#ue4-general

1 messages · Page 955 of 1

slender jolt
#

about that

#

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

wary wave
#

it won't work with an array either, but why have a TMap to begin with?

mighty copper
#

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...

raven sand
#

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

slender jolt
#

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

wary wave
#

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

slender jolt
#

Well, I think you actually know what you're doing

wary wave
#

haha

slender jolt
#

that sounds very suboptimal

wary wave
#

it's fine, the conversion between any of the sets is extremely cheap

slender jolt
#

also, I'm using weird circular ids

wary wave
#

much better than doing something with a TMap and looking up tiles through keys etc

slender jolt
#

and cube hex coords

wary wave
#

I also used cubic coordinates

slender jolt
#

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

wary wave
#

6 loops sounds overkill

slender jolt
#

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

wary wave
#

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

slender jolt
#

Are you saying by using a ton of branches?

wary wave
#

I don't think it had all that many

slender jolt
#

Yea, this uses no conditions, so I think it kinda makes up for it

wary wave
#

yikes

slender jolt
#

What? You don't like my pristine code?

mighty copper
#

I've seen worse examples. At least you can see where things are going on yours @slender jolt

#

Good example of bad...

slender jolt
#

Lord almighty it looks like one of my kid "abstract" paint drawings

wary wave
#

that's not an example of bad

#

that's an example of a hate crime

mighty copper
#

Epic contacted them to tell them to stop while they were ahead.

#

Mind you this is not one of mine... this is from google

mighty badge
#

em how to check what is playing in anim bp

vocal herald
#

I have a skeletal mesh that is only visible if selected in outliner. Why is that?

slender jolt
#

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?

mighty copper
#

@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...

wary wave
#

blueprint doesn't support arrays of arrays

mighty copper
#

@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...

wary wave
#

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

vocal herald
#

Fixed it by setting bound scale 100 after spawning

slender jolt
#

Are arrays literally not arrays?

mighty badge
opal lark
#

How do i blend from sequencer to player camera

wary wave
#

got to be very careful how you handle that

slender jolt
#

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?

wary wave
#

always two elements?

mighty badge
#

c++ has none [][] arrays
u can simple create class in c++ i recommend this
and use this in bp

slender jolt
#

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

wary wave
#

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)

slender jolt
#

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

grim ore
#

Arrays have 1

#

The index is just an offset from the start

slender jolt
#

well, I'm considering the index a column

grim ore
#

It’s not

slender jolt
#

I know it's not, I'm just trying to get a point across

#

why is that the case?

grim ore
#

That’s why the array type is pre determined

wary wave
#

yeah, an array is just a list of things

grim ore
#

It’s the way arrays work.

slender jolt
#

but it's not though

#

not anywhere else anyways

grim ore
#

Sure it is

#

And if you want an x,y in an array use an int point

slender jolt
#

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?

wary wave
#

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

slender jolt
#

So you have to use multiple one-dimensional arrays for what a multidimensional array should achieve a thousand times easier?

wary wave
#

looking at it, sets are unordered, and use keys for lookup, and they cannot be modified after you create them

slender jolt
#

and spill even more spaghetti?

#

I see

#

I could do some weird math and like, store the values sequentially

opal lark
#

Does anyone know the answer to my question

slender jolt
#

like if it has 6 values I can store value 2 of row 2 in index 8

#

but that is fucking disgusting

grim ore
#

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.

slender jolt
#

Really? I suppose it would be better than looking up multiple arrays

#

Guess that's what we'll have to go with

lean matrix
#

Hey, Is there a help/beginner channel?
Or may I ask here?

wary wave
#

every relevant channel is a help channel

mighty badge
#

@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;
    }
};
slender jolt
#

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

clever axle
lean matrix
#

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?

slender jolt
#

OH I CAN SHOVE A SET INTO AN ARRAY

#

or not?

lean matrix
#

The model is a car,
Here is an example of my issue:

winter gale
ionic geyser
#

Is there any way to run this tick in the editor? just like I would do in unity with On Draw gizmos?

mint locust
#

maybe get player character

opal lark
#

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.

wary wave
#

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?

