangle holes
if arrays worked I wouldn't even need to generate an image
I could just do the math and shove it into an array
there isn't even a node to create a variable
You mean 2D arrays? You can create them with some minor workarounds in BP. I typically use a Map of vector 2Ds:structure
that sounds absurdly convoluted with something like 512x512
as far as I know there isn't even a node for creating a variable
or temporary variable
that would make things a whole lot easier since I could just use the indexes to create a bunch of sets
@grim ore Sorted it thanks Matt
It is, which is why I suggested using C++. And no, there isn't a way to create a variable, but you just use an array or map and add an element to that; alternatively, if you know you're only going to be using the variable in the loop, you can create a local variable inside the function, set it to null at the beginning of the loop, then set it and use it in the loop
isn't there a framework for creating layered textures for objects?
Can you elaborate?
Actually, I could just shove all of it into a single set
I'm dumb
why am I overthinking this
just generate a bunch of numbers using the noise math, shove them into a set
Overthinking is a specialty of programmers
and I'll just know the 513rd number
is the second set of pixels
on an image that's 512x512
You could, but if you're going to be doing any math based on the pixel location, you'll run into some more issues. I think doing the map of vector 2d : someDataStructure would be the best
that's what I was gonna say, the math for actually finding the pixel is going to be slightly...
dubious
So, what are you trying to do anyway?
imagine this, but the map for the height of each hexagon isn't completely scuffed
and actually creates some land type structure
Are you planning on having those still be hexagons? You're not trying to create some type of seamless landscape, right?
No
of course not
it's not for strategy, but imagine something like Civ
something is funky with my code, that there's always a massive height difference between the rings
https://catlikecoding.com/unity/tutorials/
I know this is for Unity, but a lot of it can be applied to UE4. About half way down the page is something similar to what you're doing. @slender jolt
not matter the settings, even though that shouldn't be happening
Hey guys, I'm trying to paint grass over the rock like shown in the picture, however the edges are super ridged of my paint. Is there a way to make that smoother for more detailed painting?
that sounds stupid but I'd honestly rather learn the steps to do something, while hitting my head trying to make it in my ridiculously convoluted original way
than to copy a tutorial
@winter rain Look up Ben Cloward on YouTube. He's doing a lot of really amazing tutorials on this type of thing and I think that can help you out a lot more than I could
Okay! Will do
that does look really nice though
@slender jolt Fair enough. I created an A* pathfinding system to create a GOAP-like AI thing when I could have, you know, just used GOAP.
it deviates from mine in the first step though, since I'm not using the same coordinate system
Using a square grid system with hexagons would be kind of difficult
also I don't know if his is procedurally generated
It is, or at least, he does go into that in later tutorials
Hey. I would really appreciate if someone could help me with this. I want to use the BP function "Find look at rotation" so that a given starting point A, can find the look at for where the cursor is looking. The goal is to have this rotation be fed into a projectile that will fire out of the point A (the muzzle of a gun) towards what the player is aiming at using the cursor.
my mans literally just created civ, what the hell, it looks good too
@latent stream Are you talking about a mouse cursor, or just where the player is looking?
cursor
Then you're probably going to want... (give me a sec)
Get Hit Result Under Cursor. This will give you the location of the mouse cursor in the world space. After that... are you trying to have the gun point at that location?
An issue I found with get hit result under cursor is that if there is nothing for it to hit (ie the player is aiming into empty space) it gives weird results. The gun's position is static and the projectile is aimed at the cursor point
Alright, give me a sec. I have a project that did something similar to this, I just need to find it
it sounds like you just want to aim in the direction the mouse cursor is relative to the player?
yes
similiar to how aiming works in flight simulators. The shots spawn from a gun point orienated towards the cursor
@latent stream This is what I used, though it's using the camera (where the player is looking) for that.
