#ue4-general

1 messages Β· Page 962 of 1

marsh sparrow
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^downloaded right from here

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sure, but the last commit 5df54b7 was tagged as 4.26.1

grim ore
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Yeah release should be ok. That seems like the physics stuff are miffed up.

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You didn’t enable chaos or anything did you?

marsh sparrow
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I'd have to do that in the source build itself correct

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or is that something in the epic launcher

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like enabling a plugin

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using UnrealBuildTool;
using System.Collections.Generic;

public class UE4EditorTarget : TargetRules
{
    public UE4EditorTarget( TargetInfo Target ) : base(Target)
    {
        Type = TargetType.Editor;
        BuildEnvironment = TargetBuildEnvironment.Shared;
        bBuildAllModules = true;
        ExtraModuleNames.Add("UE4Game");
    }
}```
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i do not believe i have it enabled

grim ore
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Yeah that is weird.

marsh sparrow
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well.. was converting from bitbucket to perforce.. thought it would be nice to have the engine in there.. LOL

grim ore
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It’s weird because release shouldnt have chaos compilation issues.

marsh sparrow
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I'm actually going to try to delete all that, re download and try again

grim ore
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Maybe try the tag then for a specific version to be safe.

marsh sparrow
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i did the zip not the clone

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hope that isn't an issue

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thanks for trying to help man

mellow turret
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is it possible to create a hovering socket (like above the a character's head) to use in AActor::AttachToActor?

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I don't know if you can only have sockets on the skeletal mesh

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found out how

neat forge
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Anyone know what this means?

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Not sure what a pure virtual function is

plush yew
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Hello, I bought a river blueprint, but I when I'm changing physics parameters, they don't change anything. Do I need to enable something or am I doing something wrong entirely? Please help.

stiff verge
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reality capture being part of unreal is a big deal for artists.. this is amazing

plush yew
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Hello everyone, im having problems blending 2 blend spaces ( idle/walk/run with a seperate crouch )

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Any idea why i cannot seem to control the alpha? Crouching isnt working.

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why isnt this doing anything

mellow turret
plush yew
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ok but

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that doesnt work either

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@mellow turret

autumn grail
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Please help my DM won't explode

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it explode with the "vertical slash" sword attack but not with the other attacks

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and not with the fireball

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the fireball is collision destructible and the DM too

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It's FIXED it works i dont jnow why

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know

lunar depot
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half of march over ... still no sign of ue5
only two weeks left for first quarter to end !!!

runic narwhal
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Unreal units continue to baffle me sometimes - what would water density be in kg/cm*3?

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1?

worldly cipher
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ue5: Cyberpunk edition

plush yew
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Is there any efficient way to store important value's like "Gold" or "Health" when using a listen server? I'm worried listen servers are easily hacked by whoever is host

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is streetmap plugin works with 4.26 ?

honest vale
floral heart
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blockchain

honest vale
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well I was thinking of a consensus based approach actually

floral heart
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Hm. Is there an efficient consensus approach?

honest vale
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I have no idea

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I have no idea if that would even work

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I have no idea how to do one anyway πŸ˜›

floral heart
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I'd use the original multiplayer RTS approach: Everything must match or catastrophic sync errors.

steel shell
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i load + spawn meshes in the game. when i load meshes ue sometimes lags

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is there something i can do?

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i load the meshes via async load

plush yew
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Does anyone know what could be causing this pixilation?

leaden dust
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One question, I replicated the the DrawDebugLine function in the DrawDebugHelpers.cpp in my own actor
How intensive will it be if I draw 16 lines each frame

winter gale
plush yew
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How do I make an input keep working till I release the button instead of incrementally?

jagged halo
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can a material turn shadow into opacity (to hide things when they don't have light, rather than make them dark)?

past stag
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Why do I get this error when I click create project? "This project file already exists." and Unreal Engine isnt opening it unless I manually import it and open.

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It comes when I create c++ project, blueprint project creates fine

rotund elbow
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Is there a favoured structure for games with melee weapons that can be changed. Like, should the attacks originate in the weapon or character?

frank oar
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Hey all,

Just wondering what the usual protocol would be for switching the base mannequin out for a smaller character ?

it shares the same skeleton but the character floats off the groud because its smaller.

When I moved the mesh down in the actual character BP to make its feet flush with the floor, that had the effect of making the crouch animation clip its feet through the floor.

Is this normal and I just have to adjust all the ainations or is there a better method ?

wide swift
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can we use apex destruction for mobiles

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i want to make a destruction mesh for my mobile game so i thinking to use apex destruction plugin will it works for mobile platform

fierce tulip
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doubt it tbh

wide swift
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so what should i do to make a destruction mesh for my game any suggestion

whole trout
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can anyone give me a roadmap of learning ue4 ?

frank oar
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@wide swift does it need to be physics based ?
Because you could always animate it in blender and use that indtead.

fierce tulip
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just using another version of the mesh that's broken and then spawning broken mesh pieces as a particle system or something like that?

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@whole trout check the pinned message in this channel :)

frank oar
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@whole trout There is a lot of content in the Learn tab of the epic launcher then navigate to Online learning.

Lots of courses. Start where ever you find interests you the most.

Make lots of little projects just to try things.

wide swift
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@frank oar @fierce tulip Thank you very much

frank oar
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No problemo πŸ˜„

whole trout
frank oar
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Online and in this discord when I got stuck on things.

frigid harness
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I've found quite a few good tutorials on youtube too

whole trout
frigid harness
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that's true but if I am looking for a tutorial for a specific thing I have found it very useful

frank oar
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@whole trout you can learn most of what you need to directly from Epics own learning portal.

frigid harness
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I've used it for all sorts of things from making clouds to making pause menus

whole trout
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yes but what to start from and all is very confusing

frank oar
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the courses have quizes and everything to make sure you are taking it in.

frigid harness
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there is a basic overview of unreal course of the unreal learning site I think?

whole trout
frank oar
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@whole trout depends on what you want to do ?
Do you have something in mind or are you just trying to build a skill set for work in game dev ?

whole trout
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and everything except art on myself

frigid harness
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there are programming specific courses on the learning site too I think for stuff like blueprints

frank oar
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You might want to learn How BP works then because it simplifies things and is being developped further by epic all the time.

whole trout
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yea i will but i do not want to make games only on bp

frigid harness
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yeah that's why I mentioned it, might be useful to know both

frank oar
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Epic are working on making it so that BP turns into C++ at run time.

whole trout
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so is there a roadmap for courses that u may suggest ?

frigid harness
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this course talks about c++

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not used it myself but looks interesting

whole trout
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44 mins ??

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only ?

frigid harness
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some of them vary in length

frank oar
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@whole trout that is one of MANY courses they have.

mental trench
frigid harness
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this one could be useful for you too maybe?

mental trench
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We're actually gonna work on indie games and a boomer shooter too...so..yeah..

remote saddle
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Can't really find a channel for this in here and haven't been able to get an answer on google, but when I start the game through the editor with 2 players (2 processes) is it possible to get the output log for both?

vagrant hornet
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where do i ask for help?

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why is this happening when i export tree

fierce tulip
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@vagrant hornet try to find the right channel for your topic at hand, when in doubt you can ask here.

vagrant hornet
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its about exporting

fierce tulip
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in this case, i think that texture does not have an alpha channel

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if it does in your dcc, i bet it might be png

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png and their alpha channel do not always play nice in ue4

vagrant hornet
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the texture is .dds

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its also meshing wrongly

fierce tulip
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but generally, trying to use the material from your dcc in ue4 wont work so you'd need to recreate em

vagrant hornet
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ok thanks

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are there any addons/plugins that allow you to export items from blender to ue4?

fierce tulip
eternal flame
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Thank you awesome Community, for having an unpaid-gigs channel. That worked like a charm. Thank you to all those kind people who have invested there precious time and reached out. WE Have way more than enough for a Full team now. Thank you for the Opportunity. πŸ₯³

hollow cairn
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Why are my projectiles not colliding with anything? πŸ€”

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never mind, I just had to change the root πŸ˜„

wide cloak
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So I'm trying to retarget some animations from the UE4 mannequin, but am getting some distortions. Attached are photos of the character and skeleton I am trying to use as well as the distortion I am seeing after retargeting. Does anyone know how to fix this? (Also yes I know the character is copyrighted, but I'm just using it for learning retargeting)

vagrant hornet
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how to import textures from blender to unreal engine?

honest vale
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just import the source files and then make the material from scratch in editor

vagrant hornet
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how do i get it to look like this?

honest vale
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I suggest you read epic's material documention and quick starts

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but anyway, you haven't plugged anything into opacity mask

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and your material isn't set to masked blend mode

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it's opaque now

hollow cairn
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uhm new problem, my projectile doesn't destroy itself like it should?

grim ore
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@hollow cairn that would only destroy itself if it hits something else that simulates physics, is that the case?

vagrant hornet
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how to i make light pass through the leaves?

