#ue4-general

1 messages · Page 969 of 1

sly coyote
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blueprints?

echo lily
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Yes

sly coyote
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that is the same as coding actually

upbeat tendon
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maybe the only work around it is use UE4.25 and migrate the context to 4.26

echo lily
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Ok thanks

sly coyote
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its just a lot easier to visualize your code when you can la all the pieces out on a black board instead of wall of text

echo lily
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Ok thanks

ebon garnet
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is there another way to kill de sound? this one is working but I'm getting some pending kill error

light thunder
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is there anyway to hotkey shortcut into typing into the content browser????

dark stag
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is there a cvar or something to eject the player controller from a PIE window?

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or is that editor only?

velvet magnet
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If you are just looking to free roam with the camera, you can just press ";" to enter debug mode, but that might be a bit different than ejecting the player controller. I couldn't comment in the twitch chat since I have to wait 10 minutes after following so just posting here : /

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there's also an "eject" button you can press but I don't know exactly where it is

ashen monolith
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isn't it just F8 ?

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in PIE

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in launched build you can do ToggleDebugCamera

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also useful is ghost (disables colliders on character)

tardy basin
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@grim ore I've got a problem I think is relatively simple to fix, but I can't fix it because I have very little experience with texture nodes. Can you help me?
Edit: resolved

astral sundial
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Hi i packaged a development build of my game to send to my friends. It works fine on my end. But when they open the .exe it says "failed to open descriptor file." what is the issue here and how can i fix it?

weary basalt
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@dark stag PIE is Editor Only.

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As mentioned, F8 will eject the Camera from the Possessed pawn.

ashen monolith
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PIE = Play in Editor btw

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took me longer than it should to find that xD

hidden knoll
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I'm trying to make it so when a player hits a surface they bounce with the same velocity that they hit it with, does anyone know how to find the reflected velocity to launch the character?

ashen monolith
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In charactermovementcomponent grab velocity vector

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And you can get HitNormal from FHitResult for that collision

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In CharacterMovementComponent probably too

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You will also probably have to create custom movement mode too

hidden knoll
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K

upper karma
hidden knoll
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Is impact normal the same as hit normal?

upper karma
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I cant find where exactly that is, can someone help me?

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Nvm just figured it out lol

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I needed to use my own anim

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Sorry about that guys haha

plush yew
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I've got eyes that aren't perfectly spherical, how do I make them track objects without rotating the mesh itself?

light thunder
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How do I cycle the tabs in the editor? CTRL+TAB only lets me go to open assets but I just want to cycle each window, (even things like edtior settings)

hidden knoll
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Does anyone know how to make a player bounce off a surface like in Smash Bros Ultimate?

light thunder
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there's also a physics "launch" event you can do but I haven't messed with that much

hidden knoll
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by play with the values do you mean multiply them?

light thunder
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to get it to look 'natural' i mean

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like SSB

hidden knoll
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okay

light thunder
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if you do just by -1 and apply the same velocity to them, they will just bounce off like a pinball game

hidden knoll
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Also I've been trying to use Mirror Vector By Normal but it's not working correctly

hidden knoll
light thunder
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I'd recommend you watch some physics videos/tutorials on youtube - it's not hard but it will be VERY HARD if you don't watch to see how the system works - it's not that I don't want to help but I have only done a few things using them and it's been quite a while for me

hidden knoll
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Oh okay

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Thank you though!

light thunder
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yep, good luck, you'll figure it out if you see those videos

upper karma
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Has anyone used the GOAP AI plugin?

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This one. I'm wondering because I need some help using it

inland orchid
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are low poly assets cheaper than regular ones?

floral heart
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Do you mean for rendering cost or marketplace cost?

steady vale
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y is this happening?

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decals are getting printed over the player

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when it walks on them

radiant sleet
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I have a question

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So you know how you have to do create widget at start of project to have UI appear

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Can I just drag out the UI into the level and call it from itself?

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Nvm dumb question

thin tendon
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I am having an issue with my character not rotating to match the strafing animation. And instead it rotates the animation to match the skeleton. So it looks like its running forward instead of strafing. Wondering if anyone can help

radiant sleet
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Ngl I feel ya pain

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importing and managing aniamtions makes me want to die lmfao

still tangle
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How to use dedicated server for android?

radiant sleet
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@still tangle I dont think the process is different than doing it for windows? I think you just need to purchase an AWS and list that as a possible server

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Idk though im currently learning about multiplayer too

steady vale
winged pier
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could you possibly try wet wasteland soil? would be awesome!

proper mauve
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I'll add it to the list!

winged pier
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awesome stuff

quiet hawk
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Hey did the infinity Blade weapon change to skeletal mesh?

upper karma
plush yew
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is it possible to add constant and even lighting over the entire level?

orchid seal
orchid seal
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after you open the skeletal mesh you have make static mesh button at top

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chose the location/name and save

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and it's ready to place in sockets

hollow wharf
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Uh guys, I am using the explosion particle effect from starter content, how to I start the particle effect for example after 20seconds? I'm doing a cinematic

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Thank you!

vagrant hornet
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How well do you need to know C++ to make a game in UE4

lusty carbon
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Unity normal map looks weird in UE4. Flipped Green channel

lucid grove
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Can someone help with new atmospheric system in 4.25-4.26?

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I have two questions regarding old atmospheric fog and height fog

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Old atmofog allowed me easy set up its distance from player

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Couldn't found anything like that in new atmosphere system

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And the another one about height fog which is might be lame but still

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Is there a way to make height fog be more intensive but not cover sky? I know thats dumb, cause well its fog but maybe there is a way

honest vale
rigid spruce
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@upper karma the goap npc thing is broken for me in 4.26.1 😔

upper karma
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And I thought I could use GOAP to achieve that but the setup process is a nightmare and there are virtually no tutorials for it

plush yew
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Hey guys, does anybody know how I can disable the effect of foliage disappearing like this ?

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It's from brushify. I've tried tweaking the culling settings in the project editor, the LOD settings in the material... nothing solves it :/

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I'd like the foliage to stay fully detailed all the time no matter the camera distance (or at least not so drastic)

forest tree
mild pulsar
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How to delete teh StarterContent folder? I've moved all asset references from the StarterContent folder as teacher suggests in the course:

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But I get a lot of memory references:

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Teacher has no memory references whatsoever

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When I try to force delete:

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UE4 tells me:

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SoundWave /Game/StarterContent/Audio/Collapse01.Collapse01 is in use.

---
Running the editor with '-NoLoadStartupPackages' may help if the object is loaded at startup.
---


External referencers of SoundWave /Game/StarterContent/Audio/Collapse01.Collapse01:
   SoundNodeWavePlayer /Game/StarterContent/Audio/Collapse_Cue.Collapse_Cue:SoundNodeWavePlayer_0 (1)
      0) ObjectProperty /Script/Engine.SoundNodeWavePlayer:SoundWave
honest vale
mild pulsar
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And then it crashes at the end of the force delete

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I tried to run UE4 with the -NoLoadStartupPackages and open the project in it:

plush yew
mild pulsar
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Nothing changes, it tells me to force delete and still crashes

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The end of the crash log looks like this:

forest tree
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Did you just put them on a static mesh floor?

plush yew
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yes it's just on a static mesh floor

forest tree
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Okay, are you using a landscape later?

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If you are, do a realworld test with landscape grass on a landscape

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At that point, chances are the cull distance on the grass type will work

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Not sure what is governing it right now.

plush yew
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ah ok, I'm pretty new to UE so is there a landscape object that's different from a static mesh ?
it's weird because it's only a specific grass shader that does this. if you look back at the video I sent, the grass on the left is less affected by this

forest tree
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Brushify also has lods on the grass, see the video

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If you open the mesh itself, you can change the lod distances

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I'm not sure if it's because of culling of the grass or just lods on the static mesh itself

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Doing a realworld test on a landscape will give you a clue, as you have easy sure-proof control over the culling through the grasstype

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Lemme give you a link

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Go through this

plush yew
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thanks @forest tree I'm trying to figure it out. I picked a custom LOD0 for the grass but the issue is still there. I noticed also that the issue concerns the actual static mesh too

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as you can see here, the floor has shadows and detail revealed as I zoom in. this seems to be the same issue.

forest tree
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Go for a landscape & landscape grass 😄

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Then see what happens when you play with the culling distances on the grass type

plush yew
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ah, so I shouldn't use the foliage brush ? or is that different?

steady vale
opal fossil
deft nebula
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does anyone know where quixel bridge store's the library path?

