#ue4-general

1 messages Β· Page 967 of 1

lucid grove
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its almost 15 fps loss

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and the killer is VisibilityCommands on 4.26

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Couldn't found any good info about it

plush yew
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Same thing happened with charactermovement component when updating from 4.24 to 4.25

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My game went from averaging over 70fps to about 20fps when updating

radiant sleet
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Hey knew to unreal... Ive been making something with the default third person project. The thirdperson player actor ill delete itself once it falls beneath the level

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I was wondering if anyone knew how to delete this feature

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I thought it might be a condition in the players blueprint of something like if z position is less than like -20 or something but I found nothing

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any help is very appreciated

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Thank you very much

true falcon
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You know what really grinds my gears, that as soon as you right-click or try to drag anything, especially a level. It frigging seems to load all the metadata in the world and perhaps even all other data into memory, making the editor freeze and taking forever just to move a simple file around... puh, just wanted to get that off my chest. How hard is it to load metadata on demand

radiant sleet
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Im curious what are you guys working on?

forest tree
true falcon
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My taxes, some Grout work

lucid grove
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Well profile just kicked my balls

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its telling my that my fps should be better

forest tree
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Yeah, it's not included in there afaik

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I couldn't find it either

lucid grove
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Click open original

forest tree
forest tree
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Engine bug perhaps

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😦

lucid grove
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Two same scenes (4.25 and 4.26) 20-30 fps difference.

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Jeez

forest tree
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Yeah, it's pretty dramatic

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Might be worth reaching out to Epic with a bug report

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As you have reproduced it cleanly between versions

lucid grove
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Its that visibilitycommands thing

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i tried:

  1. Set 4.26 to dx11
  2. GPU Profile it
  3. Open StandAlone
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Same results

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Shadows looks a little different though

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cant really tell whats different, but something is

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I wonder why there is so small reports about it

forest tree
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I'd really report a bug to Epic with the screenshots and your reproducable scene in a project

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If it's an engine bug

lucid grove
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I will, basically its the last thing i can do

forest tree
lucid grove
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Or hope that someone found a way to fix it

forest tree
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Let me know if you do, it's a massive PITA

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πŸ˜„

lucid grove
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VisibilityCommands is where we calculate what we're going to render. I often see this number get really high in a scene with a lot of actors in front of the camera at a given time. It's usually, but not always, high along with the number of drawcalls you see in stat rhi. Is that what's happening in your scene or when you say small do you mean that you don't have a lot of actors?

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Thats from some topic

forest tree
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That's true enough I think, but the fact that it produces wildly different results between engine versions in the same scene is super sus

lucid grove
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yeah it is. need to check on clean projects

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just in case someone will encounter it later, lods:

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Shader complexity is almost same

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no changes here

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LODs working as they should also

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Shader = same, lods = same, nothing new here

ashen brook
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not sure if you already got help on this, but cine cameras control their own DoF via their lens and filmback settings

lucid grove
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Gonna check it now

forest tree
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I suspect if you hide the foliage, it's 'fixed'. That seemed to do it for me. Leading me to believe it's a culling thing indeed.

ashen brook
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Also yeah @lucid grove, can confirm that we had similar issues with performance getting worse across the board in 4.26. It's not a single thing we could find, just a multitude of small things that changed to add extra cost

lucid grove
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And some folks confirmed that

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Still no clue what causing it ha

forest tree
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Yeah, for me it can spike up to 10ms

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Try hiding foliage, I suspect it'll drop

lucid grove
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Without foliage its just almost clean landscape

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Guess most impact on forest or grassed scenes where culling is working

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I will take a closer look at all things share them here and on send them to support

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No doubt πŸ˜„

forest tree
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If we all have the problem though, good thing is that it's likely an engine thing and will get patched 🀞

lucid grove
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i remember there was some bug that wasnt fixed for years

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people was angry but couldn't do anything about it

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cant remember what was it

forest tree
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You're scaring me

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πŸ˜›

lucid grove
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ha

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I really want to check if that not editor itself doing something wrong with fps

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but cant since my project really heavy to compile it

viscid saffron
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i have a problem with bridge
Basically I export the model to unreal, on bridge it gives me a successful export, but it doesn't matter at all on Unreal.
I tried everything, restart the pc as it said on the internet, restart bridge, uninstall it, nothing .. how can i resolve this? 😦

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ops,hello everyone*! sorry guys

forest tree
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This?

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TBH I haven't done much work on the materials myself, I just use assets

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Wind is a thing I still need to properly handle

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@keen birch made a cool shader if it helps:
http://www.gumroad.com/l/windshader

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Sexy though πŸ˜„

radiant sleet
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Ngl I wish I could understand 15 percent of what you guys say... stuff like lod occlusion culling etc I have no idea what you guys are talking about

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Hopefully ill learn these things overtime

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Hopefully im smart enough to lmfao

forest tree
radiant sleet
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Thanks for the vote of confidence

forest tree
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Well, in fairness, it does transfer over from other engines. But they still had to learn about them in the first place.

radiant sleet
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Im new to all 3d engines

forest tree
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There you go πŸ˜„

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Totally normal, don't fret it

proud narwhal
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I have merged a bunch of assets together to a single one, it now has a bunch of duplicate textures, is there an easy way for me to remove the duplicates as I understand that makes rendering slower?

radiant sleet
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Awesome

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Wheres the learning portal?

lucid grove
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If you want grass that should be visible from the great distance without fps loss - more triangles, less translucency

lucid grove
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Then you shouldnt have any problems with that

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If you not using 4.26 ofc ha

radiant sleet
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I just want to make short linear style games for my freinds to play

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Cant wait to see what unreal can do for me

lucid grove
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ha, it really is

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still 2

forest tree
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Weird. Try going through your world outliner and hiding things one by one

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I found a few of my actors that contributed to it, mostly ones with debug huds widgets attached to them

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Also shadow casting lights I think, but not 100% sure of that

lucid grove
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without shadows its still massive

forest tree
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Try going through the outliner

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Hide one by one until you notice a change

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Painful, but should work

lucid grove
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i dunno

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something is wrong

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its almost clean

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no shadows, no meshes

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aha

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landscape

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but even without it

forest tree
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That's madness

lucid grove
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empty project

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with landscape

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without landscape

forest tree
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What the heck

lucid grove
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so its not culling after all

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_<

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real timecapture?

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its updating skysphere

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your captain lol

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i mean if you update skysphere on bright scene you get one effect and if you update it at night for example - other

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skylight yes

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this checkbox just autoudpate it

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well, damn

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take a look

forest tree
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I had the same issue in packaged. Might be different causes then.

lucid grove
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without fps lock

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100 fps in clean editor

forest tree
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Jesus

lucid grove
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and now we add some landscape

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we getting closer

forest tree
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oof

lucid grove
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So i get this 15 fps loss in clean scene

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just like in working project

forest tree
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Time for an engine bug reportttt πŸ˜„

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Hope 4.26.2 will have a fix

lucid grove
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interesting fact

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on cinematic preset

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almost no difference in ms

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what did it hit and disable scalability options? πŸ˜„

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Skysphere, postprocess, nothing really matters

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Its still 20 fps (180 vs 200)

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btw, look at shadows

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0,55? from where?

lucid grove
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its only landscape and direct light

radiant sleet
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how to I play a sound fully and then continue?

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Or do I just put a delay and the length of the sound I wanna play?

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I wanna play the same menu music in a loop

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is there a play sound 2d until done node?

