#ue4-general

1 messages ยท Page 966 of 1

dense knoll
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unless that doesent work with Editor Widgets

leaden dust
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I don't need the position in viewport

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I need it in window

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anyways for editor widgets

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the viewport is same as the whole screen

drowsy snow
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But the hassle and that goes through testing Linux binaries for all the distros and stuff outweigh the actual user base that demands games run natively on Linux desktop system

leaden dust
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I tried another method

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but for some reason

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this time I have a create widget node which is returning nothing

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like wtf is wrong with my project

cinder raptor
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ya'all do realize that they said that Unreal Engine 4 is too big for their Hard Drive Disk??

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which if i understand correctly that could also mean that they can't compile it

drowsy snow
cosmic veldt
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Hey guys can I get some recommendations? After a life altering data loss due to an SSD a few years ago. I bought an ssd again because UE4 is taking ages to open. Has anyone experienced any issues with SanDisk Ultra 3D 500GB nvme? what would be the best way to prevent any data loss?

fierce tulip
dense knoll
obsidian nimbus
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backups

dense knoll
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This node?

leaden dust
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so I am trying this another way

obsidian nimbus
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backup on a spindrive

leaden dust
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so the problem is

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the create widget node you see

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literally returns nothing

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like the return value is blank

obsidian nimbus
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also you can pay for googledrive

cinder raptor
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well we should have asked them/it why it was soo mad/pissed at first place, i guess

drowsy snow
leaden dust
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dude he is gone, if you want to rant about linux now please do it in another channel

cosmic veldt
# obsidian nimbus backups

yea that seems the obv solution i was thinking about maybe i can use part of ssd as cache or something and keep the data on hdd or something if it works i don't know

obsidian nimbus
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im lucky enough to never have drives fail on me

cinder raptor
dense knoll
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dont

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he just got mad about no linux support

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or that you have to recompile

cosmic veldt
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never had an issue with hdd but power went out and back for a second it was all she wrote for the ssd and i have ups and everything

obsidian nimbus
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linux mint is real decent btw

leaden dust
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I think I will have to create a new project

dense knoll
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also cool_da_noob did the note wokr?

obsidian nimbus
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every1 can use it for basic daily stuff

dense knoll
leaden dust
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@dense knoll no ๐Ÿ˜ฆ

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my main question is

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why is the create widget node returning a null

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like how is that even possible

dense knoll
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when it gets outside of the widget?

leaden dust
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no

dense knoll
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or is it random?

leaden dust
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whenever it gets called

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it litereally refuses to create the widget

dense knoll
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possibly its being called to fat

leaden dust
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and hence there is no return value

dense knoll
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fst*

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fast*

leaden dust
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no it is only called when I click a button

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and I don't click it that fast either

dense knoll
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geez im as illiterate as a woodpecker

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so theres no draw calls?

leaden dust
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I'll make a new project

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@plush yew its an editor utility widget

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it doesn't need a context object for anything

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If the new project doesn't work I would probably have to dig DEEP into cpp to see if i can grab the code for the build in graphs

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since the engine won't let me build my own ones

cinder raptor
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soo i spoke with them and it turned out that they didn't had any Hard Drive Disk space because they didn't have any money for a new bigger Hard Drive and are stuck with an old 160GB Hard Disk

night burrow
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Can someone tell me, if I make something in Blender in exact dimensions and import to UE, will the dimensions be exact, based on default player first person height?

drowsy snow
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Long story short:
Blender normally works in metres
Unreal normally works in centimetres

cinder raptor
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i guess that they do have a point on a second thought, When Unreal Engine is compiled is like ~30 or something GB while raw it's like 200GB soo yeah :/ kinda double edged knife here

tiny ginkgo
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hey guys! Does anyone know if you can have multiple media players pulling from live cams displayed at the same time? I have a video capture device and a webcam displayed at the same time but the camera seems to lag really badly. FPS stays at 120 and the PC is not under much stress at all. Any ideas?

night burrow
drowsy snow
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I recommend you set the scaling to 0.01 and save the configuration as the default Blender file, especially if you're using both Blender and UE on daily basis like me.

night burrow
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I see ok thanks

next badger
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@drowsy snow will Blender ever fix its scaling behaviour?

buoyant graniteBOT
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:triangular_flag_on_post: amin_rajaaxs#0400 received strike 1. As a result, they were muted for 10 minutes.

drowsy snow
next badger
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@plush yew but it doesn't, if you set it to centimeters it still will scale the mesh 100times

tame marsh
tiny ginkgo
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Hey @tame marsh I'm having a weird issue! Both are media textures and seem to work fine in the viewport but when I press play the webcam becomes extremely laggy

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fps is fine, load is fine

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I can't think why there would be a difference between the viewport and live play

tame marsh
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@tiny ginkgo Hmm, I don't know either. How is it in the mediaplayer asset itself?

tiny ginkgo
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Thanks, I'll give them a go!

plush yew
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Hello guys, can you help me someone?
why does my ue use comma in numbers?
is this different from the dot?

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how can ฮ™ change that?

restive yarrow
steady vale
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y is this happening?

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i used the add button from manage bar on landscape mode

night burrow
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How high is default fp camera positioned in cm?

steady vale
steady vale
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the player can see that blank

night burrow
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I read somewhere it's 180cm

broken heath
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My static mesh thumbnail is too zoomed out enough to not show what it is (because it hanging in a long wire ) , is there away to focus on the mesh for the thumbnail ignoring its wire

steady vale
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and also now i noticed

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this only happens when i assign a material to the landscape

next badger
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@restive yarrow you need to select that group actor, it will be in the outliner, an then paste the coords

dense knoll
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is there a way to simulate raytracing at a lower cost?

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on a non RTX GPU
?

next badger
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if there was, i think it was used instead

serene birch
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the 10XX GPUs can use the RTX features in a sense, although slow

dense knoll
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I have a AMD RX 560

next badger
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afaik amd didn't provided any DXR drivers for those

dense knoll
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darn

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of course when i buy a new GPU it ends up becoming irrelivent in a few years

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at least its not a 1 GB VRAM

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card

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and i did develop on a GPU like that at one point

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how much more potato can you get

velvet magnet
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I wouldn't say it's irrelevant, just, no raytracing

next badger
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no one cares about raytracing anyway

robust marten
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what do yall do to kill time while shaders compile or distance mesh fields generate for half an hour lol

next badger
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you still can work while shaders are compiling

robust marten
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I'd rather not risk the crash lol

velvet magnet
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you could develop c++ in a lighter editor

dense knoll
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Icant do anything when compiling shaders

next badger
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shaders are written to disc, so even if you crash they will be there

dense knoll
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my PCs CPU is potat

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i just whip out my phone and watch something

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and wiat for 15 mins

robust marten
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Is that why my C drive is fucking bloated to hell while my D drive is nearly empty?

fierce tulip
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no need to curse

dense knoll
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thats within a few months of upgrading to a 2 TB ssd

robust marten
dense knoll
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idk anymore

robust marten
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lel

robust marten
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wut

dense knoll
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100 - 200 USD

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i think

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idr

next badger
dense knoll
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some samsung ssd

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was pretty cheap yet still fast

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*cheap for 2 TB

velvet magnet
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speaking of space, this is my drive lmao, not including another full hardrive whitch is 2 TB

dense knoll
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F

plush yew
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Hello guys, I'm new here:) ๐Ÿ‘‹

fierce tulip
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may I point out that we nowadays have a #hardware channel

dense knoll
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welcome @plush yew

past stag
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Does World Origin shifting currently work in multiplayer?