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and how to hard reset quixel bridge

floral knoll
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Recently one of my team members added some **c++ **to the project
every since I have been getting this error

I have made sure that we have the same version of ue4 and yet this error persists.
I wonder if anyone here has had this issue in the past. I would be a great help if you could at least make an attempt at guessing what the cause of this issue could be and if you have fixed it in the past tell me what you did.
thanks.

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( I have also tried pressing yes)

digital anchor
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@floral knoll just means your project didnt compile the C++, if pressing yes didnt work, right click the uproject, generate project files, open the .sln and build from visual studio

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only needs to be done once, every time c++ code changes

floral knoll
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ok, thanks I will try.

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nope.

steady vale
vocal herald
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Can somebody help me connecting DMX and dot2 on PC? I tried this guide https://www.youtube.com/watch?v=URo7cOgjPPI&t=1018s but my monitors show no traffic

Find out why RGB only fixtures are NOT recommended for virtual production here: https://youtu.be/uYbdx4I7STg
RGBW stage lights work around these flaws by including white LEDs however DMX film lighting is still preferred for virtual production.

MA dot2: https://www.malighting.com/dot2/
Official MA dot2 training playlist: https://www.youtube.co...

▶ Play video
proper stone
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Hello. Can you suggest me any site through which I can learn the basics of Unreal engine pls pls pls

frigid harness
steady vale
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:0

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ty!!

burnt elk
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Im completely new to unreal engine. Are the tutorials in pinned messages up-to-date or should I try to find more recent ones?

dry latch
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does anyone have an idea of how to spawn and despawn a actor procedurally within a NavMesh or any other method ?

feral moon
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Hey, do you guys know how to have an emissive texture to not lose saturation when I increase the emissive intensity?

inland lion
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There are unfortunately no updates availlable for my driver.
Any other idea's?

orchid seal
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There's a really weird bug that happens in UE4, after a while of using it i can't use dropdown menus anymore or the right click menu don't show up at all. It flickers a while but nothing happens. I though it was a mouse button or a keyboard button stuck but doesn't seem to be the case. Any ideeas?

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As a workaround I have to save and restart ue4

potent burrow
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is there a resource you guys can recommend to learn unreal ? just downloaded it and don't know where to start. I know there is a lot of resources but I am looking for a good resource one of you can recommend

frigid harness
candid grail
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I'm trying to make a ability system that works like the once in Overwatch or Valorant. Would i better of codeing my own, or reading up on the "Gameplay Ability System"?

velvet magnet
# floral knoll nope.

That usually means there’s a bug in your c++ code, which means you need to either fix that bug or delete it

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Also look at those messages in the picture, the’ll tell you what went wrong

plush yew
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Anyone have some experience or knowledge about OSC and UE4?

ember star
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I'm struggling with something that should be simple. In an RPC (server, reliable) I update a struct members. I then want all clients to update their UIs with this new info

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No matter what I do, the client always gets update signals before the replication of the variable

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What's the proper way to wait for the rep (notify?) and signal clients

ocean grove
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Does anyone know if the streaming texture pool is ALL textures in folders or just the ones currently being used in the project?

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I'm a tad over...

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I've already set the pool size to 3000 in the console,

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Or should I just set it to zero and see if my system crashes! 👀

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I don't seem to be seeing any effect of changing the pool size. Using "r.Streaming.FullyLoadUsedTextures" would make the most sense as it should only keep active textures in memory but I'm not sure why my console commands aren't changing anything,.

ruby ocean
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Hey guys, I'm having a bit of an issue setting up UCX collision meshes in Blender, mind giving me some pointers?

hollow wharf
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Umm, where do I ask about widgets?

restive eagle
mortal cedar
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does anyone know if you can hide this with a console command or something (the drop down button). Game mode doesnt hide it

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trying to use the eject from pawn to record some gameplay and I can remove everything except for this lol

pastel yarrow
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greetings

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do you guys know where can I buy or get some nice particle sprites?

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already made, I am looking for a mist/fog ones but can't find it

chrome yoke
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When importing a mesh, UE generating a lightmap UV even if its disabled. In 3D software mesh contain one UV only when exported to fbx. What could be wrong?

ember star
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I'm using onPostLogin to collect the controllers of all the players but the server doesn't call it on itself. Where should i try to grab that info? branch authority on game mode being init, get plyer contoller 0?

spare kernel
mild pulsar
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Ok, thx

spare kernel
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will get better help there than here regarding this 😄

drowsy heron
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Hello guys, So I getting an error message when I try to build my lighting "Light Build Failed" it says nothing about the swarm. I was wondering if I need to clear the swarm cache but I have no idea how to do that. Any help you guys can offer would be greatly appreciated. thanks

vocal loom
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Does anyone know what this error means??

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[2021.03.29-17.32.58:222][ 26]LogNet:Warning: PacketHander isn't fully initialized and also didn't fully consume a packet! This will cause the connection to try to send a packet before the initial packet sequence has been established. Ignoring. Connection: [UNetConnection] RemoteAddr: 127.0.0.1:7777, Name: IpConnection_1, Driver: PendingNetDriver IpNetDriver_1, IsServer: NO, PC: NULL, Owner: NULL, UniqueId: INVALID

jolly ibex
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Hi, the lit version is showing the black, where the unlit is showing the proper textures, can someone help me fixing this please

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Here is the unlit

hidden knoll
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Does anyone know why my event hit only works some of the time for the player's weapon?

frozen pond
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how to change properties of childs ? when i click on them they uncheck automaticly

grave shadow
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I have a question are blueprints supposed to be an alternative to c++ and u choose one to use or do u make use of both in a game for gmae logic

frozen pond
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c++ is good if you know it, and its better in scalability

plush yew
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ue4 is not allowing me to foliage paint, brush is completely gone, anyone else had this?

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This is a new problem. I haven't added any foliage in weeks, but it was working fine back then.

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The circle is just not showing

hidden knoll
plush yew
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hmmm... so it seems like it's due to the landscape having a different collision type (I made it a custom channel for gameplay reasons), if so is there a way I can override it to paint foliage on this custom channel?

frozen pond
hidden knoll
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Oh I see so the c++ is less demanding

plush yew
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is it possible to add permanent and even lighting over the entire level ?

waxen raven
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I can suggest a guy who might be able to make sense of the changes, if he wants to.

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Your grammar is fine so far, as is the language. Better than half the people I know... That said, very narrow window to find others in the same boat I'd think.

plush yew
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well there is directional light in ue4 as well, but i cant figure out how to make it even over the entire level

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z is up

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but like, im working on an endless runner atm, and im trying to spawn light with every tile spawning

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im like very new to ue4 tho so its hard

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not going for anything with like realistic graphics or whatever tho, which is kind of the look of those images

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sorry what? lol

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as i said im pretty new to this lmao

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alright will try :) ty

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btw, may i ask why u're switching from unity to ue4? ive been kinda thinking about trying unity as it looks easier somehow

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damn, that sucks

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well, thanks for letting me know

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and good luck to u my friend

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alright

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i think ill stick with unreal for now, but thanks for the help my guy

frozen pond
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trying to do something with multiplayer, how i could make box to change color green for one player and red for second ?

frosty bloom
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When I change language/culture in a game to Arabic, are integers suppose to behave differently?
I mark texts that handle numbers to not get localized but somehow they still produces the boxes with unicodes on them

frigid shell
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Hello Guys, ive got a simple question
i made a weapon with skeleton in blender and i import it to unreal engine; the physiscal and skeletal mesh are imported but there is no static mesh imported
how can i import the static mesh?

timid spade
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why do you need the static mesh>

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the skeletal mesh looks the same as a static mesh except it can be manipulated

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If you make a skeletal mesh in blender and export it as that, it will import as a skeletal mesh

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a static mesh is a mesh without any bones

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it is not modifiable as a skeletal mesh is

timid spade
frigid shell
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yes you are right

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thank you very much 👍

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i dont need the static as you said

frozen pond
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asking again: how to replicate stuff to diffrent player but with diffrent output ?

devout swift
plush yew
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Hello guys , I m new at unrealengine. I want an interface that can be used on my computer in the game. I cant find any video about that or i m searching wrong keywords. how can i make usable interface ?

muted trail
# plush yew Hello guys , I m new at unrealengine. I want an interface that can be used on my...