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or is a delay my best bet

forest tree
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I think there's an event you can bind to if you have a reference to the component

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But that won't be availble through a normal playsound2d indeed. Delay is not a bad idea

viscid saffron
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hello everyone i have a problem with bridge
Basically I export the model to unreal, on bridge it gives me a successful export, but it doesn't matter at all on Unreal.
I tried everything, restart the pc as it said on the internet, restart bridge, uninstall it, nothing .. how can i resolve this? 😦
i need help please,thanks! πŸ™‚

radiant sleet
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thanks

forest tree
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Love the tophat πŸ˜„

radiant sleet
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He may be a villan but the mans got the drip lmfao

mental kestrel
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I thought the tophat where ears and the lighting on the left of the tophat was his tail

ocean grove
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Any idea what PIE stands for?TravelFailure: InvalidURL, Reason for Failure: 'Invalid URL: /Game/MenuContent/Maps/MainMenu_Lvl'. Shutting down PIE.

lucid grove
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Play in Editor?

forest tree
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@lucid grove Totally empty scene πŸ˜†

lucid grove
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I mean PIE is something related to editor i gues

lucid grove
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Its no just 20 fps in static, in game its almost 40 fps

mental kestrel
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Launching your game in this thing takes eons

mild pulsar
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Hey guys, does anyone do TDD in UE4 as some people do in desktop / web development and as some lead programmers(Kent Beck and Uncle Bob from what I remember atm) preach?

fierce tulip
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@mental kestrel this channel is for general questions/discussion, not just showing things, that goes into #work-in-progress or #released

mental kestrel
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Ah okay sorry

fierce tulip
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np

mental kestrel
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New to this

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Started a few days ago

fierce tulip
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good luck, and most importantly! keep having fun!

mental kestrel
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Oh yes very fun. It's the novelty factor that I enjoy

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When does the novelty factor become extinct with this program?

fierce tulip
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once you need to make deadlines or get tasks that are mundane and take you months to finish.

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depends on the person, the task, and the pay :p

mental kestrel
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Could you point me in a direction to advance my abilities?

fierce tulip
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pinned message in this channel has some getting started stuff

mental kestrel
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I'm doing step by step processes via tutorials on youtube but, I feel it doesn't implement the knowledge into my brain

fierce tulip
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the way I do it is either:
recreate something i found in the engine from scratch, reapply what i learned onto other things
follow along a tutorial, come up with ways to apply it elsewhere and do that so it sticks in my brain

mental kestrel
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Ah okay good to note. I also learned that there are free .rbx files posted by people. Some have working animations and such. The engine runs .rbx files so if you import them into your level folder you can add them to your project

lucid grove
mental kestrel
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There are also exports on the Epic games launcher too you can add which is neat

fierce tulip
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yea, learning tab and marketplace both have loads of free assets

forest tree
lucid grove
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aha, another with rtx card

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its already 4 of us

forest tree
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I even tried downgrading my drivers

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As there's another issue with that

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I was on 461.40, went to 460.89 but alas...

mental kestrel
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I have Blender just incase. Any other software that coincides with Unreal?

fierce tulip
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depends on what you want to do

proud narwhal
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Is there an easy way to copy a map from one project to another and only copy over the required files for that map?

fierce tulip
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migrate it

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(as you should with almost any ue4 file)

mental kestrel
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On my launch export of the game, there's a grey dot that I never added and it's just kindof a bother. Any idea on what it could be?

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Looks like a clay ball

proud narwhal
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@fierce tulip so will migrating the level also grab everything that it needs ?

ashen brook
fierce tulip
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yup, so make sure you fix up redirectors before you migrate

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@mental kestrel could be your character, depends on your gamemode

ocean grove
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So I can travel from my main menu (input action E) to another level, but then when I try to open another level I get a a play in editor error nope not a spelling error

proud narwhal
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I have managed to migrate all of my project over except a merged asset that is made up of a few walls, whenever I try to migrate that over it fails but does not say why

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Also tried to export and import it, it exports fine but fails to import on the new project

mental kestrel
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Okay so after you finish a project, how do you create an executable file of it so you can play it externally instead of only in the Engine

proud narwhal
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File>Package project

mental kestrel
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Ah okay I'll try that

robust marten
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So apparently if you adjust a Montage End length after rebooting the editor it resets the animation to the default length lol bug?

tough pagoda
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Well.

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I have a little problem.

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What need to do for to see actor's representation in scene.

robust marten
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reimport it with the proper xyz coords

tough pagoda
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Nope, same.

robust marten
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it was imported off-center for some reason. Just adjust the xyz and reimport

tough pagoda
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He hasn't also represantiation.

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This is new-spawned actor.

robust marten
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those blue legs are it right?

tough pagoda
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This is other actor.

robust marten
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So your new actor is invisible?

tough pagoda
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Yep.

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But in check box.

robust marten
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Is Visible/HiddenInGame checked?

tough pagoda
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Set is true.

robust marten
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When you try to view the actor in its viewport is it still invisible?

tough pagoda
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This is cpp class.

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Well.

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Inherited by cpp class.

next wagon
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Hey folks, quick question regarding combat system components and anim montages.
I have 7 characters that I wish to be playable, they are all based on the UE4 skeleton, with that said I am a bit stuck on how to generate multiple character profiles from one component.
So my main question is, for an ability, such as β€œkick”, how can I set it up so that it calls the correct montage for the character chosen.
I.E. montage variations plugged in for each ability for each character and it should auto sort the montages based on the mesh used.
Any ideas? (Doing a quick multiplayer demo, and not using GAS atm, just pure Bp for demo sake)

tough pagoda
fierce forge
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hello how i can make, when i paint the foliage, a tree to not be placed in a tree like this:

next wagon
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Set your density and placement amounts to : density lower value / placement(range) higher value

fierce forge
next wagon
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Sec and I’ll get the correct term

proud narwhal
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I got a mesh that whenever I try to enter edit mode in the mesh editing window it will crash

fierce forge
next wagon
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Density lower / Radius higher

fierce forge
next wagon
proud narwhal
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thats one way to take a screenshot πŸ€”

next wagon
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On my phone with this account lol

buoyant vapor
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Hey, does anyone know how to make a character selection for a 2D Side Scroller?

plush yew
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when i press F i can focus on object when in editor. In game editor when pressed F nothing happens. How to make it happen in game when F press?

grim flame
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while in play is my guess

plush yew
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Unreal engine

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F focus object normally in game not

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how to fix

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not even pause help

next wagon
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Best work around is alt+s and double click the actor in the world outline if I understand your question

plush yew
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how am i supposed to debug in real tiem

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what alt s does?

next wagon
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Ejects from player places you in what could be considered editor mode

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To repossess you must click the drop down on play with your player character selected to move around with the player again

plush yew
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ok

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it helps. weird that the shift f1 dont do that by default

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thanks

drifting geode
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does anyone knw whats going on here?

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0.1 gets added each timer loop, at some point it looses its precision (debug text)

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2.7 -> 2.8 (but instead its 2.7999999)

serene birch
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use a counter in 1/10 then

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adding 1 should never loose precision

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1/10 isn't a "round" number in CPU floating point notation/system

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1/2 is, 1/5 isn't so 1/10 isn't either

drifting geode
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oh wow, wasn't aware of that

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guess thats the reason why my equal node never went true at 1.0 πŸ˜„

serene birch
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count in integer "ticks" and multiply by 0.1 only at the very end of the chain to sidestep most issues πŸ™‚

drifting geode
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thx

opaque dirge
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hello everyone. iΒ΄m trying out the Automotive template (the one available when creating a new unreal project). The distance field shadow are working as expected but i get a totally white viewport if i try to visualize Distance field AO. Why is that?

neon grove
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in BP theres a node for procedural mesh to calculate tangents and normals
is there a similar function for that in C++?

grim ore
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if the node exists in blueprints, it has C++ behind it so yes?

neon grove
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but how do i call it in a c++ code

grim ore
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what the node in blueprints?