opal lark
#

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

wary wave
#

where does the camera come into that? because the 'wolf' doesn't seem relevant to the original question

opal lark
#

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

#

like the dogs here

remote bramble
opal lark
#

How is that done is a sequence blended with enemy AI its confusing. or is the AI playing the jump animation ?

wary wave
#

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

fading forge
#

My unreal project don't load after I activated "Support global clip plane", someone have a solution?

misty wharf
#

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.

slender jolt
#

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

misty wharf
remote bramble
slender jolt
#

opposite, it's exponential too, pretty strange

#

wait I think I know what might be going on

worn bluff
#

So I got this cloud computer and I'm able to install Unreal Engine on it and these are the specs is this enough

grim ore
#

what GPU

worn bluff
grim ore
#

its much better than your other machine yes

worn bluff
#

oh so I can use it??

grim ore
#

thats up to you lol, if this is a remote machine then virtualizing GPU over the internet is different

worn bluff
#

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

grim ore
#

yep

opal lark
grim ore
#

other people gave you feedback on this, would it not work?

opal lark
#

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 ?

wary wave
#

it's just an animation

#

but there's also nothing that stops you from using Sequencer to play an animation on the dog / window

opal lark
#

Yeah i have the annimation what im stuck with how does it seamesly tranfer from annintion to ai to attack the player

wary wave
#

stop controlling the dog with sequencer?

#

at this point I don't understand the problem any more

grim ore
#

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.

opal lark
#

A h I see thanks Matt

slender jolt
#

It was using positions relative to the first hex it spawns, because of course it was

misty wharf
#

Ha! Great url. Thanks. This seems to have fixed my crashing issue too.

inland aurora
#

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???

remote bramble
#

@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

grim ore
#

@inland aurora get the user widget from that component

ionic geyser
#

Like any way to draw debug only when in viewport?

inland aurora
#

@grim ore I don't understand what you mean

grim ore
#

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

lost niche
#

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

vast pawn
#

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?

worn bluff
#

So I got unreal downloaded and ready to go, what should I get started with?

flint dagger
#

Just search for "UE4 Basics Tutorials" and have fun! Make cool things!

worn bluff
#

Ight

grim ore
#

@worn bluff Check out the pinned messages in this channel for some learning material

worn bluff
#

Ok thank you guys

calm pollen
#

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

flint dagger
#

Store a boolean in game saves if it's been accepted.

vast pawn
#

Thank you finally

flint dagger
# calm pollen how can i make a widget appear only once, like a terms of service or welcome scr...
calm pollen
flint dagger
slender jolt
#

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?

wary wave
#

possible, yes, but why?

slender jolt
#

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

dire crescent
#

Failed to save .asset. Any help would be greatly appreciated!

grim ore
#

that is an auto save, it shouldnt be an issue since your main asset is fine

dire crescent
#

This one, it happens to all my saves and assets

grim ore
#

do you have the editor open twice?

dire crescent
#

nope

worn copper
#

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...

grim ore
#

usually a save issue if its all assets is due to it being open twice

dire crescent
#

i clicked once to open and checked the task manager

grim ore
#

😦

#

maybe close the project and open it again see if it still happens

dire crescent
#

already tried multiple times + restarted computer and reinstalled unreal engine

grim ore
#

maybe create the project somewhere else, its possible you dont have admin rights to that folder

dire crescent
#

ok i will try, thanks!

remote bramble
#

how do i add un croutch but as a toggle?

dire crescent
#

flip flop

remote bramble
#

i dont wanna hold to crouch

raw warren
#

Hi guys, anyone knows about a pipeline software that works/integrate with UE?

remote bramble
#

what

#

wait i found it thanks

dire crescent
#

np

worn bluff
#

I wanna ask Just how powerful is unreal's blueprint scripting, is it as powerful as writing code?

calm pollen
#

as far as im understanding of course lol, im not a pro^^

worn bluff
#

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!

calm pollen
#

yeah theres a lot you can do with this free software, its actually insane

worn bluff
#

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

calm pollen
#

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

grim ore
#

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?

sturdy canyon
#

Hello community. New member here

grim ore
#

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"

plush yew
#

why cant put an actor into my datatable?

