#ue4-general

1 messages · Page 968 of 1

sacred scroll
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Yes

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I can share my screen to make things easier

grim ore
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if there is a character you would open it up in the blueprint and go to the search in the details panel and you should find what I pasted. I pasted right out of my character. or search for yaw

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like this is from the default third person character

thorny patrol
plush yew
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i cant even update my unreal engine cuz of admin permissions. im still at 14

sleek spear
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@thorny patrol no it wont but maybe take a note about any changes you did in the config and any plugins you installed

thorny patrol
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Hmmmge alright

earnest violet
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Basically I'm new to allof this blueprinting and am confused somewhat. I am trying to create an array that stores certai

plush yew
near pine
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yo

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im making a side scroller

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how could i face the gun to the mouse location

earnest violet
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Basically I'm new to all of this blueprinting and am confused somewhat. I am trying to create an array that stores specific enimies you kill and then displays a notification when there dead. All of the enimies on the list are spawn in to the world via spawn actor from class. Does anyone know how I might do this please? =/

grim ore
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@sacred scroll show your character screen then, show a screenshot

light thunder
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I'm using the game state to hold a lot of variables and functionality, but I haven't changed any of theclass settings for the game state - can I reparent this to be a game instance, and keep all my custom functionality? When I originally set it up it was just for an easily accessed actor that stored game data

near pine
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yo
im making a side scroller
how could i face the gun to the mouse location

sacred scroll
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I literally JUST found it lol but I’m controlling a ball instead of the character now

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I think the ball is the pawn

earnest violet
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Basically I'm new to all of this blueprinting and am confused somewhat. I am trying to create an array that stores specific enimies you kill and then displays a notification when there dead. All of the enimies on the list are spawn in to the world via spawn actor from class. Does anyone know how I might do this please? =/

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Sorry for double post

grim ore
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@earnest violet what is the confusing part?

earnest violet
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I don't know in which BP I store the KILLVIPList Boolean array and how to call it when a spefic enemy ai dies =/

grim ore
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you can put it anywhere but the game mode is a good spot to keep track of game related stuff

placid tree
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anyone used UE through Parsec? having some issues

sacred scroll
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When I’m in edit mode, I cant see the sphere

earnest violet
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@grim ore If you have a look at both screenshots you can see that I have stored the Boolean array variable in the game instancebut don't know how to set it so it displays a notification when the ai is dead. =/

grim ore
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@earnest violet you need something that happens as stuff dioes? when you update the boolean array when you update it have a custom event that is updating it and not directly So your enemy calls the custom event, it updates the boolean, then it checks to see how many are left?

earnest violet
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@grim ore can u plz give an example? I'd really appreciate it m8.

grim ore
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I dont really have an example, its up to your project.

earnest violet
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Where abouts do I put the custom event and I don't know how to check if the enemy is dead

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other than to do something when the ai kill the actor

grim ore
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in your first screenshot when you cast to game instance then call the custom event in there

earnest violet
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How do I check to see if the enemy is dead in the custom event if I understand you properly

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I don't how to blueprint to check the enemy ai floatt variable

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@grim ore sorry if the above question sounds dumb im still new to blueprints tis a little confusing

autumn latch
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i don't see in my categories UnrealVS

earnest violet
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Basically I want to trigger a screen notification of mission complete using prohorror hud when specific ai has been spawned in and killed. HOW???

grim ore
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your going to have to learn more. You basically tell your game mode/instance what just happened when something happens and it handles it.

earnest violet
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ok thx

autumn latch
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@grim ore can u help me sir?

grim ore
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I have never used UnrealVS 😦

autumn latch
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:( okey thx

sacred scroll
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@grim ore still free to help me ?

grim ore
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@sacred scroll well that sphere looks like the default pawn. and the thing on the left is just a mesh. I dont know how you managed to get the camera fixed. If this is a template then your going to have to figure out how its set up.

sacred scroll
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The mode that game with the pack

grim ore
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yes that probably spawns in the runner is why, if your using another mode its going to use another default pawn

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so make a new game mode and use the pawn you want

earnest violet
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How do I setup a boolean array and then call it when needed if it's in the game instance?

frank oar
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Hey,
What would be the best way to get my characters speed in the third person character BP?
(standard third person template)

near pine
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yo

frank oar
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I am trying to make it so that the thumb stick click begins sprint and the sprint returns to walk if the player stops running...

near pine
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how do i emulate a bhop style movement(going faster when u keep jumping) with a player character bp

grim ore
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@frank oar it should be getting the velocity

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the anim bp gets the speeds you can use that code

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@earnest violet you might be trying to figure out how to do something based on what you want now and now trying to rethink how this works. break it down into the goal and how its set up

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are you keeping track of specific enemies or all of them? if specific that enemy can tell something "hey I died, I was this enemy, do this specific thing" and that something could be like the game mode or game instance. If its keeping track of all of them, when the enemy spawns it can tell the something (again game mode or instance) that it spawned and that can keep track of the total #. when that thing dies it tells the something that it died with a custom event and the something updates the number and checks to see if its now 0 or whatever and then does whatever

near pine
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yo when i look down i go so slow

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my mouse input is rotating the whole mesh

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not the camera

near pine
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help

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how would i get a source type movement on ue4

plush yew
# sacred scroll <@218779540359479297>

if no one has helped yet just remove the other player off the level or if your trying to use the manniquen then youll need to make a game mode for it and go to project settings and use that game mode

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@sacred scroll you could also i think theres a control the pawn thingy somewhere just dont remember but its best to just use the game mode bit

weak sorrel
deft nebula
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Okay so i made this world in world compostion + origin rebasing and i would like to add fast travel how could i do that?

weak sorrel
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I'm wondering how does multi platform development works. Say I want to have different lighting setup if I want to target PC and mobile, should I have 2 different level, or can I have one level and choose to activate or disable the things I want between mobile and PC ?

plush yew
narrow mauve
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Has anyone had a problem with widgets 'deleting' themselves everytime you reopen the edtiro

weak sorrel
narrow mauve
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Not the widget..but some of the items in the widget straight up ....remove themselves from existence

plush yew
earnest violet
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how do i get a tick node i type in tick and don't know what it's exactley called?

plush yew
earnest violet
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ok thx

deft nebula
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I'm most likely overthinking it rn

near pine
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anyone please help me

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i need the unity style of movement

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the fast paced movement with bhopping

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plslslslslssl

weak sorrel
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If you don't modify what you already have you may find what you want on the marketplace

plush yew
deft nebula
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There isn't rly smth writen about it in the docs

plush yew
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hm let me try to find something for you

earnest violet
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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! 🙂

plush yew
earnest violet
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Can anyone tell how I setup a boolean array in game instance and thenactivate it when specific ai is dead? please help i have been at this for 5 hours 5 hours!!! =/

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I have created a boolean array in game instance with only one index at 0. How do I call it and check it to c if the ai is dead? thx

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and when ai is dead to trigger my notification system?

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PLEASE help me I'm shite at this

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I am trying to make a kill mission and when u kill specific ai it triggers a mission complete message on screen

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What's the best way to go about this please. Please have mercy on me someone because after 5 hours of torment I think I might just quit ue4. It constantly giving me problems

raw crag
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@earnest violet you pry wanna set up a notify event that updates the game state when an enemy dies..

earnest violet
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yeah

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I know it has to go CODE after the enemy is dead BP

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But how to check if that enemy is dead first. The mission is in the level blueprint and you can't cast tothe level bp soI don't know how

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Basically the enemy ai that I want to check if dead is a child

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character BP

raw crag
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This is more of a #blueprint question and you'll pry get more help there.
I don't think that should be in the level BP tho.. think you should be doing the notify from the enemy BP and have the game state update.

near pine
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YO

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why does my character go slower when im looking down

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i found the problem

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idk how to fix it tho

mortal cedar
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I tried editing the max texture size on 500 textures using the bulk property editor. Its been saving for the last 20 minutes. How screwed am I, or is there hope?

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Hopefully its just doing the big think..

rigid belfry
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while using listen servers, can player get the IP address of other players connected somehow?

analog spindle
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Hey folks does anyone know how much of an effect the drive speed of the datacache location matters?

