#ue4-general
1 messages · Page 970 of 1
it makes it a brainless process you just grab the list and make the functions step for step and you can easily make changes in a situation where something is beyond your scope or prowess
Hello everyone. I was wondering if it's possible, using Unreal Engine 4, to have a level lit using multiple light sources, but have a unique set of lights that interact with the player(s)?
For example, a multiplayer FPS arena, set in a desert canyon, lit with a deep red sun, but having a unique directional light source that lights the players with a more purple-ish light and shadows affecting them? Would it be possible to have baked lighting affect some dynamic objects in the environment, like rocks and doors?
One compromise, I understand, is it might look off on certain objects that may move around. I not sure how it'd affect objects like a wall being switched out for a broken one. Would it simply be better to use vertex colours instead?
Can anyone help me with this
How do you load into a level stream world? Do I have to load in the main world then load a level stream?
do you guys know why is this unavailable?
Hey I have a very big problem with my project. When I launch my game it freezesz every time and I dont know exactly why. I thought it could be because of outdated version of UE. I tried to Upgrade my project to the newest version so I clicked on Create a copy of my project. It says that it cant create a copy of that project, because of not enough space probably? But I over over 1TB of space on my disk. When I tried to create a copy without upgrading too the newest version, some things got damaged and the copy isnt fully working. How do i fix this?
Does this happen when u open content browser?
@slate heart maybe you are updating your engine in the background?
thnx it was the reason
@grim ore , Hey, just watched a few of your videos briefly about level streaming, if I wanted to load a level stream level from a menu, do I load the main map, then "load level stream level"?
When I do that though, it seems like nothing loads in
I have a button in player controller just as an example where if it's pressed it will "open level" to persistent level. Then in the persistent level, I have "load stream level"
The game freezes when I click launch but in editor it works fine
Isn't ue5 like around the corner
Hi
I can't see any rgb cahnnel colors in landscape vertex paint mode
anyone knows this problem ?
i don't paint landscape but it work other SM objects!
I am using Megascans blend material
by the way
@grim ore got a second? Lol
Quick question is it normal for a project to take up 10 GB of ram for a person only having 16 GB of ram that’s about 90% of my ram gone from this one project
If it is normal I will consider getting more ram if it isint then I guess ima restart my project for the 5th time
10GB sounds like way too much. I also have 16GB, but it definitely doesn’t use that much
Noted
If you're just looking in task manager I wouldn't really draw any conclusions necessarily
If you have a lot of files and assets it's possible it's just being used because things are stored in RAM for fast access
it highly depends on the project
using behavior trees anyone knows how to slow down the rotation of the ai toward my character? my ai just snaps rotation to where my player is standing - i need something a lot slower, zombie like, taking a second or so to rotate to players new lookat rotation
google it
Would anyone know about companies or projects that are using UE4 to link MIDI input from instruments to power realtime effects for performances? It's something that really interests me but I've not seen much on the subject.
idk but the game looks really good
afaik Deadmau5 was doing something like this in his recent shows
@exotic thicket that's pretty awesome. I did a test a year or so ago with a 3D piano I made that played what I played on my piano and had particles and shit, but I'm no real developer so would want to find a company or group to work with. I'll have to check what Deadmau5 has done.
out of curiosity, does someone know the proper name for the kind of smooth lines that the blueprint editor is using between nodes?
bezier curves or something maybe?
is it just a bezier curve?
unless you mean the literal lines in the node editor, in which case I guess it's just a connection between pins lol
but yeah the visual style of it is a bezier curve I think
thanks 👍
I'm having an issue where the ambient occlusion in my viewport looks different than my final Sequencer render. Anyone know what could be causing this?
is there a way to stop move task using behaviour trees? i cant find a good way to stop my ai from moving toward my character
When I open my scoreboard widget (tab), it stops my current keyboard input (w). So if im moving and also hit tab, I stop moving. How can I prevent that? I've tried every type of input mode. All my widgets are not focusable. Struggling on this one.
Is there a box trace method that returns hits along all four edges?
No
Today I'm going to Recreate it may fix the issue
Its Normal Landscape created using HeightMap
I will Check but I think it's not the issue. Because SPline Modify Terrain Automatically and also Collision.