#

its set to actor in the structure

past wing
#

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

plush yew
#

nvm im an idiot

wanton lotus
#

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...

grim ore
#

so these files do not exist in the original project but show up in the migrate window?

wanton lotus
#

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.

past wing
#

Anyone got any ideas/

#

?

autumn latch
#

my friend gets this error while packing the game. how can we solve this problem?

wanton lotus
#

Fixed my empty references. Had to find the materials causing the problems, duplicate them, delete the old one, then rename it, lol.

mighty badge
autumn latch
#

how can i solve this problem

mighty badge
#

@autumn latch don't spam and give a full log in .txt

autumn latch
mighty badge
#

k but i can reed 2 errors and a sit ton of warning

sturdy canyon
#

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?

autumn latch
mighty badge
#

google ti D:

past wing
#

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

mighty badge
past wing
#

@mighty badge - so I need to then encapsulate it

mighty badge
#

yep empty actor and ProceduralMeshComponent or create custom actor

vernal valve
#

How do I convert Noise to a 2D Texture?

past wing
#

@mighty badge - how do I create empty Actor in code (C++) ? I am trying to avoid creating a new actor that derives from AActor

mighty badge
#

@past wing im not a library 😄 google it

#

o and u be re inverting part of wheel

robust marten
#

How would I set something to constantly shrink as it exists? I'm having a hard time figuring this one out lol

kindred viper
#

@robust marten user a Timeline (or TimerByFunction etc) and set the object scale -= value

past wing
#

@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

kindred viper
#

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

worn bluff
#

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?

calm pollen
worn bluff
#

oooooooo

#

icici

#

ok thanks

calm pollen
past wing
#

@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?

kindred viper
#

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

past wing
#

@kindred viper - yeh that's what I mean, would there be a source code?

kindred viper
#

of course. I'd be lost without it 😄

lime gull
#

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

dire crescent
#

@grim ore Thanks ue4 didnt have access to the folder, i changed it and works fine now.

vale flare
#

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

frank oar
#

Hi guys,
In order to get the send to unreal addon do I have to creat a github account ?

bitter iris
#

using perforce should this be a problem? or shall i just disable the noti

coarse turtle
#

Hi - What's the landscape size after 8129 and how do you calculate that?

somber quail
prime willow
#

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?

lapis bronze
#

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

worn bluff
#

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.

leaden garnet
#

if your end goal is to get a job in the games industry or something related, yes, as hobby? depends

plush yew
#

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?

worn bluff
#

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

plush yew
#

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

worn bluff
#

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.

plush yew
#

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

worn bluff
#

I guess that’s true

strong fossil
#

is there somewhere i can put my crash text file so i can get help as to why my project crashes randomly

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?

timber nymph
#

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

plush yew
#

thank you unreal very cool

#

lol

#

p

#

a

#

i

#

n

timber nymph
#

i9

#

6400 shaders is like 10 seconds

plush yew
#

when youre on a laptop traveling it takes a bit longer than a desktop

timber nymph
#

eugh

#

hard pass

plush yew
#

lol it will take abt 30 mins for me

#

¯_(ツ)_/¯

neon bough
#

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

timber nymph
#

isn't using the editor a luck game between success and crashing it?

neon bough
#

yea true

deft raven
#

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?

vernal dock
#

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

somber rover
#

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

worn bluff
#

Why does my steam vr keep starting when I open unreal engine?

sudden beacon
#

You have to shut it off in plugins

worn bluff
#

Which plugins cuz I disabled the steam vr one and it’s still doing it

tulip blade
#

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!!!! 🤤

plush yew
#

Does anyone know how the Epic Mega Grant would be taxed in the US?

sterile tulip
#

guys

#

it says Visual Studio 2019 must be installed in Unreal Engine for a project

#

But which one do I download?

coarse wigeon
#

Visual Studio 2019

sterile tulip
#

I downloaded it now, now its asking me for a workflow

orchid haven
#

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?

sterile tulip
#

Do I check unreal engine installer?

chilly sun
#

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

granite creek
orchid haven
#

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.

granite creek
#

fps drops in between?