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Does the cache drive or the project files drive matter more

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Is it better to have the files or the data cache on the fast drive basically

scarlet seal
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Is anyone having issues with blueprint compiles taking long? All of my compiles are taking longer than normal. Like if I make a new variable I have to wait 30 seconds to set the default value. It only recently started doing this. Maybe a bug?

static ingot
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Hi is this a channel where you can write a problem in ue4? i dont know what my fail is

dusky slate
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Hey i have a quick question, when i have my Blendspace, if i walk backwards, the animation is jittering, anyone know how to fix it?

light thunder
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Is there anyway to reparent a gamestate to a game instance (or whatever will persist through map changes)

light thunder
dusky slate
light thunder
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I don't know the exact answer but I remember watching something on the unreal tutorials when they did blend space

dusky slate
latent mango
versed lion
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Hey guys does anyone now why the ai perception sight not showing?

dusky slate
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@light thunder okay, i kinda found out what the problem is, the capsule tries to rotate towards the direction of the player, so it constantly jitters when walking any other way than forward, the problem is i cannot deactivate "Orient Rotation to Movement"

late verge
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Hey everyone!

Would the Sequencer be used to make a main menu where a character is looping an animation, or is there another method for accomplishing this?

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All the main menu tutorials I've been seen are only for ones that show a static image.

versed lion
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@late verge this is how i use to loop animations

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no need for the delay

somber rover
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Anyone got a tutorial series of setting up combat system (guns and melee weapons) that'll work with my inv system?

winter zenith
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Hello, I had a question about foliage, I am trying to use the procedural foliage spawner volume to procedurally spawn my foliage, but I am encountering an issue with my Terrain (using voxel terrain) and the foliage doesn't match with the terrain when it uses the LOD

cerulean geyser
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anyone familiar with sequencer might know why when i try to render the sequence(render to movie/image sequence button), it renders some random camera not part of the sequence?

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(my level bp is empty btw, so its not hijacking the sequencer)

grave shadow
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I'm trying to decide between unreal and unity, one of the last factors is that I've heard that unreal is really good for a certain type of game(3rd person shooters and things like it) and that if you're making a game that doesn't really fit into what unreal wants you to do you have to fight with the engine. How true is this and how much would it inconvenience you?

grim ore
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Yep unreal can only make first person shooters.

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Definitely no other types of games for any platform made with unreal engine.

idle stump
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@grave shadow I used to fight against "the Unreal way of doing things" and felt it was inflexible but I think once I started to better understand how it works it's actually very flexible. However, it's definitely more complicated overall, simply because Unreal does a lot more than Unity by default. Unreal has a built-in "Gameplay Framework" which is designed from the ground up with online multiplayer in mind. It works just as well for single player games but it will seem over complicated for a single player game at first glance.

radiant sleet
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I cant delete the skeletal mesh in my third person character

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I want to just replace it with a static mesh but still have all the same functionallity

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any help?

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I deleted it some how before

idle stump
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@radiant sleet You can't get rid of it but you can simply not use it and add a StaticMesh. Seems hacky but Character class has code that is really designed for SkeletalMeshes.

radiant sleet
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oh itnresting

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Mustve done that on my other enemy sprite

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Thanks that worked!

grave shadow
gaunt abyss
grave shadow
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Maybe I was misinformed but I heard that you had to fight it a little when making games that aren't the normal 3rd person shooters, etc.

gaunt abyss
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that is completely not true

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There is nothing in the engine that forces you to make a 3rd/1st person game, there is a character class that it comes with but you don't need to use it, it's entirely your choice if you want to use some of the stuff the engine comes with or implement it yourself

lunar timber
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Hey why cant I post in the 'unpaid gigs' section?

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do you need some kind of role assigned?

gaunt abyss
sonic quest
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It's totally possible to and not hard to customize for our needs.

sonic quest
static cradle
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Did you find the solution? I'm having the same problem.

drowsy snow
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When it works, Control Rig is so damn OP. Just sayin.

radiant sleet
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for some reason my pawn sensing isnt triggering

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any reasons?

drowsy snow
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Whoever made Control Rig feature, you are a heck of wizards.

radiant sleet
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is there a way to add jumping to a nav mesh

drowsy snow
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You could also use tracers to get the surrounding environment and determine the jumping conditions.

radiant sleet
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so if I just add a nav link proxy

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and then a box trigger than max ai jum

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they should be able to jump up places??

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@drowsy snow do you know?

steady vale
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How do i increase the number of vertices in my terrain?

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the landscape paint is kinda choppy

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and i feel like the terrain has got something to do with that

drowsy snow
# radiant sleet <@!325627930484932608> do you know?

Yes, you could just call Jump function (if it inherits from Character class) when the NPC is in a trigger before the obstacle.
If you want more agnostic solution, you could do line trace few cm apart to the forward, and check if the obstacle hit by the tracer is slanted more than walkable angle (typically 35°)

wary ferry
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god damnit tonight i dreamed that 4.26.2 had released and now that I look at the launcher reality laughs into my face 😭 xxD

radiant sleet
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what new features are you excited for/

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?

wary ferry
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chaos integration into a full release, water system finally out of beta and working in world comp ... a lot i guess xD a stable version of control rig 😄

rigid belfry
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why are the advanced sessions and advanced steam sessions plugins missing from the plugins overview?

winged pier
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what is the recommended streaming distance for level streaming in an open world would you guys say

wary ferry
winged pier
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yeah i know that but forgot lol, thanks for reminding me

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i'll leave most of them on 45k

wary ferry
# winged pier i'll leave most of them on 45k

you are also doing yourself a favor when you go and try to hide areas with mountains completely so you dont end up having to stream levels that are 50-100K away just in order to remove popping them in visually 😄

winged pier
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👍

trail owl
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Hey! I'm new to unreal. I can't figure out how to mute/hide actors and have it be saved through til the next session. It's very frustrating to have to keep hiding all the individual things I had hidden from last session. How do I do this?

rigid belfry
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is there a way to count the characters in a Text variable? i dont want players to have a 1 character long name

winged pier
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ohh wait you mean in editor?

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or in game

rigid belfry
trail owl
winged pier
winged pier
trail owl
winged pier
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hmm, so you do want them to be visible in game?

trail owl
rigid belfry
rigid belfry
winged pier
trail owl
rigid belfry
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hidden in game

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you can also toggle a level visibility altogether

rigid belfry
trail owl
rigid belfry
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is the hidden in game bool working for you?

static ingot
rigid belfry
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do you have logic for destroying the player?

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like on energy = 0 -> destroy?

rigid belfry
static ingot
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yes

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its always the same position

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sorry my englisch is bad.

plain cloak
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hi all i'm try to install quixel bridge plugin ue4.26 the download tacking long time to download

rigid belfry
static ingot
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no i dont have a destroy in my Bp

rigid belfry
static ingot
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yes

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its like a world border

rigid belfry
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@static ingot when actor destroyed, shift+f1 and click "eject" button. on right "world outliner" search for actor

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actor there or cant find?

static ingot
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no the its not anymore in the worldoutliner

rigid belfry
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ok so actor destroy

static ingot
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yes

rigid belfry
# static ingot yes

open any graph(like thirdpersoncharacter) and search for "destroy". if you dont see this window, press ctrl+f2. write "destroy" and click binoculars

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you find destroy actor?

static ingot
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no

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Worldorigin? can this the problem?

rigid belfry
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not possible. you use Kill Z if player fall down?

static ingot
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no

rigid belfry
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go in car blueprint and do this

static ingot
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ok wait

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ok i think my bus destory because the world composition

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ok thank you the Problem was, that the bus is not in the main LVL. and afer a distance Lvl 1 hide (sorry for my englisch)

rigid belfry
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ok good

jagged halo
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I'd like to make a SimpleMoveToLocation but check the generated path beforehand (to fallback on Add MovementInput if the path is longer than a threshold)

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is there a way to do that without manually calling FindPathSync beforehand (or reusing its result)? I'd like to avoid double pathfinding 🤔

steady vale
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How do i increase the number of vertices in my terrain?
the landscape paint is kinda choppy
and i feel like the terrain has got something to do with that

latent moth
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LogNavigationDirtyArea: Warning: Skipping dirty area creation because of empty bounds, anyone has seen this error? Google isn't helping unfortunately (or I'm looking for wrong things). There's no nav mesh in my project.

marsh knoll
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man i wanna make a game but i opened unreal engine and its so overwhealming lol

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any guides?

sonic quest
worldly cipher
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^just found out what was bloating my C drive

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it was ue4's DDC

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55gigs

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on my 190gb C drive

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and i kept deleting software

steady vale
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How do i increase the number of vertices in my terrain?
the landscape paint is kinda choppy
and i feel like the terrain has got something to do with that

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by choppy i mean

mortal cedar
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anyone else having an issue with 4.26 where after a while every drop down menu instantly closes when you try to open it, forcing you to restart the editor?

fierce tulip
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see pinned message :)

mortal cedar
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ah, does dlss work with the downgraded drivers? I had to upgrade them to get it to work

spare kernel
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not sure it does

ember star
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Sometimes when i look at the message log, UE lags then a white box appears in the viewport and i cant click anything. Anyone seen that?

spare kernel
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yeah, its stuck in Drag mode for that window

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fix it by either restarting or dragging something into it

ember star
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quicker fix than restarting?