Hello guys noob gamedev here, I wanna make some nice (Not too complex) skid marks for my drifting game, till now, i am spawning decals at the tire location, but not having good results. Please help me.....
Thanks in advance!
Is there a way to go into fullscreen while in PIE?
Like how you can go into immersive mode with the default viewport
@plush yew This issue Solved there was nothing wrong it's unreal glitch. I just edited SPline and moved one node little bit and saved. And collision automatically Regenerated...
https://www.youtube.com/watch?v=mP8HJkccCzw @grim ore is this you mate?
Sometimes you just want to Disable a blueprint node from running without unhooking the wires, this video will show you how to do this using keyboard shortcust and an experimental feature
ive been loving this guys tutorials and then today I looked at the profile pic on the youtube accoutn and im like that looks familiar
I just solved a problem
but I didnt see what I did to solve the problem
wich means the problem will happen next time 😩
why is unreal engine taking so long
taking so long for what?
Does anyone know how to change what nav mesh ai controllers use?
I dont want my enemies to move until player is in proximity
How to decrease fan noise and calm my gaming laptop
Should i just decrease scalability settings or there are more options?
Hey all,
If I want to make a level which makes the player feel like they are in an endless black void, would I be ok using a plane for the player to stand on with a spot light above it and no walls ?
strange question but would it perform well ?
I'm looking to try and build a combat system similar to The Last of us 1 and 2 where the character can get hit and still move . Based on the GDC talk I watched, The attacker is playing the attack animation but Joel or Ellie is just flinching. So they are not actually playing an animation so they can still move around while being hit.
How would I go about finding info on how to incorporate something like that as I have everything else set up such as Attack and defend animations, pickups, movement.
This link will start from exacly what I am talking about - https://youtu.be/Ox2H3kUQByo?t=1952
In this 2014 GDC session, Naughty Dog's Anthony Newman shares an overview of the design and implementation of the melee system for The Last of Us.
GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every d...
Isn't ue5 going into preview soon
well there's 2 more months till "early 2021" statement ends
I bet my 2 cents they will release it on April 26th
when I take transparency background screenshot with custom depth as mask, I get this one pixel outline of green screen around my character is there any way to get rid of it? Thanks in advance
Does anyone know how to stop ai pathfinding once it dies
I tried stop movment immeaditly but for some reason the ai is still moving
isn't ue5 just ue4.27?
Having this issue anyone seen this before?
Is there a way to import a rig as seperated objects?
like it allways combines them for some reason
Hello friends, why when I package the apk size exceeds 170MB even though I haven't filled any assets yet. is there a solution to reduce the size when package? thank you
How to reduce the size of your packaged game.
Thank you 🙏
Is there any tutorial for Damage system like PUBG COD by body parts
whats the difference between camera and visibility when firing a line trace?
I'm not completely sure but have a read of this doc it's really useful talking about collision filering and I think your question is mentioned there https://www.unrealengine.com/en-US/blog/collision-filtering
Choosing what collides is obviously very important, but it can be tricky, and it’s a problem that we have spent quite a while discussing while developing UE4. The system we have can seem a little complex at first, but it is very powerful and consistent, so I wanted to give a little background on how we arrived at it. We’ll talk about the differe...
Does anyone know how you can make it so the game window can be scaled but not smaller than a certain resolution?
Because right now my cursor just disappears when it goes near the game window, I want to make it so you have to click and then your cursor disappears
Please people help I will appreciate you a lot
I suppose thats a bad joke?
Hey mich do you know the answer to my problemo
I don't, sorry
Does the "Spawn sound attached" node auto destroy the sound when it finishes or is stopped playing?
if only UE5 did not have a different logo this would be somewhat convincing hehe
Anyone got experience with customizing device profiles? Trying to add new profile with match rules for all Android 7 devices, but can't get it working. This one is rule I use in BaseDeviceProfiles.ini: +MatchProfile=(Profile="NewProfile",Match=((SourceType=SRC_AndroidVersion,CompareType=CMP_Regex,MatchString="7\\.")))
Hello guys I have quick quesiton, how I can combine bp and cpp in one project, what the project should be created-cpp or bp?