In this video we will learn how to create a 3D widget to place it inside our scene and discover how to achieve a rotatable image for the sofa by using the 2d texture render target ,

link for the Minotti

https://www.minotti.com

link for the widget switcher tutorial
https://www.youtube.com/watch?v=Qs1hGYHEZnc

▶ Play video
plush yew
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hello everyone, is there any way to make the corners of the window (the actual window of the game running in windowed mode)

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rounded... forgot that part 😆

mild agate
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Hey guys, I'd really like some help with my lightmaps if possible.

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I'm getting a lot of really bad artifacting, my lightmap density is green, 64x64, lightmap compression is off

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Really can't figure out why it looks so bad

robust marten
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How do you guys handle coming back after a long time? I’m going to spend the next month moving for work, I’m terrified of forgetting everything

fierce tulip
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just take it one step at a time, in a few days you are up to speed.

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i took almost a year of, took me a few days

runic iron
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^ Same, took a year off Unreal too for various reasons, got back recently and just needed a few days to remember pretty much everything. You'll be alright

late girder
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Hey all! I have super broad UE4 question. When porting to console like PS4/xbox, could this conceivably be done in blueprint only? (eg. blueprint only games) or do you 100% definitely need to do a bunch of c++ work? Trying to get an overview on porting but resources seem relatively scarce untillyou get licenses.

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@robust marten I also find it comes back really quick, once you spend consistent time with it again, wouldn't worry.

upbeat tendon
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so best way to work around 4.26 crashing while importing tiled terrain is to use 4.25

sullen sonnet
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how do i make the line traces horizontally aligned with a middle trace always despite rotation?

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like this | | |

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got it, set rotation of the component to world

sullen sonnet
delicate mesa
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I’m stumbling upon a dedicated server issue where I want clients to host there own session and join together in lobby via peer to peer and then the host tells everyone to join the dedicated server that’s hosting the actual in game gamemode my issue is I’m currently not using a online subsystem and I cant pay for steam for a little bit how would I go about this?

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I don’t even know if that’s possible but hosting the dedicated server in the lobby will provide me no way to actually tell who is host or not

runic hawk
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Hello friends! How are you ... I wanted to see if you can help me with a problem with the lighting that already has me angry, what happens is that the lighting looks very dark, only the areas where the sun shines directly, what I want to do It is a dynamic indoor and outdoor lighting for an open world game, I hope you can help me thanks!

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This is a picture

latent sonnet
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I'm trying to make a check point but there seems to be a problem and I can't figure it out. Can anyone help?

drowsy snow
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Performance of those combined only cost about 2 ms on lower end hardware

stiff verge
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one of my object moves when I press Play.. my solution is to duplicate it and delete the old one but.. why??

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ah it was key'd in a sequence.. weird

latent sonnet
plush yew
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Let's say you have your own online service, and no intention of deploying to Steam or cross-platform — would you still implement the online subsystem to work with your own service?

runic hawk
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@drowsy snow there's nothing stopping me, I just don't know how to set that up, I want very realistic dynamic lighting.

sullen drift
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i just reinstalled unreal engine on my new drive and this happens how do i fix it

plush yew
faint meadow
# runic hawk Hello friends! How are you ... I wanted to see if you can help me with a problem...

Unfortunately fully dynamic lighting without a skylight isn’t possible and Ik the skylight makes the Indoors too light. I’ve switched my directional light to stationary and my skylight to stationary and increased the dynamic light cascade, you’ll want to switch most of your objects to either static or moveable and it will make skeletal meshes and stuff movable and it will also give you baked global illumination

coarse shale
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how can i remove the red line, it makes my character moves weird

versed lion
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@coarse shale You mean the spring arm?

coarse shale
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I dont really know. Im new to UE

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I just want a first person view

versed lion
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Go to the character's blueprint and you will see spring arm component top left, you can remove it

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Btw next time you can just import 1st person template and use the player's character there

coarse shale
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But they have a gun

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:(

versed lion
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you can remove it \ reanimate the hands

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and such

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but yeah just remove the spring arm if you wish to remove that red line

coarse shale
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can you guide me a little

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sorry im new with UE

versed lion
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Sure

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In the top left you have a green button says add component

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over there you can grab components that will be a child of different components

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you can see the "follow camera" is a child

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you can drag the follow to be part of any different component and remove the follow's camera parent

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that's what draws the line

coarse shale
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sorry i didnt quite get it

versed lion
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that's fine

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umm wait 2 sec

coarse shale
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thanks alot

versed lion
coarse shale
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wow, that's nice

versed lion
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Glad to help, feel free to ask anything else

half turret
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hello people

versed lion
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hey

coarse shale
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but i lost the mouse function :

half turret
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i'm trying to learn how to use ue4 still so if i ask dumb questions please dont roast me too bad 😅

coarse shale
lunar timber
#

hey does anyone know how to restore the unreal water materials to defaults?

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I accidentally edited them while making a river and now they are kind of messed up

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I could re-install the entire engine, but would preffer not to, even if perhaps someone could upload a vanilla version of the water materials?

versed lion
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@coarse shale can you control Z untill it returns to normal and just explain how does it effect your player's movement? it doesn't effect mine

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@half turret that's the place to ask, don't worry about dumb questions

half turret
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👍

#

my first possibly stupid question, anyway to change the level editor visual settings because i dont have the best pc and sometimes i get stuttering when trying to move objects

versed lion
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umm yeah

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click on lit and it will open you bunch of options to choose from, it will change the way you will see through the viewport i think it can help your fps

lunar timber
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stuttering will depend a lot on the lighting and models / textures you're using in your level

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switching to unlit mode ALT+3 can help a lot with FPS

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as it's usually lights + shadow casting that destroys performance

half turret
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ooh, i think it was my dumbass forgetting to close minecraft in the background facepalm

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now i got 80fps

lunar timber
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yeah best to run UNREAL solo if you can, too many background apps will cause it to grind, also you can set a controlled framerate in the project settings menu to stop unreal maxxing out your graphics card in previews

half turret
#

i have the advanced locomotion system loaded up, i'm surprised that this is free tbh

versed lion
#

Yeah, great system to check out

lunar timber
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have fun with that, it's very complicated haha

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amazing that it is free

half turret
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i've been looking through it it is very complicated

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but i really wanna use it so i gotta figure it out

versed lion
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take it slowly there are many things to go through don't stress about it

half turret
#

ik i'm gonna take my time and learn as much as possible

versed lion
#

good luck

half turret
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by the end of 2021 i wanna be able to make a game possibly

versed lion
#

we will be here to assist at anytime

upper karma
#

Hey does anyone have any knowledge of the GOAP NPC plugin and can help me out with something rq?

cerulean geyser
#

hey guys quick question im using blackboard for ai behaviour but for attack im using a collision box on the enemy npc (on event begin overlap) to smack my player(set bool isattacking ON and then delay 2 secs off , but if i dont move my player away the enemy wont attack again. is there a way to retrigger the event begin overlap without my player exiting?

drowsy snow
runic hawk
#

I have a problem with the lighting, the exteriors with all the lights in motion, dynamic occlusion ig and all that kind of things already configured look good outdoors although with some shadow flaws but indoors it looks super illuminated and without shadows. looks awful any solution? or some tutorial that I can dedicate to make my dynamic day and night lighting for open world for both indoor and outdoor ...

versed lion
#

That way if the player is under 1 meter away for example it will trigger the attack

upper karma
versed lion
#

unless he is too far away so the enemy wont attack, with the collision you can try and do such as "get overlapping actors" set it to the player but put it on event tick so it will constantly check or on while loop the enemy is alive or something like that

cerulean geyser
versed lion
#

Kinda yeah that's what i did

#

if you need help setting it up i am here

upper karma
#

I'll just ask the question as a standalone then.
I have a game where I want party members to follow the player around in a line rather than a group.
I thought about following this tutorial (https://youtu.be/Z3mWSpKb3Kw) for the first party member NPC to follow the player, but would I be able to use it as a way to make a second NPC follow the first NPC, and if so, how?