I know there's a way to get the mouse position, then raycast to a point out to X distance, but I really can't remember. It's one of those things that's super simple and has a built in way to do it, but it's escaping me right now
I'll play around with the information you gave me and see if it helps. Thank you so much for answering. I know this is simple but I've spent way more time then I should trying to get it to work
If you want to cheat, you could enable trace collision on the sky sphere which would register with the get hit result
when applying sound effects to hits is it better to do it in the animation or onHit events?
It's not better or worse, it depends on your use case. If the sound is for something like a stick hitting a wall, then on hit would be better
Think about what's making the sound and where it would make the most amount of sense
yeah I just don't know how I feel about adding another notify state in the animation because then I will have to check to see if I hit something before executing the sound. It seems more realistic to do it on hit but then there it seems to be based on when your collision volume interacts with the other actor which in turn can make it seem delayed..so............... @abstract anvil
Hey guys quick question
How would I go about saving data on a data table in-game
Data tables are read only at runtime
so would I be able to change the stat before the game each time? Like say I wanted to change the name of it to something different each time I load in, is that possible?
No. Data tables values can only be set while in the editor. After you build the game, they are set and cannot be changed. If you want something like that which can be changed, you may want to look into the Rama Victory plugin and using JSON for that, though there could be a better way.
A data table is literally just an array of structures, so in theory you could just create a save object which has an array of structures and use that.
I can generate noise with 3 loops, of stupid indexes, but 3 loops
Thats unfortunate, ill have to think of something else then
generating the noise layers complete, I just need to shove them together
When I have two things connected in a blueprint but I want to make the line look better, like.. adding an extra stop between so it looks more like a circuit board. How can I do that?
I am googling but unsure what to google hehe
Double click on the line
Reroute node
Ah guuys, thanks!!
no problem mate I asked the same question like 2 days ago lol
We have to start somewhere 😄
Oh christ I reached the "dubious math" bit
basically I have to round the position of a higher resolution noise layer to the position of lower one, so I can add them together
like, if a layer is 1024x1024, I have to add it to the corresponding "pixel" of a 64x64 layer, for example, pixel 1-16 would added to the value of pixel 1 of the 64x64 sheet, 17-32 to pixel 2, etc.
literally just dividing and round/truncating to an integer should work, but I don't know, that looks sus
It's so elegant
I haven't tested it but in theory this should generate a 1024x1024 noise pattern with only 3 loops, doesn't use a seed but eh, we can't win'em all
I could add that but not for the time being
hold on I forgot to clear the temp noise, stupid
I have no idea what any of that means, but it looks beautiful
Basically this, it's used to generate fractal noise
this is one dimensional noise
basically you generate a frequency, then add smaller frequencies to it, and it creates the "ridges"
This can be used for height maps for example, which is what I'm using it for
how do I test what ID the player is in a multiplayer game? I want to change the skeletal mesh of the player depending on their ID in a multiplayer session
also why do I get a ton of errors when I end my game that say "access none" or something
anyone run into an issue like this before? my lower half of the water sphere is black
doesn't make much sense considering the light is coming from the side
using skylight+sky atmosphere
so it is fixed when the skylight is disabled- however i still want the indirect lighting that the skylight provides :/
actually, i lied, its only fixed with real time capture disabled on the skylight- but then i get these odd red tris:
I have flying vehicles that I want to rotate naturally. If i just use the controller yaw, it is really unnatural. I'm using a floating pawn movement, and I noticed there is no rotation settings like there is in character movement component. Any ideas? What's the recommended set up for a flying pawn?
unchecked "lower hemisphere is solid color" in skylight omg i cant believe i didnt see that
took a break and fixed all of the dumb, I'm pretty sure it's working
I mean
it works?
how do you get your player character and physic actors to treat the center of your spheres as the gravity point and orientation?
thats such a cool map.
WAIT A MINUTE
WAIIIT A MINUUUUUTE
Is it literally stopping my loops, like the other guy said would happen
how could this be happening to me?