C++ project can have BP's just fine, BP project can be converted to a C++ project later if needed
but C++ and BP works together, they are not one or the other
I have an issue I am trying to fix and need some help with but I am not sure what channel to put it in.
anyone knows of a good way to make the character capsule to follow my animations when theyre not root_motion(like leap forward animation?) i guess i could during the animation attach the capsule to the skeletal mesh pelvis or something, but i dont think this is a great solution
@plush yew you can convert a BP project to C++
but if you want C++ at all, i recommend starting with a C++ base, you can always just use blueprints, but having a C++ base means you can do stuff in C++ if needed
so if I created a cpp project and use mainly cpp I can add blueprints?
when i change my udim textures tiling method from wrap to clamp unreal engine crashes: from Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 674] Array index out of bounds: 2147463793 from an array of size -2147427905
what can i do about it?
trying terrain.party but when i export i've this issues, why? "No height map data was available. That's a bummer.
If you're way at the poles, that's probably why. Orbital measurements only go
so far away from the equator.
If this area is filled with water, try a box that has less water. That's
probably a good idea for gameplay reasons anyway.
Otherwise, this could be a problem with terrain.party. Retrying the link above
at a later time might help, or try posting it in the Discuss link for help.
At any rate: there's no height maps here. Sorry!
"
I get headaches from UE4
Why does my cube I rotate via a timeline trip out sometimes
OMG have you guys seen the new ue4 motorbike configurator in the Learn section, Its insane !!!
its so weird, i have hdd and keep getting bad sectors problem. but its only corrupts unreal installation folder
Hey is it possible to have sound attenuation on moving projectiles or is it impossible?
I'm having a hard time googling this and finding any meaningful results, but, after loading a level when the player transfers (For example, Going outside of a building that was a different level) how would I set WHERE I want the player to spawn(Like outside of the building they just left)?
insert player start object where u want
Then that will spawn the player in that spot every time no matter where I load the level from
That doesnt help me
insert it into the correct level xD
Okay then lets say I have two houses in that level, I need to specify WHERE the player will spawn when the level is loaded, not in the same spot every time
@robust marten you dont set where you want them when the level loads, you put them where you want after the level loads
so if using player spawns, they will spawn in that spot then you move them. If not using player spawns, when you spawn them in by hand you tell them where to go
you can use the Game Instance to save that information between level loads (the transform)
I have a nightmare situation with projectiles again
I made a nice sound attenuation and made a moving mesh to check how the attenuation behaves and all is ok. But then when I have my projectiles shot at me, and all the settings are exactly the same the attenuation doesnt work
is this just that unreal doesnt allow attenuation to work with projectile or what?
even in attach to component no luck
Only when i set global dilation to real low number = slow time, I get some sound from my projectiles
what the hell?
i have a question: can i use blender for the course involving the detective office?
Hello, I made a simple combat system which just plays random anim montages from an array but Now I want to make combos and I want the character to choose a random combo each combo has it own anims which should play in order, so I made a structure called combo witch has some anim montages in it and when I added it as a variable inside my blueprint I made it an array so each combo is an array element but I can't really figure out how to play montages from it. Any help? Here's a pic of what I mean.
which part is the issue?
you have an array, get what you want from it and do what you want with it
The issue is connecting the array to the montage to play, since I can't break this array somehow and make the montage play a random array element each time.
you would use the get node to get something from the array
Yep I know but the type of array is not compatible with the montage to play.
so is this an array in an array, or a struct inside the array, what is inside of this "Combo" variable
Combo variable is an array each array element contains five anim montages
Anf it's type is structure of course
so you have an array, that is holding a struct that is composed of 5 anim montages?
Yep
so then you would get the struct from the array using the get node, then do whatever you want with that struct
how where you using the struct before?
Well the problem is when I use the get node the type of it is note compatible with the montage play node so I can't connect them
the GET node is getting you a STRUCTURE variable from the ARRAY
you cant plug the STRUCTURE into the play anim node of course
were you using the STRUCTURE before?
Oh, I get know never mind I just realised how simple it is.
Thx for helping anyway
Today we are talking about the partnership we are doing with Microsoft.
Stay tuned for more in infos in the next weeks.