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If I use p2p

sleek spear
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hey people, i have a 16 bit image single channel image, can i somehow split it into 2 8bit channels with minimum information loss?

leaden dust
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Does anyone have a suggestion as to how I can create the wires connecting nodes in a custom node editor I've tried to make

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What I have is a 10000x10000 pixels canvas panel on which I place the nodes

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The nodes themselves are derived from a parent widget which hosts the spawning, moving and deleting capabilities

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Each node is made up of a bunch of slots

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slots is basically one row of a node

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My original approach was to create a line widget

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but for some reason

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unreal doesn't let me create a widget

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Its bugged or something

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So what else can I do to draw lines

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I could draw lines using the draw line function but how would I keep track of which lines connect what nodes ๐Ÿค”

restive yarrow
fluid swallow
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Hello ! i am having issues with the unreal engine editor after a few minutes sometimes even an hour my editor will bug out and every time I right click inside a blueprint it will instantly close the window or even typing or dragging things

leaden dust
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Uh guys I am running into another issue

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In editor utility widget and blueprints

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when you change a variable

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they are not reset whenever the window is closed

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and only reset once the editor is restarted

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any idea on how I could reset the variable values

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tried all of these but they don't seem to wrok

restive yarrow
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@next badger

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this still happens

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How do i move grouped actors via coordinates without them mixing up ...

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nvm found it ๐Ÿ™‚

woven cliff
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is there away to compensate for world settings on 4.26 gpu lightmass?

broken heath
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Can i edit static mesh thumbnail ?

frank oar
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Hi guys.
This cast is to an actor BP witch a static mesh, I am basically just setting a bool so that the actor can turn its simulate physics on when the trigger box is set off...

What would I attach into the object of the cast ?

timber cypress
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Hello everyone. Im new here and looking for some help about light bleeding walls, I know is a common issue and maybe anyone already replied about ths topic, but can't get rid of this after try many things I found on internet

frank oar
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Is there a reason I can not find camera shake like I see in the tutorials ?
I am in a third person game

timber cypress
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hmmm, Camera shake should be for first person only?

frank oar
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Some of the tutorials use it in third person games

timber cypress
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ok

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Do you have a good solution to get rid of light bleeding walls? I did everything on intrenet talking about it but still can't get rid of this bleeding shit. Well there is a solution I didn't try it talking about put black walls around the room hidden after render... But I have an indoor and outdoor scene

frank oar
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@plush yew yes, but it seemsto be missing a lot from the details pannel

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Top is mine bottom is tutorial

fierce glacier
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I can't say i ever did it, but in principle - the weight maps are assets, you can copy them, and save them, and reuse them on moved landscape

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Create a new weight map, it will show you a generated name, copy the generated folder to new location and point to the weight maps in the layers of the landscape (they should appear in yhe drop down of weight map selection)

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Let me know in pm if you can't find it, and i will turn computer on and make screen shots for ya

frank oar
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tyvm I am just testing it now ๐Ÿ˜„

rotund elbow
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how do i unset bodes simulate physics ?

timber cypress
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Anyone using UE for archviz?

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I was there, but no one responding ๐Ÿ™‚

rotund elbow
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i want to make a temporary ragdoll

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how would i undo the raggy

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because i already do the raggy

timber cypress
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But my doubt is about light bleeding walls, so is tha same for game devs

autumn latch
lucid grove
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Hey

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Anyone used SaveExtension from marketplace on ue 4.26?

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Right now on marketplace last version is 4.25, but on github 4.26

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Im not sure how to work with it

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Simple copy-paste didnt work

robust marten
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Often, when opening an actor blueprint, I have to click on "Open Full Blueprint Editor". Is there a way to set it to ALWAYS open the full editor?

ocean grove
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Hey does anyone know how to find where your project file is stored?

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Like the specific path/dir

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I somehow ended up with 3 copies of the same project on 3 different drives and I can't for the life of me figure out where the project I have open is stored.

glacial dawn
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@ocean grove press show in explorer on any file. You'll know the folder for sure.

ocean grove
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@glacial dawn THANK YOU!

dusky slate
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Does anyone know a Fix for the Flickering Menu issue without downgrading the Graphics Driver?

warm hornet
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Outside of the official Learning section are there any really good paid online courses that focus on advanced topics like AR, simulation etc?

honest vale
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what do you mean you can't?

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it's a reference viewer, you can't edit anything there

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in order to edit the references you need to edit the actual assets that have those references

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be that actors having references to other actors, materials, static meshes, skeletal meshes

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materials have references to textures

sleek spear
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can i play 10bit videos in unreal?

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actually i want to use a 10bit video as heightmap

frozen pond
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any idea how i could create quicksand ?

worn mirage
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I have a small concept I'd like to work out but it will require some small terrain deformation. I've done some research on the matter and terrain deformation seems to be quite a hurdle. Are there any examples or free plug-ins available to help me understand what I need to learn to tackle this?

frozen pond
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you need voxels plugin for that

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there is free version on marketplace

jagged halo
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when spawning a client, it seems to randomly start at 0,0 for one frame before being repositioned to the true location

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is it expected? can I do something to avoid the glitchy reposition ?

worn mirage
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@frozen pond The free version doesn't support instanced foliage which is a problem.

jagged halo
# jagged halo when spawning a client, it seems to randomly start at 0,0 for one frame before b...
frank oar
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Hey guys,
How could I make the speed of a rotating object alternate ?

Like the speed of a fan in my case, I want it to slow down every couple of seconds so the player can run through it...

misty wharf
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Have two speed variables and swap between them on a timer?

pearl shoal
thick charm
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Hey, anyone who can help me out with an issue i have?

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I have this animation thingy setup and when blendspace turns to 1 my rifle animation gets run and if its 0, the character idles normally,
Im trying to change this int from another bp but cant get it to work

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It worked at first but suddenly just stopped working

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the bottom image is the bp that changes the int

pearl shoal
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How are you changing the variable?

frank oar
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@pearl shoal I will have a mess with it to see if I can manage something like that

thick charm
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On the second image its the "combat state" thingy that changes it

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instead of casting i have setup interfaces

pearl shoal
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Also, if you have only two states, use blend by bool

thick charm
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im gonna add more in the future

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that's why i want with an int

pearl shoal
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Ah, I see

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And the combat state the only thing it needs to do is Mesh->GetAnimInstance->cast your animinstance->set var

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It should work no problem

thick charm
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like i've done without the delay?

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o wait nvm

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so how do i cast?

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im very new and learning constantly, do i do it like this?

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might be completely wrong lol

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this is how i got the interface

rigid belfry
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why would my ref variable return none if its not failing the cast? edit: i fixed it by adding a small delay. seems like there is some travel time in multiplayer

vale trout
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where can i change my fbx import settings once i clicked the dialog away with dont show again ?

thick charm
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holy fuck i fixed my shit lol

jagged halo
obsidian cloud
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ArtStation

I Love Modeling and texturing Game Environment and Assets,
I do Modeling more than texturing , I am currently working on 2 Game Environments and 1 basic Environment, I love to learn more and more techniques on modeling and texturing.

rigid belfry
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first message on server and its self promotion. on the wrong channel too. nice

pearl shoal
thick charm
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Thanks for the help btw๐Ÿ˜„

ember quest
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I know there is official app for iPhone that can be used for real-time facial capture in unreal engine for metahumans etc but is there any way to do it with android?

thick charm
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Anyone knows how to cast when there is multible players

ember quest
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There is only 1 android app I found called "face mocap" that send mocap data to ue 4 but even with that I would still need to create whole system that handles actual tansformation of 3D character model face points

thick charm
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This used to work when there was 1 player but not with 2.

sleek spear
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can i use 10 bit videos in ue4?

worn mirage
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@thick charm Are you sure the anim instance is the proper players instance?

muted trail
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so i'm trying to set the content through a button on another widget and it doesn't seem to be working

magic fern
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Hello guys, anyone using Dungeon Architect? I wanted to know if it is possible to have a different ground if outside or if inside.

rigid belfry
plush yew
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Hello guys!
This is the last export - an apk game from ue but I can't install it on my phone. I need help. What else I have to do after the export to complete my game?

rigid belfry
rigid belfry
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so you have journal , journal 2, journal 3 etc.

muted trail
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journal entry 1,2 and 3

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also i fixed the reference issue

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by passing the reference through when the slot is made, thanks @rigid belfry

chrome socket
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I need help with animations of an AI chasing you.