I just disable gravity on them and then add a force vector forwards the center of the planet. There’s some irritating rotation stuff going on for orientation to the sphere too
that was my first guess. damn X_x, that adds up
surely epic should put in some sort of globe mode X_x. that map would be so coool
sorry, one more question, how do you make that force vector constantly apply and repeat ? do force vectors continue to add force permanantly ? or do you have to apply the force repeatadly? i learned something great i think !!
force is constant?
which force node do you use ?
oh, i found it ! this is a constant force? sweet!
There’s a whole lot that goes into making a spherical map work that doesn’t allow for some of the tricks they use for planar maps- it would require a rework of the whole engine unfortunately (probably)
yea i think so.
Yeah I trying it’s that one.
And you just get the vector from the center of the planet to the actor, normalize it, and multiply it by your gravity strength basically
for AI characters, you could just add their spawn location to 000 center of the sphere, and handle rotation first, then just add an offset for terrain height
if you rotate first at location 000, it would pivit them correctly, then just add Z offset at the height of the terrain. anyways idk. no idea
Is it a better idea to add a filler value to an array to make index math easier (making the first legitimate value start at 1), or to subtract 1 after doing any math using the index?
Guys - got a a yellow warning spamming my output log - LogNetPackageMap: Warning: FNetGUIDCache::SupportsObject: AudioComponent /Game/GenericShooter/Maps/UEDPIE_0_Untitled.Untitled:PersistentLevel.BP_PlayerCharacter_Child1_C_8.AudioComponent_87 NOT Supported. Does anyone know a good way to chase this down?
I would leave it start at 0 so its like handling values from an array
but it just makes things confusing and convoluted
I can't divide something by 1023 and get a real result
Arrays start at zero, some formulas work better with that, others require some fudging. It's best to not make some arrays start at 1 and others at 0 because it'll just lead to confusion later down the line
Not really sure but this seems to suggest some audio component which is part of the BP_PlayerCharacter, or possibly a sound spawned by it
Every sound the game makes whether its from the player or a weeapon its holding gives me this
Doesnt make sense cos all the sounds play
Its the only warning left to solve now for a nice clean working ready to compile test version
Yeah the length ould be good - just make sure the first array index is valid first
Damien Random rules chosen one day are forgotten a few months later.
Just found my audio issue only happens when playing as listen server + client PIE. Doesnt happen when just client mode, or just server mode
Tbh this is why you use comments 
honestly, yea you're right
oh i do. good luck stumbling back to it eventually : ) I like your profil pic. DoomED.exe and wolf3dED.exe were two of my first adventures into game mods. I put an RC logo on the chestplate of that guys little blue brother, or father, considering the blue one came out in gameplay earlier.
mine laiden X_x
heh yeah I think I messed with some wolf, rott and duke3d stuff way back when
haha rott X_x. it was wonderful for a fe wweeks when it first came out
I don't know how I didn't thought this would be the case but using the x y coordinates of arbitrarily sized objects to get the index of a fake 2d array that's actually a 1d array is surprisingly difficult
I'll just divide the coords by 10 and round it I think
iirc it's just something like index = (y * width) + x ?
yes but the coordinates and something like -53, 26
because it goes out from the centre from 0, so I actually have to add half of the size of the width
or half of the size -1 since the first value starts at 0
yeah
that might not even work because like I said, the coordinates are all over the place, I tried dividing x by the width of the object
and y by the length
but apparently it just ends way too close to 0 and rounds to 0
so I'm clearly doing something wrong
I'll try half the size, since they're hexagons, doesn't make much sense but it's worth the try
no, that's not gonna work either, because there are negative numbers
they are 1d arrays, but I'm using math to get values looping around
like, if a 2d array should have 8 values, the 2nd value of the 2nd row would be 9 in a 1d array
english by the way
Anyone happen to use this pack? https://prnt.sc/10dak0y I get them retargeted to UE4 mannequin great, but after you retarget them their clothes fall thru their body, don't happen using their own skeleton, only happens after you retarget them to UE4 mannequin
@somber rover Is there a physics asset for your character meshes?
if I had 2 instances to this ismc component, i can savegame and loadgame and print out the transforms. if i exit and restart the game, the print outs are empty. why ? how can i save and load instancedStaticMeshComponant data?
yea they come with 2 physic assets
That is a smart way to make a 2D array. I usually just make a struct with an array and then make an array of those structs, hehe.