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i cant check this?

sharp crest
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@vagrant hornet you need to enable it in the project settings

vagrant hornet
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where is it in there?

hollow cairn
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@grim ore oh right thanks

sharp crest
mental helm
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You'll want to use the two sided foliage shading model for that tree

rigid spruce
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enabled virtual texturing but i am missing the virtual texture material domain expression in 4.26.1 πŸ₯Ί

exotic lion
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Not sure if this question should be here, or in MP or Epic Online services, so forgive me if I'm in the wrong place. But if you have a MP game, with a ranked mode. And you want to give penalties for quitting but not for Disconnections. IS there a way for the game's servers or client side to run some kind of logic or a check to tell if the quitter manually quit (resulting in the penalty) or if connect was just lost (resulting in no penalty for the player who DCed)

mellow turret
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is there a way to have a socket in a skeletal mesh that doesn't move with the movements of the bone, and keeps its position relative to the mesh?

flint rapids
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Hi I'm a web dev for 10 years and switching to a gamedev career. I learn webdev by myself, as a self taught, alone. I don't want to make the same mistake with gamedev and I'm looking for a mentor, a senior dev who could teach me intermediate stuff.
I'm a hard worker, working everyday on the prototype I'm learning on. I mostly try to understand 3D movement and UE API to make fun gameplay.

plush yew
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is just me or is advanced steam sessions for 4.26 not working anymore

plush yew
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why isnt this doing anything

remote bramble
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any chance for a rookie like me to learn how to make a character creation system like in skyrim in unreal?

grim ore
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always a chance based on your abilities

plush yew
grim ore
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no idea if I can

plush yew
grim ore
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yep. so where is that code at and is it being called

plush yew
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i just pasted it

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in the chat

grim ore
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yep doesnt answer either questions

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I dont know where that code is being called from (what blueprint)

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and no idea if its being called (breakpoint, print string, etc.)

wanton bloom
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Hello when i use Disable Input node my character not moving but character still use flashlight/ open inventory exc.

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How can i disable all keys?

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or Set Cinematic Mode too, i can still open inventory or still use items

grim ore
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what blueprint has the input for that? the flashlight and inventory

wanton bloom
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Flashlight F, inventory TAB

grim ore
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yes but what blueprint has that input. the same as your movement?

wanton bloom
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my character's blueprint

grim ore
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it should kill it thats weird is it an input event or direct key?

orchid plume
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heyo, do any of you know how I could control triggered music from max msp using OSC? yet to find anything useful to what I'm looking for! cheers limmySmug

wide cloak
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Does anyone know if I can use the ue4 mannequin on a custom mesh? If so how would I do that?

narrow mauve
dry latch
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Hello ! I would like to set my IK's before my offset in my anim BP! Could anyone help me set it up ? :p

dense knoll
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How do you package using Vulkan? Without using Github

grim ore
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for what platform?

dense knoll
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Windows

grim ore
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go into your projects settings and windows platform and adjust the settings.

dense knoll
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that just hangs the game at 18% loading

grim ore
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the game or the project?

dense knoll
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Project

grim ore
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check task manager, is it compiling the new shaders?

dense knoll
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one sec

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yep

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aparently PC is just slower than a sloth pulling a loaded Su25T

copper flicker
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ok, so I think I found the problem for my insane bug... Unreal spawns a Player Controller by default. I guess it creates, by default [?], a Player 0 [?]... It didn't do this before 4.24.3. So I was trying to spawn a Player with ID 0 too. It was failing of course, saying Player 0 already exists. Despite me not creating it.

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this is the stuff Unreal spawns by default I think

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so.. dunno when, dunno how, but is it safe to simply NOT create a Player 0?

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cuz if I rely on Unreal creating it, and it doesn't.... I have another major issue

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that was the previous UE behavior

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I wish I could check if there is a Player 0 already created

grim ore
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its definitely weird since it should have always spawned in a default player controller for player 0

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but I would think if you do a get player controller with 0 as the id, it would tell you if one exists before you try and do it no?

vocal flume
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If I have 1 object and 1 material and i have to place it in the scene 20 times, is there an advantage to creating an instance of this material and assign it to this object instead of the actual material itself? or is it the same in this scenario?

grim ore
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if its the same material on the same object 20 times the engine should auto instance the entire thing

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instance material mainly lets you expose the parameters to the editor for adjusting settings

copper flicker
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I hope this is safe

vocal flume
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ok.. so no difference then.. i'm not using any instance parameters.. Thanks @grim ore

copper flicker
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I know ideally... I should keep track of player ID, but I only want ID 0, no coop

grim ore
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as of I want to say .24 auto instancing for static meshes was enabled

fickle coral
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Hello everyone, new here and before i ask for help i wanted to know if this is the right place to do so? It's UE4 related and i can't really see a "help" channel of some sorts. Thank you very much!

grim ore
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find the appropriate channel if there is one, if there isnt then this is the general channel

fickle coral
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Alright, here i go then and thank you.

Does anyone spot where's my problem? I can't shoot anymore since i implemented this new system(for fire rate).

All the SRV are set up run on server reliable and all Multi are set up to to Multicast and reliable(when needed).

The logic should work, i have the interface the play between the baseitem/basegun and the character.

Before this method i used the SRV_Fire Weapon and it worked flawlessly but now with this one the only thing that shoots is the grenade launcher cuase it's still hooked to SRV_Fire Weapon becuase has a different way of shooting.

Please, any ideas or help with the matter...

Thank you very much in advance!

grim ore
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see that would be a multiplayer question and #multiplayer exists...

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and I cant shoot anymore means what. the event never fires? the line trace never executes, camera shake never happens? etc

copper flicker
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and now I have no errors, but still cannot build. unknown cook failures, no explanations.

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it's unacceptable that unreal would make such changes to code, that break projects between .24.2 and .24.3 ... and they don't even become apparent until you reinstall the engine?

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I was able to build yesterday btw, for no reason.. just cuz I switched from shipping to dev build and back

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same project

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same files, same code

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and today is has unknown cook failures

grim ore
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@fickle coral your start fire event is not an interface event (message call), look at the icons and the target for them in your 2nd screenshot. Your Fire Weapon is a message call

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but both of your events tied to your input event are both message calls targetting the interface

copper flicker
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with asset check I get a bunch of UE default file errors.. like how do I find these? Default__BP_SceneRoot_C for example

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I'll try to reinstall UE but this is nuts, I installed it yesterday

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so you make a game, all works fine, u reinstall windows or unreal or something.. and the game is broken. or you can't even open your files

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wth Unreal?

fickle coral
# grim ore but both of your events tied to your input event are both message calls targetti...

Wow... it took you seconds to solve something i've been burning my head with for more than 2 hours... i'm new to Unreal Engine and game developing and i'm trying to learn as much as i can from you guys, usually i tend to try and use breakpoints, strings and anything so i can solve my own problems but there's limits for that for a newbie...

I can't thank you enough... πŸ‘

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And i apologize, didn't spot the Multiplayer channel

rigid bridge
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hey guys i had a project made in ue4.26 and i made a source build of 4.26. How do I make it so that my project uses the source build?

grim ore
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open the source build of the editor, then open your project from inside the project browser when it starts up

sharp crest
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What's the name of the machine or whatever that turns COAL into CARBON FIBER using centripetal force

rigid bridge
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also

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i just built my engine

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and now when i run it

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this error happens

grim ore
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make sure its in a location that you can write to (your source code), and its not too deep in your file structure

rigid bridge
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its in E:\4.26

grim ore
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also that you dont have the editor or the project open twice. also which project are you building

rigid bridge
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im just tryna open the new editor i made

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i opened it once and it worked

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and now it doesnt

grim ore
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make sure its still not open then, restart the pc if you have to

sharp crest
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maththwhwhw

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u help everyone but not me

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:(

rare dawn
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Hey guys. Hope someone can help, im really struggling with "layer paining" on a created terrain. Im fine with creating layer blends, Master Matt's, Angle blends and so on. But iv not found a decent tutorial on layer painting on landscape's. Can anyone recomend a good detailed tutorial on landscape layer paint.

copper flicker
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I asked here before, trying again.. do you guys get black contextual windows after working 30 min or more in Unreal?