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cool ill try, ty

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Another annoying bug i keep running into...

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every time I open the project, i cant run until i fix this problem

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all i do is refresh the nodes and its fine. i try to save, restart. next crash, i have to fix again

spare kernel
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what is the array?

ember star
spare kernel
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interesting

ember star
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refresh nodes, compile, all good

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but its getting old

spare kernel
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only time i have ever seen this was from modules not being loaded in time (which i don't think is the case here)

worn granite
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Ah, this takes me back.

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Yeah it'd make a lot of sense for this to be load order or cycl dependencies somewhere

near pine
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hey

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how do i stop people spam clicking the gun

spare kernel
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delay the firing?

fierce tulip
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dont you know the gun @spare kernel ?
its the gun that you know, guns.

spare kernel
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Store last fire time, when input pressed, check last fire time, and if its less than a "refire" time, then don't fire

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heh

near pine
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my gun shoots twice for some reason

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heres my code

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*it shoots twice on the first shot

spare kernel
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your gate thing seems weird

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(never used that node but it looks like it does not make sense)

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Firing should close the gate, Stop firing should Open the gate allowing another fire press

near pine
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its a full auto gun btw

spare kernel
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use timers

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that just seem terrible

near pine
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wdym by timers

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delays?

spare kernel
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no Timer

near pine
spare kernel
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something like this @near pine

near pine
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ok

spare kernel
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need to call FireShot aswell before the timer

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else you will have a delay

near pine
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this works

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but there is a problem

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if i click really fast it ignores the fire rate

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so an autoclicker would break the game

spare kernel
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that is what the firetime check for is

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last fire time

near pine
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OH

regal narwhal
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Hello.
I want to import a new font, but when im creating the font distance and making the type to offline, the list dont show the imported font. What can i do?

near pine
spare kernel
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might be easier to understand

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where FireRate is your time between shots (like .2 or w/e)

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@near pine ^ that should solve your spam click issue

near pine
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ok i will try this now

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do i set the last fire time to anything

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beforehand

spare kernel
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shouldn't need too

near pine
spare kernel
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ah

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@ebon linden using a timer you can also do more fine tuning

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like adjusting firerate based on framerate to ensure weapon fires at the same rate even if frame rates drops/changes

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which you can'd do with delays and gates

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can't*

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i find gates and delays a nightmare, but i might be biased cause i use C++

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and we don't have them convenience nodes

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no

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but it's not hard to do

near pine
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so that didnt work

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BUT

near pine
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im confused how

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but it worked

spare kernel
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i never tested any of it

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so 🤷

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just from my head

near pine
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ok

spare kernel
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let me test it

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also ill show you how to adjust shots

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based on framerate changes

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maybe i can make a quick project with it in o_0

near pine
#

WAIY

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IT JUST WORKED

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@spare kernel

worldly cipher
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Anybody got any tutorials on tracers? Like to have a line (or anything else) appear on the path of a specific object?

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like whenever i search for it i get results for rtx or tracer from overwatch lol

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yeah

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do you know any good tutorials for that?

grim ore
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Look for bullet tracer……

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There’s like. Tons of them

worldly cipher
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Allright, thanks! I'll look into them.

spare kernel
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slack adjusting for auto fire weapons

near pine
#

ty

spare kernel
radiant sleet
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How do you make a new navigaiton mesh for ai?

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Any new meshes I add just add on to the previous mesh

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WIch messes up a lot of my character placment

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Any help is much appreciated

light thunder
#

@grim ore Is it not possible to re-parent a gamestate to a game instance - I needed a "master" blueprint that contained all game data but I didn't realize when I setup that gamestate didn't persist upon changing persistent levels - I don't necessarily need the function for now but one day I might and it doesn't seem like my current system is a "best practice"

exotic thicket
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you usually can't reparent into "complex" things that are totally different

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if you want to hold game state in the instance you'd need to put the variables and such there

radiant sleet
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When I build lighting

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does it build it for every level of my game

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cause if so thats poggers

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if not thats not poggers

merry rune
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Hi, I have a game source from 2004, DX9 and C++, is there any way to import that game on UE4 ? (Someone did that "its something runtime to communicate between the game and ue4 and render on ue4 without any models & textures etc") anyone know how to do that ? Thanks . 🙂

exotic thicket
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An arbitrary game completely unrelated to UE? Pretty unlikely

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It's possible to write custom code to load up that sorta stuff, sort of like say the Unity port of Daggerfall, or some other similar projects - but it's far from trivial

merry rune
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I don't know what or how he did, he doesn't want to give further information about that

exotic thicket
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Yeah I doubt that he just clicked a button "import my game" because that's just not a thing

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If the game was written in an earlier version of UE4, then it might be possible to import it mostly as-is, but something from 2004 that isn't even written in Unreal? Yeah that's not happening

merry rune
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is not on UE

exotic thicket
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Yeah, so if you wanted to "import" something like that, you'd have to start by reverse engineering how it works to begin with

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and write code to load up the data files etc. into formats that unreal actually supports and so on

regal narwhal
#

Hello!
Im stucked now for a while in importing a font. I want to create a distance field for it, but when i change the cache type to offline, the list do not show the imported font.

merry rune
#

in the right is the game on UE4, left original

exotic thicket
#

since it effectively looks like it's just rendering the same things in UE it seems like it could just be pushing the same rendering info into it via some way of copying it

merry rune
#

idk what is that "its something runtime to communicate between the game and ue4", possible a dll

exotic thicket
#

yeah could be the case, he's probably hooking into the game and using some custom rendering logic in UE to send the same rendering commands

merry rune
#

Thanks for the info, so is not easy xD

#

I will try to find out how he did that :))

native garden
#

Hi Good people, I am trying to complete a course on ue4 academy but I have this popping up in my twinstickshooter. Basically second death means crash. Can I fix it somehow? I am really not sure what it means

grim ore
#

if you click on the parts on the right, with the glass icon, it takes you to where the issue is. Something in there , the first one being the major issue, is trying to do something to the game mode but it doesnt exist. Im thinking you are doing this after loading the new level, or something like that

native garden
#

@grim ore

#

I had no errors until I threw in the death animation, for some reason it just started to pile on bugs

grim ore
#

ok so if thats where the error is, whats before that?

native garden
#

just a branch and event beginplay

grim ore
#

welp you are going to have to debug then. click on the Cast to TwinStickMode, press F9 on the keyboard (adds a red dot), and run it again

#

it will pause when it gets there. When it does you can mouse over the Return Value from the Get Game Mode and see what it says

blissful wharf
#

is there a way to make epic launcher stop launching when i run my c++ solution?

#

somehow booting up the editor seems to start the launcher too

near pine
#

yo

#

how would i get this type of unity movement in unreal engine

native garden
#

@grim ore gives a k2node error?

#

k2node dynamic cast?

grim ore
#

mouse over the return value from the Get Game Mode

#

the little blue roundy thingy

native garden
#

says current value = none

grim ore
#

yep then at that point in the game you have no valid game mode.

#

so are you reloading the level or doing something that destroys the level before this?

#

or its possible you are doing this before the game is loaded up

native garden
#

I destroy the actor (player) and all the enemies (pawns i think) and respawn the player

#

it happens after the player death

grim ore
#

this isnt a good place to do this then apparently. Its weird there is no game mode but I dont know exactly what you are doing or when but thats the issue right there

#

so you need to rework this code, or move it somewhere else so this doesnt happen.

native garden
#

is that roughly how it should look like?

grim ore
#

maybe? again its your code I dont know exactly how it all works you would have to step thru it all to see if the flow feels right. But we have identified the issue above and its causing the errors

native garden
#

thanks mathew, it certainly is better to know what's causing the issue! I owe you a pint 🙂

grim ore
#

i will admit that not having a valid game mode is something I have not seen before. I would have never expected it since the game mode should come up when the level opens but I dont know how you are restarting the player or the level (if your are) so its certainly weird

blissful wharf
#

can i input vector4's into a procedural mesh or does it have to be vector2d?