#

or its just audio stuttering

orchid haven
#

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?

deep viper
#

Is there a way to differentiate whether you are inside a Level or the viewport of a blueprint?

orchid haven
#

I'm not sure how to cut down on that

granite creek
#

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

orchid haven
#

oh man these sure are words

#

i'll be googling around to try and piece this advice together

#

i appreciate your time 🙏

granite creek
#

should be called before playing sequence

#

where you call play sequence

orchid haven
#

sweet. got it. thank you my dude

deep viper
#

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.

deep viper
#

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.

timid spade
#

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

grim ore
#

You can alter an animation in the anim bp. Adjust bone position and stuff At runtime.

timid spade
#

would i do that in the state machine, event graph or anim graph

calm pollen
#

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

waxen vector
#

guys can I bake the cloth sim at an instance and export it to ue4?

winter gale
plush yew
#

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?

craggy sierra
#

anyone know what is the name of class responsible for displaying Details Panel for instanced BP on level?

craggy sierra
plush yew
#

yeah

#

ty

#

I fixed it ❤️

past pilot
#

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

ember token
#

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

sweet kettle
#

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.

wary wave
#

middle icon toggles between world and local space

foggy leaf
#

I want to check that an asset exists at build/compile time in my project, is that possible?

wary wave
#

theoretically, yes

#

there's no magic built in though, you may want to take this to #cpp

plush yew
#

Is there a way to make objects move along a path? And if so, can I import nurbs from maya as a curve?

#

Thanks.

sterile tulip
#

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

frank oar
#

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

plush yew
#

how can i remove paragon weapon without removing the cloth ?

velvet magnet
remote bramble
#

how do i add a camera?

wanton bloom
#

Hello, i want to ai pass to through to door how can i make this?

sleek bridge
#

How do I add two even actorBeginOverlap without it being a custom event?

brittle gulch
#

Hi there! Why did Epic remove the support for HTML5?

exotic thicket
#

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

brittle gulch
#

pretty niche platform? 🤔
In the advertising business there's a lot of demand for web app and web games, I think they underestimated it.

little oyster
#

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?

fierce tulip
#

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

wary wave
#

literally nobody used it and the size of UE4 HTML5 games made the entire idea laughable anyway

wanton bloom
exotic thicket
#

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

plush yew
#

i haven't been on here in a while, came back now my brain hurts

plush yew
#

anybody here :/

wary wave
#

nope

plush yew
#

😦

rancid jay
#

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.

sterile tulip
#

can you bake lighting in bigger landscapes?

remote bramble
#

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

sterile tulip
#

look to the spring arm and then search for inherit pitch and inherit yaw

fierce tulip
#

@compact sail not directly related to ue4, so please post in #lounge instead

compact sail
#

ok, thanks

wary wave
#

sphere collision is the cheapest possible collision

next badger
#

sphere is the cheapest, it's basic float comparison

#

well, sphere to sphere

sterile tulip
#

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

ocean pumice
#

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

next badger
#

@ocean pumice yep, use existing tools

ocean pumice
#

what do you mean ? there is a npc dialog system integrated in the engine ?

#

@next badger

next badger
#

no, but there are plenty on the web/marketplace some are free

ocean pumice
#

ok thanks ;

next badger
ocean pumice
#

thanks a lot man amazing 🙂

wary wave
#

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

sterile tulip
#

no the levels will not be streamed, at the end it will be 1 landscape without streaming

wary wave
#

that's even worse

#

now you have to fit all your lightmap data for your entire game into video memory all at once

sterile tulip
#

Are lightmaps stored in VRAM?

wary wave
#

they're textures, they need to be available to the GPU

sterile tulip
#

How did Last of Us 2 bake their lighting on these landscapes then

wary wave
#

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

sterile tulip
#

can you not only stream in the lightmap while everything else is preloaded?

wary wave
#

in theory yes, but why would you do that?

ocean pumice
#

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..

grim ore
#

Restore that asset from backup or source control.

ocean pumice
#

oh i got it

ocean pumice
#

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 ?

sterile tulip
#

Or would it still be stored with streaming

wary wave
#

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

sterile tulip
#

so there is no way of having baked lighting on an open world/bigger landscapes?

wary wave
#

realistically, no

foggy jetty
#

Are your test levels just as messy? 😄

rigid belfry
#

difference between gamemode and gamestate?

mossy nymph
#

for a single player game, very little

past pilot
near pine
#

yo

#

is there any way i can animate a rig in the cinematic editor

plush yew
#

Is there an easy way to reverse a spline?

ocean pumice
plush yew
#

Which node?