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I have to keep restarting UE to fix this

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I was thinking maybe there's something weird here on my machine, which is why I can't build

grim ore
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the most recent drivers for nvidia cards and the most recent versions of the engine seem to do that

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but its a random thing for random people randomly...

copper flicker
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amazing

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yeah I have nvidia 2060

grim ore
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I cant say I have the issue bit I have an older driver

dense knoll
copper flicker
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I presume this is a completely unrelated issue tho. my main problem is Unreal caching stuff or.. dunno what it does.. and functions differently after: 1. restart. or 2. reinstall

dense knoll
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UE4 has been stuck compiling shaders for about an hour now

grim ore
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is your task manager at 100%ish?

dense knoll
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yea

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CPU

grim ore
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@copper flicker you could nuke all the caches and temp files and hope for the best

dense knoll
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but its not UE4

grim ore
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if its near 100%, you just need to wait or buy more cpu

copper flicker
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@grim ore how?

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oh, all the temps

grim ore
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well the temps are in your project folder, like intermediate and binaries

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and your DDC cache somewhere on your main drive

copper flicker
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I have no idea what this DDC cache is

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should I kill the Cooked folder?

rare dawn
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You need to delete your cash files, c:/user/appdata

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for ue4 no everything

copper flicker
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which folder in appdata?

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wow, I had a 4.21 old folder there in locallow

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lots of folders in local

rare dawn
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In your Unreal Engine folder in AppData there is a folder called shaderdata, Clear that. Not matter where you install UE4 on your PC. A copy off all your shaders are stored in AppData and if you have big projects the folder can get very large and start crashing/conflicting hence black screen

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make sure you save and close UE4

copper flicker
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I haven't see that folder

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but.. I'm destroying lots of others

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I might need to reinstall win

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the thing is, usually after a win reinstall, that's when the worst things happen

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πŸ˜„

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like.. impossible to access your project, at all, forever

rare dawn
copper flicker
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BN, I don't think we are speaking the same language here...

rare dawn
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Dont think reinstalling windows is needed. Just get PCDoc or summat. Clean your registry and other hiden files

copper flicker
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your understanding of this whole process is surely very different from mine

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no man, I wouldn't dare to do that, I don't mess with the reg

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I mean a simple clean it's useful from time to time, but this is a more serious issue

prime willow
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@grim ore do you need to add new bones to a mesh for jiggle psyiques setup or can you just use existing chest or thigh bones and such for that sort of thing whilst they still work like moving limb bones o.o

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and do you need to weight paint bones to apply jiggle psyiques to them lol

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or does unreal let you bypass weight painting those bones for jiggle use

grim ore
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I am not an artist unfortunately and never messed with that stuff 😦 #animation would know theres alot of weird people in there

prime willow
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oh okie thanksies o/

autumn elbow
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Anyone know how to calculate the velocity of a root motion enabled animation ?

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I'm stuck on the "time" part of the calculation

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speed = d/t ... every tick?

sharp crest
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mathwew I figured it out

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first you need to heat iron ore in a forge
then you get iron
then you need coal or Coking coal
but we are gonna use Coking coal
Then put coal in a sealed furnace and have fire outside of it to produce heat - then you will have Coking Coal!
Then use Coking Coal with Iron in a Blast Furnace to make Steel!

copper flicker
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unbelievable.. I amanged to package with .26.1

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and then UE found another error and said NO, Ye Shall Not Package

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and then I found invalid BPs that come with the editor, thanks to EPIC

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one in fact.... and killed it

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and then it packaged again...

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I don't understand how this is possible.

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the latest version of the engine comes packaged with garbage BPs that somehow harbor some invisible.. invalid data.

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C++ code maybe

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and Epic employees leave all sorts of junk in their files

languid flax
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Somebody else has all context menus just instantly closing after an hour or so in 4.26?

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Can only restart the engine.

copper flicker
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they get black on my PC

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and eys, I have to restart

languid flax
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Even better :p

copper flicker
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in .24

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I just started to use 26 now

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so no idea

grim ore
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@languid flax are your video drivers recent? there is a pinned message about that

languid flax
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Never seen the menu problem in 24

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Lemme check, ty

plucky jetty
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Hello. how to remove animation looping if you use animation mantage?

languid flax
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I'm on 461.09 still. Lower than the recommended ones.

grim ore
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i use a the 460 series, no issues here

languid flax
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Oh wait, only the first. But well. I'll try an update. Won't go back tho, it's just a minor annoyance.

grim ore
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are you using the montage sections to loop them or how are they set to loop? @plucky jetty

languid flax
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Thanks for the help mathew :)

rotund elbow
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How do i get debug info into compiler result

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or anywhere related. I dont get errors but i cant see any results either

copper flicker
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and again. sometimes it cooks. sometimes it cooksnt.

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best message

rotund elbow
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can you change the cook settings to gordon ramsaey

copper flicker
#

I will change them to Another Engine

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one that is not insane

grim ore
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usually when it fails it tells you why above it in the log

rotund elbow
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oh when i compile the bp there is a pulse going through my flow

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it stops!

mystic robin
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How I can fix this

grim ore
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what is this?

languid flax
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:9

mystic robin
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Widgets

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My other widgets is like transparent and not visible properly

grim ore
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you have 3 widgets on top of eachother, what are you expecting it to look like?

frank oar
#

Hey,

Anyone know how I might be able to lock the third person characters direction so that when the player presses a button the character can run backwards and sideways NOT rotate ?

mystic robin
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Is it possible I can hide other widgets when I open 1

grim ore
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yes, you can set its visibility to hidden. In the editor you can also hide it using the eyeball on the left in the hierarchy

mystic robin
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I did when I open all 3 or 2 mix

ionic pecan
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why is not overlaping? i want to destroyu the coin when the player go to the esphere

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can anyone helpe me?

fallen ravine
#

Hi, how can I convert my pixel arts from krita to uasset files?

grim ore
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you didnt hook up the wires for the if node @ionic pecan

ionic pecan
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what do you mean?

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yes

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thats was the problem

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tks!

raven marten
#

I'm hitting a serialization issue after upgrading to 4.26. It happens if I resave certain blueprints (even with no changes), then close the editor and start the editor back up.
UE_LOG(LogLinker, Fatal, TEXT("%s"), *FString::Printf( TEXT("%s: Serial size mismatch: Got %d, Expected %d"), *Object->GetFullName(), (int32)SizeSerialized, Export.SerialSize ) );Any idea where I should even start trying to figure out what's going on?

rotund elbow
#

can i reduce mesh size while keeping the texture at the same size?

robust oar
#

I meant I want to lock the camera from moving at certain angle?

final heart
#

Hello! for some reason the basic mesh for the cylinder is gone and I don't know where to get it back.

grim ore
#

did you move it out of your engine folder into your project?

final heart
grim ore
#

that could just be a redirector if you moved it

final heart
grim ore
#

I was asking if you did. what is the file size of the Cylinder.uasset?

final heart
#

oh whoops I replied to the wrong message haha and let me check

grim ore
#

yep thats a redirector, at some point you moved it into your project then deleted it from your project

#

you can try a repair on the engine from the launcher

final heart
#

Maybe, I just downloaded a project from somewhere

#

yeah let's try that

versed patrol
#

Hi All, I'm looking for 'unreal engine' experts who have an experience working on the software, whether in AEC, game development, Film production and VFx and/ or automotive sectors. If you know someone who fits the bill, please do connect, or if you can pass a word around in your networks, please do! Many thanks.

worn peak
#

when I use this to move + rotate my player pawn, only the location works, any ideia on why rotation its no working ?

grim ore
#

if you are using a pawn you are probably using pawn/control rotation on it, you would need to set the control rotation

worn peak
#

where/how do i set it

#

are you talking about this ?

grim ore
#

no, it would be the set control rotation node. You would plug in the player controller.

worn peak
#

found

grim ore
#

this is assuming you are using control rotation

worn peak
#

worked

#

do you know why changing with that other node didnt worked ?

#

to rotate pawns i need to use that other node instead of apply the rotation directly to the pawn actor ?

frank oar
#

Hey,

How can I get the rotation of an object being hit by a line trace ?

grim ore
#

the line trace returns a hit result. that hit result has the hit actor. that hit actor has a transform. that transform has a rotation.

#

@worn peak look at your pawn, are any of these checked?

worn peak
#

@grim ore The 2 firsts are, pitch and yaw

robust marten
#

I can't believe I haven't run into this issue until now, but, how do I move stuff OUT of a folder and into another folder? You can move things into folders but I cant find a way to move them out lol nvm figured it out

frank oar
#

Here is my line trace and the circles is where I am trying to set the rotation of my characters capsul @grim ore

#

I think I can break the Out hit but I am not sure how I would pull the hit result through the return node if I did that

grim ore
#

@worn peak yep and read the tooltip on those. that is why. every frame it updates the pitch and yaw of your pawn to match the control rotation, so you are setting it and this is setting it back. Using the control rotation for the controlling of the character means you now set the control rotation and then the pawn will set itself to that rotation

#

@frank oar well what do you want to do with that rotation? do you need it now before you return it?