#

i dont know why it should be limited to vector2d

#

i actually need the texcoords to pass numbers into the shader

grim ore
#

well its limited to vector2d because that is the signature

#

and UV's are naturally X,Y so its a 2D so no reason to allow more

dawn gull
#

are there any open source, documented ray marching plugins/projects?

#

so i cant use my own math for shapes

cerulean geyser
#

anyone ever encountered the situation where u cant select bones inside the skeleton asset? i am g to change the retargeted base pose by i simply cant select any bones in this character(ue4_mannequin_skeleton_

full bobcat
#

Hii

glacial dawn
#

@cerulean geyser select the bones directly it's hard as you have to select almost the joint. Use the left menu, it's easier.

cerulean geyser
#

yeah

#

that works

#

but before it used to allow me to pick up bones from the window

#

not sure what changed

stiff verge
#

what's an easy way to count how many times an event was triggered?

cerulean geyser
stiff verge
#

ok i'll try to figure this out

sudden bramble
#

Hey guys, I'm having an issue where an actor isn't turning up in a rendered clip. It's driving me crazy.

cerulean geyser
#

its easy, from the event exec pin, SET variable" counter" gusing get variable+1a

sudden bramble
#

Would love if someone could give me a hand sorting it out

candid root
#

Anyone playing with the 4.26 water at all?? im having so much trouble getting fluid sim/foam working its driving me insane

trim bough
#

I was wondering again today how it can happen that blueprints are randomly corrupted, does someone know why?

stiff verge
#

I found how to make the if statement I want using Branch and a bool.. could there be a better way?

#

to check for an int val

cerulean geyser
stiff verge
#

thanks

cerulean geyser
#

branch is the most used one

stiff verge
#

blueprint reminds me of max msp

plush yew
#

Who likes sword art online the anime

#

Imma make a game based on it

#

In looking for help if anyone would like to dm me

grim ore
#

please read the #rules @plush yew , there are channels for that

plush yew
#

Ohh sos

cinder iron
#

Hello, I'd like to find a way to tell my designers that certain curve asset values should go from 0 to 1 in the Y axis as it represents a rate. Any ideas on how I could represent this without the need of explicit documentation?

idle stump
#

Where is the ARPG source? I thought it was on GitHub but I can't find it.

velvet magnet
#

@grim ore are you epic games staff? Sorry was just looking at your Twitter

grim ore
#

I am not staff, I do contract work for them.

hidden sparrow
#

Hey, how do I make my first person character look at something when I press a button? Or how do I make my character look in a specific direction?

grim ore
#

@idle stump Action RPG is on the learn tab on the epic games store

idle stump
grim ore
#

no, its a project and not included with the engine

dusky slate
#

I have a question, i am using Root motion for my movement, but when i Jump my Jump animation plays on the spot, because it only has the root motion upwards and not forward, how can i tell the engine to maintain the speed of the Player while jumping?

subtle hedge
#

@dusky slate Could you add a variable for the distance or speed and match it with your walk or run integers?? Im sorry im very new too.

I had a question about movement myself. When i use my mouse to change the pitch of the camera my 3rd person character rotates on the x axis like a foozball player. Any quick fix?

grim ore
#

you need to adjust the use controller rotation axis properties on your Character

subtle hedge
#

Ive tried muliple combos with those and it either cant look up at all or when i do i do backflips lol

grim ore
#

well those are the options that are causing it to rotate when you move the mouse, depending on your other settings it can cause other issues.

#

if you just want a generic third person character, look at the third person template

#

otherwise we would have to know what the other issues are to even guess

#

the Character movement has properties for rotation

subtle hedge
#

It does it for my 3rd person too. And its the parent of my other characters doesnt that mean its template is tansfered to the others?

grim ore
#

and so does the camera

#

as does any spring arms

subtle hedge
#

Hmm ok i will fiddle with those setting for a bit then thank you!

grim ore
#

all of them combine to determine what happens, and it also depends on if you are using the pawn movement or just rotating stuff by hand

subtle hedge
#

Im just trying to set up a generic 3rd person cam for now

grim ore
#

have you tried looking at how the template third person is set up?

#

also all of those screenshots are from the default third person for reference

subtle hedge
#

I think i broke him lol can i drag in a brand new third person and BP for it?

grim ore
#

if you didnt adjust the default blueprint sure

subtle hedge
#

I believe i may have

grim ore
#

well that is movement with the keyboard, nothing to do with mouse

subtle hedge
#

whoops sorry.

#

yeah dont think i changed it

grim ore
#

well the movement was changed, but it should be fine. that is also fine for the mouse look.

#

but again the settings on those other 4 parts determine what happens when you add input

finite lark
#

good evening guys. Im having an issue with the aimoffset.
The animations are created but once we drag them to the grid the mesh disappear

subtle hedge
#

Thank you for you help @grim ore ill report back sporadically.

outer abyss
#

Is the dynamic resolution enable by default in Unreal Engine?

finite lark
#

No @outer abyss

subtle hedge
finite lark
#

Additive Anim Type = Mesh Space
Base Pose Type = Selected animation ( frame 0,3)

#

then when i drag the idle animation.. poof

#

the format seems correct as it let me import it like any other blend space

#

but the whole mesh disappear

#

instead it should be like this

frosty gyro
#

Any way to start a certain level when you press play, instead of current level?

stiff verge
#

I've got this: blockTimestamp": "2020-08-15T02:06:03Z"
how can I parse the date? maybe use a replace for the T and Z?

azure bough
#

I just installed unreal engine, created an empty c++ game project, clicked on build and it hangs on Starting up Swarm Connection...(100%). What is wrong?

cerulean geyser
frosty gyro
proper stump
#

Hey, im rotating an actor using AddActorWorldRotation, the actor is rotated by it's forward vector is still poiting the previous direction,
Im not rotating the mesh, but the actor itself

echo star
#

Heya all, has anyone ever encountered this error when connecting to a multi user editing session? We're connected via VPN, we've found the session but when trying to connect get this error. Any helps appreciated

stiff verge
#

@grim ore I didn't realize it's you who made all those videos for each blueprint functions.. well done! this is so precious

inland lion
#

Hey there!

Not sure if this is the right channel to ask, but I'm having some issues with Unreal Engine 4 on my pc.
Whenever I select something in the viewport I will see yellow dots everywhere, when something is not selected, I won't see those.

I am using pretty outdated hardware, but it still seems to run fine outside of this issue.
I'm using an Intel Core i3-4005 1.7GHz laptop running on Win10 with 4gb of memory.

Thank you in advance!

#

I've read somewhere that I have to add the .exe into somekind of a Global Graphics file, but I can't seem to find that on Intel.

fierce tulip
#

that is odd. i'd wait until the shaders are compiled and see if it still happens.

inland lion
#

That's actually an older image, I've reset my pc recently and redownloaded unreal, and this is still the case, and the "Compiling Shaders" doesn't show up.
I'll start Unreal to show you.

#

(It may take a few moments 😅 )

gaunt abyss
#

Hard to tell what it is but looks like a possible graphics driver issue, try updating the drivers

inland lion
#

Ah, alright, where can I do that? I don't think I have actually ever updated them.

fierce tulip
#

thats a hard one to answer.
find out what gpu you have, google for drivers.
find out what kind of motherboard you have, then google for new drivers.
also update windows while you are at it.

inland lion
#

Alright, thanks for the help!
Also, this is what it looks like now:

#

There's no "Compiling Shaders"

storm terrace
#

any way I can convert that to a png?

azure bough
#

when I open the project settings in visual studio of the dll solution unreal created and try to add paths to the include directories list, it afterwards still complains about not finding the files. It seems like it's not the normal vs build system that is used. Do I have to specify the include paths somewhere else? maybe in some scripts somewhere?

storm terrace
#

anybody know how to export a sprite?

boreal plinth
#

Does anyone know how to make mips look nicer on the Quest 2, forward rendered? They keep blurring/losing detail at a distance on FromTextureGroup, and still don't show up full res. No mip maps is even worse in that regard.

cerulean geyser
#

is there anything similar to collision objects(box etc) from bp's but using an external object?(like box trigger for instance) idont see an option to generate overlaps using these type of assets(basically im looking to find a way to make shared volumes among AI so they dont leave that area)

mortal cedar
#

I would kill for a spell checker on blueprint strings

toxic scroll
#

Why doesn't this SkeletalMeshComponent doesn't have Location and Rotation in its transform?