#

Time Line?

mystic barn
#

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.

sand mauve
#

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.

plush yew
ocean pumice
potent reef
#

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!

tulip willow
#

oops i pressed smth and now i cant click on anything

grim ore
#

restart the editor or reset it to defaults

unkempt prawn
#

Hello, there.
I want to know how to load 3D model to server with url in ue4.
Could you help me?

sand mauve
dense knoll
#

Visual studio has been stuck recompiling my project for like an hour or 2 by now

sonic cliff
#

Hi, somebody knows how to prevent self shadow foliage disappear at distance? No LODs

weak bone
#

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?

grim ore
#

install the debug symbols, crash it, and check out the full crash report. we cant guess at random problems

plush yew
#

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

sharp cloud
#

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

grim ore
#

Scene Component is just a transform, you can use that

plush yew
#

Perfect!! That works great

#

Thank you very much

sharp cloud
#

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 ```
iron tree
#

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? 🙏🏿

oblique stream
#

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.

#

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.

grim ore
#

look for like a sonar post processing, or ping setup

opal lark
#

Hello How do i completly stop game on death. the game is still running in background on death, music etc

grim ore
#

set the game speed to 0?

#

or stop whatever is running, or load a new level, or uh restart the game?

opal lark
#

Yeah iv set up load system save etc, Is ther a node i call to se game speed thanks

mystic barn
#

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?

calm pollen
#

I have a urgent question

grim ore
#

@opal lark global time dilation sets the speed, there is also a set game paused node

calm pollen
#

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

past stag
#

What would be good unreal engine c++ tutorial to get started on it?

grim ore
#

you can use github to store your project between machines if that is what you need yes

calm pollen
slender jolt
#

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

calm pollen
neon bough
slender jolt
#

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

neon bough
#

seamless might work if you set the UV according to the tile location

slender jolt
#

to map that onto the height of a procedurally generated map

#

would that work to generate new maps every time?

neon bough
#

well if you want it random you would need a random seed, which you use for every tile

slender jolt
#

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

pallid talon
#

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.

slender jolt
#

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"?

rigid belfry
#

there is a create texture node. not sure i am getting your question though

#

oh i scrolled up and saw the whole question

neon bough
#

you create a material that does the math and is feed with parameters

rigid belfry
neon bough
#

that material can be rendered on a render target, so you get a texture object

rigid belfry
#

should set you in the right direction

slender jolt
#

maybe turbulent noise would be better

rigid belfry
#

so long its tileable it should work regarless of the type

slender jolt
#

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

abstract anvil
#

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.

slender jolt
#

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

neon bough
#

a render target is basically a flat 2D plane

slender jolt
#

that sounds needlessly convoluted, can't you just like

#

output a png?

abstract anvil
#

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)

slender jolt
#

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

neon bough
#

its not, you can read each pixel from a texture, it's just inefficient

slender jolt
#

I have no idea how I would do that more efficiently though, my map is bloody hexagons

abstract anvil
#

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.

slender jolt
#

Don't doubt the stubbornness of men

abstract anvil
#

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

slender jolt
#

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

abstract anvil
#

You mean 2D arrays? You can create them with some minor workarounds in BP. I typically use a Map of vector 2Ds:structure

slender jolt
#

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

opal lark
#

@grim ore Sorted it thanks Matt

abstract anvil
#

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

slender jolt
#

isn't there a framework for creating layered textures for objects?

abstract anvil
#

Can you elaborate?

slender jolt
#

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

abstract anvil
#

Overthinking is a specialty of programmers

slender jolt
#

and I'll just know the 513rd number

#

is the second set of pixels

#

on an image that's 512x512

abstract anvil
#

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

slender jolt
#

that's what I was gonna say, the math for actually finding the pixel is going to be slightly...