#

if not when you return it you will have it when you break it

#

do you even need the entire hit result? if not just return what you need from it once you break it

frank oar
#

Basically I am trying to have my player face the object the line trace is hitting

grim ore
#

@frank oar that one is easy, there is a find look at rotation node.

sharp willow
#

Are sequencer events really limited in 4.22 or am I doing something wrong?

grim ore
#

they are very limited in .22 yep

#

but you can create your own making your own endpoint

sharp willow
#

Yeah, just trying to pass parameters

#

Shame

#

(Love your vids btw - you're a lifesaver)

grim ore
#

I know you can in the latest versions, I thought you could in earlier with the custom endpoint

#

did you add a parameter for input?

#

i havent used .22 in .... forever lol

sharp willow
#

I created a function through the director and added parameters there. I'll check if it lets me do it through an explicitly endpoint function

grim ore
#

ugh

sharp willow
#

Ah well

#

Guess it's time for good old SetVillageStateNormalNoCheck()

grim ore
#

heh

#

.24 is when they added payloads to sequencer events

frank oar
#

I watched your youtube video on this node but I am still unsure of how to get the rotation from the trace to the target in the 'find look at rotation' node.

sorry to be a pain

#

The reason I have these nodes here and not just after the trace is because I only want it to happen if the trace hits something ....
maybe I could have it in with the trace actually and just split the out hit pin.

grim ore
#

there is a boolean on the line trace, you can use that to see if it hit something or not

#

can also return that boolean and that would let your thingy outside that know if it should do something

#

@frank oar you dont need anything special, you literally put in 2 locations in the world and it find the rotation from the first to the second

#

so what are the 2 items? one is the hit actor so that would be the target

frank oar
#

The rotation of the hit actor is the part I have been having trouble with

plush yew
#

How do I add a third party plugin to my game?

grim ore
#

you dont need the rotation of the hit actor

#

like inside the player this gets you a rotation between the player and the item it hit

#

it would actually be the exact trace hit location, so if you want the actors actual location you would get the actor location from the hit actor and use that as the target (the bottom not connected part in that screenshot)

#

this gets you the rotation you should set on the player to make it look at what it hit

remote bramble
#

hi i just wanted to know if this is ok to have for my landscape material or im killing my pc for no reason

grim ore
#

you never know till you test. there are visualization views in the editor to see how much performance it costs

frank oar
#

So my line trace now looks like this.

#

Here is where my hit result is going. should I just give the return node of my line trace function those 3 pins ?

#

in order for everything to works as it should

plush yew
#

how do i add a third party plugin

#

please tell me

frank oar
#

just an update, I couldnt figure out how to fix my rotation problem without breaking my line trace XD

grim ore
#

Yep just return what you want if you don’t need it all. You can have more than one return node as well so one goes from the false on the line trace and returns just like 0 for the data

#

But again you don’t need rotation for the find look at rotation. It literally just wants 2 points in the world.

plush yew
#

tell me how to put a third party plugin in my game

grim ore
#

Your giving the start location a rotation

#

@plush yew Follow the instructions for the plug-in it’s going to matter based on if it’s an engine or project

frank oar
#

I seem to have stumbled across away to snap my rotation to the target bu the moment I begin to walk backwards, the character turns around, which exactly the oposite of what I was hoping to achieve πŸ˜…

grim ore
#

I’m here. Something is over there. Put those 2 things into the find look at rotation and now I know what I need to do to turn to look at there.

#

Doesn’t matter what rotation I am at now or the rotation the thing is at for over there.

plush yew
#

it doesnt show instructions

frank oar
#

sorry @grim ore I can be a simpleton at the best of times.
I believe I understand how that 'find look at rotation' node works now.

However, the act of splitting the pins (out hit) of the trace
messed up the other function I have which is meant to be recieving the hit result from that trace.

#

this is the most success I have had so far, it turns the player character to face the target when the trigger is pressed but the character still turns away from the object when you run in the oposite direction instead of 'locking on' when the trigger remains pressed

#

scrap that, it actually didnt work as intended XD

plush yew
#

how can i get this variable

#

from level blueprint

#

into a class blueprint

frank oar
#

I think I have sussed it! πŸ˜„

grim ore
#

@plush yew you can’t. You can’t get a level blueprint. This is why you don’t use a level blueprint. Maybe put that in another blueprint or in your game mode or game instance.

#

@frank oar I was going to mention you could disconnect the wires from splitting the hit result and put it back together so you can put that into the return. You can also then drag off that hit result from the line trace and break hit result so you have the original hit result and a separate broken one.

frank oar
#

thank you @grim ore !

broken heath
#

I have got few responds on how to achieve this thing but wondering if u have a different one @grim ore

#

What i need is floating static meshes panning seamlessly

#

How would u do it?

trim topaz
#

Hey all! I'm new to unreal and wanted to ask what course should i take to be able to understand the ALS system well? Or animation in Unreal just in general ?

surreal gyro
#

Correct me if I'm wrong but it's easy to convert the third person example to first person.

#

All you gotta do is open up the player object, shove the camera into the back of the mannequin's head, and blam, first person

runic iron
# trim topaz Hey all! I'm new to unreal and wanted to ask what course should i take to be abl...

While it was done for an old version, 95% of the info about anims in that series from Epic Games is still relevant https://www.youtube.com/watch?v=7b9WM8TVdpA&list=PLhf5YCdusazmDTAEdV5jDhKWeGE1iqF2X&index=7
Check vid 7 to 11 for basics (state machines, blendspaces etc) and 16 to 20 if you're interested in anim montages. That should be enough to get you going, after that you'll have enough knowledge to learn more about specific parts by yourself

trim topaz
wispy parcel
#

i'm trying to open a really old project but i can't tell what version of ue4 it uses. how do i tell which version it was built on?

grim ore
#

open the .uproject file in a text editor

fast ruin
#

hi

#

im a beginner in ue4

#

and my camera keeps going up without me touching anything

#

how can i disable that

#

tried new project, tried restarting, nothing works

grim ore
#

in the editor or when playing?

fast ruin
#

in the editor

grim ore
#

unplug your gamepad?

fast ruin
#

dont have any gamepads plugged

grim ore
#

thats normally what causes it, you can navigate the editor with a controller

#

otherwise the editor is controlled by the keyboard and up/down is the Q and E key on the keyboard

fast ruin
#

yeah I knkokw

#

but when I press E (up) it actually goes faster

#

so I don't think that my keyboard is the problem

#

because I have no problems playing videogames and stuff

#

is there a setting or something that could cause it|?

grim ore
#

try diabling this in the editor preferences ?

#

alt-middle mouse does it as well but thats not likely

fast ruin
#

when I click alt-middle mouse it stops

#

the movement up

#

disabling the joystick controls solved it

#

even tho I don't have any joysticks plugged in

#

thanks

lost saffron
#

Hey uhhhhh..... Epic games launcher is being an idiot so is there another way to install it?

plucky jetty
#

what is the name of the function that cleans up the socket in the skeleton?

plush yew
#

Hi. Im trying to use a third party plugin. Im using blueprints and it says its enabled. Can someone tell me how I get this in my game?

grim ore
#

is this an editor plugin or a project plugin

plush yew
#

Project

grim ore
#

and in the plugins when the project is open its showing enabled?

feral moon
#

Hei, I have this problem in Unreal where, when I build the light a part of a mesh becomes completely black, when I move the mesh and the light needs to be rebuilt for that mesh, the black part disappear and comes back if I rebuild the lights, any idea what the problem could be?

grim ore
#

overlapping/bad UV layout for the light map

#

alternately not enough resolution on the light map for the mesh

broken heath
#

πŸ‘€

prime willow
#

πŸ‘€

feral moon
grim ore
#

Unreal Engine uses a separate UV channel for baked lighting, if you have overlapping uv's in there or its not laid out well then your lighting will bake poorly.

#

I would try upping the light map resolution for the mesh first and see if it helps

woeful folio
#

Hi all. In my character blueprint, I have the Jump Max Count set to 2, so double jumping works fine, but I can't for the life of me work out how to reset/lower this value so that if you're on a "spring" (where I launch the character), you can then do the second jump again. I'll also need this for when I implement wall jumping.

#

Seems daft that you can get the current jump count, or the current jump count pre jump, but not set the values

#

Should mention I'm using the Character Movement component

feral moon
grim ore
#

Yay

little breach
#

how can I get widget canvas to stretch to fit it's contents?

merry gazelle
#

I'm having some troubles with collision on my building models. As you can see the navmesh isn't blocked inside of the mesh.

I've also tried adding an extra box collision and I have the same issue. The collisions are set to block all.

In the screenshot the black line is where the collision is but I want the right side (inside the building) to block

#

hmm I just added a editor cube and it seems this is normal navmesh behavior (navmesh appears inside by default). I guess it's a different reason that everything dynamic is clipping inside my buildings

deft raven
#

How I make road path like the one in rdr2

#

What the best way?

merry gazelle
lost sparrow
#

I can't seem to get ocean foam to work? Any ideas? There is some basic "foam" like looks on some of the larger waves, but not what I'm looking for.