We're no strangers to love
Official video: https://www.youtube.com/watch?v=BjDebmqFRuc
Rejoindre mon serveur: https://discord.gg/ya96kxZwKZ (Dymensia French Community)
this will help my game development
i've been rickrolled 3 times, no 5 times now
I have a question how can you theoreticaly publish your game on Epic Games
how i fix this i using unreal engine 4.26.1
Okay, I think this is how the editor says, "Fuck you user" What am I missing here? Is there a good resource for figuring out these window modes?
well its an enum, you can break it to see which modes are available
But why isn't that being changed
I'm literally just trying to make it open up as full screen on the primary monitor everytime
but for some reason (I'm in the editor) it doesn't do that consistently, so I'm trying to find the common demoninator
hello, is it possible to have different materials for each lod?
in the editor you wont get it to open in full screen properly if using the PIE, even PIE in new window is a pain.
if you expect to get it full screen you need to launch in a new window
you can use the game user settings to set the new display mode and apply it, or the console command to force it (but then you need the resolution you want as well)
What about this?
because that was a packaged build
and it was opening across two monitors, automatically - pretty sure I had "execute console command to go full screen "
Guys, should I first launch version 5.0.2 or 5.0.1 ???
neither one, 5.0.0 is what I would recommend
Mmm, ok right now I'm launching 5.0.2. Let's if its working like expected.
I wouldnt recommend it, whoever gave you that launcher doesnt understand major.minor.revision syntax
It's the oficial Epic Games launcher.
Might want to redownload it then, the only place to get 5.0 preview right now is on Github
Wait, I think it's actually working.
somehow i feel like ur getting rick rolled
Let me see if I can get lumen to work.
is this some april fools prank
it is, they didnt even try hard on the screenshot 😦
he can update his 4.26 tho 🙂
lol
the version at the top of the drop down always goes to the highest/newest version you can install that is not installed. the fact he has that not showing 5.0.2 is bad. The fact he things 5.0.1 and 5.0.2 would both be on the install list is bad.
epic just simultaneously decided to delete 4.24, 4.25, 4.26, come out with 5.0, patch to 5.1, then delete 5.0 in one day
I mean, the lighting is looking good. Has anybody else tried Lumen already?
did you use the cvar to turn on lumen, or the project settings?
project settings.
welp good luck with it then, I think that was the version that deletes your hard drive after 30 minutes that they used to demo offsite
Is there any setting to make it so whenever I open a blueprint I can always have open in full blueprint mode instead of having to click to open it?
i find the soluction for my problem
in order to get an animated camera inside of my BP Character, i need to export the camera as bones from maya(so import it as a skeletal mehs and then parent my camera in bp to the joint ) right? or is there a way easier way to do this?
(with a specific planned animation, not just animating by hand inside bp of course)
Looks a bit like metro
@grim ore https://www.youtube.com/watch?v=Oice8gdpX6s is this you mate?
NOTE This is now referred to as the Matinee Camera Shake instead of Camera Shake when creating the new Blueprint
What is the Camera Shake Class in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
you make great tutorials keep it up
simple clear consice
it is, for that video its super out of date tho with matinee being removed lol
its me
and i mean it "works" its just matinee is being removed so its going to break at some point
probably completely yeah, matinee has been deprecated for a few years now being replaced with Sequencer. There is another way to do camera shakes now I just havent covered it
how to access it?
you should link it
I doubt this game will need fowards compatability but better to learn the right way XD
I'm trying to run custom events from the console for testing and they say they fire but nothing happens, not even the print string -
sorry I can't make it bigger -
it works when I do the KE using asterisks command but I can't do that with my current setup
@light thunder take a look at
https://support.discord.com/hc/en-us/articles/210298617-Markdown-Text-101-Chat-Formatting-Bold-Italic-Underline-
Great, now tell me how to highlight console text without using output log -
Hey folks posted a job earlier and my email wasn't in it. It's the job on the job board for the plugin dev for UAL. To apply email me at phoenix.perry@arts.ac.uk. Sorry the bot timed out when I was posting the first time and it led to a bit of pasting confusion over here. 😄
@tardy oxide They'll want you to post on the job board - like #freelance-jobs
I think that might be rude because my collaborator already did it too so it's there 2 times. Nothing in the post there changes, it's only on the page the external link takes you to. You can't post in the bot channel and I heard someone asked about it in one of these many, many channels.
Any one know how to use the host and join system even if there is a dynamicip?
dynamic ip?
Nobody knows. This is a secret only known to the elite society.
What do i call these circular rows of repeated circles in english
Circular row?
Circular row of circles?
Dotted circle.