#

dubious

abstract anvil
#

So, what are you trying to do anyway?

slender jolt
#

imagine this, but the map for the height of each hexagon isn't completely scuffed

#

and actually creates some land type structure

abstract anvil
#

Are you planning on having those still be hexagons? You're not trying to create some type of seamless landscape, right?

slender jolt
#

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

abstract anvil
#

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

A collection of tutorials for people who want to learn C# and shader programming in Unity. Useful to both novice and experienced developers.

slender jolt
#

not matter the settings, even though that shouldn't be happening

winter rain
#

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?

slender jolt
#

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

abstract anvil
#

@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

winter rain
#

Okay! Will do

slender jolt
#

that does look really nice though

abstract anvil
#

@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.

slender jolt
#

it deviates from mine in the first step though, since I'm not using the same coordinate system

abstract anvil
#

Using a square grid system with hexagons would be kind of difficult

slender jolt
#

also I don't know if his is procedurally generated

abstract anvil
#

It is, or at least, he does go into that in later tutorials

latent stream
#

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.

slender jolt
#

my mans literally just created civ, what the hell, it looks good too

abstract anvil
#

@latent stream Are you talking about a mouse cursor, or just where the player is looking?

latent stream
#

cursor

abstract anvil
#

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?

latent stream
#

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

obsidian nimbus
#

get hit result also gives a bool on not hit

#

i think

abstract anvil
#

Alright, give me a sec. I have a project that did something similar to this, I just need to find it

grim ore
#

it sounds like you just want to aim in the direction the mouse cursor is relative to the player?

latent stream
#

yes

#

similiar to how aiming works in flight simulators. The shots spawn from a gun point orienated towards the cursor

abstract anvil
#

@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

latent stream
#

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

abstract anvil
#

If you want to cheat, you could enable trace collision on the sky sphere which would register with the get hit result

tame flint
#

when applying sound effects to hits is it better to do it in the animation or onHit events?

abstract anvil
#

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

slender jolt
#

You can change standard macros?

#

Don't give me that power

#

I'll break something

tame flint
#

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

lime gull
#

Hey guys quick question
How would I go about saving data on a data table in-game

abstract anvil
#

Data tables are read only at runtime

lime gull
#

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?

abstract anvil
#

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.

slender jolt
#

I can generate noise with 3 loops, of stupid indexes, but 3 loops

lime gull
#

Thats unfortunate, ill have to think of something else then

slender jolt
#

generating the noise layers complete, I just need to shove them together

plush yew
#

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

abstract anvil
#

Double click on the line

slender jolt
#

Reroute node

plush yew
#

Ah guuys, thanks!!

slender jolt
#

no problem mate I asked the same question like 2 days ago lol

plush yew
#

We have to start somewhere 😄

slender jolt
#

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

worn bluff
slender jolt
#

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

woeful wadi
#

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

pearl hedge
#

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:

kind dew
#

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?

pearl hedge
# pearl hedge

unchecked "lower hemisphere is solid color" in skylight omg i cant believe i didnt see that

slender jolt
#

took a break and fixed all of the dumb, I'm pretty sure it's working

#

I mean

#

it works?

rancid lynx
# pearl hedge

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.

slender jolt
#

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?

pearl hedge
rancid lynx
#

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

rancid lynx
#

force is constant?

#

which force node do you use ?