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if you have source installed you can also double click the node to go right to the header file for that node

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and then... you have the function

neon grove
grim ore
neon grove
# grim ore

thanks
so would i call it like this
ProcMesh->CalculateTangentsForMesh(Vertices,Triangles, UVs);
or how would i type that

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i put it like this but i get compile error
ProcMesh->CalculateTangentsForMesh(Vertices,Triangles, UVs, Normals, Tangents);

grim ore
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thats because your trying to call calculate tangents for mesh on procmesh

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you would use the library UKismetProceduralMeshLibrary::CalculateTangentsForMesh

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you can see how its called at the top of the docs page

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have to make sure of course per the docs page that module is added to your modules in your build file

neon grove
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so i had to put it like this
UKismetProceduralMeshLibrary::CalculateTangentsForMesh(Vertices, Triangles, UVs, Normals, Tangents);

grim ore
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*yes? I think your going to need an OUT on the Normals and Tangents so it puts them back into those variables

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jesus I cannot type today

neon grove
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i think it just fills it in the existing tangent and normal variables i already had

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tho i kinda wished the documentation provided some examples cuz its rly hard to understand it

grim ore
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it might, C++ is dark and mysterious but I always thought you had to have an OUT so it knows to put it back to those values

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yeah the docs dont have many examples, its something they are working on

neon grove
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like the only help i can get is either youtube discord or reddit lol

lament ledge
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unreal answerhub is really good too

grim ore
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yep. Its one of those things where C++ is C++, its not a new user friendly setup

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they assume if you are using C++ you understand how C++ works

neon grove
grim ore
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thats just the way it is. C++ is C++, you dont need to learn C++ in unreal to know C++. they assume that if you are learning C++ you are not going to dive into a game engine but actually learn the language

neon grove
lament ledge
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i usually just ask questions and get answers on my email

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never really heared of the forum tho

latent mango
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Help pls

grim ore
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there is a forum, its still there. the wiki went explodey

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@latent mango help with what? did you do anything

latent mango
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I was adding the steam multiplier system

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in visual studio

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then I tried to open it and it wouldnt let me

lament ledge
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that happened to me when i downloaded an outdated version of the steam multiplayer addon

neon grove
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oof that happened to me once idk how to fix it so i just made a new project and transfered all my c++ codes

lament ledge
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it might be that u used an outdated code

latent mango
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oof

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so what should I do?

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is there a way to change the project version?

lament ledge
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you can rebuild it and have a backup of the project
or find a newer version of the code

grim ore
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its not the version.. you need to compile it

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or remove that code

latent mango
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the code is from 4.26 and im using 4.26.1

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how doesnt it work

grim ore
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that is fine

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how did you add the steam multiplayer system? what did the instructions say

latent mango
#

Hey there DevSquad, today we setup our project to work with steam multiplayer, setting up visual studio, the advanced sessions plugin along with integrating the steam API into our Unreal Engine 4 project.

At the end of this video we'll be ready to start working on some multiplayer essentials such as joining/browsing servers.

You will need:
htt...

β–Ά Play video
grim ore
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and which part did this happen?

latent mango
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minute 9:24

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he opens the game normally

grim ore
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yep when he did a hard cut

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no he didnt open it normally, its a hard cut

latent mango
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oh

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i mean he package it

grim ore
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anyways did you try and hit yes

latent mango
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but i cant since I cant open it

latent mango
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it says it has to be rebuilt manually

grim ore
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from the channel "For those, who have an error "The following modules are missing or built with a different engine version" try this solution from user TheMayor (god bless him):
''I ran into the same issue, and in the end what worked for me was right-clicking on the uproject file, selecting "generate visual studio project files." From there I opened the newly created ProjectName.sln file with visual studio, and selected build. I let the project rebuild and then reopened, and voila, all was good again. Hope this helps someone else in my predicament.''
It helped me!"

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so yes, basically follow what it says to do

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rebuild it manually and see what happens

winter zenith
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Getting this error when trying to package, does anyone know why? PackagingResults: Error: === Critical error: === PackagingResults: Error: Assertion failed: !bInitializedSerializationHistory [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/RenderCore/Private/Shader.cpp] [Line: 244] PackagingResults: Error: Shader type was loaded after engine init, use ELoadingPhase::PostConfigInit on your module to cause it to load earlier. PackagingResults: Error: [Callstack] 0x00007ff8be253b29 KERNELBASE.dll!UnknownFunction [] PackagingResults: Error: [Callstack] 0x00007ff86571d096 UE4Editor-Core.dll!UnknownFunction [] PackagingResults: Error: [Callstack] 0x00007ff8657207f8 UE4Editor-Core.dll!UnknownFunction []

latent mango
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what should I do?

grim ore
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looks like all the files needed for visual studio where not installed

dense knoll
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Why does UE4 just refuse to respnd to any input

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sometimes

latent mango
grim ore
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scroll over and see if it says which version it needs

latent mango
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Install a version of .NET Framework SDK at 4.6.0 or higher.

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that?

grim ore
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this is what I have, you can see I have the 4.6 targetting, 4.6.1 targeting, and 4.6.2 targeting

latent mango
#

how do i download that?

grim ore
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so dunno which one it needs but thats what I have

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run the visual studio installer, it should have been part of the base install

latent mango
grim ore
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once the installer is running you can click Modify and then Individual Components

winter zenith
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Matthew, do you know why I am getting this packaging error? PackagingResults: Error: === Critical error: === PackagingResults: Error: Assertion failed: !bInitializedSerializationHistory [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/RenderCore/Private/Shader.cpp] [Line: 244] PackagingResults: Error: Shader type was loaded after engine init, use ELoadingPhase::PostConfigInit on your module to cause it to load earlier. PackagingResults: Error: [Callstack] 0x00007ff8be253b29 KERNELBASE.dll!UnknownFunction [] PackagingResults: Error: [Callstack] 0x00007ff86571d096 UE4Editor-Core.dll!UnknownFunction [] PackagingResults: Error: [Callstack] 0x00007ff8657207f8 UE4Editor-Core.dll!UnknownFunction [] PackagingResults: Error: [Callstack] 0x00007ff86542e98d UE4Editor-Core.dll!UnknownFunction [] PackagingResults: Error: [Callstack] 0x00007ff8653c5625 UE4Editor-Core.dll!UnknownFunction [] PackagingResults: Error: [Callstack] 0x00007ff8653c76d0 UE4Editor-Core.dll!UnknownFunction []

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I upgraded from 4.25 to 4.26

grim ore
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I dont, you would have to debug it or go thru your shaders see if something is weird

winter zenith
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Ok

grim ore
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but it sounds like its a plugin causing the issue

winter zenith
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Yeah all my plugins are made for 4.25 i'll upgrade them now

grim ore
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then install what you need

latent mango
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ok

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It still doesnt work

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Ive got Visual Studio 2019 and Visual Studio Code and it opens as Visual Studio Code

grim ore
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same error or ?

latent mango
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Is this what its supposed to look like?

grim ore
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the uproject? yes

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but your not opening that, your making the solution file for visual studio and opening that

latent mango
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How, it still gives me the error

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should I restart my computer?

grim ore
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still the netfx error?

latent mango
#

ya

#

It still says I need the 4.6.0 version

#

and I already got it

grim ore
#

which did you install from the installer?

latent mango
#

Visual Studio 2019 4.6

grim ore
#

There is an SDK and a Targeting Pack

#

I linked above what mine looks like, I would install the Targeting Pack

latent mango
#

thats what I installed

#

but still tells me i need that version

grim ore
#

maybe restart then, It could also need the SDK (cant hurt to install it as well) or it could be stupid and need 4.6.1 or 4.6.2

latent mango
#

alright ill restart then

#

be right back

plush yew
#

why am i here

latent mango
#

got it!

plush yew
#

i dont even make games

latent mango
#

I got the new file

plush yew
#

wtf

#

bye

latent mango
#

Ok,now how do I rebuilt it?

grim ore
#

open the solution file, right click on your project name on the right (your project, not ue4), and build it

latent mango
#

ok

#

its building

stray tangle
#

Hello, is it possible to make the directional light a blueprint so I can change the lux and brightness according to events?

latent mango
#

how will I know when the build is done?

#

got it!

#

thank you so much

grim ore
#

@stray tangle no but you can access the directional light from a blueprint in your world. Make a variable of the Directional Light class type, make it public and instance editable, then you can select the directional light that is in the world

stray tangle
grim ore
#

oh I take it back also, there is a directional light component. You can use that instead and then its easier

#

had no idea that was in there

#

makes it hard to use a sky sphere tho lol

rigid belfry
#

i was watching this live from unreal https://www.youtube.com/watch?v=09yWANtKmC8&t=3283s and at some point it was said by technical writer michael prinke that there would be more multiplayer videos and more documentation about that. sadly it doesnt seem like theres anything more recent than this video. if someone could point me towards other good learning sources for multiplayer in unreal, i'd greatly appreciate it

Creating a networked multiplayer game isn't easy, but Unreal Engine's gameplay framework is designed to set you up for success. On this episode of Inside Unreal, Technical Writer Michael Prinke will cover fundamentals such as the server-client model, various features of replicated Actors, and best-practices for efficient networked games.

Announ...