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Can someone help me?

rigid belfry
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why is my client in first person view when i am telling it to be on third person? server is working as intended

chrome socket
muted trail
chrome socket
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ok

plush yew
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Hello guys, i really need help with something.

I am trying to create an particle emitter (fog_texture) of an exhaust (car pipe).

Im following every single step from this Lynda course and doing exactly as im told to, but in the end my particles are invisible.

Please someone help me"

muted trail
chrome socket
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huh?

rustic dirge
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Quick question
What is the difference between unreal particle system and niagara system?

rigid belfry
# chrome socket huh?

#rules 2. Be patient when asking for help. This isn't an official Epic Games support channel so we can't guarantee a response. Don't ping people unless you're replying to them. If someone can help, they will. If not, come back in a few hours and consider rephrasing your question or adding more details.

rigid belfry
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btw having fancy animations is not a requirement for a new programmer. you need to finish games. i often use literal cubes for most of my stuff because i know i dont have the artistic skills required to create something good looking

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instead, i focus on programming

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you should really try to decide what your goal in unreal is, and work towards it

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you want to make a horror game? there are tutorials on youtube that can help you

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plus being chased by a giant red cube is way scarier than the mannequin in my opinion

pure barn
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there is remarkably little info on landscape painting

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does anyone know if its possible to get height maps to work with it?

frigid gale
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anyone else have issues where the engine crashes and you lose a bunch of work even tho you're constantly saving frantically every time you make a change? idk what the point of saving is

pure barn
frigid gale
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I only have one level at the moment

pure barn
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i see....

frigid gale
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I don't mind it crashing as much as I mind losing progress lol

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might reinstall

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the error was something about the D3D device going away, idk gonna go do something else

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frustrating losing half an hour when I changed a lot of things in that time

pure barn
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ok nevermind, scratch heightmaps, all i need to know is if i can use texcoord with landscape painting

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textures too small and im not a fan B(

autumn grail
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Is there a tool for fluid Simulation in current release? Or a plugin ?

plush yew
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Hey guys, have a question, for my games I'm not gonna have full on animation, just different poses, should i just remake my models in each pose, or pose them with armatures?

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or rigs

drowsy snow
autumn grail
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@drowsy snow thx

pure barn
autumn grail
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The Plugin repo is empty

drowsy snow
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Well, you need to set up the entire branch after cloning it.
Again, it's ony .uasset files, which are not included in the GitHub repo

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Just exclude any platform except Windows (or Mac) so that you don't download unnecessary dependencies.

autumn grail
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ok

surreal vector
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Hey there I have a question, when you convert an object that have collision to static mesh it is still possible to have collisions?

autumn grail
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@drowsy snow Please , i have cloned the source code and have done "git checkout master" it's not that i have to do?

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I have to build from source ok

soft fiber
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When I look at examples of the canvas panel on YT, it seems to have a size. My canvas panel doesn't show a size?

grim ore
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after you get the source, you need to follow the rest of the instructions which includes downloading the dependencies using the setup batch file

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@soft fiber in the top right of the preview window you can change it to show as desired, and other options, not just the fixed resolution size

soft fiber
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@grim ore ok, thanks

pliant void
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is there any way to scale z value without it stretching the landscape?

candid falcon
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anyone know what this is?
it seems to still open and work anyway

bleak copper
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Btw: What are the rules of UE4 serialization when fields change?

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The ideal seem to just be make a new struct (ex: if a save game changes) and copy from old to new but yeah. Curious if there's known simplifications

autumn elbow
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Where is the Motivation to work on my game Channel? ๐Ÿ˜„

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I love my game, I love the design, and concept... all that stuff, but I find it harder and harder to sit at my desk and work on it.

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I find that I would rather help solve other people's bp issues and what not, then work on my own.

sullen sonnet
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It stays like that until i force shutdown

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@autumn elbow i know exactly how you feel man

dense knoll
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Switching the default RHI to vulkan causes the engine to freeze loading at 18%

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and shaders dont compile at all

pure barn
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my cine camera is not doing depth of field

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bumped everything up to max to test

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focus plane

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nothing change though >:/

sullen sonnet
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all these questions and non can help big oof

pure barn
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everyone is either asleep or getting ready for bed

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unfair

calm pollen
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does anyone here have any experience with setting up google admob in a android app?

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im just wondering:

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1- would this setup work to display an ad

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and 2- do I have to fill out the Ad Id Index or is that in the project settings

sullen sonnet
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idk how to help you @calm pollen but that range between ads makes me triggered because it's so frequent xd

calm pollen
sullen sonnet
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๐Ÿ‘

plush bear
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does this double up as a help channel?

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I'm having two issues when setting up a 2 wheeled vehicle.

Issue 1 is solvable through better setup but more a question for @patent cobalt. I've setup the vehicle such as described in your tutorial yet the axis for the wheels has imported incorrectly and so the wheels do not align. I was wondering if their is a solution for this?

Issue 2 has my head done in. Even when I have rigged the vehicle properly with armature the wheel colliders never collide. They always pass through the ground. I must be doing something wrong but I cannot put my finger on it. Is there a solution?

timid spade
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is it possible to run ik once just to offset bone positions?

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because currently i want to offset the bone positions to be able to re use animations for multiple weapons

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but ik hasn't given me good results

sonic quest
sullen sonnet
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@timid spade use sockets on weapons and translate bones to those sockets

timid spade
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some math would be involved right?

sullen sonnet
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not that i can think of. Maybe a little bit if you want to fine tune the location of the bones

timid spade
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well if i wanted to move the hand to a socket wouldnt the elbow have to bend as well?

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or will it naturally bend if i move the hand

sullen sonnet
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you would need to use ik for that

timid spade
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i tried ik

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i got this result

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it happens when i get near the origin of the world

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and as i move further away its less noticeable

sullen sonnet
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then your vector isn't setup correctly

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wAIT NO

timid spade
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also, ik has a lagging

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thing

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idk how to explain it

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like if my shot animation plays, it lags slightly behind the animation

sullen sonnet
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what ik solution are you using ? two bone ik?

timid spade
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yes

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this is what happens originally

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ive tried multiple combinations as well

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no luck

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this is my setup

sullen sonnet
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1 min

timid spade
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ok

sullen sonnet
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yes so two bone ik is only using two bone... hence the name

timid spade
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yes

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im a little confused on how to set up the node

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what the joint location and ikbone actually are

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i assume joint location would be the elbow

sullen sonnet
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try using CCDIK instead

timid spade
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also for effector location space

sullen sonnet
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or FABRIK

timid spade
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what should i use

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the weapon is a seperate actor

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id have to use world, correct?

sullen sonnet
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effector is where you want the hand to be placed

timid spade
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ahhh i se

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the problem with this is

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its laggy

sullen sonnet
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?

timid spade
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one sec

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look at the hand in relation to the gun

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how would i eliminate that lag

sullen sonnet
#

not gon download that sorry ๐Ÿ˜›

timid spade
#

ok one sec

#

im gonna post it on streamable

#

ignore the clipping thats not the issue

#

its just delayed movement

#

it looks weird

sullen sonnet
#

im not seeing lag like you say

#

it's just clipping

timid spade
#

let me fix the clipping

#

maybe itll be more noticeable

#

why is it clipping?