#

oh, i found it ! this is a constant force? sweet!

pearl hedge
#

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)

rancid lynx
#

yea i think so.

pearl hedge
#

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

rancid lynx
#

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

slender jolt
#

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?

fallen marten
#

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

slender jolt
#

but it just makes things confusing and convoluted

#

I can't divide something by 1023 and get a real result

exotic thicket
#

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

exotic thicket
fallen marten
#

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

rancid lynx
#

Damien Random rules chosen one day are forgotten a few months later.

fallen marten
#

Just found my audio issue only happens when playing as listen server + client PIE. Doesnt happen when just client mode, or just server mode

exotic thicket
slender jolt
#

honestly, yea you're right

rancid lynx
#

mine laiden X_x

exotic thicket
#

heh yeah I think I messed with some wolf, rott and duke3d stuff way back when

rancid lynx
#

haha rott X_x. it was wonderful for a fe wweeks when it first came out

slender jolt
#

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

exotic thicket
#

iirc it's just something like index = (y * width) + x ?

slender jolt
#

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

exotic thicket
#

yeah

slender jolt
#

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

somber rover
#

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

Lightshot

Captured with Lightshot

fallen marten
#

@somber rover Is there a physics asset for your character meshes?

rancid lynx
#

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?

somber rover
slender jolt
#

fantastic

#

it's doing 1 (one) row

wanton lotus
slender jolt
#

I think I kinda know the problem, but not really lol

rancid lynx
#

correction, the transforms load and print correctly even after engine exit and restart. but the mesh array appears empty

slender jolt
#

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

opal lark
#

is there a node to STOP audio

scenic fox
#

Hey so how do I change the game mode when I open a new level

woeful wadi
#

yo question

#

is there a way I can make only the host able to do something on a listener server

gaunt abyss
#

@woeful wadi wrong channel
Multiplayer questions should go in #multiplayer

woeful wadi
#

my bad

#

thank you

rancid lynx
#

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.

sturdy trench
#

Ryzen 5 2600
16 GB Ram
Any guesses about how much would it take to compile UE4 source?

gaunt abyss
gaunt abyss
sturdy trench
ember token
#

How much differences between mobile deferred pipeline and standard deferred pipeline

#

How much would deferred mobile renderer help for low spec PCs

balmy marsh
#

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?

timber nymph
#

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

plush yew
#

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

timber nymph
#

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

obsidian nimbus
#

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...

▶ Play video
timber nymph
#

wow that's a lot more thorough, thanks

viscid flare
#

boom is usually attached to the root component

#

the boom guy's hand I guess

timber nymph
#

just picture all your characters lugging around 60lbs of steadicasm

#

cam

timber nymph
sullen quarry
#

If only every character had 3 arms

timber nymph
#

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

steel shell
#

how do i name an actor that i spawn via blueprint? they all have the name of the actor class

ocean pumice
steel shell
#

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

ocean pumice
#

you can rename it in the components tab of your blueprint

#

or directly in the world outliner

steel shell
#

id like to do it via blueprint

ocean pumice
#

by pressing f2

#

AH

#

bonne question

steel shell
#

🙂

ocean pumice
#

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

steel shell
#

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

timber nymph
#

FActorSpawnParameters::Name

#

I'm sure it's exposed to BP?

mossy nymph
#

its not

#

in BP all you get is a SpawnActor node

timber nymph
#

:\

versed canopy
#

could somone help me with exporting a material from blender to unreal im having problems...

steel shell
#

this is the spawnactor node that im using

mossy nymph
#

we know, its not like blueprints offer any choice

#

you might be able to set the name after the fact though

winter gale
river mesa
#

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)

viral fjord
#

@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?

steel shell
#

@viral fjord i want to see the name in the world outliner

viral fjord
#

@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?

steel shell
#

yes!

#

because i want to see what is already loaded

viral fjord
#

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.

steel shell
#

ok..

#

thank you!

#

so i might finally switch to c++ 😉

wanton lotus
#

You can set these in the variables details of the blueprint in question

steel shell
#

@wanton lotus i dont have the actor in the world outliner before spawning

wanton lotus
#

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.

wanton lotus
steel shell
#

@wanton lotus cool thank you, i will try this!

plush yew
#

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.

blissful wharf
#

can this cause the whole lighting building to freeze?

fierce tulip
#

shouldnt, but does mean you have empty static mesh actors laying around

slender jolt
#

Any way to like, create a loading bar, preventing unreal from just freezing while it's compiling?

plush yew
#

Can you activate and deactivate seperate emitters in a Niagara System?

deft raven
#

Hii, i was trying to copy a material, but i miss few pieces

#

how i add this nodes in the red circles?