β–Ά Play video
cerulean geyser
#

hey guys, what's a good way of blending between several cameras inside of my character bp? (setting cameras on and off snaps them, i was wondering if there's something im overlooking to make something along the lines of Set view target with blend but that works with multiple cameras inside same actor

viscid saffron
#

hello everyone i have a problem with bridge
Basically I export the model to unreal, on bridge it gives me a successful export, but it doesn't matter at all on Unreal.
I tried everything, restart the pc as it said on the internet, restart bridge, uninstall it, nothing .. how can i resolve this? 😦
i need help please,thanks! πŸ™‚

dense knoll
#

what does this node do? Im thinking it runs on server

vagrant hornet
#

Is there a guide on performance?

#

Like how many vertices to have on objects before it lags out your level

calm pollen
#

is there a way to make the sequence recorder record interactions in widets? All I have in my video is a still part of the first image, no matter what I do no other widgets show up in the recording.

grim ore
#

@vagrant hornet no because that is based on your machine and target specs for the project

vagrant hornet
#

does that really matter though

#

surely its similar

ember geyser
#

Hi everyone, I have searched the chat history but haven't been able to find an answer to my issue.

Using UE to rigify; after importing a mannequin animation and selecting it with the picker from the blender add on, the convert option stayed greyed out and I can't do anything.

I followed the quick start video but I must be doing something wrong, does anyone have any ideas what might be causing my issue?

fierce forge
#

how i can make the faces from this voxel grass, to be one color and the shadows to not affect it ?

idle stump
rigid belfry
#

you could try using an unlit material?

idle stump
#

@rigid belfry The course creators website also has some good free articles. I can't remember if he's a Epic employee or ex-employee but something like that: https://www.tomlooman.com/

leaden garnet
#

udemy never sells for full price though, its always using discount baits alex

opal fossil
#

Hi! I've been toying around with the water body system in 4.26, but for some reason, all shadows on the water are super low res. Also, my landscape doesn't cast any shadows on the water surface unless I select it in the editor (so no shadows when playing). Anyone encountered similar issues? I've tried tweaking all shadow parameters I could find. Now I'm trying if switching to forward rendering would help.

rigid belfry
opal fossil
#

Looks like this:

vale silo
#

I'd like to be able to run my project with post processing enabled on PC and then when project runs on mobile, PP should be disabled (or to build same project for both platforms, but with different PP settings). How do I do that ?

#

I could have swore @grim ore did a video on the subject, but I forgot what it was precisely

grim ore
#

I don’t think I have. I know you can do platform switches in materials so that might be it?

vale silo
#

maybe that's what it was

#

is it even possible to achieve what I asked about ?

idle stump
#

Definitely possible but i don't have experience with it. But you can change just about everything for different platforms

vale silo
#

oh I am sure of it.. The question is how?! πŸ˜‚

surreal vector
#

hello everyone i have a problem, i would like to make the two area of grass match in colors but the light does not apply in the same way in the two object, do you know how to fix that?

plush yew
dense knoll
idle stump
#

@surreal vector if you want a flat lighting look you may be able to just make the material fully rough so they better match. Otherwise you'll probably have to look into dithering. You can search for "unreal blend mesh" on YouTube.

surreal vector
#

@idle stump alright thank you for your help

cerulean geyser
idle stump
#

@cerulean geyser No it works with cameras on the same actor

deft nebula
#

How would make fast traveling in a game that uses world composition and origin rebasing

celest vapor
#

I have a splash screen that has transparency, but when it displays the transpatent areas are filled with black, How can I fix this?

cerulean geyser
#

this is inside my FirstPersonCharacter_BP

idle stump
#

@cerulean geyser My mistake, I thought it takes a component, not an actor. You already tried using "Set Active" to disable the 1st camera and enable the 2nd?

cerulean geyser
#

yes, that works but it is very snappy

#

doesnt have a smooth transition

#

the solution i know of is to copy the position of camera one , store as variable then lerp with camera 2

#

but its a lot of work and not great when i have more cameras

#

i want to have specific "Death cameraS" inside my main cactor

#

actor

#

so imagine 20 different deaths or 30, all of them with unique cameras...this isnt a great system

#

:/

#

i guess i could make 30 different bps for the camera deaths and spawn them as child bps...that prolly would work..but would be difficult to check how it would look

rigid belfry
cerulean geyser
#

yeah it works by spawning a new bp and using setview blend..but this is kinda awful lol

idle stump
#

@cerulean geyser I'm still looking at how to transition between multiple camera components but if you really have that many you many unique camera animations you might want to animate a bone in your death animation (in Blender or whatever you are using), and tie the camera to that bone

cerulean geyser
#

that could be an option

idle stump
#

I've never done something like that before but seems like a solution to me πŸ˜…

cerulean geyser
#

that would be a different skeletalmesh tho right?

#

cuz if i would change my skeletal mesh to a different one..i would be screwed ^_^,,

idle stump
#

I think it's not too bad to add a new bone to an existing skeleton... it's just removing or renaming a bone where you'll run into trouble

cerulean geyser
#

yeah thats my fear...changing to a different rig along the line

idle stump
#

Idk - it's very game dependent on what solution is right for you. If you have 30 unique death animations each with a different camera angle and/or camera movement then I would probably try doing it in the animation or maybe with sequencer? I've never used sequencer yet, personally. But regardless - you should still be able to transition between 2 camera components!

cerulean geyser
#

i think the problem with sequencer is that is level specific(or world location specific) )

#

i dont think i can do sequences based on actor Local coordinates

#

if someone can tell me im wrong thats awesome...cuz id love to use sequences for those

dusty gull
#

Hi everyone! I have a question, don't know where to ask it so here it goes. I work on a multiplayer game and I hit a problem, my players blend to well with the environment, it's hard to see them. Is there a way to make them to stand out a little? Besides changing the colors on the meshes. Thanks!

cerulean geyser
#

colored fresnel for instance

#

u can also multiply the emissive component by a value(even just a nudge) might be enough to make them pop out

dusty gull
#

Thanks! I'll look into them, see what fits best

jolly frigate
#

yo. gonna be upgrading my pc after 9 years. so what is the recommended standard now?

#

esp for UE

dusty gull
#

Ryzen 7 or 9 depending on budget

ember geyser
#

I worked out my issue, the quickstart misses a step

dusty gull
#

And pray for a gpu

jolly frigate
#

haha ok

dusty gull
#

It's a pretty bad time to upgrade a pc. The shortage has driven the prices way up. And that if you find the parts. But a ryzen 7 with a rtx3060ti should be perfect, my opinion

jolly frigate
#

haha yea. wish i didn't need to upgrade soon, but then a 9 yr old pc is coming to an end haha xD

neon bough
#

well some things are considerable good to upgrade atm, NVME SSDs are pretty cheap for example

#

cpu and gpu not so much, but anything else works

knotty falcon
#

If no one has answered this it should be as simple as
A Box trigger over the area you want to snap too
A version of the model thats transparent to show users the item can be placed there
On Trigger Overlap -> Do something like assign "DroppableArea" on the Players VR hand and when they press the grip or w/e button you have assigned to pickup/drop items then detach it from the player hand and set its position to the same position as the transparent model then clear the reference to the object in the players hand
And make sure to clear the reference when the player pulls their hand back up

latent mango
#

Hey can someone help me

#

my menu looks like that

#

but im trying to change it to this

#

everytime I hit compile it goes back to how it looks on the first picture

#

does anyone know what should I do?

opal fossil
knotty falcon
plush yew
#

What’s the appropriate chat for asking if something is possible?οΏΌ

#

Something like that

#

Multicolored text

latent mango
#

Can anyone tell me why doesnt the server settings pin show as an array?

#

And what should I do to fix this?

gaunt tide
coral patio
#

Hey guys! πŸ˜„ Do you know if it's possible to include geometry into hair assets that could be used in Unreal? I want to create an ancient middle eastern character and would like to give his beard some golden ornaments but I'd also like to utilize the (somewhat) new hair workflow.

knotty falcon
vocal flume
#

Is there an event to play a sound when a widget is added to the screen through the add to viewport node?