#

i think i was just seeing things about the lag

#

youre probably right

sullen sonnet
#

ook

timid spade
#

the clipping still occurs, im gonna try FABRIK

#

also @sullen sonnet whats the difference between CCDIK and FABRIK

sullen sonnet
#

how are you iterating to do IK?

#

with tick?

timid spade
#

yes

#

i have a function connected to event tick

#

that function gets all the info and stores it

sullen sonnet
#

hmm im not sure why it's clipping FABRIK or CCDIK won't fix the clipping with gun i think

timid spade
#

event tick is only 50 times per second correct?

sullen sonnet
#

event tick ticks every frame as far as i know

timid spade
#

oh

#

ive been told wrong then

#

ill try turning down the firerate

#

see if it changes anything

sullen sonnet
#

you can adjust the tick somewhere i think

timid spade
#

nope that didnt help

#

i dont think adjusting the tick will help

sullen sonnet
#

it won't

timid spade
#

it looks like its extrapolating the position of the socket

#

idk why it would

#

its way better now

#

it still moves tho

#

idk why

#

it has something to do with the rotation limits

sullen sonnet
#

fuck around with the location and how it goes to that location, im not sure what else to do

timid spade
#

yeah thats fine man

#

thanks so much for the help

#

took me 2 days to figure this out lo

sullen sonnet
#

i don't think it's rotation

timid spade
#

well capping the rotation helped

#

i capped the elbow to 5 degrees and it didnt clip as far

sullen sonnet
#

that's weird

#

it should stick to the gun no matter what

#

@timid spade

#

wait

timid spade
#

i think i just figured it out

#

its precision

sullen sonnet
#

show me the full animation bp with that ik

timid spade
sullen sonnet
#

i think it's a blending issue

#

or transition

timid spade
#

i think so too

#

it only happens during recoil

sullen sonnet
#

ye

#

try to make blend 0?

timid spade
#

should i add another ccdik node after slot arms

#

also that just just play recoil anims

#

cause it doesnt blend

timid spade
#

ok

#

adding the node certainely helped but

#

now theres lag

sullen sonnet
#

try putting your ik stuff before or after blend

#

u don't need extra CCDIK

timid spade
#

ill try after

#

now theres lag

#

and im not tripping this time

#

but its def better

sullen sonnet
#

still clipping ?

timid spade
#

no

#

that fixed it

#

its just a bit laggy now

#

im not sure if its that noticeable

sullen sonnet
#

show

timid spade
sullen sonnet
#

do automatic fire

runic narwhal
#

Why?

#

Says it's not compatible with object reference

timid spade
#

it doesnt have to move far when doing automatic fire

#

i think it lags when the socket moves far away from the hand

#

maybe im just tripping again

sullen sonnet
#

check the socket when firing

timid spade
#

nvm im def not

#

the location?

#

or if its valid

sullen sonnet
#

just visually

timid spade
#

ok

#

how would i do that

#

can i highlight it?

sullen sonnet
#

in view port on top left click show, developer and bones i think

#

it doesn't show apparently

timid spade
#

i got it

#

showflag.bones 1

#

very cluttered mess

sullen sonnet
#

ye it doesn't show sockets

timid spade
#

damn

#

i think its just ik

sullen sonnet
#

๐Ÿคทโ€โ™‚๏ธ

timid spade
#

wait wtf

#

it just fixed itself

sullen sonnet
#

was about to say lmao

#

it looked good XD

timid spade
#

i have NO IDEA

#

what just happened

sullen sonnet
#

trick of the light

#

and doing the same shit for 2 days fucks with your head lol

timid spade
#

also another quick question why does unreal ghost so much

#

yea bro legit

#

i was ready to just make 50+ animations

sullen sonnet
timid spade
#

look at the video with the bones visible

sullen sonnet
#

motion blur

timid spade
#

the bones are ghosting

#

ohhh

sullen sonnet
#

xd

timid spade
#

ive never enabled it

sullen sonnet
#

it's on by sdefault

timid spade
#

its off

#

or am i in the wrong place

sullen sonnet
#

it's off for the engine when not playing

#

it's different when playing

timid spade
#

i got it

#

thanks bro

#

i was so annoyed

sullen sonnet
#

ye

#

no worries

timid spade
#

holy crap

#

it looks so much better

sullen sonnet
#

ikr

timid spade
#

can i enable it on certain things?

sullen sonnet
#

i think you would use depth of field for that

#

unless idk what you're asking xd

timid spade
#

i want to enable it on bullet casings

#

so they dont look laggy

sullen sonnet
#

depth of field is what you want i think for that

#

but it's a pain to set it up

#

i haven't messed with it much so idk how to set it up the way you want right now

timid spade
#

its fine no worries

#

you were a great help man thanks so much

#

i finally figured out this dumb shit

sullen sonnet
#

game dev is hard XD

timid spade
#

fr

tardy ocean
#

I tried converting my entire project from BP to CPP by copying my content folder into a new project, any clue as to why it may have shifted my character up?

candid falcon
#

so I just found the solution to this problem, it seems that most people already have this file, but if the "a" at the beginning is capitalized ("A") it can't find it?

#

its seems harmless as everything still works, its just annoying cause you have to click past it to open it

errant blade
#

Unreal Engine: Oooh~! So you want to delete an asset, eh? Well, it's time to spin the wheel! Everytime you delete an asset there is a 1/10 chance the program will eternally freeze until it eats all your 32 GBs of ram and you have to close it with task manager! Are you feeling lucky?

sullen sonnet
sullen sonnet
#

can't have level streaming volumes if using world composition apparently

mystic robin
#

i packaged game in android when i run all mat show black only few have there mat

candid mist
#

@scenic moon I figured out why BPS to Static Mesh wasn't working for me, perhaps yours was the same case: the brush was on a different sublevel than my current (active) sublevel; once I made the sublevel with BSP active, it instantly worked ๐Ÿ™‚

gleaming wing
#

Hey guys. May I ask, I'm having a really nasty issue with basic control rig, can I ask the question to everyone here or is in another chat?

leaden dust
#

So there's a 'Draw Line' node in the UMG widgets, I have an editor utility widget (which has no relation to game performance), will drawing 100-200 lines crash the window or engine by any chance?

grim plank
#

Hi

#

I am new

#

I want to know how to make setup an reload animation for the gun. An animation which takes the magazine out of the gun

#

So how can I do it?

leaden dust
#

@grim plank of the node?

grim plank
#

yup

leaden dust
#

@grim plank

dense turret
#

Hello

proven mauve
#

Hey all! I'm struggling a bit with the author-at-source approach of localization.

#

Can I realistically localize my SOURCE LANGUAGE, in an external PO editor?

#

The docs etc say this is just for "spot checking".

grim plank
proven mauve
#

Its very awkward because for source language (en), I end up with msgid and msgstr being almost the same, but not exactly...

#

And I can't update msgid because localization import can't serialize that back into blueprint or C++

grim plank
leaden dust
#

@grim plank my man did you see my question?

#

I asked whether drawing a large number of lines (100-200) crash an editor utility window or the engine itself

grim plank
#

oops

#

Sorry bro. I dont know about that

#

XDalex

golden grove
#

have anyone encountered this issue before? ive setup an tessallation landscape material with auto cliff, however, the engine thinks the steep part of my tessallation is also a cliff. any ways to fix this? (red part is cliff)

sick patio
#

has anyone made an infinite hallway, as seen in PT silent hill, tutorial?

drowsy snow
sick patio
drowsy snow
#

Either portals

Or

Stitching up sub-level also a good idea.
Basically the part where you step down a staircase in the small room is where you unload a copy of the hallway behind and stream in another copy of the hallway in a separate sub-level

#

The path would be like this:
Hallway -> staircase room -> another hallway

sick patio
#

oh and have level streaming

#

and the door if a hard portal reset?

sturdy plinth
#

I have one major question for my future workflow: Is it better to create static function blueprint library (function meant to be used as node in blueprint), is is better to create them in C++ or in blueprint ? I have an example of the function Angle, created in C++ and blueprint (both can be used in blueprint).