In this Unreal Engine Tutorial I show how to add an enemy with an AI Controller that follows the player.

It is a very simple AI but I introduce some basic AI components: The Blackboard, a Behavior Tree and the AI Controller blueprint.

See my social profiles here
G+: https://plus.google.com/+JayAnAm
Twitter: https://twitter.com/jayanamgames
Fac...

▶ Play video
runic hawk
#

can someone help me please

half turret
#

hitscan or projectile?

cerulean geyser
#

thanks im gonna try - one more thing - whats a good way to make the enemy stop while he is attacking? im doing a "wait" on the attack sequence on the Behaviour tree but i dunno lol mixed results

versed lion
#

umm play montage is the play

cerulean geyser
#

im using state machines

versed lion
#

hold on 2 sec

#

Having this Slot allows your mesh use montages from what i understood

cerulean geyser
#

yeah i have read and watched videos about slots, except i still dont know how to configure them on which bone they start(like blend llayeredper bone in the state machines)

versed lion
#

just try to get distance make it a blackboard variable and the AI should work by it

#

for example

cerulean geyser
#

distance wont work because id need to get also the forward vector

versed lion
#

it is

cerulean geyser
#

i mean i could, but this is less work

versed lion
#

trust me

#

this is my AI and how it works

cerulean geyser
#

ah i see

#

ur doing the length throught the task

versed lion
#

they way it works is the enemy is calculating the distance then makes it a blackboard variable

cerulean geyser
#

i see

versed lion
#

if you need to see the blueprint for the distance calculation and the blackboard variable change just say

cerulean geyser
#

if u can show it would be great

versed lion
#

sure thing

cerulean geyser
#

also not sure if relevant, but i forgot to say this is for melee

versed lion
#

doesn't matter

cerulean geyser
#

cool

versed lion
#

once the tick is active is gonna check if the player is valid (exists) if true it will calculate the distance then make it the variable that the AI's behavior tree condition is using

#

I hope you can understand it, its quite simple and if you are struggling I can send you a tutorial about melee AI if you would like

cerulean geyser
#

i get it 🙂

versed lion
#

glad to hear

cerulean geyser
#

thanks!

versed lion
#

np

cerulean geyser
#

but in your bt, what kind of condition are u using?

#

a decorator?

versed lion
#

Yes

#

Blackboard

cerulean geyser
#

i just started learning bt's today so there's so much i dunno yet xD

versed lion
#

Blackboard will hold data such as vectors floats and such, i am using mostly them because they are much simple to work with

cerulean geyser
#

but what kind of decorator are u using? is there one for float <= ?

#

i see it

#

compare bb entries

versed lion
#

You mean like this?

cerulean geyser
#

yes

versed lion
#

oh ok

#

once you will select the decorator which contains the float variable it will open you these options which you can set

cerulean geyser
#

yeah, im looking at it

#

pretty awesome ..i feel dumb now i did a task to compare two variables cuz i didnt knw this lol

versed lion
#

its ok mate

#

practice as much as possible, things are complicated at the beginning

#

if you have anymore questions i am here

cerulean geyser
#

thanks i appreciate it 🙂

upper karma
cerulean geyser
#

btw, my character is still not stopping when he reaches the distance tho, what command should i use to make the ai character stop?

calm jasper
#

we want to make a crossplay game on consoles, mobile and pc. it's our first game and we are unsure of where to start. is there a comprehensive tutorial?

versed lion
#

if you don't wanna use montage then is to do like if distance is lower than bluh bluh a task will run and it will make the AI move to a random location in a radius of a player then attack while aiming at him but i think its just more complex

lunar timber
#

AI move to location / AI simple move should make a AI NPC move to a place and stop

#

doesn't make sense that your AI would keep moving unless there is more code?

inland orchid
#

are low poly assets cheaper?

#

Market price

pulsar badge
#

Hello, So got a question Am i able to use arm animations for a true first person? is there away I can?

quiet hawk
#

when i try to create a static mesh this error shows up Name may not contain the following characters: ' '

frail spade
#

Hi, does anyone come with this "Problemo" that UE4 stucks on initializing 39 when i use ray tracing? (doesnt happen always but pretty usually)

neon bough
quiet hawk
#

@neon bough nope just when i just type anything this errors comes up i dono why

lunar timber
#

low poly assets seem to be slightly cheaper

#

not a huge price difference IMO

#

IDK about true first person animations, things get pretty sticky around the camera seeing inside meshes etc

#

getting illegal text characters usually means you have some kind of bad character in your filenames, try only using everything uppercase, no symbols and only underscores _ not spaces

#

the 39% raytracing load delay is standard, UE4 can take a very long timet o build raytracing shaders, the better your computer the faster the 39% will move on

frail spade
#

i put it 1h last time and i haev an 3060ti with ryzen 7

limber oyster
#

how can i prevent custom characters like %, $, *, etc... to be added to a player name ?
Thanks !

lunar timber
#

how big is the project you're trying to open?

worn sluice
#

Hey guys, I'm making character selector menu with a help of 3D widget. I need to have focus on the button, to chose character with controller. So far I'm stuck on this and google doesn't provide any valuable response. Maybe one of you can help me? Thank you!

honest vale
#

@limber oyster I guess some regex based validation scheme would work there

honest vale
#

regular expression

upper karma
lunar timber
#

at a guess you would need to program AI into the other party members so that they're always checking thier distance to player / each other

#

like if NPC 1 is programmed to be 500 units behind players and NPC 2 is programmed fro 1000 units behind, etc

knotty slate
#

Im looking for a teacher who does unreal and they live in the eu

lusty carbon
dim merlin
#

Hi, anyone could explain why actors with a USkeletalMeshComponent take so much hit on performance, even they are culled out?

#

How does fortnite manages so large amount of actors?

upper karma
lunar timber
#

i guess so ive just never tried doing what you're doing exactly

#

and I'm not a coder so I cant offer up a quick solution

upper karma
#

Ah that's okay! Thanks for the input though! I'll keep what you said in mind!

lone burrow
#

Hi all I tried opening a project after some time and got an error message saying "out of video memory" what can cause it before the editor itself opens?

lunar timber
#

does it only happen with that project?

lone burrow
#

Yes only with that project

stiff verge
#

what would be the absolute fastest android device to run unreal on? I'm talking dedicated android boxes, I don't need the touch screen

weary void
#

hi guys!
it looks like 200 empty blueprints are killing almost 50 fps in my scene

#

this bp that is duplicated 200 times in the scene only contains a mesh

#

do you know how I could optimize it?

jade wadi
#

Hey Guys!

Anyone knows how to use u're microphone input in Ue4?

dry latch
#

Hey guys, how to I spawn multiples of this actor in the blueprint ?

#

Currently it is only spawning 1

gilded needle
#

@dry latch

dry latch
#

ty!

sly coyote
#

Disable overlap events also. Empty bps really doesnt explain what could be causing it...theyre just completely empty bps with no code in them, no meshs, nothing?

raven nest
#

when you click the drop down on a Print String node, it should already have a second data input appended to it, instead of needing to pull one out time after time after time

weary void
#

in game too

#

but I mean, I don't need to press play to notice the 50 fps loss

runic hawk
#

Can someone explain to me why my interiors look like no lighting and what solution is there? Thank you!