#

i want to play a sound when the widget is displayed on screen.. i create this widget when the game starts to bind some events..

knotty falcon
#

Simplest way would probably be just to add a one-shot audio event after AddToViewport

drowsy snow
#

TIL that Blender's auto bone alignment can cause problems when imported to Unreal Engine, making Control Rig looks fucked up and doesn't work as intended

drowsy snow
vocal flume
#

im doing that now but i kind of want it to be automatic and handled by the umg widget itself

drowsy snow
neon bough
# plush yew

yea, make a custom material and use the texcoord u channel to lerp between two colors

plush yew
#

evening

#

Say, where do i go to post projects for review and advice?

knotty falcon
#

In general?
#work-in-progress #released to show off your projects

plush yew
#

cool

#

alright. posted my project

#

#work-in-progress

#

just need to get someone to help with coding ;m;

#

i hate coding. especially when you dont know what to do and theres no tutorials

knotty falcon
#

Do you use Blueprint or C++?

plush yew
#

blueprint

knotty falcon
#

There should be a lot of BP tutorials out there

#

There's also #blueprint for any questions you might have

plush yew
#

nothing on how to make a Titan from Titanfall 2

#

and most sliding tutorials dont even work on my old engine

knotty falcon
#

What version of UE4 are you using?

plush yew
#

14

knotty falcon
#

Can you upgrade at all?

plush yew
#

o

#

no

knotty falcon
#

Why not?

plush yew
#

computer wont let me

knotty falcon
#

Ah

#

Also break a Titan down into its core design elements, its not too difficult, I'd also recommend looking into Pawn Possession

#

Triggers, Pawn Possession and basic animation

exotic thicket
#

Sounds cool, Titanfall 2 is amazing :)

plush yew
#

i got some basic coding

exotic thicket
#

for something like a "drivable" titan you'd probably just possess another pawn which is just very large

plush yew
#

i just need help perfecting it

exotic thicket
#

by sliding if you mean crouch sliding like in titanfall, you can for example apply a force to your pawn when you press crouch while running

#

and reduce the ground friction value for the movement component

#

depending on what kind of feel you want for it you may have to tweak how it works but that's a basic idea at least

plush yew
#

if you guys watch the video i post in #work-in-progress you can see i got some stuff on the titan done

merry gazelle
#

Is there an in editor way to update a material (texture) via html? I want to host images on a web sever and replace them in materials

found tutorial https://www.youtube.com/watch?v=R0Y8EHEzBoY

Have you ever wanted to dynamically update content in your UE4 project, like textures and videos, but have no idea where to begin? Maybe you wanted to allow your users to upload a custom image or clan tag for their character? Well, you are in luck! In this livestream Epic Games Senior Technical Writer Sam Deiter not only goes over how to set th...

β–Ά Play video
dense knoll
#

??

winter zenith
#

How would I check when something leaves a sphere trace?

knotty falcon
#

If its a sphere collision, OnEndOverlap
If its a Sphere trace, add it to an array (expensive) or just have a bool that toggles based on hitting the thing you're looking for (if its Singleplayer and there's only 1 of that thing)

#

There's probably better ways

runic lotus
#

hey im trying to get some camera sequence animations set up (moving camera to right shoulder when charging a ranged ability, etc.) but unreal is confusing me. When I try to use get player camera manager -> play camera anim, it requires a Camera Anim Object but won't take a camera animation sequence. Matinee says its deprecated though, so what should i be using?

viscid plinth
#

How do I limit the rate that a particular RVT volume updates?

#

I know how to change it in the scalability settings, but I want specific ones to get affected, not all of them

neon bough
#

how do people here manage save games, or could anyone recommend a youtube video? i'm pretty much just wondering how to solve collecting all the data from an arbitrary number of actors of different classes

#

do i just getAllActorsOfClass in my save method, and append their data to the save game, or whats the way to go?

knotty falcon
neon bough
#

thanks, i'm aware how to work with save game objects, just curious about how to gather data from stuff like actors/interactive objects like storage items

dry latch
#

Looking for someone to help me setup a Physic Slide based on stream session (must be replicated properly), will be payed!

unreal mantle
#

Does anyone know what's causing the shadows to break like this with Raytracing turned on?

#

Turning it off seems to fix this

#

But I need raytracing in my scene

potent jungle
#

Seems to be some sort of self shadowing issue.... is it two sided?

unreal mantle
#

Yeah

cerulean geyser
#

is there any way to copy code+variables +functions from one blueprint to another? i need to copy code from my main character bp from one project to another(but still use the new one as a base)

dry latch
#

@cerulean geyser right click blueprint --> asset action --> Migrate. Then just recreate the variable by right clicking "promote to variable"

#

Eventually fix the custom event by right click "refresh node"

cerulean geyser
#

sorry i must have explained wrong. i already have it migrated

#

i just need portions of the code from one to another

#

like copying and pasting

#

(like custom events they dont seem to copy over well, the name disappears for one)

#

sorery i misread

#

it takes the error away refreshing

#

but it doesnt not put the event name back

#

:/

#

ugh...specially with events that are tied with interfaces, this might be problematic

#

yeah even functions it kinda fails

#

siigh

unique kraken
#

hey guys, litle problem here that should be fixable.
anyone can tell me how i can translate a hit normal to a rotation?
rotations are my weakpoint

grim plank
#

Can some one take me how to setup a reload adnimation for the character and gun.the animation should be a one which takes the magazine out of the gun

#

plz help me

slim badger
#

hello, how can i fix this?

sweet acorn
#

i saved my project on my e drive but now i get this

plush yew
#

tryna get the runtime virtual texture terrain blend up and running, got nodes such as this, but the texture coordinates have simply the x and y by the looks of it, anyone know what im missing?

#

nearly got it but not sure what node to fix it, append maybe, but following tutorials and wondered if anyone else knew , appreciate any help

#

anyone know how to turn this off? this glare from the flashlight

fierce tulip
#

@plush yew you need triplanar mapping (or proper uv's on the meshes)
atm its only aligned the texture in world space on the X and Y axis. (check the world position material functions)

rotund elbow
#

is it possible to create and size a navmesh volume from blueprints?

azure bough
#

I'm wondering license wise: I'ld like to make a game. So I'm a publisher and not a creator?

fierce tulip
#

publishing license, cant make a game with the creator license

sturdy plinth
#

Hello, I have this GetMiddleOfXVector function created in c++, how do I make it look like the Multiply node (with that additionnal "Add Pin" ? I know CompactNodeTitle can give the round look, but what's about the "add pin" ? and what kind of parametter is it ? (I use const TArray<FVector>& listOfPoints for now)

rotund elbow
#

how do i normalise distance between 2 vectors when i just want add the multiplier, not the difference ?

#

like, i want knockback to be the same everytime

#

just use the vector diff for direction

mild pulsar
#

Is there a way to name parameters and local variables the same as class members in UE4?

#

I'm getting error C4458: declaration of 'AimDirection' hides class member. And to fix it I'd have to name it AimDirectionLocal or AimDirectionToChangeTo, which I don't like. IDEs for a long time now change color of variables depending on if it uses local or member.

remote parrot
#

Hi guys, I'm learning basics of animation and skeletal mesh and all that stuff, and I get how ue4 works and how the bone hierarchy should be, I also watched a lot of tutorials and live training vids, but I still can't work things out properly when using an object with different skeleton. I tried retargeting but i ended up with a walking animation that looks terrifying. My question is what you guys think the best workflow is and what you do?

#

I'm making a small project for fun and to learn, so i'm using models from sketchfab

#

What advice would you have for someone like me?

faint cedar
#

Anyone here got any experience with loading DLCs from Steam?

ocean pumice
#

anyone would know how to solve this issue ?

plucky jetty
#

hi) how to make a mob go backwards?)

earnest violet
#

I am trying to use a boolean to check if enemy ai has been killed and if he has then display the MISSION COMPLETE notification. But when I set it in the level blueprint the boolean asks for a target. Does anyone know what sort of thing goes into target like in the screenshot? Many thanks! πŸ™‚

#

Can anyone help me?