The goal is to be able to access them by blueprint.

#

in one way, create them directly in blueprint allow quick iteration, addition/deletion of files etc. but if I do them in blueprint, if one day I need inside a C++ file some function, I can't access a blueprint function from C++. So I think I will create them in C++, to be able to call them in both C++ & blueprint, what's your though ?

steel shell
#

what is the advantage of a bigger tile size in the virtual texture setting?

#

and what is the disadvantage?

ashen brook
noble bridge
#

if there is anyone who is able to vc rn, please do.

#

i need help

thick charm
golden grove
ashen brook
thick charm
#

I do have interfaces setup but it doesnt work ๐Ÿ˜ฆ wait a sec i'll show u

#

It used to work but suddenly stopped working

autumn grail
#

@drowsy snow I have setup the project and placed the Plugin in the engine repo , the uasset files are visibles in the editor but not the .umap files

golden condor
#

Cries in BSP :โ€™)

exotic thicket
#

ProBuilder was pretty good

#

There is the new modeling tools thingy which seems alright, not sure if it's near ProBuilder in terms of features yet though, but it looks maybe slightly better than BSP's already

#

On the other hand, ProBuilder also had its own quirks and wasn't quite there in terms of comparing to say with Blender

proud narwhal
#

How can I convert a few 1000 actors into static meshes in place?

golden condor
#

Blender is a full 3D suite. I donโ€™t want it to be that. I want it to be good enough for a simple blockout, which ProBuilder is. BSP is amazing but itโ€™s really lacking compared to ProBuilder.

exotic thicket
#

Yeah.. have you tried the new mesh editing tools?

grim plover
#

this engine is so fun to use, i get so excited when things work. i literally just started two weeks ago and i love designing environments

golden condor
#

Are you talking about the simple mesh editing? Or is there something new I am missing?

#

Because I heard rumors that BSP is getting an overhaul so idk what exactly you mean here

exotic thicket
#

"modeling tools editor mode", it's in plugins

golden condor
#

Ow yeah, still lacking.

exotic thicket
#

hopefully they'll keep improving those, I think it works a bit better than BSP's already

proud narwhal
#

I know I can rightclick and go > convert to static mesh, but that just puts a static mesh in a folder, it does not replace the one in the world

golden condor
#

It does, but itโ€™s not something to use reliably since itโ€™s still in beta.

exotic thicket
#

I dunno, as far as I can tell it spits out regular static meshes so I don't think it's going to break randomly :)

golden condor
#

Well, beta is never good for production. But itโ€™s nice to experiment with and hope it comes out soon.

wanton bloom
#

Hello, my mirror and metal material has got a problem when i look that material from far its looking like this:

#

But when i came to closer its getting darker

#

i trying put sphere reflection capture but nothing not changing

serene birch
#

SSR

#

you basically only have SSR working

#

for your reflection capture, make sure you built them I suppose, and that they are correctly placed and the right size?

#

also you'll need static lights to see anything in the reflection capture I suppose ?

#

not "static" in engine but existing at the time the capture is done (aka in the editor) I think

wanton bloom
#

i changed my light to static

#

this is when i far

#

This is when i came to closer

#

its blurry

serene birch
#

well increase the quality of the capture then

#

try maybe a cube capture instead of a sphere too

wanton bloom
#

PostProcessVolume like that

serene birch
#

nah those are SSR settings, I'm talking about the size of the capture texture I'm pretty sure you can configure in the reflection capture actor

wanton bloom
#

u talking about sphere reflection capture?

serene birch
#

either sphere or cube reflection capture

#

you have one no? you said so earlier

wanton bloom
#

i searching quality but

serene birch
#

check it's settings

wanton bloom
#

no have settings

#

like quality

#

i have

#

reflection capture but

#

not has settings like quality

serene birch
#

resolution

#

or size

wanton bloom
#

nothing.

#

is this?

#

i found in the project settings

serene birch
#

yes it's there

#

a little intrusive if you only wanted to improve the quality for a single capture though

wanton bloom
#

where exactly should I place the spheres?

serene birch
#

I can't answer that for you

#

each sphere is one extra texture to store/use etc...

copper swallow
#

Hey guys, how do i make it so my projects only open on VS Code, and not vs community, it defaults to the latter for some reason

real bolt
#

Hello, does anyone knows how to rotate the sky material with a shader ? I've tried the rotate about axis thing but it doesnt seem to work with uvw texture

rocky radish
frank oar
#

is it ok to use particles like this ?
I am trying to put dust throghout my level, Ill continue to do this throughout if its ok

waxen harbor
#

is anyone getting fps drops in 4.26 compared to 4.25?

#

I got 120fps -> 70 fps for any map

sweet acorn
#

Hey guys. Recently i wanted to get into unreal so i download it and messed around with the ui etc. I got a bit used to it but now i don't know what to do. Where do i even start?

#

Should i make a game or something?

ashen brook
#

You could use world position offset to rotate the entire mesh, for example. Or you could rotate the texture coordinates if you're using a cubemap

#

both need slightly different setups and math

exotic otter
#

hi, is there a good way to Spawn an actor in ue4 classes that are not uclasses?

#

I need to spawn an actor temporarily in a non UCLASS singleton

plush yew
#

so anyone know why when opening visual studios from unreal like double clicking the folder etc etc the solution explorer and the error window disapear, i have to manually get them back each time

#

a little new to visual studios layout so keep that in mind

abstract scaffold
#

Trying to set a relative locaton of a camera. If I say to set the Z to 400, it is getting set to like 399.9987. Is there a reason for that? Can i get it to 400 exactly every time?

timber birch
vocal flume
#

I have something strange happening. I have a endscreen (widget) that will be displayed when the game ends. This works fine on my android device. LG V4 running Android 7. I have a few beta testers added through play console. They are not able to see this widget. Why is this happening one android device and not the others? Is there a common cause for this?

ocean grove
#

uhhhhhh

#

Anyone know how to turn this off?

grim ore
#

you can type in the console SlateDebugger.Paint.Enable 0

vocal flume
#

@grim ore I created a widget and saved it to a variable in the game instance. Then from my BP I referenced that variable from game instance and added it to the view port. Now if I do a destroy actor on the BP, would the widget disappear?

steel shell
#

in the texture setting of an udim, what is the "Power of two mode"?

grim ore
#

assuming its still referenced somewhere (your GI), and its still on the screen (you added it), it should be fine

steel shell
#

and when converting a udim to a virtual texture, what is the texture size threshold?

robust marten
#

Why does adding a new enum row take longer and longer the more I add? Is there a limit to how many I can have in 1 enum?

vocal flume
#

Does it make sense to create all widgets required for my game(create widget nodes) in the begin play node of the game instance, save them to variables and then call them as required? Or create widgets as and when required? Also are these widgets removed from memory when I call remove from parent?

grim ore
#

they wont be removed until the garbage collector comes to collect them

#

so removing wont remove them from memory until nothing references them

#

and as for making sense, thats up to your project.

#

for example an inventory for a player UI, does it need to be available if the player is dead? can anything open it or use it besides the player? should anything but the player handle it?

#

a main menu? something that pops up when you hit ESC? can it be used at any time? might be good for game mode or instance

#

are you using multiple levels? does this always need to be in memory across multiple levels? Game instance, if not somewhere else.