#

But this one does?

cosmic veldt
#

hey did anyone done a day night cycle with the new skyathmosphere system? Day looks good but everything goes pitch black at night. How can I add moonlight and the planets shadow to moon to create moon phases?

cosmic veldt
#

found how to add a moon light but still no idea about moon phases

subtle hedge
#

So i just implemented switching between 1st and 3rd person but its setting perspective to 1st by default, how do i switch that preference?

#

Wait nevermind i think i can just switch the wires on the flipflop.

#

Ah didnt work. Any ideas?

plush yew
#

has anyone experienced massive FPS drops when entering simulate/play/ or full screen "immersive" mode in unreal engine? My friend is having some pretty significant performance issues with very standard levels of textures and geometry on a fairly powerful rig

dreamy prairie
plush yew
#

No transition maybe?

#

State machine error

#

Could be many things

dreamy prairie
#

I just dont know how to get it back to my character animations. My character freezes after the second jump

plush yew
#

Maybe link jump to a different state machine and add a transition between the two o.o

#

even bigger issue, anyone know how to open an autosave from unreal engine? just lost a landscape and need the old file back

#

*project file

subtle hedge
#

With the name you saved it as

plush yew
#

but from a previous save? I lost a landscape and undoing didnt undo it

subtle hedge
#

Yeah, when ive let a level autosave its still shown up unless youre currently in it. In which case im not too sure

grave shadow
#

where should I start as a beginner to learn unreal?

subtle hedge
#

Also, probably not advice you want but its always a good idea to redo work, maybe your subconscious vision has changed and itll come out better than you thought it was before :)

plush yew
#

yeah but in this case i told a guy to delete his landscape and he lost an hour of work

#

so im sitting here like an idiot trying to figure out how to load his autosave, if its tehere

#

@subtle hedge so to open the level from this save, how would i do it? from the epic launcher library or some other means

#

hey guys

#

this chat is kinda quiet

subtle hedge
plush yew
#

@subtle hedge noted this for later, appreciate the help, it will come in handy

subtle hedge
#

Anyone know how i can limit the movement on 1st person perspective? It turns around and looks into my characters head and i would like for it to be cut off at the shoulders if that makes sense?

robust marten
#

You’re telling me that if I move my player to a new level, such as entering a building, I have to set the game to save EVERY SINGLE VARIABLE in my game to save when I transfer?!?

patent vortex
#

I might have a potential solution to that problem and Id like to get a confirmation on if this is the right approach to take.

True 3rd person cameras generally mean you have a full body character mesh like the 3rd person template. But you lose out on a lot of fine tuned animations and sometimes encounter clipping issues as @subtle hedge mentioned.

The solution I was going to take is have a combination of the two, when in first person mode you see just the feet and arms, the rest of the body is invisible to the controller. For multiplayer youd have the other clients reverse the invisible meshes and only render the full body and consequent animations while ignoring the arm/feet animations, etc. Is this the proper approach?

patent vortex
robust marten
#

What is this about a game instance?

subtle hedge
#

thats if youre referring to an error message you received in the blueprints compiler?

patent vortex
#

With regards to each level change yes, if you use level streaming you wont need to do it each time you instance a new level into the stream. However if you actually load in a completely new level it will wipe out all old variables and reinitialize the default values.

winter zenith
#

How would I attach a component to a procedural foliage volume?

subtle hedge
#

how can I convert these animations to be compatible with the anim montage?

#

disregard, found the drop menu.

subtle hedge
#

so i think i have this all set up correctly but the input isnt firing the animations.

#

anything wrong with this?

toxic scroll
#

Hey guys. How can I debug a bug like this? Every time I press "S"/Backwards, both positive and negative angles are being handled for some reason

#

I'm using AddMovementInput(GetActorForwardVector() * Value); to move forward/backwards

#

Found. It was this

dreamy prairie
#

I was wandering if someone could help me make a shadow clone sign animation

hoary silo
#

is it possible to remove a skeletal mesh from the z-buffer and render it on top of everything?

remote blaze
#

Why is it keep crashing ? I can't even open the project. ( never started any project before )

wheat inlet
#

I made a minimap and it works great for single player but when i try multiplayer the minimap only shows the perspective of one of players loaded into the level on both maps. Can anyone give me some tips or point me in the direction.

subtle hedge
#

How do i set my animations to play in place?

#

Im importing from Mixamo if that makes a difference.

#

also im not sure how to fix this error, if anyone knows a fix i would be greatly appreciative.

remote blaze
#

How do I prevent from crash report TvT pls help TvT

tardy basin
#
#

I guess this explains why you've been so helpful

glacial dawn
#

@subtle hedge the white line it's the execution process, your trying to link it to a function that expects an AnimBP. You'll have to recover the animBP of the pawn and link to that node. it returns a value that you'll have to store or do it whatever.

drowsy snow
drowsy snow
#

When they said that UE4's MetaHuman "been tested on a wide range of hardware platforms, from feature film, to mobile," they weren't kidding.
I managed to get MetaHuman sample project running with measly Intel HD iGPU (even though it's in Low settings, except the TAA), and it's in 30 FPS.

finite lark
#

hei guys i've seen alot of tutorials but im having troubles with the aimoffset

#

basically when I import the animation to the grid the whole mesh disappear

#

and I don't know why. Litterally doing everything that others do but my mesh disappear

#

( im using Ybot from mixamo )

#

However if i make a BlendSpace the animations works properely

finite chasm
#

Are timers frame rate independent or are they dependent?

subtle hedge
stiff parcel
#

Hello there

near aspen
#

Anyone here who can give me some kind of example on what to put into the player controller instead of the player pawn blueprint?

#

So far the most I've used the controller for is passing inputs into variables harold

rigid belfry
#

is there a way to quickly zip project files and upload them somewhere for others to download?

stark cedar
#

ulanov1707 — Сегодня, в 13:40
Hey there is there a way to spawn landscape dynamically through level blueprints ?

rigid belfry
#

wasnt there a way to add custom flairs and colors to folders in the content browser?

exotic thicket
#

Right click the folder -> set color?

rigid belfry
#

yeah

#

totally missed it

split trench
#

hello, I'm new here and I'm still a beginner to unreal,
I came here to learn more about the engine and the community
rn im trying to restore an old ue4 project i made 2 years ago which crashes and all the backups are gone,
even the uassets alone crashes and I would like to know where i can find help

crimson panther
#

I created a universal camera that has a lot of controls on it
But it can be tedious tweaking everything and then having to restart later
I want to make a button or function that "Save Camera Settings" as a preset
Then be able to load your saved presets later
Does anyone know how you go about solving this? I need some ideas haha

exotic thicket
#

A data asset would be a fairly simple way to do that I guess

plush yew
#

is ue4 better than unity when it comes to creating mobile games? idk if this is the right place to ask in but i really need to know

#

Pick what you enjoy + are good at, if you are good enough to make a successful mobile game you shouldn't find either engine much harder than the other.

thin tendon
#

@plush yew Its not really a one is better then the other. Its a case of what your specific project needs. Which features support you best. And where your skills are. If you really need to know. Then use what you are comfortable with using a new engine will come with a learning curve adding to development time.

plush yew
#

alright. thanks guys

versed lion
#

Hey guys does anyone now why the ai perception sight not showing?

plush yew
#

no, because you gave us no further details.

#

was it showing before you changed something?

#

sometimes it's hard to see if the angle is big and the sight range is high.

versed lion
#

Angle is at 300 no radius showing, i will provide some screenshots

plush yew
#

I think it's up to 180 only though may be wrong. I can't open engine at the moment to check.

#

Yes screenshots

versed lion
plush yew
#

Where is your actor

versed lion
#

this is the AI controller

#

which holds the ai perception

thin tendon
#

Are you using the companion component to this? That allows an actor to be a stimulus for it.

plush yew
#

Pretty sure you need that in a pawn blueprint not the controller, but was thinking more of pawn sensing specifically, so maybe someone else is better informed.

versed lion
#

@thin tendon the player has the stimulus thing

thin tendon
#

Anyone know why in 4.26 suddenly save and loading works inside unreal but not packaged and in steam?