I think I kinda know the problem, but not really lol
correction, the transforms load and print correctly even after engine exit and restart. but the mesh array appears empty
Is there any way to look at an array after it has already ran through the code? There definitely should be
How would I go about printing an array though?
an array with 1048576 numbers
1048576 numbers that refuse to get used for more than a single row of hexes
I'll go grab a bite and come back to this in a bit
OH I'M A MORON
WHY AM I ADDING 512 IF IT HAS 1048576 NUMBERS
that made it worse (adding half of it)
ok I'm done for the time being
is there a node to STOP audio
Hey so how do I change the game mode when I open a new level
yo question
is there a way I can make only the host able to do something on a listener server
@woeful wadi wrong channel
Multiplayer questions should go in #multiplayer
after the "Start here" event, is the "Add new inst comp" event gaurenteed to finish before "Add inst" is allowed to run? or do they multithread ?
would a delay node expires inside AddNewinstComp before "add inst" runs ?
why the hell does this remove every OTHER instance ? if i spawn 10 instances, 1-3-5-7-9 get removed, but 02468 do not get removed. Comp list is an array of instancedStaticMeshComps
tested removing the -1 . although im pretty sure the -1 is correct.
oh, each time it loops, its checking the index count, and removing a tick. that that variable is changing over time probably
i should start at the higher end of the array if im gonna spam deletes i guess.
Ryzen 5 2600
16 GB Ram
Any guesses about how much would it take to compile UE4 source?
it's removing every other instance because you are iterating and deleting stuff at the same time, when you remove, the internal array shrinks and if you are at the index 5 for example then index 6 becomes 5 which means you will be skipping one every time you remove one
You could iterate in reverse, from the end to the start and that should be enough to work around the issue
with an SSD probably around 45-50 minutes would be my guess (just a guess)
I trust my SSD's power then 😄 Thank you
How much differences between mobile deferred pipeline and standard deferred pipeline
How much would deferred mobile renderer help for low spec PCs
I'm currently making a first person shooter game, and the projectiles are supposed to move slower and take time to hit an object. What would be the best way to line the bullet up with the crosshair?
what's the earliest event in the gamemode where I can get actor instances from the world?
I'm using beginplay which works, I'm getting the instance before any players connect, but I wonder if that's ideal
Are these 'instances' players or connected to player spawns?
If so you should look at event on post login, which also gives a controller reference for the logged in player
no
I specifically need the reference before any players join
kind of silly how hard it is to find information like this
the flow charts are so vague
when I play as listen server I get the player connected event before beginplay
so that won't work
initgame is too early, I need the actor initialized; there isn't another event listed in the docs except per-player events
@timber nymph https://www.youtube.com/watch?v=IaU2Hue-ApI
What happens when you start up your Unreal Engine game? This video is a guided tour of the Engine's initialization process: along the way, we'll glimpse the high-level structure of the Engine (modules, game instances, local players, and viewports) and we'll see how all the different parts of the Game Framework (game modes, game states, player co...
wow that's a lot more thorough, thanks
Thanks!
this video is fantastic, super thanks
lol
If only every character had 3 arms
so when GetWorld is called in game mode's InitGameState in the editor, it appears to refer to a mini fake world for previewing the gamemode and not the editor world with the actors in it; what's the idiomatic way to check if I'm in the editor?