No imagine its
Squares
I want to name the type of
Repeatition
Circular row? Circular array? What to call
Your first picture is sometimes referred to as kissing circles. I would probably use circular row or maybe radial row for the second pic
What am I missing here? Why is the outliner not showing this up?
I assume its best to have one SK mesh with a few bones with a simple mechanical looping animation than it is to have 6 or so separate SM meshes and animate the movement in a BP? Or let's say the more "professional way" is one SK Mesh?
Reduce draw calls etc,
Kissing circles? Okay thanks i will name my market place product that
Thanks for radial row suggestion too
maybe i should break the rotator and only retrieve the yaw?
Can I PIE and turn off Print Screens? I need to capture some game footage
DisableAllScreenMessages cvar
Hi anyone who try the “a boy and his kite” demo can help me?
I download the project but in maps I can find only “separate maps” and some of this are weird (have a camera, boy character, and a bunch of sphere and a big rectangle”
I can’t find the file to open the FULL map at once
it is using level streaming is why you see what you see
I need help my map is completly flat i have lost all my work
The landmass custom brushes layers dont want to show anymore
I have tried to uncheck/recheck "enable edit layers" with no results
It arrived when i have added a second landscape to the map
I have tried to remove all the layers and when i add my custom brush to the new layer it dosent affect the landscape anymore
when you first load it, it tells you where the main level is at, GDC_Landscape_01. If you look at the levels tab for that map you can see all the sub levels that make it up @deft raven
try and find an autosave in your autosave folder in the project, otherwise revert to an older save in your source control
Anyone know a stable Nvidia driver version for a 2080 Super using unreal engine 4 v4.25. My engine keeps crashing every 2 minutes
if it made one it would be in the autosaves folder in your project/saved/autosaves. You can copy it out of there and put it where it is supposed to go and rename it correctly
lol yes ...
with the scared i had i ll use it
the problem is now my landmass is unusable
i ll have to sculpt all by hand
anybody ever used Brushify?
how do you set it to snow?
@grim ore its ok matheww we sincerely appreciate you even if the job can be a bit taxing at times ❤️
when im trying to find the sun in the skybox (should clarify that im using UE4.26) it fills up the view with all white instead of seeing where the sun would be
basically, the light flickers when i try to look at the emulated sun
there a way to fix it?
Dear Unreal, I rarely use this server but I wanted to say thank you for Cesium! OMG is that amazing to have 510.1 million km² map availability.
is it better to use blueprint or C++
That's the same as asking if you should make fried chicken or pork for dinner 😐
Both should be used, in UE4 one won't work without the other
anyone know how to fix this crash? I tried a bunch of stuff such as reinstalling my engine, updated graphic card to a stable version.
The error I get is :
Assertion failed: FVector::Distance(InitOptions.ViewRotationMatrix.GetScaleVector(), FVector::OneVector) < (1.e-4f) [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/SceneView.cpp] [Line: 471]
And it seem to happen when I right click drag the viewpoint camera in the level
wait you can use both in one project??
yes
Ya I learned that early on in my tour of UE4. I make my things with blueprints but I left the door open for C++ just in case
I moved some assets from a ProjectPlugin to my actual project, and then removed the Plugin as it was no longer required. Now I get a lot of LogLinker warnings about /Script/PluginName not being found. Adding a PackageRedirects fixes this up, but is there any way to make that permanent so I don't need to rely on PackageRedirects being in the DefaultEngine.ini for life now?
in fact I wouldn't ever suggest using only one
even though you technically can make entire games without ever using any node
(but you have to really work at it, to not use mat graph)
i've been trying to figure this out for hours i cant seem to get my character to fall any faster no matter what i do
when i jump its like i'm on the moon
Yea you usually want to use a combination of both
The way that’s recommended is to build your more technical performance heavy/setup related things in c++ and then code the front end/main layer in bp
@tardy cargo
Hey, anyone knows its possible to bake grass maps at runtime?
Hello I just pasted one folder with a lot of folders in it in my Project Content. In the File Explorer it shows a lot of .uasset files, but no one of them is imported into the editor. It just don't shows Any fixes?