#

etc..

#

hell you could just make a blueprint actor that sits in the world that handles all of this, or a subsystem could be created to handle it, or uh put it all on your weapon because why not (dont do this)

vocal flume
#

All my questions about the widgets tie back to my current issue that Iโ€™m stuck for 4 weeks now. Widgets donโ€™t show up on some android phones. It works fine with the test device I have. ๐Ÿ™

#

I have no idea what is wrong as there is no error message.

grim ore
#

so the ADB logcat doesnt show anything?

vocal flume
#

No..

grim ore
#

definitely weird. Does it do this for all widgets or just some? Its possible ue4 is not compatible with that device due to its GPU

#

I would also try it not just in openGL but in Vulkhan if you can

vocal flume
#

It only happens for one widget that is displayed after the game is over. Iโ€™ll try the Vulkan thing

grim ore
#

well if it only happens for one widget, then it sounds like basic UMG is supported which means most should be. Have you tried to eliminate that widget as an issue? as in just like literally make a new scene as your default that just shows that widget and see if its shows up on device

vocal flume
#

Iโ€™ll try that tonight after Iโ€™m done with this bullshit 9 to 5 job Iโ€™m at.. ๐Ÿ˜Š

orchid plume
#

hello again, would anyone be able to give me a bit of help with OSC?

rustic dirge
#

Can someone explain me what is the difference between a niagara system and a particle system?

grim ore
#

chances are by particle you refer to Cascade which is the older FX system, that has been replaced by Niagara the new FX system

rustic dirge
#

I don't know, the "particle system" that appears when you create a new asset

grim ore
#

well you dont just randomly create a new asset, how are you creating it?

#

if you mean creating a new "particle system" then yes that is Cascade, the old system, and has been superceded by Niagara

rustic dirge
#

Right click on the content browser

rustic dirge
grim ore
#

if you are learning, probably. Niagara should support everything cascade does and is the default going forward. Cascade is still there since its been around for 5 years so has more documentation and tutorials and existing content

rigid belfry
#

why are there three instances of player controllers if i am running 2 players, one of which a listen server?

grim ore
#

client has his controller, server has his controller (since its a listen), server has a controller for player 2 since its a server

#

thats my educated guess

unique kraken
#

anyone knows how i can add a rotation to another one

#

im reading up on it but it doesnt quiet work out

#

tells me multiplying them would give me what i want but thats just simply not the case

#

i have 2 global rotations, both are 0 initially and adding them should just not change the result

rustic dirge
#

AddRelativeRotation

unique kraken
#

hmm not a thing i have in ctrl rig

rustic dirge
#

Ah sorry

unique kraken
#

maybe that?

worn granite
#

lmao transparent nodes tho

timid spade
#

is there a way to make these interchangeable with a variable or enum?

grim ore
#

what are you trying to do?

timid spade
#

i want to be able to choose whether the target gets info from the 1st or second variable

#

i have 2 sight blueprints

#

one with a 2dscenecomponent and one without

grim ore
#

use a select node

timid spade
#

ah i see

#

thanks

grim ore
#

your index can be a boolean and your options those 2 items

timid spade
#

is there a delay node

#

something similar to delay(ms);

#

wait how come i cant call a delay in a function

#

but i can in an event graph

vocal flume
#

If I set my target sdk version to 23 (android 6).. does that mean my app wonโ€™t run on anything above android 6?

#

What does it do exactly?

#

Documentation says target is what os the app is expected to run on.. so if I want it to run on everything android 6 and above.. do I have to set it to 23(android 6) or 29(android 10)?

rigid belfry
#

anybody has any experience with multiplayer? why is this happening exactly? client's bool should have the same value as the server

grim ore
#

@timid spade functions are self contained, they run and are done. only the main graph can be delayed is why

#

To maintain your application along with each Android release, you should increase the value of this attribute to match the latest API level, then thoroughly test your application on the corresponding platform version.

real bolt
ashen brook
ashen brook
#

in that case, if cubemap, use rotate about axis like this:

#

@real bolt

real bolt
#

Thank you

ashen brook
#

the reason for this setup is that the RotateAboutAxis function does not return the rotated input, but instead an offset from the input to get to the rotated position

#

it's more useful this way for directly outputting into the World Position Offset pin, but counterintuitive if you want to just rotate a vector

limpid arch
#

Hello people! I don't know if this is the right channel, but I am at a place in my project where I'm stuck without further knowledge.

How do indie people with ... Not a lot of knowledge in blender create their own characters to be used with the mixamo skeleton? I used MakeHuman and tried to use Mixamo to set the skeleton, but it doesn't work out like I wanted.

Thanks for any help!

rigid belfry
#

not sure wether we're allowed to post other discord servers here but theres a blender discord server that could probably help you more

neon bough
#

second, mixamo and unreal doesn't work out of the box, but theres a tool to convert the mixamo animations to be compatible with the UE4 mannequin rig (it contains an FBX with the mannequin which you have to upload to mixamo)

limpid arch
#

I'm using a mixamo character, not the mannequin, so mixamo animations work well right now

#

But I'll definitely have a look at the tool

neon bough
#

ah ok

rigid belfry
#

if you're actually serious about animations, using the mr mannequinn tools would actually be better

neon bough
#

the mannequin way has the advantage that you can still use animations from unreal marketplace

rigid belfry
#

of course you'd need to dedicate your time doing animation work instead of coding. me myself i like to program, so i dont really bother with the artistic side of things

neon bough
#

and basically most tutorials and stuff are focused around the ue4 mannequin

limpid arch
#

I got a bit familiar with blender in terms of animations

#

But sculpting and modelling.. holy hell

neon bough
#

now my question.... when having a list of ~100 store items in my game, whats a good place to hold them so i don't have to load them each time they are accessed? is game instance a good place?

rigid belfry
#

why would you store 100 items? thats a lot of data

#

use data tables and structures instead

neon bough
#

can't use data tables, each item is it's own file as they can be created in an creator mode

#

thats why i want to avoid loading them from disk each time

#

and i'm talking about their meta data, so they aren't really object instances which take up a lot of memory

#

let's assume each item is 10kB, thats just 1MB of memory for 100 items

grim ore
#

will the store be loaded all the time, how often will the store be loaded?

neon bough
#

idk what crazy stuff the players will do, but i assume it's not that often

grim ore
#

any reason not to just load it when needed then?

#

and if you are not showing all 100 items at once, you dont need to load them all at once

neon bough
#

speed

grim ore
#

so whats the actual numbers then in loading them the first time and every time after if they are in memory?

neon bough
#

thats one of my problems, i can only sort/filter them after loading them

elder haven
#

Hi! I have a problem and I need help
I have an object that doesnt get the material right, its like when I throw it its like washed out
and I try that on another level and its ok
so its not the object I think that has the problem but the level
do you have any idea of what might be happening ?

neon bough
#

idk honestly, but i dont want that to be a bottleneck if the tradeoff is a few megabyte of memory, which is usually affordable

elder haven
grim ore
#

@neon bough so you want to optimize the system before you know if you need to optimize it?

grim ore
#

I guess if you want to do that make a generic store actor somewhere that just holds it all, unless you plan on having multiple maps then the GI or a SubSystem are the only things that are going to persist between loads

neon bough
#

ok, thank you

neon bough
# elder haven

looks like you have way more light in the 2nd scene, either tweak your material or the lighting

#

also... bake your light from time to time, >4k outdated objects, that could also mess with lighting

elder haven
#

i didnt quite catch that ?

#

what do you mean by >4k outdated objects ?