#

I literally haven't changed a thing but since moving to 4.26 its an issue

tiny jasper
#

its so silent in voicechat

plush yew
#

Hello, I have a question:

I started out with a blank project, added some procedural nature.
Now i want to add a FirstPersonCharacter, i found the BP for it from the FPS Starting kit. But how do i tell the level BP to use that as the main character?
When I press play now, i am still in "floating mode"

sullen drift
#

i think on level options or something? sorrry im dumb

#

all i remember that to set the character on project settings or level settings

plush yew
#

yeah same, i just forgot and all the tutorials are about making it from scratch but i know there is a faster way

unique kraken
#

anyone has some good info about a ctrl rig dynamic tail?

rigid belfry
rigid belfry
plush yew
#

Nice, thanks, that jsut helped me understand how to remove the gun from the Chars hands as well

#

I mean Pawn

rigid belfry
#

no, you were right. the FPS Pawn is actually of type Character. if you're curious to see what the differences between a Character and a Pawn are, check the documentation

covert hedge
rigid belfry
covert hedge
#

lemme check

rigid belfry
#

do you remember whats in the map?

covert hedge
#

there's one 32 KB give or take

#

yes, mostly static models/meshes

#

some lightning

rigid belfry
#

how hard would it be to recreate the level?

covert hedge
#

not hard LULW

rigid belfry
covert hedge
#

hopefully i separated all the components i was planning to piece up together in several maps or even projects

#

what would be a correct size for a builddata asset

rigid belfry
covert hedge
#

well, i can try to delete it, they are generated on the fly if needs be right?

rigid belfry
#

yes

covert hedge
#

can i force build without opening the level, so it doesn't get done while i'm loading it? FeelsThinkingMan

rigid belfry
#

the builtdata is used to store lighting information in your level

covert hedge
#

maybe the fact that i had escape from tarkov opened while trying to load the level fucked up the loading process LULW but that would be weird

#

oh well, guess i just have to re-do it from scratch, thanks anyway 🙂

thin tendon
#

To answer my own question from before in case anyone reads it and responds. It wasn't an issue with 4.26 but a naming issue that was preventing loading of save files

jagged halo
#

is SimpleMoveToLocation meant to work when networked?

#

in fact is pathfinding at all supposed to work on clients? FindPathToLocationSync seems to return None

velvet magnet
#

Maybe because it’s networked you’d need the nav mesh component to be replicated somehow?

velvet magnet
eternal star
#

Hey, this is gonna be a weird issue, but whenever I don't have a video running on my second monitor, the editor drops to ~20fps

#

the minute I play a video, it shoots back up to 120fps

#

anyone have any experience with this?

rancid bramble
#

Can I change the sound class for multiple files at once?

#

nvm, forgot about the generic asset editor. Select all files, right click, Edit file(s), if anyone finds this

lucid grove
#

Heya, does number of LODs impact perfomance?

#

For example 3 vs 10

rancid bramble
#

@lucid grove No, I think using LODs for heavy scenery and the sort just boosts performance. So whatever the cost it's nothing compared to the gained performance. So, of course it impacts performance to use more, but it's nothing to worry about because the gains are so huge.

lucid grove
#

Thats the thing, im using LODs, the thing is more about make it more smooth transiting without fps impact

#

I can make 10 LODs for trees for example to make its transition more smooth

#

But on 4.26 performance is really pain in the ass so any ms counts

rancid bramble
#

Oh, I see. It's a very complex topic. How to use LODs. Usually to avoid the sudden LOD change it's good to switch only when the actor is so far away the difference can't be noticed. But of course it decreases performance. I think the issue there is that using the 10 LODs is just about making it smooth and doesn't really boost performance so much. Because I assume the changes between 2 LODs is minimal.

#

It's very hard to judge. And like I said it's a complex topic. But if I were you I would use extreme LODs and try to cover up the transition rather than use many LODs. Because the gained performance there doesn't come from using fewer LODs, but having a more extreme change in polygon count.

stiff verge
#

oh I think I figured something out.. for proper reflection off an object.. this object needs a proper uv map, right?

thin tendon
#

@lucid grove I use about 8 LODs per item and this works fine. There are a ton of things to know. But a tip to help your performance. Mid range to close range you want your lods to transition smoothly. For your mid to long range. Where the transitions are less notice-able, this is where you want to do the most decimation and reduction of polys / tris. You can boost your performance by alot focusing on high reduction at longer distances.

lucid grove
thin tendon
#

Yeah the best set up I have seen is using a single face with an image billboarder. Also another thing to remember is you can reduce material quality as well with LODs. So create instances without gloss metallic etc at longer distances

lucid grove
#

Damn, i forget about that. Will do that immediately. Thank you!

#

I had constantly 120 fps on this scene on 4.25

potent bridge
#

Anyone aware about what might be up with this? It says there was an infinite loop detected.

lucid grove
potent bridge
#

nevermind, yeah idk why its broken

lucid grove
#

On 4.26 i lost almost 30 🙂

#

We had discussion some time ago about that mostly leaded to nowhere ha

thin tendon
#

@potent bridge What am I looking at? It looks like your trying to create a delay before reviving.

potent bridge
#

indeed

#

for about 15 seconds.

thin tendon
#

Why not go the easy way and use an event by timer

potent bridge
#

But its got a UI bar so I need that variable

thin tendon
#

You need the rebirth value so your UI timer counts down?

potent bridge
#

indeed.

#

Think I've got an idea to fix this

thin tendon
#

Give me a sec to open Unreal and I will quick do something easier for you

potent bridge
#

aight, appreciate it

stiff verge
#

anyone got experience with Unreal for android running on one of those dedicated android tv box? like the one nvidia makes

potent bridge
#

for the concept of the game, when the player dies they enter a purgatory state for 15 seconds, if they get hit by the reaper during that time (the most relentless AI in the game.), then its game over. It only appears during that time.

thin tendon
#

@potent bridge Try this mate

potent bridge
#

Ohh. good call.

#

Saves me from having to use an event tick.

thin tendon
#

yeah I hate using ticks

#

Doing it this way its only every 10th of a second

native garden
#

hey, has anybody had problems with paragon character dragging their feet once they start jogging animation?

potent bridge
#

@thin tendon A proper programmer eh? Efficiency is important to me, and I hate having to use event tick.

thin tendon
#

I have been programming for a fair while. And yeah you want to save resources every chance you get. It really makes a difference at the end of a massive project.

potent bridge
#

This ones not particularly big. However, for the sake of me going into industry and the grade I get for this course. I've gotta.

#

Being on a games development course is awesome.

rigid belfry
#

you know you can do events/functions by timers right?

thin tendon
#

A good tip. Is every time you go to write a chunk of code make the first statement some kind of if or gated statement. So the pc can skip over if it needs to.

rigid belfry
#

that way you can clear, validate, pause, unpause the timer

potent bridge
#

@rigid belfry Yeah I do know. Thing is I wanted a smooth UI bar alongside it.

lucid grove
#

In 4.24 we had atmospheric fog, from 4.25 with skyatmosphere it should be implemented other way. i just need to bring atmospheric fog closer

thin tendon
#

This does work better I just couldn't remember if the value for time is exposed

rigid belfry
potent bridge
#

So I thought, hit two birds with one stone and just use a variable to do it.

sleek geyser
#

Do you know how to remove the white / yellow reflection from the metal material on this in the middle?

potent bridge
#

Yes Righy, timer representation.

sleek geyser
#

I just want red to emit from it

#

It's a point light

potent bridge
#

@sleek geyser Is it not an emissive texture?

#

Use that instead, emissive material.

rigid belfry
potent bridge
#

Do they return a value that can be used in widget blueprints?

rigid belfry
#

they return a float...

potent bridge
#

Thats awesome.

#

Okay, thats changed my outlook on this project quite a lot. I both love and hate you for that, since I need to do more written work now xD.

#

Documenting this project is a PAIN.

plush yew
#

im busy learning piano until ue5 arrives

potent bridge
#

Thanks @rigid belfry 🙂

plush yew
#

pls notify me thank you

toxic scroll
#

Is there a "Compile and play" option?

rigid belfry
potent bridge
#

I wonder when thats planned to come out?