UWorld::IsEditorWorld is probably it but it doesn't differentiate between the editor's actual world and the little preview world I'm seeing in the gamemode
how do i name an actor that i spawn via blueprint? they all have the name of the actor class
not sure i understood your question
i spawn some actors using the node SpawnActor
a static mesh actor has the name StaticMeshActor
in the world outliner
but id like to name it e.g. Wall
you can rename it in the components tab of your blueprint
or directly in the world outliner
id like to do it via blueprint
🙂
but do you want your result to be visible in the world ?
because otherwise just renaming it in the components tab will work i guess
yes it shall be visible in the world
i need to spawn the actors at runtime
and for debugging reasons i would like to name them
:\
could somone help me with exporting a material from blender to unreal im having problems...
this is the spawnactor node that im using
we know, its not like blueprints offer any choice
you might be able to set the name after the fact though
Quick #UE4 Tip number 119.
Polygon Editing that let's you modify Static Mesh inside Editor.
https://t.co/n4T5mYYOyJ
#unrealtips #unrealdev #indiegamedev #gamedev #indiedev #screenshotsaturday #UnrealEngine
Unreal seems not to support the decoding of HAP video files on DX12 only on DX11 it wokrs fine.....
Is there any trick / way to get the HAP codec to run under DX12 (the project reqires raytracing)
@steel shell do you want to try adding a new text/string variable inside the static mesh actor, expose it on spawn, and use it via return value?
@viral fjord i want to see the name in the world outliner
@steel shell oh, my bad. So, you want to create an actor using spawn actor node, and then you want it to be renamed in the world outliner after being spawned. Did i understand that right?
As far as my experience in bp goes, in my opinion, its not possible. Ue4 do have "get object display name" node which lets us get the actors name. But i dont recall that ue4 have "set object display name" or something similar.
There may be no way to do this in pure bp.
Make the variable "instance editable" (you can then see in the details of the object in the world outliner) and "expose on spawn" (you can set it when spawning in blueprints).
You can set these in the variables details of the blueprint in question
@wanton lotus i dont have the actor in the world outliner before spawning
That is fine, you open the actor's blueprint and make a "Name" variable, then set those options.
Then it will appear in the spawn actor node when you choose that actor's class.
And with "instance editable" you will see it in the world outliner after it is spawned. Instance editable is required for expose to spawn anyways.
Example of a variable exposed on spawn. I am able to give my custom UMTimer actor an attack variable which is only allowed since I have it exposed on spawn:
@wanton lotus cool thank you, i will try this!
When using GetVelocity or GetComponentVelocity and I print out the Z-results I get strange numbers. Every 6th number is what I believe it should be. Anyone know why it might be like this?
I have nothing else in the project that uses Print. Removing the connection to this one everything gets removed.
can this cause the whole lighting building to freeze?
shouldnt, but does mean you have empty static mesh actors laying around
Any way to like, create a loading bar, preventing unreal from just freezing while it's compiling?
Can you activate and deactivate seperate emitters in a Niagara System?
Hii, i was trying to copy a material, but i miss few pieces
how i add this nodes in the red circles?
tiny green ones are scalar parameters (hold S > left mouseclick)
the "0" is just a scalar
hold 1 > left mouseclick
the big white one
hold 4 > left mouse click > rightclick > convert to parameter
thank you man
is there a way to get rid of the throbbing light in the view?
"the throbbing light"?
the ground is throbbing or flashing
it happens when i select the ground mesh
i think
@rotund elbow happens because the viewport grid is same height as the mesh. its annoying yea
i removed the grid and it stopped somwhat. But having ground selected while viewing close to the ground, keeps it happening. I assume there is a graphical element that shows selection, that casuses it.
yea
Would you guys suggest to a beginner to start level designing?
i would suggest just having fun, (also check the pinned message in this channel for some beginner links :) )
Alrightyy
is this a cpp project
I use blueprints
ye but when you created the project, did you specify blueprints only or cpp
Blueprints
weird
I pressed here by accident
I try restart my project
so it stops saying loading visual studio
ah well the Game Mode is a cpp class that exposes features to blueprint iirc
Ayy I got the height maps working, just need to tweak some values
so if you click there, it can't open a blueprint version of it since it doesnt exist, so it loads the cpp game mode code
When adding a camera for the player (top down, third person etc), does it make sense to put the camera on the controller, or the character/pawn?