#

look how my interiors look without shadows, it looks horrible, my exteriors look a little good but the interiors don't

#

I have dynamic lighting the sky light and the directional light is in dynamic.

lone burrow
#

Do you have small holes like windows and such for interior lighting? If so you need the lightmass portal on it to force light to pass through

runic hawk
#

I have a portal of lightmass all over the map and there is a large window, but just inside there is a lot of lighting to the point that there are no shadows 😦

lunar timber
#

go with full dynamic lighting and make sure shadows are enabled on lights and meshes

runic hawk
#

If the cast shadows is activated in the objects and in the directional light and skylight in all the problem is that in the exteriors it looks super good but in the interiors it does not

stiff verge
#

i want to delete the parent and keep the child here..

grim ore
#

@stiff verge you cannot, the parent is inherited which means it comes from it's class. You would have to change the class or make a new blueprint

stiff verge
#

ah ok. thanks

#

it's not a big deal.. I'm just trying to get a better grasp of what's possible and what's not.. I shouldn't have tied them in this order in the first place.. title should have been at the top lol

runic hawk
#

any solution for my problem?

half turret
#

my final goal is to make a mmo game because i have SO many ideas for it

steady vale
grim ore
#

@runic hawk you need to debug the issue. Is this baked lighting or realtime lighting? Which light is causing this issue? is this an actual lighting issue or an exposure issue?

runic hawk
#

The lighting is dynamic and I don't know from which part the problem is if exposure or lighting

plush yew
#

How can I set and edit components from a class?

grim ore
#

easiest way to tell is to leave the room, see if the lighting changes. Then after 10 seconds go back into the room and see if it lightens up. less easy way is to disable auto exposure in the editor preview temporarily here

#

uncheck game mode and play with the EV100, maybe down to 0, and see if its dark in the room

random summit
#

why in the texture sampler is the texture its sampling from made so much drastically lighter

grim ore
#

double click the texture in the content browser and look for the sRGB option

plush yew
#

is it possible to even to edit all same bps variables ?

grim ore
#

you need to give more info or an example of what you want or something more?

stiff verge
#

back to my children thing from earlier. I'm using a blueprint to change the text, is there a way I can target the text parameter of one of the children. I can't drag the children in the blueprint

#

do I need something like "target (childrenName)" and then target "text"

grim ore
#

children of what?

stiff verge
#

3d text children of a Text3dActor

random summit
grim ore
#

so its a component? if so then the component has a variable already set for it in the blueprint you can use thatr

stiff verge
#

basically this. except I'm looking for the text param of the children

#

oh I'm in the level blueprint however. I know that might not be ideal

grim ore
#

@random summit if its brigher or darker in the world thats your lighting causing that. The viewport you see in the material editor is not the same as your world. you would need to adjust the world

#

@stiff verge if you have the actor in the world, you can drag off and get the variable that is for the component in it the same way

stiff verge
#

the Text3DActor doesn't have a blueprint so I need to create it using the blue button Blueprint/Add script ?

plush yew
#

@grim ore yes I have 2 actors coming from a spawner. Both are the same BP. My projectile hits them and only one gets pushed away by impulse

random summit
#

k thanks

stiff verge
#

yeah but it doesn't let me drag the children.. I assume I need to access it somehow

plush yew
#

I would like to access the bp classes component that on that impulse thing it will affect all bps spawned in map and make the impulse

stiff verge
#

something like this?

#

i know my network doesn't make sense here

grim ore
#

yes pretty much like that

#

but yeah... dont do this

#

dont do it in the level bp, dont add components right to an actor. use a blueprint and make this better

stiff verge
#

yes!

#

thanks

#

yeah I should just build within the component.. this way it's not tied to the level

grim ore
#

@plush yew you would have to get a refernce to all of those items that are in the world then apply the impulse. I dont know if you currently track them all but if not the "get all actors of class" node can get all instances of that class that are in the world

plush yew
#

yes im using that

grim ore
#

then you should be fine?

plush yew
#

I WISH

#

but no. Only one is affected

grim ore
#

well how are you going thru all of them?

plush yew
#

get all actors of class -> foreachloop -> set

grim ore
#

did you verify the loop has both actors?

plush yew
#

how do I do that?

#

is valid?

grim ore
#

debug. breakpoint on the for each loop, or the node right after it, and make sure the array that is coming in has all of the items you expect

plush yew
#

ok i added breakpoint on the node right after it for print string

#

it did not even print anything

#

but without the breakpoint the printstring shows both bp

grim ore
#

the breakpoint pauses the game, it should not print anything.

plush yew
#

first the my bp and then increment of 1 to the name

grim ore
#

you would then mouse over the return from the get all actors of class and look at the results

plush yew
#

how do i do that?

#

im on my bp when pause

#

i mouse over get all actors and what to look?

grim ore
#

the return value from the get all actors

plush yew
#

yes it gives the same

grim ore
#

that lets you see what is inside that variable

plush yew
#

boid and boid1

#

on my persistent level

grim ore
#

so you have both. applying code to them in the loop should work the same so what does that look like

plush yew
#

in after foreach loop?

#

array element?

#

it says boid reference

grim ore
#

what does the code look like? screenshot what you are doing to the items in the loop

plush yew
#

im just setting a reference

grim ore
#

so then how are you applying force to the objects?

plush yew
#

inside the boid bp i have custom event

#

that fires from my projectile

grim ore
#

so your projectile talks to the item it hits and applies force?

plush yew
#

yes

grim ore
#

ok so..

#

none of this connects anything to anything

#

if you want your 1 projectile to tell all items they need to have impulse, it is the one that needs to do the loop and tell all items to "HitterBoid"

#

the first screenshot that is looping thru is not doing anything at all

plush yew
#

first screenshot is from the projectile

grim ore
#

yep that isnt doing anything tho

#

your not going "hey I hit something, let me find ALL of the objects and then tell them all to be hit"

plush yew
#

so before that hitter i need to do a loop?

grim ore
#

your just going 'hey I want to find all of the items then do nothing with it"

#

if the code above was "I hit something" -> Get all actors of class whatever -> Loop thru all actors -> tell the actor I hit that I hit it during the loop

#

then your code would do exactly that

plush yew
#

yes i made loop before hitter and now it works

grim ore
#

right now your "get all actors" and not doing anything with it and "I hit something" -> tell it i hit it

plush yew
#

my projectiles are pretty fast between the shootings

#

is it ok to use that get actors of all class and use loop and shoot

#

like 0.1sec delay

grim ore
#

are your items you are getting going to be fixed and never change? or will there be more or less?

#

while playing

plush yew
#

you mean items = the two boids?

#

there is going to be only 2 in the whole game.

grim ore
#

then you should keep track of them once and store that array somewhere once yes, so it doesnt need to do it every shot

#

your game mode for example could get them and save them, then your projectile could get it.

#

but is your projectile spawned over and over?

plush yew
#

so after loop make array?

#

its spawned when i press shoot

#

released it will not spawn

#

and they die in 4sec

grim ore
#

then your not going to be saving too much, you would have to have the projectile get the game mode, cast to the game mode, then get this stored array

#

or you are going to get the actors when the projecile hits, and affect all actors

#

in the end its probably the same

plush yew
#

hmm ok, thanks for the pointers and SOLVING my problem!

grim ore
#

optimially you would want it in one place but I dunno its a weird problem with no "best" answer lol

plush yew
#

ok

grim ore
#

you need to change the default game mode (in the world settings in the level, or in the project settings) to use a game mode that has that character as the default pawn. Alternately if that pawn is in the world, you can edit the instance of it in the world to auto possess controller 0

plush yew
#

Thanks! Works perfectly

granite spindle
#

Hi, I would like some advice, in your opinion which version of native bp should I use? Exclusive or Inclusive?

plush yew
#

hello everyone, is there any way to make the runtime window have rounded corners? (running in windowed mode)

granite spindle
#

Uhm, i tink it's not possible. But I'm not an expert.

plush yew
#

I know we can set a border-less window, now I have been searching all over to see if there is a way to make the corners rounded.. so far nothing...

#

@granite spindle thank you 🙂

granite spindle
#

Do not mention it

exotic thicket
#

I believe it is possible to do custom window shapes, but I don't know the winapi things for it

plush yew
#

@exotic thicket so, definitely a quite complex task, I see, I will check though, thank you for your insight

quaint snow
#

hey guys, what the most efficient communication protocols for UE? to communicate external world with UE, like MQTT for example

pulsar badge
#

got a quick question im using level streaming, but when i place down new buildings its not going with the map?