#

I heard its announcement, but not heard any details since.

plush yew
#

Will it be downward compatible

native garden
#

hey, my character stops running and slide on one leg for some reason. Is there something that can fix it?

rigid belfry
dim merlin
#

Hi, anyone has some advise on how to optimize performance for Unreal engine on a widescreen?

echo star
#

Hey everyone, I'm currently having an odd issue when spawning a player into editor. We have a building that when we spawn inside of it, the camera spawns stuck in the floor here. Any helps appreciated

plush yew
#

maybe the spawn is too low inside geometry, i had that once

echo star
#

tried moving it up here and still happening 😦

#

ahh, that bad size sign is only showing up inside of the building... Not a clue what to do about that

plush yew
#

What kind of character controller are you useing?

#

I had kind of same problem today, but got this as resource

echo star
#

We're using a custom controller, works fine on all our other levels. But i've just gone onto the roof and I have a feeling that the collision mesh is the issue and this has just read as a big solid room

plush yew
#

I used 1stp person controller and disabled the gun and hand mesh in visisability options

echo star
#

It's all good! Talking it out with you has helped me figure the issue out so you've been a big help 😄

plush yew
#

haha ok cool

rigid belfry
dire remnant
#

Is there a downside to separating complex meshes into multiple objects to unwrap them better in terms of performance?

marsh knoll
#

oh boy ill spend like next 10h learning unreal engine today lmfao

echo star
radiant sleet
#

I was wondering if anyone knew why when I import my animations as an fbx from blender

#

They dont show my character

#

Just empty animations

#

Any help is much appreciated

coarse shale
#

how can i resize the box colision? im new with UE

radiant sleet
#

The top right

#

Theres a move rotate and scale

coarse shale
#

ah

#

thanks @radiant sleet

radiant sleet
#

@coarse shale r and w

#

r for scale w for move

#

its the top right of the viewport

marsh knoll
#

also wondering if thats a vm/kvm since i see arch linux logo in ur avatar

finite chasm
#

Are timers frame rate independent because I get the same results as if I were using tick?

exotic thicket
#

Timers run at the specified intervals regardless of framerate, yes (with the possible exception of if your timer is much faster than the actual framerate)

rigid belfry
#

yeah i am pretty sure that timers try to always be relative to the game's time. i dont know the details thought

marsh knoll
finite chasm
#

I’m using timers for my weapon kick. At high frame rates the kick is fine and configured the way I like it. Then at lower FPS the kick is crazy.

marsh knoll
#

explains quite a bit of things

finite chasm
#

I’d have to show you but I’m at work.

#

It’s an awesome system

rigid belfry
marsh knoll
#

ah, you may need to use cpp to change that idk

finite chasm
#

Just sucks I can’t execute it the way I’d like cause of this damn FPS issue.

rigid belfry
finite chasm
#

Yes

#

I just want the damn thing to be constant no matter the FPS but I cannot do it

marsh knoll
coarse shale
marsh knoll
#

used to use it aswell

coarse shale
marsh knoll
#

not my pc, spilled that one, planning to build one tho all rtx cards be sold out. tho will use arch and kvm probs when i eventually build it

rigid belfry
marsh knoll
#

so gotta use win

coarse shale
#

(y)

finite chasm
#

No not the camera

rigid belfry
#

or you want the recoil to have the same pattern?

finite chasm
#

Adding random offsets to the players arms

marsh knoll
#

lol

#

seems awful

#

just random recoil every time

#

oh well i guess depends on the game too

rigid belfry
# finite chasm Adding random offsets to the players arms

lets assume you start with the fps template, first thing first remove the projectile logic. after that, in the HUD class remove the offset they initially put. now for the fire logic, get the center of the camera, find your forward vector and multiply it by a float value which indicates the distance

#

after every shot, you could do a add controller pitch/yaw input and feed both of them random floats in range between -1 and 1(thinker with it) to offset the player camera

#

i think if you only feed it negative values for the pitch, it should always go up.

#

i guess you could change some logic to make this work fully automatic. a quick way bould be on fire pressed->shooting true; released->shooting false. and just run a tick to check if shooting&ammo.
yes, tick is bad, but you're gating it with 2 booleans. its not like you're gonna break the game with that

vivid stratus
#

Is there a way to set "Use Complex Collision as Simple" project wide?
I searched in the Project Settings and found nothign

#

so editing the "Project Default"

finite chasm
#

@rigid belfry I’m not sure why you were explaining that to me? I have a pretty decent background in UE4?

#

Thank you though

grim ore
#

@vivid stratus look under project settings -> physics -> default shape complexity

vivid stratus
#

ty PB_love

#

Is there a shortcut to increase and decrease the brush of a brush may it be sculpting or foliage painting? thonkhappy

latent sonnet
#

Does anyone know why I can't access migrated content in my project? It shows up in the folder in finder but not in the project.

vernal thicket
#

@latent sonnet Did you migrate from an earlier engine version than the one your project is on?

latent sonnet
vernal thicket
#

Welp I meant the other way around, if you migrate from i,e 4.26 to 4.24 you might get issues

#

Other than that try to restart the editor

fierce tulip
#

you need to migrate to the "content" folder of your other project, no other folder.
you cannot migrate to an older ue4 version.
you have to make sure you fixed up your redirectors.

#

thats basically it

vernal thicket
#

I didn't think you could migrate to a folder that wasn't a Content folder?

latent sonnet
latent sonnet
vernal thicket
#

What version of the engine is the project you migrated from, and what engine version is the project you're migrating to on?

latent sonnet
#

How do I fix redirectors?

vernal thicket
#

Right click the folder

vernal thicket
#

Try the fix redirectors, right click the folder that has the migrated assets

#

Failing all that you could always 'export' and 'import'

latent sonnet
#

It's still not working after fixing redirectors. Will try exporting now.

grim ore
#

your going to need to give more info on the problem

ebon garnet
#

hello guys, when I start walking with my character, it will go down immediately till his knees, when I stop walking he will come back from the floor, any thought on were to look?

grim ore
#

your root point on your walk animation is not the same as the root point on your idle?

ebon garnet
#

let me check it out!!

rigid belfry
#

i have no idea what you're trying to do

ebon garnet
#

root is of, can I change it without going into blender?

wary flicker
#

Hi guys, I am new here, beginner. Still geting ue4 crash, is someone know why?

heavy thistle
#

hi there.. anyone having problems acessing the CMD of UE4? mine just dont pop up..i tried to change the key on the settings but nothing work

turbid minnow
#

Or graphics card support - which graphics card do you have?

wary flicker
#

gtx 1080, fresh ue and driver install

turbid minnow
#

Then it is probably not that 🙂

rigid belfry
#

on end overlap? nothing probably

#

you can still get the actor that triggered the end overlap from the other actor output probably

grim ore
#

@plush yew that should work then if your class filter is good. Debug it and see what your output is.

#

@ebon garnet you can change it if you have the original animation, you can reimport it and change it

ebon garnet
#

@grim ore thanks man

grim ore
#

@plush yew your gonna need way more info to get us to help you. So you have 10 items in the overlap and when one leaves that code shows the same 10?

#

What does your overlap area look like? are you sure the balls are not in it? if you delay and try a second later does it still show 2 balls ?

#

which of those 2 balls are the oter and oter 1

#

its possible when the end overlap fires its when the item is still in there and a frame later will be gone, you need to test that

#

ok so then more info. where is this overlap box?

#

are you sure its not overlapping it. You can shift-F1 while playing to get the mouse, then unposess/eject to get mouse control and look at the game while its running

#

make sure this Box1 is not overlapping

rigid belfry
#

better yet, in the collison box, inside the properties set the "hidden in game" to false

#

can you tell us what you want your code to do?

#

nothing is bugged, your logic is flawed. what do you want to accomplish?

#

yeah, no. the code. remember that programming is to be taken literally. you cant tell a machine "hey, unreal engine 4, make me a sandwich". you'd have to specify what brand, what bread, how many slices, which goes on top, bottom and so on

#

you need to structure your code to work logically

safe field
grim ore
#

@plush yew so Epic making Fortnite the game does not help make the engine better?

potent burrow
#

just downloaded UE today and I am starting to learn. Should I learn using the visual system or code based system ?

grim ore
#

yes, both, either one, neither, use C#, go nuts and reprogram it in Haskell

potent burrow
grim ore
#

serious about all of it, your question is loaded

#

@plush yew sounds like your just moving the mesh then and not the actual actor

#

if you dont know Unreal Engine, then learn how the engine works from the top down and use Blueprints to start with so you can understand how the engine works. One you are comfortable with the engine you can code it anyway you want.

potent burrow
grim ore
#

@potent burrow if you dont know the engine yet, dont worry about that question

#

once you learn the engine you will get that answer

potent burrow
grim ore
#

if you dont know Unreal Engine, then learn how the engine works from the top down and use Blueprints to start with so you can understand how the engine works. One you are comfortable with the engine you can code it anyway you want.