Weirdly specific question but I'm having a hard time bringing up the pre-installed editor that comes with Gears of War PC. How would I access an editor that comes with this game or open up UPK files
so I have this model that Ive imported but smthng strange kinda happened, the model is like split into like 628 diff areas each with its own material, I wasnt able to import the material at all at first so i took it into blender n grouped all the individual pieces of the model but the imports still funny, it works fine ig but if anyone knows how to make not do this thatd be great
i need some help with my sequence i have a point light in my sequence and for some reason no light shows up when it plays the key frame i am also a noob at ue4 please help
#cinematics @main kayak
oop my bad
np lol
Anyone actually use Orthographic projection?
ist it possible to change a texture parameter outside of unreal engine?
i want to change the tiling method from wrap to clamp
if i do it in the unreal editor it crashes because of the size of the texture (its an udim)
I'm making some automated tests where i'm trying to simulate player keyboard input. Is there a way for me to simulate pressing and holding down a keyboard input key like the spacebar?
For example, my game checks if the player has pressed the spacebar for 0.2 seconds before triggering something so in the automated test I gotta simulate holding down the spacebar key.
Hey all,
How can I make my character play the falling animaton when I am crouch walking off an edge ?
Hi, USplineComponent recently changed in unreal 4.26 ? Is there any way to visualize a spline at runtime?
Someone know how to apply displacement with a material only custom brush landmass to a landscape?
Is there a way to make something invisible but have it still cast a shadow?
Yes, in the details panel of a primitive component you can enable the "Hidden In Game" and "Hidden Shadow" flags and it will do what you want
How can I make a navemeshvolue not show up in the viewport but still work? All the green is really annoying
Hit "P" to toggle the preview
In unreal when i add a point light for a spot example coverd by rocks the light hits the rock and gives it a ring shadow effect anyone know why is this happening
or how can i fix tthis
anyone is welcome to @me about this
Hi i have an problem where when i test the game it starts with 80fps and drops to 11fps in 10sec. What i am doing wrong?
Anyone know if twin motion 2021 is free for who have 2020?
When I save the game, my camera position and conversion works if I don't move after saving and load the game. adjust the world position and rotation is working. but the world position and rotation don't work properly if I'm moving after saving
Using incorrect object initializer.
0x00007ff968f74b59 KERNELBASE.dll!UnknownFunction []
0x00007ff8ebb0d096 UE4Editor-Core.dll!UnknownFunction []
0x00007ff8ebb107f8 UE4Editor-Core.dll!UnknownFunction []
0x00007ff8eb81e98d UE4Editor-Core.dll!UnknownFunction []
0x00007ff90766bcbe UE4Editor-CoreUObject.dll!UnknownFunction []
0x00007ff8bbdc536c UE4Editor-FPSGame-8555.dll!AFPSObjectiveActor::AFPSObjectiveActor() [C:\Users\iulia\Desktop\SimpleFPSTemplate-master\Source\FPSGame\Private\FPSObjectiveActor.cpp:13]
0x00007ff90749c2a3 UE4Editor-CoreUObject.dll!UnknownFunction []
0x00007ff90775fb4f UE4Editor-CoreUObject.dll!UnknownFunction []
0x00007ff90774290f UE4Editor-CoreUObject.dll!UnknownFunction []
0x00007ff907672345 UE4Editor-CoreUObject.dll!UnknownFunction []
0x00007ff8eb859aba UE4Editor-Core.dll!UnknownFunction []
0x00007ff8eb881388 UE4Editor-Core.dll!UnknownFunction []
0x00007ff93b0ce7d3 UE4Editor-Projects.dll!UnknownFunction []
0x00007ff93b0ceaeb UE4Editor-Projects.dll!UnknownFunction []
0x00007ff7ca6253d2 UE4Editor.exe!UnknownFunction []
0x00007ff7ca628a92 UE4Editor.exe!UnknownFunction []
0x00007ff7ca620f1c UE4Editor.exe!UnknownFunction []
0x00007ff7ca62128a UE4Editor.exe!UnknownFunction []
0x00007ff7ca6352ed UE4Editor.exe!UnknownFunction []
0x00007ff7ca63801a UE4Editor.exe!UnknownFunction []
0x00007ff969d17034 KERNEL32.DLL!UnknownFunction []
0x00007ff96b642651 ntdll.dll!UnknownFunction []
what this means?
this is line 13
RootComponent = MeshComponent;
commented line 13 and now this line crashes
SphereComponent->CreateDefaultSubobject<USphereComponent>(TEXT("SphereComponent"));
Hello, im just wondering when the new ''Free for the month pack'' is going to release? 🙂
you will find on 6 april
it's always first tuesday of month
so every new pack is going to be released the 6 of the new month?
the "free for the month" ones
ok ty! 😄
can any1 help me how to keep same material scale on any objects
or does any1 know some tutorials for that
@lean bobcat If you mean UV scale then one way is to use "WorldAlignedTexture" node, which gives you a set texture size in world units.