#

so the buildings are floating?

runic hawk
#

@grim ore if you have self-exposure

frozen pond
#

i know i can replicate event, but can i replicate function ? nvm

grim ore
#

@pulsar badge is the map with the landscape the active level when you are placing the buildings so they are in that level when streaming?

pulsar badge
#

@grim ore wdym? kinda new to level streaming

#

the map is active only one i see but when i hide it the buildings i place dont go with it

grim ore
#

your levels panel, what does it show?

pulsar badge
#

let me take a screenshot

#

This?

visual belfry
#

any graphics cards capable of UE4 dev out there at remotely reasonable prices? 👀

grim ore
#

yes, the blue one is the level that you are editing in/placing items

pulsar badge
#

the top one?

grim ore
#

so if you are hiding a sub level (the ones under the top one) but putting item in the master persistent level that would be why

pulsar badge
#

what do i do to have the new buildings come with it

grim ore
#

ou can click the drop down in the world outliner and turn on level

#

that might help

pulsar badge
#

ok i clicked level

grim ore
#

if you double click the level you want to build in, in the level panel, that will swap it to that sub level.

#

so if you want to move from one level to another, select the items, cut them, make the level you want as the active level, then paste them in

pulsar badge
#

confused

#

lol

#

im sorry

grim ore
#

ok so in my screenshot it is showing that all of those items are in my ThirdPersonExampleMap

#

when you look at yours, are the buildings in the correct maps?

#

or do they all show your main map name

pulsar badge
#

if i open the main map nothing loads

#

until i load them all

#

here can i share my screen?

grim ore
#

I cant join in so that wont help for me

pulsar badge
#

oh

grim ore
#

if you hide all of the maps in the levels they all go away right?

pulsar badge
#

yes

#

other then my new buildings ive been placing

grim ore
#

are you hiding them all? even persistent

pulsar badge
#

no

#

not persistent

#

i thought that was the main one

grim ore
#

it is, but stuff can be in it as well

#

you need to figure out what map has these items in it. the ones that are in the wrong place

pulsar badge
#

see

#

these buildings arent going with it

grim ore
#

yep look in the bottom right it tells you which map its in

#

so where should they be?

pulsar badge
#

ohh

grim ore
#

you can do this it might be easier

#

double click the top level, the persistent one

#

right click on it and do select actors

#

this will grab all the actors in that level

pulsar badge
#

ok

grim ore
#

then right click on the map it should be in and move selected actors to level

#

that should move all the actors from the persistent level to the sub level

#

when working with levels just make sure the current level is active (double click it, it will be blue) when you are adding items

pulsar badge
#

double click the persitent level?

grim ore
#

do you want the persistent level to be the active one?

#

active mainly applies when you add stuff

pulsar badge
#

no im on map a x1_y0

#

but its under persistent level

grim ore
#

did you manage to move them?

pulsar badge
#

not yet

grim ore
#

here is my map, with persistent level being named Master Level and my sub level named thirdpersonexamplemap

#

you can see I have 3 cubes in the master level (persistent)

#

right click the persistent level and select actors to grab those 3 items

pulsar badge
#

oh let me try

grim ore
#

then I right click on the ThirdPersonExampleMap (the sub level I want them in and move them)

#

and now those 3 items are in the sub level

pulsar badge
#

mine looks so much different

#

ok hold on

grim ore
#

the basics should look the same

pulsar badge
#

i bought an asset on the markplace

#

which has level streaming so really new

#

pc is running super slow

#

for some reason

supple sparrow
#

Haha I totally thought this would be a Slack workspace going off the name

grim ore
#

it was when it first started

pulsar badge
#

Ok

supple sparrow
#

oooohhh makes sense then

pulsar badge
#

that was strange

#

i really dont do well in text lol

supple sparrow
#

So not sure if this is the place to ask, but does anyone have recommendations on asset packs with magical effects? Making stuff like ice spells, earthquakes, lightning bolts, etc

grim ore
pulsar badge
#

i am so lost fsdfgsdkgsrfdkjg

#

lol

grim ore
#

did you try those steps I did above?

pulsar badge
#

some what

#

it says updating asset perferences

#

maybe i figured it out?

#

idk

#

lol

#

taking its time

#

omg

#

Thank you soooo much

#

@grim ore

#

so its blue now the level on the level streaming thing

#

do i need to keep doing that or when i place something it should go on that map on its own?

grim ore
#

if its blue, when you do stuff it does it to that map/level

#

stuff like moving things around a level, keeps it on that level since its already there

#

but if you add stuff its going to add it to that level (the blue one). so cut/paste or just dragging an item in or placing an actor add its to the active level

pulsar badge
#

what happens if i bring in new assets

#

okkk

#

which is the blue one

#

ok thank you so very much

quaint snow
#

guys, is it usefull to use MQTT with UE?

near pine
#

hi, im trying to get this type of movement

#

do you know how i would start

blissful wharf
#

how do i open a texture in a project in photoshop? it always opens with paint

granite spindle
near pine
#

should i use blueprint or cpp for this

granite spindle
#

i use bp, and i tink you can create the karlson controls with bp, it's not hard

near pine
#

yes but the firstperson template lacks in air strafing

#

so i cant emulate the bhopping

granite spindle
#

Uhm

#

It show the ideal movements for a parkour game

#

Just adapt those in the preset to these

#

I cannot explain to you how to adapt the controls, because I have never played a parkour game in first person, I hope that the information I sent you is enough or helps a little

versed lion
#

Hey guys quick question, do you know in several games in boss fights before the boss attacks there is a red area indicates where the attack will hit like sort of danger area, what are they and how can you make these? is it decals, particle effect?

plush yew
#

Hi im new here

#

is anyone there ?

#

i just started with UE and and create a 2D game, to that i have a question

#

my Blocksprites have no collision - how do i add collision to them ?

knotty heron
#

Does RootMotion only work with Animation Montages?

plush yew
#

Blueprint Creating a 2D Side-Scroller | 01 | Live Training | Unreal Engine

exotic thicket
tight crest
obtuse bridge
knotty heron
#

I put "Root Motion from Everything" in the AnimBP settings but that way my animation just stays inside the capsule

#

instead of moving the capsule with it

obtuse bridge
#

hmmm root motion is tricky

#

i only did basic stuff with it

#

i cant really help with that im sorry

knotty heron
#

No worries thanks man

azure nimbus
#

Anyone know if it's possible to compress a run time generated texture2d?

abstract scaffold
#

Currently in my game, I have a scoreboard that displays when you hit tab. If I am moving (with W) and hit tab, i stop moving and have to hit W again. How can I get around this?

versed lion
#

@exotic thicket Thank you mate, you a live saver

pastel latch
#

Hi everyone. I have a problem when I place a translucent material on my character. Any movements of the camera will be jittery. However if I use a non-translucent material I don't have this issue. Any idea why?

sullen drift
#

i swear if it fails again lol

plush yew
#

you guys ever experience weird texture tearing at the seams of landscape splines? got this one turning a shader darker and revealing the landscape beneath, not sure why

autumn grail
#

Why the Body collision of the 4.26 water Ocean is in the continent

#

how to exclude it?

supple sparrow
#

What's a good way to add some dev cheats while prototyping? My naive approach is to add an input so that if I press a button, I can attach to the event and something happens. Is there a built in GUI panel I can click on cheats or something, or maybe something in the backtick console I can use?

deep stump
#

Has anyone used levelstreaming with advanced sessions? Do I still use open level blueprint?

sullen drift
#

been doing this for 5 hours lol

#

can someone help me

#

its been verifying for 3 times

deep stump
#

No more space?

sullen drift
#

first installing and then verify, cleaning up, initialize
after that: installing and verify again, cleaning up, initialize
this is the last time: installing and verify

deep stump
#

Close the launcher from task manager

#

and launch again?

sullen drift
#

i got so much space

deep stump
#

Love that hdd name lol

sullen drift
deep stump
#

Intresting

sullen drift
#

i did everything

deep stump
#

I've never had that issue myself, maybe someone else can assist more than me. Sorry

sullen drift
#

its fine

#

its annoying, its been 3 daysw

#

i cant install unreal engine

inland orchid
#

uninstall it

#

and install it again

#

It happened to me once i think

#

tbh epic should give unreal its own launcher

sullen drift
inland orchid
#

idk dude

#

try downloading a different version

cerulean geyser
#

crazy question - inside animBP -Animgraph, is it possible to get the current rotation/location of the headbone so i can find the look at rotation to the player character and feed that as an input in my layered blend per bone? (right now im having a hard time getting the rotations of the head bone and to even being abbleo casto to the player character inside the anim graph)

#

lol i did it

#

super weird tho

sullen drift
#

now this happens

velvet magnet
#

you could try building from source if your internet is too slow/something werid is happening

eternal rain
#

I was making a level just now. I pressed Build All, and all the sudden all my Surface Materials vanish and look like generic 'WorldGridMaterial'. The brushes that I assigned materials to still show those materials in the details, but they don't appear in editing or in test playing

#

Update: I can make some of the selectable materials appear, but not the ones I made, even though one of the ones I made was showing earlier. That one vanished after I duplicated it and changed / renamed the duplicates

dim ermine
#

I'm trying to make a simple Key press do something, but UE4 isn't even detecting my input. What am I missing?