#

any support would be appreciated

#

Can some plz enlighten me I'd really appreciate it as I'm stuck! =/

exotic thicket
#

Target is the object on which you want to set the variable

#

So since your variable is in the BP_ThirdPersonShooterAI class, you'd need to get a reference to the actor of that type where you want to set the value

wide cloak
#

Can anyone tell me what the player object is in AR? I need a cast and a character reference for one of my BPs but can't figure out what is the player character.

earnest violet
#

@exotic thicket Sorry if I'm being dumb but what would be the reference? Sorry I'm new to this! =/

exotic thicket
#

if I understand you correctly, you want to set this value in your enemy that you just killed?

cerulean geyser
earnest violet
#

@exotic thicket yeah that's right so I check if he has to display a mission complete notification

exotic thicket
#

Right - so you need to somehow get a reference to that particular actor

earnest violet
#

I'm not sure what nodet hat would b

cerulean geyser
exotic thicket
#

if it's always the same actor in your level that triggers this, you can select it in your level, and then right click in your level blueprint and choose "create reference"

#

it's probably not called create reference when you select it, it's something like that :P

#

in any case, if you select it in the level, you should get an option in the level blueprint to create a reference to it

earnest violet
#

Ok but my enemy is spawned in so he does not appear in world outliner

exotic thicket
#

In that case you'd need to use some other method to get a reference to it, for example you can save it to a variable when you spawn it, and then use that variable

cerulean geyser
earnest violet
#

@cerulean geyser @exotic thicket So you're saying that I should create a variable in the enemy and reference it later

cerulean geyser
#

you can send the variable over immediatly into the game instance or player character, and store it in an array

earnest violet
#

I don't know how becuase my knowledge of blueprints is pretty limited

cerulean geyser
#

and everytime u add another item into the array, it does a check to see if you killed all enemies or something

#

when u spawn , right click the blue circle, you either Set into a variable, or you cast into your (player character/instance) and then get that bp's properties and then "Add" to an array inside that bp

earnest violet
#

how do I send it to game instance and then set the array? Can u give an example plz?

cerulean geyser
#

i was there a few months ago. Blueprinting is hard πŸ˜„

earnest violet
#

Yeah true dat

#

@cerulean geyser Can u give an example of how I would set up an array in the game instance plz m8?

cerulean geyser
radiant sleet
#

Im struggling to understand the difference custom event and function

cerulean geyser
#

a function is faster, cheaper, but doesn't evaluate time nodes or delays

radiant sleet
#

Is the difference that custom events the code moves on immeaditly once its called

#

while functions wait for you to run the code inside them to move on?

#

wdym by that?

cerulean geyser
#

it means you cant add Delay nodes or timers inside functions

#

because they have no concept of time

#

there's probably a lot more differences but that's the main difference i know

radiant sleet
#

But custom events do?

cerulean geyser
#

yes

#

custom events are in the event graph..they know whats going on timewise

#

thats why u can use delays, timers and timelines

radiant sleet
#

Can custom events take parameters?

cerulean geyser
#

what do u mean by parameters?

#

ah yes

#

the input parameters

#

they can

#

u just click the +

radiant sleet
#

Like I know functions can take parameters

cerulean geyser
#

also functions they can have their own local variables that get discarded after the function is ran, so less trash in the event graph

radiant sleet
#

for custom events can any other actor use the event?

#

Like lets say I call an event on my player actor like when e key is pressed turn cube blue

#

In the cube actor will it pop up as an avaliable event or are custom events local to each actor?

cerulean geyser
#

if you cast to it sure

#

or use interfaces to call that event inside said actor

#

if u want to press "E" on your player character to destroy all enemies for instance, u can make an interface "destroy enemy" and on the "function" of that interface that u add to the enemy, u would then Call the custom event "destroy"

#

or something along those lines

#

but to awnser your question - events as far as i know are always local to each actor

#

the only thing that is global as far as i know are macrolibraries

radiant sleet
#

Hmm that does answer a lot of my questions

cerulean geyser
#

i wish there were more Global solutions(macros also dont have concept of time)

radiant sleet
#

So like is the difference the code after you call a function or an event?

cerulean geyser
#

but seems like ue4 is actor based, so it always needs to know the actor

radiant sleet
#

like a custom event will instantly move on after calling

#

but a function will wait until the function code is complete and then move on?

cerulean geyser
#

im not sure about that

radiant sleet
#

is that what you meant by it has a concept of time?

cerulean geyser
#

no

#

i mean delay node, timelines

#

things that the event can wait to happen

#

before moving on

#

for instance

#

u spawn particle effect

#

then u WAIT 10 seconds

#

and then destroy actor

#

it will take 10 seconds to the event to destroy the actor after spwaning the particle effect

#

while in functions

#

u cant wait

#

everything just runs

radiant sleet
#

Like you literally cant drag a delay node from a function?

cerulean geyser
#

nope

radiant sleet
#

Theres not even an option to do a function with a delay?

cerulean geyser
#

nope

#

thats the key difference in my book between the two

radiant sleet
#

Seems strange

cerulean geyser
#

for my purposes at least

radiant sleet
#

why would they not allow that do you think

cerulean geyser
#

probably because theyre asyncronous and events arent

#

i mean events are asyncronous

radiant sleet
#

alright thanks for your help cleared up a lot

cerulean geyser
#

no worries

#

hope it helped

#

πŸ™‚

radiant sleet
#

I have another unrelated question if you dont mind lmfao

#

So the class player controller and also player pawn

#

does there always have to be atleast one instance of these if your game is running

cerulean geyser
#

im not sure. But i guess yes, even if you're a spectator, you're still some sort of pawn

#

controller im assuming its always necessary as well

radiant sleet
#

Makes sense

#

Im curious how long have you been doing unreal?

#

you seem very knowledgeable

cerulean geyser
#

lol barely

#

ive tried it a few times every year

#

but in the last 3 months, i have been doing it often

#

and things just started to click

#

id say ive started learning in the last 3 years, but very off and on

#

again most i know were the last 3 months

radiant sleet
#

Same lowkey

#

Honestly I have given it prolly 3 or 4 trys

#

over the past 2 years

#

I think the idea that at a certain date you start learning something and then you dont miss a day until your competent is deeply flawed

#

its crazy how much easier every thing is after coming back to learn it after not doing anything for like 6 months

cerulean geyser
#

absolutely

radiant sleet
#

Like something with your unconcious mind or something

cerulean geyser
#

like casting and interfaces, i was doing them before, but i diddnt really get them

#

and now suddenly

#

awww i get it

#

now i REALLY get it

radiant sleet
#

Must feel so sweet

cerulean geyser
#

it did...after so much despair of not knowing wth i was doing lol

radiant sleet
#

The few things I have had happen to me like that does

#

What are you in unreal for? Making games?

cerulean geyser
#

yes

radiant sleet
#

Or cinematics or

cerulean geyser
#

games

radiant sleet
#

What kinds of games?

#

Linear style or mutliplayer?

cerulean geyser
#

good question...that's one of my problems i keep making in prototypes(different genres)

#

which in a way is great for learning

#

but i should focus on A GAME

#

instead of having 4 or 5 floating around

#

again, what i learn i can re-use into the other prototypes, but still

#

very unfocused

exotic thicket
#

tbh majority of my programming projects are always kinda random and same goes for my game projects

cerulean geyser
#

i havent tried multiplayer yet, only singleplayer

#

glad to see i aint the only one

exotic thicket
#

I never really finished any of them, except with my current one I actually might because it's actually a fun project that's doable lol

radiant sleet
#

Lmfao same

cerulean geyser
#

feasibility is defintly one cause i stop projects

radiant sleet
#

too many untitled projects lmfao

exotic thicket
#

we started this from a gamejam thing and kept going on it since it received a decent bunch of good feedback and we had a lot of ideas on how to expand it :)

cerulean geyser
#

i wish unreal would allow us to make folders and organize the launcher...mine's a mess πŸ™‚

exotic thicket
#

I think if you're just learning gamejams can be good because it forces you to complete something

radiant sleet
#

have you heard of 3 kilicksphillip?

#

He has a great series on game making

#

What your saying lines up exactly with what one of his videos say

exotic thicket
#

Oh does he? I just know 3kliksphilip from his CSGO videos lol

cerulean geyser
#

crazy

rocky mica
#

lol same didn't know he did games

radiant sleet
#

Yeah id highly reccomend his gamemaking series of videos

#

The man is such an excellent story teller

cerulean geyser
#

where's that series?