Or is either fine?
Hi all - in a packaged shipping build, are log files not enabled at default? I spotted bUseLoggingInShipping = true; which would need to be in a c++ class I believe but our project is 100% Blueprints.
Any support on this would be great, thanks
I just dont get it, whats the difference between player character, player controller and player pawn?
it's possible to play a sound when the WindDirectionalSource do its work?
@patent raptor this is used in the target.build.cs file in a project. So it won't be there in a blueprint project. I would say convert to C++ by simply adding one C++ class but if you are ready for shipping, that might not be viable. I can't see it having much of an effect as it isn't changing anything you have already done really.
@weak bone Pawn = the base for a player. Player Character = Pawn + CharacterMovementComponent. Otherwise it's just a pawn with a different class ref for all intents and purposes. Player Controller = the associated input class that is attached to a player pawn/character to drive movement and actions.
How can I do that as on my map to imitate streets for example?
I can do this in c++, but is there a general feature in UE4 that supports persisting game metrics over time? For example, total number of kills, miles travelled, longest game, etc.
In some very rare cases the transition from map to map doesn't work and nothing is reacting. You can't even access menu or so. Is that some known problem? For me, it has already happened for Streamlevel and normal map transition via "Openmap". Thanks.
after updating to rider for unreal engine latest version i am getting this error in "find in files"
Intermediate\ProjectFiles\UE4.vcxproj' (58 megabytes) is too large and cannot be scanned
anybody else having this problem ??
My WG wont for some reason add 10 childs to his horizontal box on pre construct. Any Idea of a problem appearing?
@radiant haven try placing the create widget inside your for loop
@viral fjord Oh that works thanks, why it doesnt work with a variable or Create Widget outside of the Loop, I dont understand, well then thx
@radiant haven i think the loop cuts the continutiy of the code between the create widget and add child.
Its like the code inside of the loop is a separate function.
@dense girder did you relocated the files in your project?
Oh, i see, the first time i had this kind prob is because i move my files from the window explorer. 😅
Hm. Can anyone check if wishlist on marketplace is broken?
I've tried to add some assets t oit, but it stays empty
I usually just start broadly. If its a platformer or any kind of acrobatic gameplay i see the level as an enemy. And try to compete against the player.
I wanna create worlds like stylized worlds, but I'm also interested in learning how to use the blueprints and stuff.
Oh ok i thought you ment in a design philosophical sense 🙂
just put the things and stylize them 🙂
yeye I'm learning how to do terrain atm, I also have another question, is it recommended to jump from topic to topic while learning unreal or should I focus on one thing at a time?
@worn bluff then, start with that. Eventually, at some point of your project, you will end up learning other stuffs to complete your proj 🙂
icic
I usually learn new stuffs when i needed them. But it is important that you know your end game to avoid learning unnecessary things atm.
ahhh icic, well then I should focus on world stuff then because I really wanna get something like this they are so visually pleasing to my eye, how hard do you think it is to do something like this?
I attended one of the webinars UE4 conducted for environment design. The map is somehow large, 8x8 i think, and it was 3 hours. But the methods of placing foliage and other props are relatively easy
If you are doing the trees too, perhaps give it a month if your are learning from the beginning
Hello, is there a way to disable HighResShot notifications?