#

Neither doing it typically through just event > key I want or Project settings - create input action works

minor lily
#

hello guys,.. umm..how to fix this...i hv tried many ...none of em works

sullen drift
#

i hope no crashes this time lol

glacial dawn
#

@eternal rain same happened to me with a character. I just moved the character files from folder, I did this for two characters, and one got all materials unassigned. Just moved the files. There must be some bug regarding move assigned materials. My only solution was to import the skeletal mesh again.

#

Move or delete files in Unreal Engine it's a very risky action. It's a mess.

pulsar badge
#

why am i getting this message The application was unable to start correctly -xc-----7b click ok to close the application ue4 server

#

when i start a server

#

on ue4

woven falcon
#

um quick question-
If i have selected a node, and moved the viewport somewhere - how do i focus on that node again? 😅

#

i can't find my nodes

pulsar badge
#

why is it when i bring my game in full screen after i click play all my textures become blurry and lagggy

royal arrow
#

@pulsar badge That tends to happen if you're out of texture memory for your project. You can use an editor command to allocate more to your texture pool. I'm not sure what the permanent fix would be though.

royal arrow
#

Looks like the Home key will also take you to the selected node if you still have one selected.

#

You're struggling to package for Android? You can't package an Unreal project anywhere other than in Unreal Engine, unfortunately. I mean, as far as I'm aware. And even if you could, I'm guessing whatever errors you're coming across will also show up when packaging anywhere else.

white venture
#

Hello, im prototyping an augmented reality game and im trying to figure out how to make an enemy/ai spawn on a traced geometry by itself instead of input control most of video tutorials have only been either by input or image tracking so im kinda stumped

royal arrow
white venture
#

uhm once it checks for geometry from the camera, eg a plane , it will just spawn the ai there

royal arrow
#

I'm assuming you have a way of triggering some sort of action when the camera detects the geometry? Like can you get a print to work?

white venture
#

uhm ill try that and get back to you

royal arrow
#

Are you using BP?

white venture
#

yes

royal arrow
#

Are you using a trace to get the plane?

white venture
#

yes

royal arrow
#

Like a line trace, yeah?

white venture
#

yep

royal arrow
#

So after a trace, if there's an overlap, just spawn AI. Let me whip up an example.

woven falcon
royal arrow
white venture
#

Oh i think it would let me try it out

royal arrow
#

: )

coral spindle
#

is there a setting to allow me to see the wireframe when I scale in on an object?

trail crater
#

Does anybody know how to convert rotation into steering input for a vehicle(Wheeled Vehicle Movement Componenet)?

#

steering input is a float

royal arrow
#

Is steering input just -1 to 1?

trail crater
royal arrow
#

I'm not sure off the top of my head how you'd handle that. What are you getting the rotation from to convert it?

royal arrow
#

Hmm

#

I think the problem is going to be that steering input is probably just -1 if turning left and 1 if turning right. Just guessing. Not sure how it's set up for the vehicle component.

trail crater
royal arrow
#

I'm guessing if you're holding A for the steering input it's going to start rotating the vehicle to the left on the Z axis.

#

Because that input is -1.

trail crater
#

that means i take it from the z. axis right?

royal arrow
#

So your best bet would be to lerp the vehicle's current rotation to the look at rotation

#

But yeah.

#

Z

trail crater
royal arrow
#

Oh, that might work.

#

¯_(ツ)_/¯

trail crater
#

is anyone sure

royal arrow
#

Lol

royal arrow
#

Hey Pro, what's the result you're looking for here anyway? Do you want the vehicle to turn toward the direction your camera is looking or something?

trail crater
royal arrow
#

Hmm. I see.

trail crater
#

so i need to convert rotation to steering input

#

i am gonna try using the z axis rotation

north monolith
#

Has light build times increased? Im getting way too long build times even in preview mode.

grave jolt
#

Ayo, can someone link me to any GTA SA project for unreal.

sullen drift
#

what

#

i dont think thats allowed lol

grave jolt
#

okay

#

What's the best way to start learning Unreal?

bleak zodiac
#

i normally prefer tutor or lecturer to teach, apart from reading documentation or videos

wooden echo
#

Do you know any good websites where to find tutors?

lusty carbon
#

Using a normal map that's imported from Unity in UE4 results in weird shading. Normal map settings seem fine, and it's not about the flipped Green channel .

#

Always getting this weird line around

#

Any ideas?

stiff verge
#

I'm trying to troubleshoot my performance issues, I don't think shader complexity is enough to identify the culprit.. i'm trying to "hide actor in game" Does that parameter truely disables them, is that enough for my testing purposes?

#

my previous version was running at 90fps and now it seems to be capped at 45fps.. i must have done something weird

#

actually.. it drops to 22 in some cases.. and that's on a 3080.. it's more about me not knowing what I'm doing than about the scene being heavy

#

or is this what I should use isntead of hide actor in game?

hybrid comet
#

Why do make gotta make me build the game on mac

stiff verge
#

I literally delete my map and I don't even get 90fps.. something's fishy

kind mulch
#

Vsync maybe?

#

Or an FPS limit somewhere?

#

With a 3080 you should definitely be able to hit 90fps on an empty map 😅

#

Unless you have a lot of heavy post processing and / or code running. But even then.

marsh sparrow
#

Quick Question. I have perforce setup with 2 streams.. one is editor only and one is engineering with full source build. Works great on the first run of everything, but.. as I change things in the engineering stream.. i need to copy 'binaries' over to the editor stream so people pulling from that stream don't need to build the engine, etc ever. Is there a list of what files I need to copy somewhere? If there is a better channel for this, please let me know. Thanks.

ember star
#

I'm trying to use OnPostLogin to collect player controllers, but I noticed this isnt called on the server so the first player is always missing ref to controller. whats the fix?

autumn latch
#

I added a new variable to the interface me and i get a error i don't understand how can i solve (I encountered this error while trying to compile the actor with the interface attached.
)

#

this error

#

Cannot override 'MyInterfaces_C::AttachItem' at Attach Item which was declared in a parent with a different signature

stiff verge
#

@kind mulch thanks for your input.. I found different issues.. I understand a bit better now.. part of it is related to lights.. but also having the blueprint network open (even though all the nodes in there are disabled).. but that part is tied to some "Vsync" issue of some kind.. it's the actual unreal editor window that locks my fps to 45

abstract scaffold
#

Question... I have had a couple of players get errors regarding needing to install the prereq C++ runtime. Is there any way around that? They've tried re-installing C++ runtime and the error still displays.

#

now... i had them testing on a development build. Maybe that would go away with a shipping build?

#

I have one building currently to see. But figured i'd ask

thorny patrol
#

Does anyone know how to delete a level without click it?

#

🥲

#

nvm I just moved every other level and deleted the folder

solemn wraith
#

anyone knows somebody that has knowledge about netplay/networking/unreal engine?? please dm or ping me if so

sharp willow
#

Hey there.
I know there's an animation channel, but it's slightly dead.
How do I setup a gun's firing animations so that it interrupts itself properly when auto firing?

robust marten
#

So I'm testing crosshairs out and I noticed that going with the engines default crosshair it sets it off center, even after you take away the section that adjusts it. The dot crosshair is a widget I made that is just the dot directly in center of screen and that's way more accurate than the t crosshair. Any idea why the t crosshair isn't being drawn directly in center?

regal mulch
#

Not sure, but why don't you use UMG?