#

Looking for foam like this

#

As far as I can see in the documentation and video tutorials I've watched, it should just work

thorny coral
#

so i want there to be a fade to black transition when i hit new game

#

and then a fade out of black here

#

how do i do that

dry latch
#

does anyone has an idea of why Im getting this error when trying to index all my files to commit them on git ?
"fatal: Cannot handle files this big"

#

Is that a stockage problem or

mellow turret
indigo totem
#

how would i go about making the character enter first person when entering a building then back to third once he leaves?

bronze vault
#

@indigo totem I would start with making a function on the player character that changes the camera, then make a BP that has 2 volumes that call the function when entered, one that sets first person and one that set third, then you can place the BP at an entrance to your building.

indigo totem
#

how would i go about making that function? @bronze vault

bronze vault
#

@indigo totem I forget what the node is called to swap the camera, maybe someone else here remembers, but you may be able to google something like first person, third person toggle or something.

#

I feel like I remember seeing some tutorials floating around.

#

@indigo totem Oh, I forgot what channel i was in, people in #blueprint may have a better answer for you. :)

indigo totem
#

okedoke

past pilot
#

This should be fun... I created harvestable trees and to make things kind of neat, the tree can be one of any of an array of models on any given play through. BUUUUT i forgot to work it for multiplayer so it does things like spawn a fallen log on the client, but its a big tree on the server and glitches the crap out of you lol

elder kernel
#

Hello! I have a question. So I want to take a creature (dragon) with a little animation into blender. What's the best pipeline? Zbrush sculpt, retopology in blender, rig animation in blender and than I can import all of that into Unreal? Sorry if It sounds dumb but I've never used my own model or animation

#

Sorry I mean I'd like to pass all of that into Unreal to be used with a trigger box there

past pilot
#

never used zbrush, but i model, rig and animate in blender

#

then export as fbx and import into unreal

elder kernel
#

Oh! So that's it? Thank you so much! I'm glad It sounds easier than I thought

past pilot
#

its not... easy... lol. Its a lot of work to rig and animate something complex.

#

And if you want it to have collision, i model my ucx collision in blender for import too

elder kernel
#

Ah that part I know but that's an headache I will solve in Blender. I want to do something really SIMPLE like the eye opening and closing/the head shaking. He's gonna be in a resting position so I shall give at least the illusion It's breathing aswell but nothing more. It'll be more a secondary npc on a side of the environment you are exploring than a fully fighting or flying dragon.

frigid harness
# thorny coral so i want there to be a fade to black transition when i hit new game

this video goes through how to have a fade to black https://youtu.be/sJNDy--OJK0


Check out my Link Tree, with links to my game My Beautiful Paper Smile, my other socials, and Discord server!

https://linktr.ee/TwoStarGames

--------------------------------------------------------------------------------...

β–Ά Play video
#

I used this video to help me with a uni project I am working on and it looks really good

hoary plover
#

hey

#

i need help

#

pls?

#

someone join general vc

steel shell
#

id like to have an infinite plane around my level. how do i do that ideally?

unreal widget
#

Is there a way to possible enable console commands on a shipping build?

plush yew
#

Guys, rly wired PROBLEM with printing logs/GPU stats etc.
Why wired - becouse the same project have prints on different computer, other project have prints in the same version on this computer...
I tried many solutions:

  • reinstalled UE (v 4.25.4),
  • removed local files and downloaded project from working correctly repo
  • rebuilded source code
  • rebuilded in Developer and DebugGame mode,
  • tried ENABLEALLSCREENMESSAGES
  • added do DefaultEngine.ini
    [/Script/Engine.Engine]
    bEnableOnScreenDebugMessages=true

Whats also wired - PRINTING LOGS WORKING ONLY IN VR HEADSET

EDIT:
New info, when head set is plugged - printing working - when headset is plug off - printing don't working - but only in this project...

Any ideas ? What can I do with this ?

frank oar
#

How can I accelerate the speed of the third person character falling so its not as floaty ?

honest vale
#

@frank oar I think there's a project wide setting for terminal velocity somewhere

hollow cairn
#

how do I make a Hit Event execute only if the object that it hit is a certain game object? πŸ€”

#

like to print string, the object that hit it has to be of a certain class

frank oar
#

thank you @honest vale I will look into it

hollow cairn
#

I want the player to teleport to the hit location, only if the object that hit the wall was BP_Ball

#

this didn't work

#

it does work without the condition, I just need to know how to check if the thing that hit it was BP_Ball

#

never mind I fixed it πŸ˜„

steel shell
#

i want to have a solid red on my plane

#

the problem is: the bigger i scale the plane, the more the red fades into white

#

with a scale of 1.5 it already looks like this:

hollow cairn
steel shell
#

why is that and how can i prevent it?

hollow cairn
#

wtf that's weird

honest vale
#

@steel shell constant colours are in 0..1 range

#

not 0..255

#

full red would be 1,0,0

#

the desaturation probably comes from the tone mapper because the surface is so bright

steel shell
#

@honest vale ok.. but this does not change the fading of the color

honest vale
#

do you have any lights in your scene?

#

are you using lit or unlit view mode?

steel shell
#

yes i have a directionallight and am using lit

#

do i need to do something with uv?

#

so that the red "repeats" itself instead of scale

#

?

dry latch
#

Does anyone has a great versionning tool for a project that is up 150go ? It is a massive open world

plush yew
#

is there a help channel here?

spare osprey
#

what is SharedPCH.Engine.ShadowErrors.h.pch for?

tribal oak
#

Someone knows if it exists a shortcut to travel directly to a component in the viewport of a blueprint? Unreal always put me really far from my components, I always have to change camera speed to get closer, it's really annoying

exotic thicket
#

(including this one if you can't find a more suitable channel)

plush yew
#

ah yes but mine is a small problem, i just have some holes when i import meshes thats all

exotic thicket
plush yew
#

will do, thanks!

copper flicker
#

so I was thinking of looking at some good, solid code architecture when working with BPs for future projects. can anyone think of some good learning examples? maybe a project I can look at?

plain leaf
#

How would you guys recommend creating a destructible skeletal mesh? I tried using destructible mesh, but it crashes unreal engine for me.

copper flicker
#

or any good material on code architecture in general. I'd like to understand programmer thinking a bit better, and see some best practices, and WHY people would rather do that

chilly sun
#

why is this a thing when alt tabbing
and how do I make it not a thing?
(main editor + a bp editor tries to alt tab from bp to main but focuses bp editor and tbh it's extremely useless and frustrating)

#

learning flow is 1x alt tab from info to unreal, and then 2x alttab from unreal back to info
it's adding 50% button pushes sadpanda

hollow cairn
#

how do I get an actor's location inside the blueprint of another actor?
edit: you have to make a variable and use it to reference the other actor 😎

orchid gull
#

How can i set an action mapping to different buttons depending on the console/controller? (for example, to confirm, the A button in xbox is south but on nintendo is east)

maiden otter
chilly sun
#

wait wat how

#

I tried maximizing but nopers

maiden otter
#

they're tabs like a web browser

chilly sun
#

I see I see I see

#

I love u have my baby ❀️

#

πŸ˜„

hollow cairn
#

I want to teleport my player to an object, but they teleport inside the object and get stuck, how do I adjust the location so they teleport infront of it?

maiden otter
chilly sun
#

I think perhaps if you get the targets forward thing and targets location
You can multiply target.forward vector by fx 300 and add it to target.location
and then thats in front of target, based off where target is facing

hollow cairn
gleaming lotus
#

Is there a way to create dynamically sized destructible meshes? I'm trying to make panes of glass for various sized windows for my game (There's a lot of different sizes), but I need a way to change the size (scaling them will just ruin the destructible meshes), any solutions?

hollow cairn
#

why does my launchpad not work? πŸ€”

exotic thicket
#

You are probably comparing the ThirdPersonCharacter class with an instance of the class

#

You coud try using "Cast to ThirdPersonCharacter" instead

hollow cairn
#

I tried this and it works πŸ™‚

exotic thicket
worn granite
#

GetPlayerCharacter and GetPlayerController that take a number should be opt in, otherwise hidden from the default set of functions you can use

exotic thicket
#

I dunno, it seems okay as long as it's singleplayer?

worn granite
#

they only do what you want in a single player game

worn granite
exotic thicket
#

I think there's quite a lot of stuff in the engine that every single person using those parts don't know :)

worn granite
#

they think they're getting the character that is relevant to the actor they're writing code for

#

it's a noob trap

exotic thicket
#

At least the get player X have some indication that they might behave differently if you have more players since they take player number as a parameter

worn granite
#

and, it encourages solutions that won't work long term

exotic thicket
#

Yeah, it's true which is why I suggested using Cast to initially

worn granite
#

yeah they're perfectly fine if you actually set things up to use player numbers, and I can definitely understand it for split screen where you want a particular hud layout

#

which is why I'm not suggesting they be removed as BP callable

flint rover
#

Guys how can i display a Widget Blueprint on a Object

frigid harness
#

no problem

ashen frost
#

hi guys

do you have an advice for overriding the jump looping anim with another animation?

ashen frost
#

i think i figured out a way

plush yew
#

How would I switch from a ThirdPersonCharacter to something like a car

#

so i can drive that

sharp willow
#

Hey there.