#

@neon bough

neon bough
#

it says right on your screen 46xx unbuilt objects

elder haven
#

oh ok

#

so you think this is a light build problem ?

grim ore
#

it could also be as simple as one having more auto exposure than the other as well due to your lighting

neon bough
#

or that^

#

but the towels are glowing on the right, so theres a bunch of light

elder haven
#

ok I will try baking then

grim ore
#

the towels may be glowing DUE to auto exposure, if its artifically brightening up the scene the towels would start to get blown out

elder haven
#

the faucet is the same material with the soap

vocal flume
#

@grim ore I fixed the widget issue. Culprit was use external directory for game files option. In android 6 this was creating a UE4 game directory under root. In android 10 it was not. I fixed that and the widget issue is gone. Thanks for your help!

grim ore
#

@vocal flume so what was the fix you did?

vocal flume
#

Enabled Use external directory for game files option under packaging in project settings. Previously it was disabled. It was creating UE4 game directory under root in older phones.

grim ore
#

huh.. thats interesting to know. So its disabled by default?

vocal flume
#

Not sure if I disabled it earlier but itโ€™s good to keep this checked so files donโ€™t go into root folder.

grim ore
#

yep, thanks for the update!

prime willow
#

@grim ore are you around im sort of stuck and im not sure what i did wrong or what to search for to fix this x-x

safe field
#

I heard that Unity has a burst compiler that makes C# faster than C++ now. How does UE4 compare? Will UE5 have similar technology?

grim ore
#

@safe field ask the people you heard that from?

plucky jetty
#

I have, for example, 5 mobs and I need to take damage from each mob and transfer it to the character.
I can write all mobs to an array.
how can I get damage out of each? what to get the amount of damage per second ??

safe field
grim ore
#

they can I guess, its just breaking the code down into smaller parts so if you dont touch those parts they dont get recompiled

#

@prime willow that is super weird.... I have no idea, #animation is my only guess of course but... like... its duplicating those parts?

prime willow
#

well i used daz 3d to add beast hands and feet and ears as well as a tail

grim ore
#

@plucky jetty if damage is part of the actor attacking the player, you can ask that actor for its damage value. its normal blueprint communication. Getting a property from an object. damage per second would be up to you to figure out based on other numbers.

prime willow
#

the morph dont move it

#

but the bones do

#

even if detached

#

oh wait i have an idea of what might of happened

#

brb

grim ore
#

your casting each object in the array to your class, that class has the damage doesnt it?

prime willow
#

@grim ore I figured it out somewhat

#

the ears, hands, feet, and tail, are all modular parts in the daz 3d engine

#

they had their own skeletons in those parts in particular

#

so the mesh became a modular mesh

#

so i need to somehow merge them or remove the bones and put them in the base mesh and weight paint maybe x3

grim ore
#

oh gotcha.. thats gonna be fun

prime willow
#

definitely xD

#

but im really glad though as im making strides forward with every moment

#

in time my game will be fully realized :3

grim ore
#

yeah its going ------>

prime willow
#

yesh yesh C:

plush yew
#

Hello guys

#

Is there a way to make this as in the video

#

I mean to import a building from 3d software

#

import it in ue 4

#

this walking can I do it with cinematic or other way?

frank oar
#

Hey guys,

Does anyone have any recommendations for when I can get some free audio ?
I need some ambient sounds and foot steps.
(Specifically for a fann humming sound and running inside a tin box/ air vent)

#

@plush yew you mean the landscapes and archvis scenes ?

plush yew
frank oar
#

@plush yew Once you have your model / scene in Unreal, you will have to apply materials, make and build your lighting and when you are finally happy with the way it all looks you will use a camera within the engine to film your walk through.

plush yew
#

Okay

#

so making a level sequencer?

frank oar
#

if you havent done any of it before there will be some things to learn but its an enjoyable process

rigid belfry
#

does this look proper to you guys? especially the first person movement. how do games handle first person animations? would setting the character to use the controller rotation yaw be better?

rigid belfry
sly yew
#

is there anyone here that helps people out on learning the basics and understanding cause ive downloaded UE4 tried making my first game, but was lost in some areas and overall confused

frank oar
#

Thank you @rigid belfry ! Any idea if the items on the site can be used commercially ?
(just incase)

runic fern
#

Hi Guys I have Issue with VR when im looking to Object i can use OnClick Event using the Controller but when i turn my head somewhere else i cant interact even if im tracing the mesh

sly yew
rigid belfry
frank oar
#

@rigid belfry As someone who has played a lot of FPS games, especially multiplayer, I think the video you posted looks spot on.

sly yew
#

its very impressive how many of you guys can just whip up a game in UE4 like its nothing and completely understand it all

plush yew
rigid belfry
#

i just plug in random pins until i dont get errors

frank oar
#

@plush yew sorry but I have not done what you are trying to do so I am unable to tell you if it is in sequencer.
I mostly make small games. the comment above from @rigid belfry should help though

rigid belfry
#

just like many things in life, the more hours you put in, the better you'll become. the biggest tip i could give is to not blindly follow tutorials on youtube or sorts, but rather learn the concepts, read the documentation. the unreal learn tab does a fantastic job at teaching you stuff

#

knowing how the engine talks to each other. player controllers, pawns, characters, game modes

#

these are stuff you're going to reference countless of times. you need to know how these function

fluid lance
# frank oar Hey guys, Does anyone have any recommendations for when I can get some free aud...

https://freesound.org/
But you do need to go into a daw or at least some software like audacity (it's freeware) to cut/lopp/do whatever with them. Some are decent, some are bad, but afaik, it's the go-to place for free audio. If you have some money however (really cheap stuff), get some generators from tsugi http://tsugi-studio.com/web/en/index.html
Hope it helps! ๐Ÿ™‚

frank oar
#

thank you @fluid lance !

stable dawn
#

Hello. I have a question. Any idea why the material instructions are so high without even any textures etc? Its not in forward rendering btw.

frozen pond
#

i seen one time in some project that you can move to vector using curve but i can't find that

earnest violet
#

How do u spawn in an enemy ai at a certain location when entering a triggerbox because I've used spawn ai class and spawn actor class and I must have tried a million different combination and still the ai does not spawn. Please someone have mercy on me and help me? THX ๐Ÿ™‚

#

Can anyone help me pz?

delicate mesa
#

@earnest violet so your basically wanting an AI to Spawn when you enter a trigger box? if so lemme try doing exactly that and ill tell you if it works

#

is it a networked game?

earnest violet
#

@delicate mesa It's a single player game. Ineed to be able to get this working so I can create certain kill missions. I am trying to spawn in a character blueprint m8 ๐Ÿ™‚

delicate mesa
#

@earnest violet worked for me man

earnest violet
#

was it a character blueprint u used m8?

delicate mesa
#

simple trigger box create a blueprint class with it and on begin overlap spawn the AI at your desired location

#

yes my ai is a character

#

@earnest violet

earnest violet
#

ok cool what node did u use was either spawn ai from class or was spawn actor from class man?

delicate mesa
#

basically make a BP for the box trigger

#

try that should work @earnest violet

earnest violet
#

Thx man I will let u know in a min if it works 4 me! THX! +)

#

@delicate mesa Sorry if I'm being dumb but how does it know the location I want the ai to spawn at? I see you're using Get actor transform but how does that get the exact location m8?

delicate mesa
#

you would have to split the transform pin by right clicking on the orange pin and filling in your data manually there or you could make a actor called AI Spawner and get the transform of that

#

@earnest violet

jagged halo
#

Given GameState#Players Array, how can I access one specific Player State from there? Seems like the only available getter is "Get (a copy)" - shouldn't I use a ref instead?