#

telling you to use BP, or C++, or Skookum, or C# is a loaded answer. All of them work and none are the best, you fit the coding to your project but trying to force yourself to one of them when you dont understand how the engine works is a bad path

#

nothing stopping you from coding your own solution

frozen pond
#

how i can set data table row as variable to select ?

upbeat tendon
#

The grass is always greener and if I coded it all the world would be a better place

#

Just give me 200 years

#

And maybe I will give you an alpha version

grim ore
#

you might need more info on that? Im sure there is a way to do what you want.

#

components are parts of actors and they should follow automatically, but thats not what you asked

#

you might not want to move the component

#

thats the issue

#

you should be moving the actor

upbeat tendon
#

I am just hoping ue 4.26.2 will have tiled landscape with material set will work

grim ore
#

have you looked at the rolling ball template?

#

they are yes, but that component is the root of the actor so its moving the entire actor

#

is yours set up the same way, if so it should be moving the same way

vivid stratus
#

so.... why don't I have any Target Layers? thonk_hmm

frozen pond
vivid stratus
#

in the creation?

dusky slate
#

Can you change the Rate Scale of an Animation with a Curve inside the Animation? so the Animation starts slow, and gets faster

frozen pond
dusky slate
vivid stratus
frozen pond
vivid stratus
#

latest version of ue4

dusky slate
#

bruh, you are right FacePalm

rigid belfry
#

i think you create the layers in the material graph? i am not too experience in materials

frozen pond
vivid stratus
#

so I'm wondering if my material or my landscape is wrong thonk_hmm

frozen pond
#

its there

#

RMB on layers -> create

vivid stratus
#

let me start anew

this part is correct, right? thonk_hmm

grim ore
#

open the material, do you have any layers?

frozen pond
#

wait you want use paint layers or landscape layers?

vivid stratus
#

I'm right now creating one anew to set up everything correctly thonk_hmm

grim ore
#

they were in the paint layers tab so I assume painting

frozen pond
vivid stratus
#

yes

frozen pond
#

so you are in wrong tab

vivid stratus
ember star
#

How do I make sure an RPC has finished replicating its changes before I signal clients to check for them

frozen pond
grim ore
#

yes you need layers in your material

#

if they want to paint they are in the paint tab lol

frozen pond
#

ah sorry

#

didnt see

vivid stratus
#

paint tab

#

sorry, maybe now it's more visible xD

frozen pond
#

your material don't have layers

#

so unreal apply it as it is

vivid stratus
#

ok... so I need to edit that part then pepe_hands

I thought it was automatic... I took it from megascan thonk_hmm

vivid stratus
#

now I wonder... do the surfaces from Megascan get considered as materials? thonk_hmm
cause they get registered as "Material Istances" thonk_hmm

frozen pond
#

yes lol

grim ore
#

if its on something in the engine, its a material

frozen pond
#

material instance is like dad and son, son owns genes from dad, in this case material is dad and instance is son

vivid stratus
#

understandable thonkhappy
I was missing the AO map from Megascan though thonk_hmm

Time to read :3
thank you guys PB_love

ember star
#

I have an RPC updating a variable, then calling an update function on all controllers, but the variable hasn't replicated the the client yet. Anyone know what im doing wrong?

plush yew
#

Hi guys,

Can you guys help me with this super annoying problem ?
I can only damage do damage local, when i enable the dedicated server it wont damage the actors anymore. when you hit it, you'll see 0 damage

#

I saw some other videos that you must create custom event with enabled for the server. but how can i create that if i created anim notify state

rigid belfry
#

you're casting on tick?

plush yew
#

Yea, look left corner

rigid belfry
plush yew
grim ore
#

dealing damage in a single player game is different than a multiplayer game

plush yew
#

I used this video,

#

I already notice that

grim ore
#

you might want to look up multiplayer code

#

the little server icon with a lightning bolt on apply damage means it only runs on the server.

#

so this code has to be ran on the server, then it will apply damage to the server copy of this object.

#

then its up to you on how that damage is relayed to the clients

#

you probably would use a replicated variable so the server can handle it for you

plush yew
#

already changed the variables to replicated, Do you have a guide/video where i can learn this kinda stuff ?

orchid seal
#

Anyone on any ideea what happened to the shoulder?

grim ore
#

the docs, plus youtube, plus like some of the stuff in the engine. Im sure there is other stuff

orchid seal
#

It was fine a few moments ago and didn't work on the skeleton or anything else

inland orchid
#

how do yall remove tiling effect in maps

grim ore
#

look at macro texturing

inland orchid
#

is there a way to make it so that you can randomize the rotation of a tile?

#

I believe that might make it less tiled

#

na nvm that macro variation thing works pretty well

#

thx

rigid belfry
#

how expensive it is to trace a line every .1 seconds?

grim ore
#

non existent

#

traces are designed to be light weight and you can run quite a few on tick

rigid belfry
#

say i want to create an interactable interface, i cast a line each 10 frames or so, and if i hit something i call an interface function

#

i was considering having my interactables to have large boxes, and on overlap with the player controller i fire off the linetrace function

#

but would going through the hassle be worth it?

grim ore
#

either one would be fine, if you do the box version you can have a popup on the item easily is one advantage I can see.

#

but if you are just talking the difference between a trace every frame and not then dont worry about it

rigid belfry
#

its not like i am going to have large levels anyway, so there will most likely always be interactables in the way

chilly schooner
#

anyone here have experience with importing rigged models from blender to unreal?

rigid belfry
#

there are many tutorials on yt

chilly schooner
vivid stratus
#

Regarding the paint layef

Let's say I want to use 100 different materials on the landscape

This mean I will have to edit the Landscape Blend Layer in all 100 the materials
Right? 🤔

grim ore
#

yep and your performance would probably suffer with that many materials

vocal flume
#

I'm trying to watch some variables in my shipping build. Unfortunately print doesnt work in shipping build

#

im trying to use logcat but not seeing any print nodes

grim ore
#

yep print is developer only, it says it on the node

vocal flume
#

is there a way to watch varaiables in shipping build

vivid stratus
grim ore
#

put it on the screen somehow, such as UMG

vocal flume
#

ok.. i'll try that

raw forum
#

Hello everyone. Tell me which is better for collaborative development GitHub or Perforce?

grim ore
#

neither, both have differences. perforce is generally seen as "better" for larger projects due to it's binary support

raw forum
sly coyote
#

im getting a weird crash that seems almost impossible to debug with UE4Editor_Core!FTextCache::FindOrCache() ...\Internationalization\TextCache.cpp:28]

#

its an access violation and seems to point to something to do with a toText call....anyone have any tips on how to narrow this one down, i tried attaching a debugger to it but it leads me to a point in the engine code which gives me no clue where in my project the crash is happening

#

the crash happens either during playtest or after playtest once i close the session and try to "save all" in engine

raw forum
restive eagle
#

hamachi? or just open ports (1666 for perforce)

raw forum
restive eagle
#

then open ports for perforce and wont have to deal with that

raw forum
restive eagle
#

not really, figure out whats your router model and type into google myroutermodel port forwarding

#

each manufacture has their own UI, so you need to look up yours

raw forum
#

@restive eagle thank you, very much

restive eagle
#

usually you will find that info on the back of a router on a sticker

#

just what ever tutorial you follow keep in mind that you need to open ports for 1666 (unless you change it to smth else)

upbeat tendon
#

is it possible to map a Character and it's properties to row in a datatable?

foggy anchor
toxic scroll
#

Is there a way to set linear drag on projectiles?

light thunder
#

Is there a way to open up an asset from the content browser via a console command?

upbeat tendon
#

I wonder if someone can help me, I am working around 4.26 crashing while importing tiled terrain by only importing the landing and ignoring material the layer info, I've started creating the layer info manually, but now I am not sure where I can import the tiled layer info

stable dome
echo lily
#

Do u actually need to code anything or can you just use those graphs instead (not sure what there called)