Got a curve here:

  • (0,0)
  • (4,1)

Setting this to post extrapolation (cycle with offset) gives me (8,2) etc.

Is there any way I can force the gradient to be 3 instead of 4, while retaining the (0:4 , 0) property?

remote bramble
grim ore
#

@remote bramble look into setting your sampler settings on the textures to shared to get over that limit

earnest violet
#

I'm having to set two different game modes for my game. One for menu and one 4 map. My problemis that when I enter the map from the map I can't control the character player. What Am I doing wrong plz? is there a renable controls node or something I should be setting?? thx 4 any support u give. It's appreciated as this has had me upset for the last 4 hours=/

grim ore
remote bramble
#

thanks i'll try it

grim ore
#

@earnest violet how are you setting the input mode in your main map? and in your menu map

earnest violet
#

Do u mean on the maps level blueprint m8?

grim ore
#

are you setting input mode anywhere in your menu game mode or map?

earnest violet
#

yeah I believe so

#

I used just before setting cursor

grim ore
#

soo... if you are setting it in the menu and doing that is breaking the other map maybe you should set it in the main map as well to the correct mode?

remote bramble
grim ore
#

@remote bramble you should probably do it in all of your textures yes

remote bramble
#

thanks

earnest violet
#

@grim ore This is the blueprint for the menu level which has to be set different to the main map otherwise you get the player and crosshair on the menu screen and the main map is set to the gamemode for the third person hooter kit. Any ideas m8?

grim ore
#

yes you are setting your input mode to ui only there right?

plush yew
#

Why is the Possess method missing in the bp of Sedan?

earnest violet
#

yeah

grim ore
#

so in your game mode for the main map, set the input mode back to game only

earnest violet
#

How I do that m8? sorry i'm dumb you're gonna have to spell it out sorry thx

earnest violet
#

@sharp willow Thx dude!

ocean pumice
#

how would i shuffle through my 3 text values in a random way ?

#

thanks a lot

earnest violet
#

@sharp willow @grim ore Thx for all your help u two. It works now. Cheers once more!!! πŸ™‚

quick kelp
#

Hello, im chaging the material of a character during run time but the material isn't compiling (it goes to the grey default material) but it doesn't start compiling shaders and stays like that.

#

anyone know how to fix this?

#

the material only shows up on the character after i restart the editor

grim ore
#

@quick kelp how are you changing it? also is the new material set to work on your item?

quick kelp
#

skeletal mesh > set material, and i get a material from an array and plug it into the material input

grim ore
#

in the material

#

make sure the material is set to auto or works with XXX where XXX is your item you want this to be on. It might not be set right

quick kelp
#

that solved it

#

thanks Mathew

grim ore
#

yay

sharp willow
#

My post got buried

#

Hey there.

Got a curve here:

  • (0,0)
  • (4,1)

Setting this to post extrapolation (cycle with offset) gives me (8,2) etc.

Is there any way I can force the gradient to be 3 instead of 4, while retaining the (0:4 , 0) property?

remote bramble
#

i made the layer info, but then added the roughness in the material, and i cant change it

#

do i have to delete the layer info?

acoustic kindle
#

hey im trying to make a video in my start menu and when i try to play it in my media texture my pc crashes what should i do??

rigid bridge
acoustic kindle
rigid bridge
#

repost this in #visual-fx and make sure to point out ue4 and ur pc lock up.<3

acoustic kindle
#

thx

grim ore
#

if it crashed do you have a log from the crash?

acoustic kindle
grim ore
#

well when it crashes it should open the crash reporter. If not check your saved folder in your project

remote bramble
#

can you help me mathew?

rigid bridge
#

i think his pc just locks up on threads no?

acoustic kindle
sharp lark
#

yo guys

#

i need help

#

my thing has been stuck on 95%

#

i need instant help

grim ore
#

you dont need instant help

#

and check your task manager

sharp lark
#

i did

frank oar
#

Hey all,

I have a button for swapping camera in a third person template.

It pans the camera out to see the whole level.
but if the player character is faceing the screen when the camera is swapped then the players controllers are inverted and it makes it really hard to control the character.

rigid bridge
sharp lark
rigid bridge
#

and compiling stuff

#

its normal sped monkey

sharp lark
#

hey dont call me a monkey

#

call me monke

#

not monkey

rigid bridge
#

monke

#

lol

sharp lark
#

there we go

#

thx

frank oar
#

Here is how I have set the camera in my level BP.

But if the player character is looking towards the screen when the camera changes and pans out, the controllers are inverted .

Can I do this while resetting the controllers or something ?

grim ore
#

all depends on how your stuff is set up

#

you can change the controller rotation, you can set it to not use the controller rotation,

frank oar
#

standard third person template essentially

#

how would I set it to NOT use controller rotation @grim ore ?
I cant seem to find nodes for that action.

grim ore
#

the default controls are character relative

#

so if you are looking at the other camera, what should forward on the keyboard do

frank oar
#

forward on the controller should make the character move towards the back of the level, away from the camera

#

if you can imagine the super smash bros perspective but also allow the character to move in 3D

#

the camera used in the game 'Little Nightmares' is probably a better example

grim ore
#

might need to show more info like what it looks like. But stuff like orient rotation to movement on the character movement component and use controller rotation XXX on the pawn are items to look at

#

you are probably going to have to adjust your input to be camera relative at some point instead of controller relative when you switch

crisp siren
#

what is a good unreal engine beginner tutorials series to understand the engine? (preferably blueprints, not c++)

grim ore
#

@crisp siren look at the pinned messages in this channel

crisp siren
#

ok

#

ty

frank oar
#

that last bit sounds like it makes a lot of sense!
Would I be barking up the wrong tree if I asked if there is a simple way to change to camera relative from controller ?

fossil shadow
#

Has anyone seen this kind of bug in the scene? Light is affecting the normal map through the wall

grim ore
#

im sure there is, you would have to be very clear on what you want

remote bramble
#

does every texture need a normal map for the material to work correctly?

frank oar
#

here is a screen grab of each perspective @grim ore
The close up is the regular ThirdPerson camera

#

Ill try this...

Set a boolean when the camera is changed,
create and additional input which only works when the boolean is true ...

#

The camera swap lives in my level BP currently

mystic robin
#

Hey I need a help

misty wharf
#

Not sure if this is the right channel, is there a way to set a box brush's position to one of it's corners? I can set the pivot point to a corner, which works for rotations, but I'd like to set it's (0, 0, 0) position to one of the corners as well.

grim ore
#

the pivot should be its location in the world, its 0,0,0

mystic robin
#

I packaged game and level not opening

grim ore
#

did you set the game default map to the one you want?

mystic robin
#

I put main menu on default map

grim ore
#

default editor or game map?

mystic robin
#

But my other maps are not opening

grim ore
#

oh so the main menu is loading but not the game map?

mystic robin
#

Both are main menu

misty wharf
#

It's position seems to still be at it's center

mystic robin
#

Everything work fine main menu comes

#

But when I click on start playing. Hud show and sky

#

Do I have to list map in package section ?

grim ore
#

so when you hit play what happens?

mystic robin
#

Hud show and sky

#

Not even my player show

#

But in editor everything is fine

grim ore
#

so the map loads?

mystic robin
#

I don't know. Sky show and I can't move

#

I guess game is not possing player and game. Or something

#

Maybe problem in packing

remote bramble
#

does every texture need a normal map for the material to work correctly?

mystic robin
#

Every map is normal I guess

remote bramble
#

😐

mystic robin
#

Do you know how I can fix

remote bramble
#

thats not what i mean

mystic robin
#

I don't have any texture in map or material

#

I am just testing so nothing in the map

grim ore
#

you do not need a normal map

remote bramble
#

thank you

#

but this happens

#

do i need to delete the layer info and do it again?