#

cant find it in his youtube

opal fossil
#

Hey, tried asking this before, but does anyone know how to improve the 4.26 water body shadow resolution. I also have an issue with landscape shading being very pixelated.

radiant sleet
#

Its on his second channel

cerulean geyser
#

thx

plush yew
#

does anyone knows how can we loop background in 2d side scroller

covert moss
#

does anyone here have a clue when UE5 will be available in preview? the only news i can find is that it was coming early 2021 but does anyone know a specific date or month when it will arrive? πŸ™‚

celest vapor
#

Is the restart player function in the gamemode just re-spawning the player?
Dont tell me I made some complex respawn system only to find out that this does the same thing

timber birch
light thunder
#

Is there a trick to getting 3D widget's to change the displayed widget - I know there's a certain way to do it and I can't recall what I did in the past

#

The widget is successfully switching (I'm using Get Widget Object and printing the name after I change it, but it's not displaying that widget)

#

It's clearly changing the widget - just not visually (but there's no "add to viewport" on the 3D Widget component

#

Note that options widget is created at begin play, so the reference is valid (otherwise that 2nd print wouldn't have it there)

#

I've checked for multiple instances of it

#

there's only one of each

grim ore
#

I just tested with this and it swapped without an issue for me

#

so the code is valid

light thunder
#

Hmm...then it must be my render target

#

And why don't quick jump bookmarks work for me? I'm doing these commands but nothing happens

grim ore
#

did you set the bookmark first?

#

they should work, they do for me atleast. In the main viewport only

worldly cipher
#

anybody knows some handy guides on UV Distortions?

light thunder
#

I thought the quick jump let you SET them too? @grim ore

half yoke
#

nope, you can clearly see another set of shortcuts for the set commands just below

#

it's like in RTS, when you have shortcuts for selecting squads

grim ore
#

ctrl-X to set, X to jump to

light thunder
#

I'm literally hitting CTRL+1, then hitting Shift+1 (even though just hitting 1 should be enough)

#

per the docs ```Quick Jump Bookmarks
In addition to creating Bookmarks, you can create a Quick Jump Bookmark, similarly to how Bookmarks work in the Level Editor Viewport. As with labeled Bookmarks in the Blueprint Editor, Quick Jump Bookmarks will persist across Editor sessions and are local to the user and machine where they were created.

To assign and use a Quick Jump Bookmark:

With a Graph open, press Ctrl + 0-9 (any number key) to remember your current Blueprint, Graph location and Zoom level.

Inside any Graph, press Shift + 0-9 (the same number from previous step) to return to that Blueprint, Graph location and Zoom level.```

grim ore
#

no need for shit, CTRL-1 to set the camera to that spot then 1 to jump to it

#

ah you mean a graph shortcut

light thunder
#

yes

#

is it different for them?

#

I was trying to find ways to open up different blueprints via hotkeys/shortcuts, even console commands

grim ore
#

as far as I know its blueprint specific, not "editor" specific. Its jumping between spots on the blueprint graph, not opening up blueprints and going there if they are close

light thunder
#

Is there anyway to do that?

grim ore
#

setting up favourites in your content browser is all I can think of

light thunder
#

My use case - someone sent me a stream deck - i thought it would be pretty sweet to use it like a real world content browser, but that would open up to specific blueprints (and at specific points)

#

I know you can call custom events in the editor using console commands (and I've been told you can use the stream deck to call console commands)

cerulean geyser
#

speaking of bookmarking, there's no way to bookmark actor/bps is there? i can only seem to bookmark/favorite folders

grim ore
#

I beleive thats correct, you could technically add them to a specific collection if you wanted

cerulean geyser
#

where can i find collections?

mossy owl
#

Good evening, I have a question about Unreal Engine. Can someone tell me where I can find help?

mossy owl
#

ok nice, I have installed Unreal Engine and when I will start it, it gets stuck at 18%

#

I'm sorry for my bad grammar, I'm from Germany

cerulean geyser
#

does it say what part of the process it is when it gets stuck?

#

the text in the bottom of the loading screen?

mossy owl
#

idealising, I think

cerulean geyser
#

not sure

mossy owl
#

Initializing*

cerulean geyser
#

ah initializing

#

are u loading a specific project?

mossy owl
#

no, I startet it for first time

cerulean geyser
#

ummm

#

check if your firewall is blocking it

#

if it's the default engine, shouldnt take too long to compile shaders for instance, so shouldnt take too long

mossy owl
#

The firewall allows the authorization connections from Unreal Engine

cerulean geyser
#

im not sure then..maybe someone else can pitch in

mossy owl
#

ok, knows anyone my issue?

#

By the way, I use an MacBook Air 2020

grim ore
#

you dont have a problem, you have a slow pc

#

you need to just wait

mossy owl
#

How long do you think it takes?

grim ore
#

5 minutes to 5 hours

mossy owl
grim ore
#

probably closer to half an hour but it depends

mossy owl
grim ore
#

yep its an ultra portable CPU and i dont know if its on power

mossy owl
#

Do I have to wait that long each time I start or only the first time?

grim ore
#

the first time you open an engine version, and the first time for each project

#

the amount of time differs on the project

mossy owl
#

ok, thank you very much for the quick help.

frosty bloom
#

Anyone know why my Font Asset isn't working correctly?
I've setup Arabic/CJK and added Character Ranges, looks good in the previewer but when launching the game it just shows diamonds with "?" in them

frank oar
#

https://gyazo.com/629fd0ade48951cb010c7e83564e0231

Hey guys,

I have been working pretty hard learning to animate and I am getting closer to the look Im hoping to achieve with the walk cycle...
BUT when the player is not pushing the control stick ALL the way the character begins to slide around, like the movement speed changes but the animation play speed looks way too slow...

Is asnyone able to point me in the right direction please ?

grim ore
#

that is sort of normal, your animation playback rate doesnt match the speed of your character. You need to adjust your blendspace so its playing more of the animation at your lower speeds

#

im guessing you dont have an in between state, like the third person has idle -> walk -> run

plush yew
#

Can anyone help me with my project please?

frank oar
#

@grim ore I have idle and walk at the moment.

grim ore
#

your going to have to mess with when it transitions between the two in your range on your blendspace then and then also how they transition. Your animation is going at say 10 cm/s and your player is going at 100 cm/s which is why the mismatch

#

you could even try upping the playback rate of the walk animation and see if that helps

frank oar
#

At begin play my walk speed is set to 150 but my blend space only goes up to 93.
I wonder if getting more segments in here would help fix it ?

grim ore
#

well what is the max walk speed you are setting for your character? set the blend space to match that

#

and segments are more of a snapping setup, you can have your transition points for the animation anywhere in that range (you can disable snapping to the segments)

frank oar
#

How can I turn off the snapping ? that seems like it may help

#

the max walk speed is 150 at begin play

#

This lives in the character BP

grim ore
#

in the blend samples, you can disable it per sample (animation)

#

in your axis settings, change your max axis value to 150 then

frank oar
#

ah! ive just seen the snap to grid box

grim ore
#

no reason to set it on begin play as well, you should just set it on the character movement component in the player

frank oar
#

that lives in project settings in the 'input section' right ?
Tyvm for the advice!

grim ore
#

no, in the same place you are setting it in begin play. you are talking to the character movement component and setting its max walk speed property to 150

ember star
#

If i spawn an actor with a location set it's working fine. if i auto posses that pawn with an aicontroller, the spawn location doesn't work. why is that?

earnest cedar
#

Hi everyone,
Is it a known bug, that vertex painting now crashes the engine everytime with 4.26.1?
Had no issues with 4.25.x so far.

woven falcon
#

If i want floating text in my unreal4 scene, and i want text that doesn't look like shit-

Do i really have to make my own text using a photoshop atlas texture, or are there ways to add like a background shadow / a nice outline / etc. etc. to the Text Render tool?

grim ore
#

@woven falcon you can look at the 3D Text plugin

#

@ebon linden "doesnt seem to work" is a very broad issue. what part doesnt work? the saving, the loading, the spawning items from the save game, the etc?

rancid bramble
#

What can reset these settings in a character actor when entering play mode? Edit: They are in the capsule component. I have set them to overlap World Static and Dynamic. But when press play they reset to ignore. I should not have any script that would do this.

grim ore
#

also kinda confused are you loading the player and map data then destroying them by loading a new level?

ember star
#

apparently my floor was blocking the spawn actor when auto posses was on. spawn location is correct if i turn off floor collision, but then i fall thru. i guess disable gravity?