#

HUD is pretty much outdated

robust marten
#

What is UMG?

regal mulch
#

Unreal Motion Graphics

#

The main thing to use for UI

robust marten
#

UMG is just widgets?

regal mulch
#

Sort of yeah.

#

You don't use the HUD to draw textures etc. anymore

robust marten
#

Then why would they include it as default? I mean yeah, my dot is just a widget and its more accurate than the HUD crosshair so yeah i guess so

regal mulch
#

Idk, HUD exists for a while and is used for some debugging internally

#

SizeX and SizeY is the viewport size or?

#

You probably also need to subtract half of the texture itself

stiff verge
#

is this how you would create an if, elif, elif conditions

#

this works but it feels so clunky

neon bough
#

you might want to use switch on string

stiff verge
#

thanks, I,ll go watch matthew's video about that node haha

neon bough
#

theres not much to tell about, you define the strings in the details panel of the node

#

then you get an execute pin for each string

stiff verge
#

oh yes that's exactly what I want

neon bough
#

an alternative would be an custom enum for your action event

#

which also provides the switch functionality, but is cheaper to execute

#

as its only a bitmask which has to be compared, instead of a whole string

stiff verge
#

so much cleaner now..

stray tangle
#

Hello, I want my player to automatically detect if there's an actor behind him is this the right code?

stiff verge
#

i don't think so.. I think distance is absolute but I could be wrong

#

you'd probably want to use distance but also use a vector orientation

merry gazelle
#

In my game the player can buy properties, can I treat each building as its own unique game save. So for example if they sell a property they lose inventory in that property

I'm not sure if this even makes sense Vs saving the entire game in one. However I like the idea of replacing the new/load game system and using properties seems like an interesting way

stray tangle
stray tangle
pulsar badge
#

what the heck is the button for a param

#

forgot

#

hotkey

grim ore
#

@stray tangle a line trace behind or a dot product would be more efficient, but a collision box works 🙂

pulsar badge
#

in blueprints

grim ore
#

are you talking about in a material?

pulsar badge
#

ya

#

oh wow got it lol

#

s then left click

grim ore
#

1 2 3 4 are for the values, but they are not paramaterized

#

yeah S for scalar parameter

pulsar badge
#

thanks

grim ore
#

if you open the palette it shows them

hot swift
#

Guys, why when I switch to Path Tracing, the screen gets black?? Anybody knows how to fix it?

pulsar badge
#

@grim ore hey, isnt there a way to bring up fps

#

when u click play

grim ore
#

open the console and type stat fps

pulsar badge
#

Ah, Thanks

autumn talon
#

I smoke a lot of dope

rotund yew
#

The more i learn and use unreal engine the more i hate it

#

Can some one help me

#

everytime i restart the engine, (i have to every 15 mins becasuse the context menu starts immideatly disapearing when i right click)

#

It resets my Variable

#

the variable is a Struct

#

i have 3 Structs

#

but unreal engine is keen on reseting this specific one no matter how much times i save

#

it resets its in all chilrdren classes

#

here is the struct

misty wharf
#

Is there a way for me to have two colliders on an actor, one for handling collisions with other pawns, and one for collisions with the environment? I would like the collider for other pawns to be thinner.

dreamy lake
#

Im trying to set the Framerate Limit yet I have to restart pie before it actually works - any ideas ?

bitter valve
#

Hello, I imported this low poly model from Blender however the materials seems to have this weird white shading effect going on. I added emissive color to the eyes but everything else still looks off.

#

Heres what he looks like in Blender

gilded lichen
#

Hello, whats the best way to move the player through AI. As I want to take control of the player and force them to walk down a hallway

grim ore
#

@bitter valve what does your material look like? that might be specular which defaults to 0.5

bitter valve
grim ore
#

yep some of them have default values, you can see it when you mouse over the pin

bitter valve
zinc shore
#

how do you go about adding modding support to a project like in godot i can load an external pak file to patch the game

dry latch
#

question but is power IK usable to set hand ik for guns ?
Like easily set ADS ik's and everything ?

plush yew
#

Hello guys, I work on strategy game which is actually recreation of the web strategy game called ikariam
I have question that I want to make the world generation but I have not idea how I can do it, this is how it looks like

#

these are the islands, as you can see each osland has specific resource

#

like wine, stone and this

#

how I can make this world generation

#

yeah I saw this now

#

but which exactly?

#

okay

#

eh

grim ore
#

well there is no single way to do it is why

#

you need to figure out your gameplay

sand inlet
#

Is there a place to keep up with UE5 status?

grim ore
#

probably the unrealengine twitter and blog page

sand inlet
#

Thanks.

dry moon
#

Anyone know why the water system River causes this with the landscape?

plush yew
# grim ore you need to figure out your gameplay

so the game is this: you create account and your first city is created in some of the hundreds of islands, and you start developing it, grow, and then make second, and etc, you fight with other players and that's it, but I need to make world generation-right? to have world where the players will be spawned, their cities, how I can do it, and of coursem every insland will be on different resource which you can gain

grim ore
#

yep I understand the basics of the concept of the game, but you need to design how your game is going to work

#

like each island is stored how, what data is on it, does it need to store that data in the visual represenation on this map or just somewhere else. Is this island going to be 2d art with 3d modesl on it or fully 3d. Is each island the same 3d model with different "stuff" on it or all completely random. can they change the island or stuff on it. etc..

plush yew
#

yeah okay

#

so the game will be 3d, each island but with different reource, they can't change it

#

I think to be 3d cus the player to be able to zoom in and see the details

grim ore
#

like the screenshot you showed is just all 2d without any random generation

plush yew
#

the screenshot is 2d

grim ore
#

its all pre rendered art that is randomly chosen at creation

plush yew
#

I want to make it 3d

#

actually yeah, it won't be random generation, okay, I want certain generated inslands but different resources, the insland will be same but different mine for the second resource-wine, stone, etc

#

Honestly map out your game before you start messing with unreal imo it is much better than making things at random since a decent map out of your game means following the order in which you create said game
Mine is over 560 pages of words documents long and organized so every day I go tinker with the next piece
You can go about it differently but a decent map out means you don't have to think about your game you just follow your written instructions/roadmap

#

Obviously don't have a scope as retardedly long as mine but even a single short page with key points and pillars will help drastically

#

yah ofc

#

and this project is big which is more ineteresting

#

You can even get a few pictures to reference the Art style and such you're going for

#

yeah

#

the art style will be normal

#

3d

stiff verge
#

i change one geometry and now my baked lights are all broken like this??

plush yew
#

not izometric or pixalized

#

can you create said art

#

if its 3d its modeled in 3d via blender, zbrush etc

#

youll also have to weight paint anything that moves or has bones which means rigging as well

#

o yeah

#

you are right

#

3d games are a lot more difficult to make as there are more moving pieces to it than tradtional 8/32bit games

#

uf

#

yeah I understand

#

so maybe will be 2d

#

are you new to game design by any chance? ^^;

#

no

#

I work on 3 games

#

as gameplay programmer

#

I mean I make one game with one more collaborator

#

hmm

#

the second too

#

this strategy game will be with him too

#

like he works on design, me as technical

#

Well than youre probably well versed in the matter x3

#

wdym?

#

if you have actually worked on a game before you understand enough where my advise wont be of any use to you

#

i wish you the best of luck~

#

yeah I know

#

bruh

worn copper
stiff verge
#

bottom half of my room gets dark after baking lights.... and it was fine before. anyone got an idea?

#

like why would it suddenly change even though all I changed was add one geo.. deleting it doesn't fix the issue either

plush yew
# plush yew i wish you the best of luck~

okay, I have one litle question, so actually the isnaldnds will be abosulte the same, 16 places for cities, the diferences will be 1 mine which is for resource and one miracle, the rest is same, so with this info that I wrote-it won't be so complex to do or?

#

i personally believe in fully mapping out all mechanics functions interactions systems etc
imagine if someone wrote the game detail for detail and than provided instructions for you to follow in case youre somehow really unfortunately dumb