#

because i added roughness for everything after i made the layer infos

#

@grim ore

scarlet birch
#

Does anyone know if there is a function I can call from within an editor utility widget to set the mode of the level editor viewport gizmo? as in set it to translate, rotate, or scale? or another way to approach it? If I can do this it would greatly reduce a number of repetitive actions in using the tool I'm working on.

runic fern
#

Hi guys how can i make this Nail Spin 240* in Positive because when the rotation reach 179 its start to spin in negative

fierce tulip
#

i would have made that nail along with the bar-lines inside a shader, not a mesh.
and use the custom rotator to rotate from 0 - whatever.

runic fern
#

hmm in material and using Parameter you mean ?

fierce tulip
#

yea

runic fern
#

ok i will try this thanks

maiden sundial
#

Does anyone know how to force the editor to open all tabs from the previous session on the main window?

#

I'm kinda annoyed to always pull those tabs from the secondary window into the main window

frank oar
#

Doing this seems to give me good control no matter which camera I use

plush yew
crisp turtle
#

Hey all, does anyone know if Metahuman uses the UE4 skeleton pose and hierarchy (minus facial bones). I plan to use Metahumans for my project, but cannot export a fbx character to rig in Blender, it doesnt seem its supported right now?

This really puts my project on hold, anyone have input on this? Thanks!

jolly frigate
#

curious, since ive been out of the loop for a long while, any updates on ue5?

maiden swift
#

No, but the first preview is expected to drop in the next few months.

analog osprey
#

I'm not gonna touch UE5 for at least a year or two after it drops in all honesty. Excited for it, but the projects im working on already probably gonna stay in UE4

maiden swift
#

I have a long-term project that will move to UE5 if it's practical. Would be fantastic to be in the first wave of UE5 games.

#

But the game I'm announcing soon, a smaller side project, will likely be done before the first preview even drops.

gaunt abyss
#

Yeah we are gonna move as well, there are some things coming we really need for the project
We have a lot of custom engine changes so no idea how difficult it is going to be

pallid talon
#

@grim ore What am I doing wrong here? I'm trying to create a wall (static mesh) that duplicates itself 13 times and moves 92 units. My result from this is a single wall at the number 13 final location. Any suggestions?

ionic geyser
#

Is there any way change the script execution order in Unreal? I have a component that adds itself to a list and an actor that gets that component from the list but I have to make sure that the component always adds itself before other actors try getting it?

floral heart
#

Teriander, looks like you're adding the same wall partition each time.

pallid talon
#

@floral heart I thought if I use "Add" it makes an instance of itself in the next slot?

#

So it should be 13 of a duplicated version of itself...

floral heart
#

Make a new object, then add the reference to the object to the array. Remember you're dealing with references, not the items themselves.

pallid talon
#

Hmm, so I would have to create 13 components of the same object?

floral heart
#

Either ahead of time, or create them via node in the loop body.

pallid talon
#

@floral heart Still confused on how that would work...

dry latch
#

I have a very very weird IK animation problem.. Is there any professional animators on UE online ? :p

#

I posted my issues days ago, but couldn't find the way

plush yew
#

If I have a blueprint with multiple static meshes. The parent have simulate physics and it has many child meshes. Right now it seems like they are all colliding and everything just goes all crazy. How should I think about this or change it?

#

I want it to collide with other things but not within itself

#

Nevermind I googled some stuff

#

πŸ˜„

#

hooray!

shrewd dawn
#

Was messing with rendering settings. Apparently paused game + motion blur + moving the camera = trippy experience

fringe wigeon
#

Heyo! anyone know how to set up a xbox controler (its actually a ps4 knock off, but am using a xbox emulator) to navigate in the viewport? (and also control cameras in a similar way by piloting them and auto keyframe)

crisp turtle
#

Any idea when Metahuman will be released so we can get a fbx file to work with? The preview doesnt provide this.

fringe wigeon
#

i've got it all set up to drive cars and stuff fine, no worries - just no idea where to head from there!

#

AHA literally being an idiot - hadn't clicked inside the viewport window ahahah

pallid talon
#

@floral heart I've got it figured out. I used an InstancedStaticMesh. Works well.

dense knoll
#

How do you prevent UE4 from laggin a ton when creating Splines using BP

#

im using Splines for 3D navigation

#

WRong actor, this one doesent Intorpalate but it still worksd

frank oar
#

Hey,

Does anyone here have experience with UE to Rigify ?

I was just wondering how to se up the fingers so that you can curl them (as in to make a fast) using the long finger bones ?

Because I have the IK working with the mannequin I sent over but not the hands...

visual belfry
#

anyone have a fix for nvidia drivers crashing with unreal? happens within 5-10 minutes... I see @serene birch and @fierce tulip mentioned it happening in february, did any of the fixes work for you? I've downgraded all the way back to drivers from october (456.71) but it's still happening :\

serene birch
#

mostly I blamed a maybe faulty USB disk

visual belfry
#

argh πŸ™‚ I did add a drive to my computer, but they persisted even after I took it out

plucky jetty
#

Maybe someone will tell you how to spawn an actor from the traces' bombs, on the surface of the tarain?

hybrid epoch
#

Hey guys, I'm going through a course and teacher disables complex collision with this Enable Collision checkbox:

#

But I don't have anything like that in 4.26 version of the engine:

#

On first 2 screenshots it's 4.12 version of the engine.
Does anyone know how I can disable this complex collision? I tried to search for words enable and collision but there is no checkbox like that

grim ore
#

see on yours where it says sections at the top, the one thing you dont have expanded

hybrid epoch
#

Thanks, this worked

strong crag
#

Hey, there's the legend himself! Matthew Wadstein.

#

What's going on, man?

grim ore
#

nada, just working

strong crag
#

Hey, since I got your eyeballs, I got a question, if you don't mind.

sick escarp
#

Hello, got some problems with windows update today so I had to do a reinstall of my entire Windows

strong crag
#

@sick escarp Ohh, that's rough.

sick escarp
#

Backed up a bunch of stuff on my other drive including the epic launcher and the engine, the launcher still promts me to install the engine, is there any way to bypass this?

strong crag
#

@grim ore Nvm, you're working.

sick escarp
#

I have a very slow connection and the entire engine would probably take me 2h to download

grim ore
#

you can "cheat" and start the download, let it start. pause it, close the launcher. copy your files into that directory. go back into the launcher and tell it to verify and hope it works.

#

it doesnt really support what you want (pointing it to a directory)

strong crag
#

Good idea.

sick escarp
#

I'll give it a try, thanks

#

Depends on if I can choose to download an older version

#

Thought I had 4.24 as my latest but it says UE_4.21 and UE_4.22 so I guess I should try to install 4.22

#

Also, I warn all of you to not install Windows 10 20H2 if you aren't forced to, from what I found a lot of other people also had problems with having no internet access after the update

strong crag
#

Ohhh, good to note, Lill.

sick escarp
#

Tried going back to my previous version but that didn't fix it either

strong crag
#

Good thing I haven't updated my windows for like over a year.

#

Had a conflict with some other software I was attempting to use and said "Nah, don't need that drama!" Lol!

sick escarp
#

How do I turn off so I don't have to update? A long time ago it was doable by making the windows updater not start on startup

#

I've never liked windows update

strong crag
#

Hold on. I will look to see if I can find the....thing that showed me how to disable.

sick escarp
#

😍

strong crag
#

I can't find it in my bookmarks. Lemme see what my good ol' buddy bing can help me find.

sick escarp
#

Do I just wing it?

strong crag
#

Windows 10, right?

sick escarp
#

Yes

#

Opted into Windows 10 as soon as they allowed you to upgrade from 7

strong crag
#

Nice.

#

Ok, well I'm gonna be lazy (just being honest) and give you the first link I came up with and you can try it out and see if that helps you.

#

I got another one that gets into the Windows Services.

#

If that's more your speed.

#

Lemme know how that works for ya', Lill.

sick escarp
#

Chrome doesn't show up in default browsers 😑

strong crag
#

Ok, so do you need the other one then?

sick escarp
#

No no

#

I'm fine, thanks

strong crag
#

Just griping about Chrome, eh?

sick escarp
#

Not in the mood for Edge πŸ˜‚

strong crag
#

Lol!

#

Yeah, I don't mess with all that. I got Firefox.

sick escarp
#

Might have done it from the registry editor before as well

#

I recall changing something in there before but I can't remember what

strong crag
#

Yeah, it's been over a year for me so I'm not sure how I did it either. Lol!

sick escarp
#

There's so many small things one do over the years that accumulate to a nice experience

strong crag
#

Yeah, I know. Then when you gotta' start all over again, unless you got screenshots or something, you forget it all. Lol!

sick escarp
#

Now we pray πŸ™

grim ore
#

i've tested this before, as long as the engine initializes and is in the process of downloading you can then put the files into that folder and tell the launcher to verify and most of the time it finds most of what it needs and finishes

finite chasm
#

Can you use Megascans with a source build of ue4?

sick escarp
#

I hope, thank you so much for the tip

#

So glad I bought another drive, might have saved me hours today

grim ore
#

@finite chasm you can, its versioned against the main version number so as long as you install a compatible one you should be fine

finite chasm
#

Thank you

rotund elbow
#

Can i change pivot on an imported mesh ?