Why would you disable them? O.o
@worn bluff Assuming that we exclude the learning time. If you are using all tools available, and props are ready, i assume one can do that scene (specifically) in one sitting
what webinar
@plush yew oh its about environment design, just ended yesterday. I just recieve an email about it one day - thats also the reason i discovered this discord 😅
ya but it should have a video
Yeah I have no experience using this engine I essentially wanna learn how to build environments with a stylized look like kingdom hearts 3, but I'm also very interested in learning how to make an rpg kind of game, so I was gonna follow tutorials on how to make terrain and worlds, and also one on how to make rpg games and I was wondering whether that was too much to start with.
Yes. They said they'll send the recording about a week from now
!xord remindme 7 days
is there a way to dynamically set the game mode in the middle of the game?
im saying in blueprint
might wanna pop over to #blueprint then buddy
ok thanks man
Incidentally, i'm also doing an rpg as my passion proj. Although, i did start with game design docs, first. But its ok to play around and learn other things before diving to making one.
I did have a rough start though :sweat_smile:
as anyone used niagara fx's as particule effect ?
I would like to set a muzzle flash on my weapon
but can't figure out how
since I can only add particule effects
I think I'll learn by doing it's more fun that way I just found a series I think I can sink my teeth in https://www.youtube.com/playlist?list=PLlswSOADCx3dZuEIYN7dxAwYSKIwNIIC-
I need a bit of creative input. I just finished a beginners course and I wanna do a small game to test my knowledge, do you have any ideas?
I would agree to you on that one. A little advice when before you dive to programming. Plan your features on papers first and make it clear to yourself how you want your game to work 🙂
Oh I'm not making a game with the intention to release I just wanna follow tutorials and do a bunch of things to get a feel of what the engine can do and how I can learn its functions all I ideas I have are in my head I wanna start working on them only when I have the knowledge to use this engine and many other softwares.
Tbh the only game I would consider making is minecraft cuz it seems somewhat simple(probably not) but even then I would use that project as an opportunity to learn
Just the same. Planning and designing is a crucial part of this. Unreal Engine is quite a maze when you don't have a specific plan at hand 😅
Guys i am trying to make a UI which looks like the one from ( Welcome To The Game )
which is like a pc screeb
screen
any idea how can i make that
tru tru I got a taste of that years ago when I tried learning this, but my approach just following some guides and making what their making is extremely fun there's just not many that I know of that goes from beginning to end for the types of games I wanna be able to create like rpgs and open world games, probably because these kinds of games are big in scale, I honestly just want a series that's structured from start to finish on how to build rpg games because there's many aspects in them that I could learn a lot from like terrain building and programming.
And I'm hoping the one I just found will cover just that
yeah creating one widget to display one widget
If you ask me, you wont find a full series - only bits of pieces of the totality of what you want to do. But yeah i do hope you can find one
HELP is someone familiar with GPU Profiling? I have "Visibility Commands" that takes me 5 ms and put down my framerate
Thanks again for the tips planning is a good skill to have in anything, so I'll try it out for sure
Hi! Does any one know a free cloud rendering such as https://www.furioos.com/ ?
Stream any 3D project anywhere, anytime, on any device. Furioos makes it easy to share any 3D application and embed it onto any website. Stream 3D experiences from Unity and other real-time 3D platforms, Windows applications, and other creations from any web browser.
Ok then, feel free to remind me too. My memory might fail me 😅
no. i thought you're a bot and youill remind me
@plush yew i doubt that it can run ue4 hjeavy stuff
Thanks @kindred viper
no worries
sorry i looked around but i cant really figure it out
if anyone else thinks they can help then please give me suggestions
i followed a camera tutorial but for static objects
anyone know how i can get this to work for a player character?
or if i'm doing something wrong?
these are checked btw
Hey guys, whats your approach to doing collectibles? My current way is child actors within other blueprints but this becomes super taxing after some point and I was looking for a different approach.
I am trying to make a desktop shorcut to my ue4 game, but I get the message "REgister this directory as an unreal engine installation?" when I try to open it. Is there any reason not to?
what are you trying to make a shortcut to, what file? you would make a shortcut to the .uproject