#

copying the whole player state seems a little inefficient ...

pure barn
#

why is DoF only affecting my perspective view instead of my cine camera?

glass egret
#

50usd if u can help me fix my problem with alsv4. i did not touch a thing
just standerd migrate worked fine then broke all the sudden
getting on my nerves

dry beacon
#

Im looking for a way to recreate a character movement system like in dark souls. I have the roll all set up and blend space for orientation. What im looking to do now is only rotate the character based on the direction the camera is facing when pressing forward. the other parts will strafe. This technically works when i lock them, but then when i try to roll it only rolls forwards and not all directions. How should i go about this?

earnest violet
#

@delicate mesa Yeah man, thx, that worked! NICE ONE BRO! ๐Ÿ™‚

rocky mica
#

I'm currently looking for someone who can make a building asset for me (I need a custom one that isn't actually based off anything on the market). But I'm not sure which channel I should post it to because its not a contract job, and I don't want to sift through every freelancer determining or asking if they are up for the task.

lament shore
#

I'm new to ue and my project got bigger than expected, and I have been sloppy with keeping assets organized.

Need to reformat my pc, is there an easy way to bundle everything up including all assets and transfer to somewhere safe?

lament ledge
#

dunno if it would work tho

#

give it a try

pure barn
#

i was having problems with this yesterday as well

#

i have the focal plane set up correctly, but none of the depth of field options under post processing do anything

jagged halo
#

can a render target be shown in a widget?

#

"Set Brush From Texture" doesn't work, the types don't seem compatible

grim ore
#

Make a material with the render target and set that as the material for the image in the widget?

short tundra
#

Can someone please tell me what the frick did they put in there that makes the size of Unreal Engine 4, 20 Gigabytes

#

Is it really just pure code?

fierce tulip
#

no need for cursing

short tundra
#

Oh well it can't be pure code because there are also the default shaders and such

#

Still I don't get how does it get that big

fierce tulip
#

code, scripts, actors, and more.

#

20gb is peanuts

short tundra
#

What are actors?

fierce tulip
#

anything and everything basically

#

a light is an actor, a mesh is an actor, a blueprint can be an actor

short tundra
#

Basically classes?

gaunt abyss
#

well just compiled binaries (code) is 17GB with the source build in my case

weary basalt
#

You dont get an industry leading 3D Engine in a small package...

#

If you need something smaller look at Godot or something not as powerful? Choose the right tool for the job.

#

Everything comes with tradeoffs.

drowsy snow
#

Unreal Engine 4 took 40 GB in mine. That includes:

  • Engine code
  • Engine assets
  • Editor tools
  • Editor code
  • Debugging symbols
  • Platform dependencies (each can take ยฑ2 GB)
  • Plugins (200+ of them at your disposal)
  • Development+Shipping build configuration
  • Build remnants (not including that 40 GB)

Unreal Engine 4 comes with a lot of useful stuff out of the box. It's more than pieces of codes, it's justifiable, and I'm not complaining.

spare kernel
#

my source engine build is 150GB ๐Ÿ˜„

#

so... yeah, if you are in this industry, invest in some storage, cause ya gonna need it

drowsy snow
dense knoll
#

UE4 is large

spare kernel
#

why you have a lot of hard drives and space ๐Ÿ˜„

drowsy snow
#

And not including the game files
I already have 30+ GB of assets to be used for PAST FUTURE, and it's still going on

dense knoll
#

@_@

drowsy snow
dense knoll
#

How do you fix ue4 assighning the a player with another players aircraft?

#

When my own custom spawner spawns a aircraft in it gets the owning Player and posses that players pawn with the player

#

but for whatever reason the CLient just ends up never spawning and the Server posseses every aircraft that spawn

#

so then theirs just 1 unposesed aircraft

#

without the client

grim plank
#

whats going on general voice?

#

*is

rocky cipher
#

Why does my project suddenly not support atmospheric fog? Or clouds for that matter.

timid spade
#

is it possible to enable motion blur on specific actors?

woeful bobcat
#

YO

rocky cipher
#

enabled it but now clouds r terrible

#

fixed it

#

nvm clouds still messed up

jolly ibex
#

Hi, I'm trying to create a folder structure in shared drive, but, it shows folder path is invalid, any ideas why its thowing the error

rocky cipher
#

ok so if anyone has same issue. You can't use sky atmosphere and atmospheric fog together

rotund elbow
#

is it possible to edit a model in UE4?

mystic robin
#

when i click on start host go in map and others player go back to main menu. why not all player going into 1 map

sonic quest
sonic quest
knotty falcon
#

Development/Shipping package builds of our project load into the startup level with no gamemode but the editor loads into the startup and then into the actual Menu level, has anyone had this issue before?

#

We renamed the project (C++) and the mobile build worked fine for a few builds afterwards

mossy nymph
#

@knotty falcon odds are your DefaultEngine.ini has a wrong default GameMode class

#

it doesn't always update properly when renames/moves are involved

#

just unset it in editor, set it again and you should be fine

knotty falcon
#

That was the first thing I checked, the gamemode is correct in the DefaultEngine ini

mossy nymph
#

other entries, like default level?

knotty falcon
#

Yeah, the only references to anything to do with the old projects name are the ActiveClassRedirects which I've just removed

mossy nymph
#

DefaultEngine.ini having wrong data is the only scenario where i heard something like this happening :S

knotty falcon
#

Yeah ๐Ÿ˜ , the weirdest part is it works on mobile and it works when I run via Launch, just not via Package Project
Cheers for the help

#

There was however a uasset reference to the old gamemode in the Content folder, I'm really hoping that was the issue

mossy nymph
#

@mystic robin you have to use SeamlessTravel in order to drag other connected players with you

knotty falcon
#

Now its just returning fatal errors when I close or swap map

worn river
#

Hey everyone,
I was just wondering, whether there is some deep-link functionality build into UE4? I know that it exist for Android, Windows and iOS, but it would be great to have a unified way to link to content in our app.
That would especially be interesting for OAuth2 and OpenID, where we need to provide a Redirect URI into our app, hence deep links ๐Ÿ˜‰
https://en.wikipedia.org/wiki/Deep_linking or URI (Uniform Resource Identifier)

waxen vine
#

Anyone know how to remove a poll from your forum post?

knotty falcon
azure reef
#

Hello guys. I have some actors spawning under the floor and rising up. It looks like it's not working. I'm assuming because of occlusion culling, because if I change to wireframe the animation it's starting and it's working. If not, the animation is not happening. How can I solve this?

regal path
#

I'm having some trouble with the setup of a shared DDC for a project and not inside the editor
If I refer to this doc https://docs.unrealengine.com/en-US/ProductionPipelines/DerivedDataCache/index.html, I just need to add this to the DefaultEngine.ini but it's not working ๐Ÿค”

[DerivedDataBackendGraph] 
Shared=(Type=FileSystem, ReadOnly=false, Clean=false, Flush=false, DeleteUnused=true, UnusedFileAge=10, FoldersToClean=10, MaxFileChecksPerSec=1, ConsiderSlowAt=70, PromptIfMissing=false, Path=\\192.168.1.19\public\DDDC, EnvPathOverride=UE-SharedDataCachePath, EditorOverrideSetting=SharedDerivedDataCache, CommandLineOverride=SharedDataCachePath)

It's working when I set for the whole engine but not for one project which is weird

pastel aurora
#

Is there an easy method i can follow to snap objects into slot (place) in VR? the youtube videos are way too long and difficult to keep up, is there a ready Bp, i could just edit it to my models and go by?, or any help with steps would be wonderful, thank you so much

regal path
#

i got this in the log output

LogDerivedDataCache: Shared data cache path not found in *engine.ini, will not use an Shared cache.
buoyant graniteBOT
#

:triangular_flag_on_post: Zondax#2718 received strike 1. As a result, they were muted for 10 minutes.

lucid grove
#

Heya guys, anyone experienced fps drop on 4.26?

#

I have two mirror projects on 4.25 and 4.26