#

and rotation etc

grim ore
#

you can if you have the original mesh

rotund elbow
#

its from the free dungeon pack

#

i guess they are saved locally somewhere then

plush yew
#

HI, Im noticing that when I zoom out my textures automatically become significantly more blurry, how can I disable that?

grim ore
#

well if you imported it, you have the original mesh. If you didnt, the you dont. You could try exporting it out and importing it back in then adjust it. If you have the source item you would adjust it in the mesh settings

rotund elbow
#

Ok thanks! I cant find where ue saves the marketplace assets

grim ore
#

it would be in your cache folder, but its not likely you have the source assets

rotund elbow
#

the quick thing i wanted to test gets so many extra steps πŸ™‚

grim ore
#

just keep in mind that uses more memory

sick escarp
#

@grim ore Moved everything, it still says install

grim ore
#

what was your process?

sick escarp
#

I just moved everything from the folder to the other

#

Through the explorer

grim ore
#

you started the install then paused it?

sick escarp
#

Yes

grim ore
#

then shut down, copy, and when you come back its not paused?

sick escarp
#

Wont let me verify, I'll try to move the launcher to the same drive as well

#

When I came back it says install and it wont let me verify

grim ore
#

yeah launcher shouldnt matter, its more the launcher has to know where its at by doing it 😦

#

when you try install again what happens?

sick escarp
#

It says the directory has to be empty

grim ore
#

its possible the restart causes the issue. rename the folder, install where you want it, pause it but dont shut down, go in there and rename the folders so the full one is the good name now, and try resuming. see if you can do it when its running

#

I know it can work using magic and weird timing but its not supposed to lol

sick escarp
#

Seems to have worked, it went directly to installing

strong crag
#

Well, I'm glad you got it working, Lill.

sick escarp
#

Thank you again for the help 😊

#

Sadly I've lost most of the worknight/evening

grim ore
#

hey I hope it works

sick escarp
#

Seems to πŸ‘

strong crag
#

Well, there's always tomorrow. Or a late night. πŸ˜‰

sick escarp
#

Already 12:42AM here, will probably work till like 3 then get a quick meal and go to bed

strong crag
#

Sounds like a plan. πŸ‘

#

I'm still trying to figure out where I can get good topo data for an Island I saw in Bing today.

sick escarp
#

πŸ˜„

strong crag
#

I wanna' make a landscape with it cuz it looks pretty sweet.

misty cargo
strong crag
#

Ok, so it was Inishear, now it's Inishmore. Oh well.

sick escarp
#

Doesn't very few look like you imagine them based on their voice though?

strong crag
#

Yeah, I know the feeling, Lill. I've been taken aback by more than one YouTuber face reveal.

sick escarp
#

I've heard multiple times that I sound like I'm tall

#

despite being like 5'6

strong crag
#

Well, I got about 3 inches on ya. πŸ˜‰

sick escarp
#

Most do πŸ˜„

#

Guess I'm not skipping the download

strong crag
#

Le sigh.

sick escarp
#

The download was way smaller than I imagined though

#

The 4.22 folder is 35gb

grim ore
#

its probably getting just what it thinks it needs

#

and installing could mean installing those files as well not just downloading

strong crag
#

Sounds like a good deal, Mathew.

sick escarp
#

The speed indicates download though

strong crag
#

Just kinda' getting the missing files then, eh?

grim ore
#

yeah. Id watch the little thingy in the bottom left it will tell you what its doing as well

#

the Downloads monitor shows install stuff as well

sick escarp
#

I'ts nowhere near 35gb so I'm happy

grim ore
#

its also possible you left some of the other install options still enabled?

sick escarp
#

No idea

plush yew
#

Thanks Mathew for helping me earlier :) Do you maybe also know why changing the ambient occlusion value in my post process volume does not change anything?

grim ore
#

oh lol if you never changed the options it downloads a ton of useless crap

sick escarp
#

I'll probably have to download the debug stuff as well later on, forgot what they are called now

#

That makes you actually get good information when you run into exceptions

#

Was a good 5-10gb IIRC

grim ore
#

@plush yew there is no real way to know without seeing your setup. your not in the volume? its not set to unbound? its not active? another one is overriding it? the items your looking at are not very good example sof using AO? you have your lights set up too bright?

sick escarp
#

google lied to me, seems I'm about 5'7-8 Pog

strong crag
#

@grim ore So, since you're answering questions, I have one. Do you have any experience with getting some even decent Topographical Data outside of the USA to download and use in Unreal to create a Landscape?

grim ore
#

nope. I have very little experience with landscapes 😦

strong crag
#

Ahh, alright. Figured it was worth asking. Thanks anyway.

grim ore
#

I know twinmotion is part of epic stuff and is designed to get geodata

strong crag
#

I really don't want to get into learning another tool just to make a landscape.

sick escarp
#

But learning is fun πŸ˜„

#

Unless what you're learning is boring

strong crag
#

πŸ˜† So says you, Lill. πŸ˜‹

#

I'm still trying to get my head around at least 2 more things just to make a decent Landscape Mat so I can have a good looking, Quixel-based Landscape going on.

plush yew
#

I'm currently just trying to troubleshoot why it doesn't work, so I am in the default level, having some cubes and spheres stacked to make them cast some AO, with a skylight, directional light and atmospheric fog. My Post Process Volume is unbound and all lights are moveable, including the sky light. When I go to the buffer visualisation, I noticed that even if I set my AO intensity to 0 in the Post Process Volume, nothing changes, even though I tested in other projects I have, and setting the intensity to 0 usually resulted in no AO at all, leading me to believe that the PPV just does not affect my AO at all, but I don't know which setting could have caused that.

sick escarp
strong crag
#

sighs heavily Yeah, not so much.

sick escarp
#

It's not a result until you're done πŸ˜„

#

You're still in the process

strong crag
#

Yeah, well I appreciate the enthusiasm. Thanks.

sick escarp
#

I've been working on UI for the last few days and I'm almost done so I'm full of enthusiasm, except for the fact that I'll have to work on another boring part directly after

grim ore
#

@plush yew so does your map look just pure white when you have the buffer visualization on or ?

strong crag
#

Ehhhh, well, I'm rooting for ya' Lill.

#

It's chow time.

grim ore
#

even ignoring the post process volume, is AO just broke for you if you disable the PP volume? there is some by default after all

sick escarp
#

Kinda thrilled for the UI stuff I have left though, gonna get to try an idea I think will work and make most of the widget runtime generated

plush yew
sick escarp
#

πŸ˜₯

plush yew
#

I just want my AO to be more intense, but since I can't change the strength, it's not possible for me.

grim ore
#

yep that looks like its just the PP volume. For your settings on it, its set to say 100 for priority, 100 for radius, and 1 for weight? with both checkmarks?

#

@plush yew maybe just to see if its AO or the PP volume, go to color grading, white balance, and drag the tint down to -1 and see if the entire world goes green when you are back in lit mode

#

could atleast help eliminate if its the AO stuff on it or the entire volume

plush yew
#

Do you mean if the PPV works at all? When I'm changing the color grading and bloom, it woks perfectly fine, it is just the AO.

#

" its set to say 100 for priority, 100 for radius, and 1 for weight? with both checkmarks?" I'm not sure exactly what that means, the default intensity on AO in the PPV is 0.5, the radius 200.

#

Changing the AO in the cinematic camera also doesn't change anything... :c

grim ore
#

the settings on the volume, to make sure its the main one and working 100%

#

but the fact that the other settings work sounds like it should be fine

#

unless you have another one but I doubt it 😦

#

and its weird since other settings for AO pretty much disable it, the PPV overrides it so it should be working

#

especially if its a new scene where you just dropped in stuff

#

ok so if this was me I would make a new project, use the third person template, the map opens, go to the PP volume in the starter map, go to AO and check both boxes, go to 1.0 for the intensity and it should just work. If it does then we know its the other project

plush yew
#

I changed the priority to 100% but sadly, no change. I'll make a new project and check. But I think it probably is just this one project that has the issue, sadly, I already did a lot of work in there so I hope I can figure out where I went wrong. Are there any world settings or project settings, that could be the culprid?

grim ore
#

I could see those sliders not working if you are using Ray Traced AO as well, but even then setting it to 0 disables it completely and RT is off

#

there could be settings but they are generally on or off, not one that say ignore PPV

plush yew
#

where can I check if I have ray traced AO on?

grim ore
#

its under AO in the post process volume, ray tracing AO

#

can check Enabled, then uncheck the checkbox and it should disable it if it was on

plush yew
#

Enabling it and changing the intensity also does nothing πŸ₯²