rancid bramble
#

I don't even know what feature in UE would allow me to reset those things

ocean grove
#

Should I assume that the issue with turning my widgets into 3D widgets comes from the fact that I didn't put my things in boxes first? Or is this an anchoring issue?

grim ore
#

yep, so loading the map resets it?

radiant sleet
#

I tried loading in a sound but it gave me this icon

#

and it wont let me call it

#

If any of you have a solution or something dumb I am doing id appreciate any help

grim ore
#

@ebon linden well thats what the open level node does, it opens the map and destroys the current one. If you are trying to load in data -> open the level -> expect the data to still be there it wont be. You need to load the data after it loads the level you want the data to be in

radiant sleet
#

I have other sounds that work normally

grim ore
#

@radiant sleet how did you load in the sound, and is it the same type as the rest?

radiant sleet
#

yes just an mp3

grim ore
#

yep you cant listen to an MP3 is why

#

that would be a link to the file since ue4 does not import MP3 files

radiant sleet
#

I even put the sound back into my music software and rendered it out

#

Oh really

late olive
#

is it possible to use a gamecub controller with UE4?

grim ore
#

wav/ ogg/ vorbis

late olive
#

all my other controllers either don't connect, or are broken

radiant sleet
#

Thank you very much

grim ore
#

@ebon linden if you want your data loaded in the level after you open it yes. OPEN LEVEL destroys the current map and everything in it.

radiant sleet
#

so if I just make it a wav it should work like all the others

#

?

grim ore
#

yep

radiant sleet
#

Curious why they dont support it

grim ore
#

license issues

#

plus its compressed/lossy which doesnt help with quality

radiant sleet
#

is the mp3 file format owned by someone

grim ore
#

yep

radiant sleet
#

can you own a file format

grim ore
#

they own the compression

radiant sleet
#

Oh they own the algoritihim

#

Intresting

#

Thanks again for your help

late olive
#

s it possible to use a gamecub controller with UE4? my xbox controllers are broken

grim ore
#

technically if you know what you are doing you can use the raw input plugin, if not you need a GC->Xbox emulator for the joystick

#

can you even plug in GC controllers to a PC?

#

well I cant really tell what you are trying to do, it looks like just respawn certain items

#

so from what I can see it should work, your just saving out the class and the transform then respawning them

late olive
grim ore
#

@late olive then yes if the converter thing lets it emulate an xbox controller you are fine

late olive
#

ive only been using it on my switch but its got a flash drive and has a "pc" switch so i assume it will work

late olive
#

should I get that plugin thing?

grim ore
#

@late olive I dont know what it is or how it works or how windows is detecting it. If it emulates an xbox controller it will work in UE4 out of the box, otherwise you might have to set it up in raw plugin.

late olive
#

where do i get that plugin?

grim ore
#

@ebon linden well... when do you tell the game to delete the items the character picked up when the map loads?

#

@late olive Raw Input plugin? its part of the engine.

late olive
#

ah ok

grim ore
#

@ebon linden for what you want you are going to have to uniquely identify items then store that info so on load you can destroy items that exist in the world on load with those identifiers.

#

otherwise your going to have to spawn them at runtime and not design time

#

your level loads, your level has 3 weapons.

#

at what point do you go "hey you should only have 2 weapons loaded"

#

your level doesnt care about the save game when it loads up, it just loads what it loads that it has

late olive
grim ore
#

if these are all unique classes you could go "hey weapon in the level, do I have you saved as still being in the level? no then destroy actor. If I do? then do nothing." do this for all weapons in the level

#

@late olive yes its a very complex plugin, check out the docs or figure out how to get your adapter to emulate Xbox mode

late olive
#

where do I find the docs?.

grim ore
#

@ebon linden you basically need to load your level then "set it up" to match your last game stat where "set it up" is either spawning in items that should be spawned in or removing items that should be removed.

neat ether
#

Guys, if I want my character to move straight up (such as climbing a wall or ladder), what are my options? I've been fiddling but come up short every time, Google also hasn't helped, unless I'm searching it wrong.

worldly cipher
#

Does anyone have a ue4 noise pack?

grim ore
#

move player to area, switch to playing a new blendspace/animbp that handles up/down/idle for the animations, the character moves up/down/idle and you move it in the world that direction. If this is something that is fixed, say a preset animation that goes up or down a certain amount, you could use an animation with root motion that physically moves the character from location A to B as part of the animation (think maybe vaulting over a ledge)

sacred scroll
#

Hey everyone, I’m new to unreal engine and I recently downloaded an animation pack. The blueprint seems to be suited only for an endless runner game. But I’d like to figure out how to be able to add rotation to my character’s movement based on mouse movement

#

Would anyone be willing to help me? I can share my screen in voice chat

frank oar
#

Any idea how I can find out my controller name so I can input it in here ?

grim ore
#

@sacred scroll so you want the character to rotate when the camera rotates, or you want it to be more like modern games when the camera rotates and at a certain point the model plays a turn in place animation?

sacred scroll
neat ether
grim ore
#

if you are using a default character, say from the third person, its set to not use the controllers rotation. If you check the use controller rotation yaw then rotating the mouse adds rotation input to the controller which then with this check rotates the character

sacred scroll
grim ore
#

@neat ether what part of the mechanic? literally moving them? player presses up and you add to the players location a certain amount like say 10 to the Z and that would move them up.

#

@sacred scroll I dont have DM's on so no

sacred scroll
grim ore
#

in older games pressing up or down would move them a set amount so it would be like I press up, it plays an up animation that moves them up in the world 100 units, then when its done I can press up or down again and it would play the correct animation that moves me

#

I did see some climbing ladder tutorials on youtube, both movement and animation types

#

@ebon linden you make a level with 1 coin in it, you load the level it has 1 coin.

#

this level has 1 coin in it, it knows when it is loaded it has 1 coin in it

#

unless you tell it "no you dont have 1 coin" after it loads up, it will always load with 1 coin

#

so your level has 3 weapons in it, it will always have 3 weapons when it loads up

#

why would your level ever think it should have less weapons?

#

as a wider example you probably have floors and walls, why would your game not randomly delete some of those on loading?

#

its going to load up EXACTLY what is in that level on load when you saved it in the editor

#

your code to spawn in weapons btw is probably spawning in duplicates since you already have those 3 when it loads in (and you are telling it to spawn in X weapons that you saved to your save slot)

#

yep. I mean if you save the weapons and its all weapons that are left you could do something weird like Load Level -> does save exist? if yes -> delete all weapons -> spawn your weapons that are in your save

#

this should do what you want since your basically loading the level with 3 weapons, deleting 3 weapons, then spawning in whatever you saved

maiden sundial
#

How could you show the current FPS on PIE's ?

grim ore
#

stat fps

plush yew
#

on the egs, my unreal engine library tab has a dot like theres a new ue version or one of my marketplace assets has been updated, is there anyway to quickly find it? i have a crap load of assets and just scrolling thru the list trying to find it sucks

maiden sundial
grim ore
#

nope, unless its a plugin your boned trying to find stuff in your list lol

#

yes in the console

#

or you can

maiden sundial
#

Didn't you open the console with ^ ?

grim ore
#

my console command on a enUS keyboard is `

maiden sundial
#

I guess in the PIE, not in the editor itself, or ?

grim ore
#

all of the above

#

if you just want to toggle FPS open that menu in the viewport and toggle it on

#

dont have to use the console then

maiden sundial
#

I see the FPS only in the editor then, not in the PIE's

grim ore
#

if you NEED the console and the shortcut is not working, in the editor you can go into the output log and do it at the bottom

#

are you doing play in new window or pie?

maiden sundial
#

PIE

grim ore
#

so which one...

maiden sundial
#

Isn't that both ? πŸ€”

grim ore
#

yeah the new window, you will have to use the console for that

#

traditionally PIE is the basic one which is in viewport

#

but yeah they are all technically "pie"

#

technically you could "execute console command" in your level blueprint as well to do the stat fps lol

#

if the console key is just not working

maiden sundial
#

technically you could "execute console command" in your level blueprint as well to do the stat fps lol
Gonna do that if there isn't a better way to always show the FPS in play πŸ˜„

neat ether
sacred scroll
#

And I can’t find the yaw

grim ore
#

@neat ether move than likely you want to set their "movement mode" if you are using a character to flying before doing that

#

@sacred scroll is there a character set up for it? an actual character blueprint?