fierce tulip
#

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

deft raven
#

thank you man

rotund elbow
#

is there a way to get rid of the throbbing light in the view?

honest vale
#

"the throbbing light"?

rotund elbow
#

the ground is throbbing or flashing

#

it happens when i select the ground mesh

#

i think

fierce tulip
#

@rotund elbow happens because the viewport grid is same height as the mesh. its annoying yea

rotund elbow
#

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.

fierce tulip
#

yea

worn bluff
#

Would you guys suggest to a beginner to start level designing?

fierce tulip
#

i would suggest just having fun, (also check the pinned message in this channel for some beginner links :) )

sterile tulip
#

How do I stop this

#

I dont want visual studio to load

covert hedge
#

is this a cpp project

sterile tulip
#

I use blueprints

covert hedge
#

ye but when you created the project, did you specify blueprints only or cpp

sterile tulip
#

Blueprints

covert hedge
#

weird

sterile tulip
#

I pressed here by accident

#

I try restart my project

#

so it stops saying loading visual studio

covert hedge
#

ah well the Game Mode is a cpp class that exposes features to blueprint iirc

slender jolt
#

Ayy I got the height maps working, just need to tweak some values

covert hedge
#

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

ebon snow
#

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?

patent raptor
#

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

weak bone
#

I just dont get it, whats the difference between player character, player controller and player pawn?

worthy plaza
#

it's possible to play a sound when the WindDirectionalSource do its work?

kindred viper
#

@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.

plush yew
#

How can I do that as on my map to imitate streets for example?

sand inlet
#

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.

undone magnet
#

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.

lunar depot
#

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 ??

radiant haven
#

My WG wont for some reason add 10 childs to his horizontal box on pre construct. Any Idea of a problem appearing?

viral fjord
#

@radiant haven try placing the create widget inside your for loop

radiant haven
#

@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

viral fjord
#

@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
#

Mind if someone help me, thanks

#

Layers just wont save

#

or load

#

or whatever

viral fjord
#

@dense girder did you relocated the files in your project?

dense girder
#

No

#

I didnt do anything with files

viral fjord
#

Oh, i see, the first time i had this kind prob is because i move my files from the window explorer. 😅

next badger
#

Hm. Can anyone check if wishlist on marketplace is broken?

#

I've tried to add some assets t oit, but it stays empty

rotund elbow
worn bluff
rotund elbow
#

Oh ok i thought you ment in a design philosophical sense 🙂

#

just put the things and stylize them 🙂

worn bluff
#

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?

viral fjord
#

@worn bluff then, start with that. Eventually, at some point of your project, you will end up learning other stuffs to complete your proj 🙂

worn bluff
#

icic

viral fjord
#

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.

worn bluff
#

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?

viral fjord
#

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

plush yew
#

Hello, is there a way to disable HighResShot notifications?

granite pasture
#

Why would you disable them? O.o

viral fjord
#

@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

viral fjord
#

@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 😅

worn bluff
viral fjord
plush yew
#

!xord remindme 7 days

vernal dock
#

is there a way to dynamically set the game mode in the middle of the game?

#

im saying in blueprint

ionic stag
vernal dock
#

ok thanks man

ionic stag
#

np

#

anyone know which channel I should go to for help with this?

viral fjord
dry latch
#

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

weak bone
#

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?

viral fjord
worn bluff
#

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

viral fjord
flint rover
#

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

worn bluff
# viral fjord Just the same. Planning and designing is a crucial part of this. Unreal Engine i...

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

radiant haven
viral fjord
autumn grail
#

HELP is someone familiar with GPU Profiling? I have "Visibility Commands" that takes me 5 ms and put down my framerate

worn bluff
plush yew
#

Hi! Does any one know a free cloud rendering such as https://www.furioos.com/ ?

viral fjord
plush yew
#

@plush yew i doubt that it can run ue4 hjeavy stuff

kindred viper
#

no worries

remote bramble
#

if anyone else thinks they can help then please give me suggestions

remote bramble
#

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

static raft
#

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.

sand inlet
#

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?

grim ore
#

what are you trying to make a shortcut to, what file? you would make a shortcut to the .uproject