Anyone experienced this bug? We use source control and the other person in team gets collision for a stairs mesh that uses a separate collision mesh. But I don't have that collision.
The situation is bad, since we are supposed to share the same game files. I do remember collision meshes being buggy in UE, in some way.
hm it seems like the Z value VertexNormalWS is always positive
why is that?
i have a mesh where i've set all normals to z -1 yet it still receives light
4.27 confirmed !!!!!!!!!!!
didn't see any new branches thought
yes ... but this post is from official blog ... so its solid
@vast garnet I downloaded previous version and it still doesn’t launch anything
hey guys :D I was wondering if anyone would know how to do this? So basically, I have this lightning trail using niagara particles, but my issue is, I really like the flow and how it looks and forms as a trail when I play it in the viewport of unreal. However, when I export it out of the movie sequencer, the trail's flow seems different. Is there perhaps some setting to get it to look as close as it can to the viewport view? I'll send one gif of how it looks in viewport and one of how it looks exported. + I know the second one has motion of the character running, but the trail still feels more 'dead' compared to the one in the viewport, or at least the flow of it and how it looks
Does anyone know how to get around the "incompatible_unique_net_id" error when you're simply connecting to your dedicated server via IP address, but your client is using the steam online subsystem?
I have a vehicle that runs on a path. I am using target points to form path. I want to increment the path point index. However, the index gets incremented before my vehicle reaches the path point(Target Point). How do I make sure that my vehicle has first reached the location of the target point, and then increment the path index?
is there a way to stop the pathing of the Move To Location function on a Pawn and feed it a new value? right now the AI is going throught each individual goal, instead of going for only the most recent one
in this video i move a pawn while holding down an input. problem is, the pawn moves along all the traced path instead of picking the latest one
hi !! Ive just installed and made a setup of the perforce server with digital ocean etc... BUT the project i'm trying to add is an existing one with a lot of stuff on it.. how can i add an existing project to perforce ?
https://www.youtube.com/watch?v=GsdS71tdGj8&t=1s
Digital Ocean link: https://m.do.co/c/9c32421cec91
Perforce docs: https://www.perforce.com/manuals/p4sag/Content/P4SAG/install.linux.packages.install.html?fbclid=IwAR0meqmgIgK4Ic3eewVv-vpm7EQGJl0uKTNQmDc99Jx9s0wTQ12ByiYvRkY
Try my C++ Survival Game Course:
http://bit.ly/unrealsurvival
Discord:
https://discord.gg/meFRZfm
following this tutorial btw
thanks a lot
I need help with Landmass Please
I dont know how to setup a "Material Only" custom brush
.
I can't launch unreal engine it just says launching...
and then it never opens anything
Im on macbook
How come?
So Im literally just trying to delete this but it comes back. It has no dependencies or references yet it still pops back up..https://gyazo.com/ba45d15aba22401543c8ae6545d20c6d
@vast garnet Please help this still hasn't worked
I've been downloading it for so many hours now
does anybody know how to solve this?
Join support channel with a mic.. I can try to help.
Sure
Hi, anyone know some assets to make a landscape like this? i can't find rock like this (i think they're limestones)
The UE4 Open World Demo Collection. But from the looks of that terrain the heightmap was probably already made to look like that as opposed to placing large rock meshes.
Can I get a role for screenshare?
Heya, when im trying to compile i got this error with almost all plugins:
PackagingResults: Error: DoesPackageExist: DoesPackageExist FAILED: '/Landmass/PreviewContent/Water/Mats/M_Simple_River_01_Inst' is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root.
I can't even launch the application 😠
does unreal stack with multiple GPUs? I have a 3090FE but trying to get another for Redshift rendering
Virtual joystick in not showing in my 1 map
OK a friend from another chat added me to this a while back and I never really looked I to it I just checked unreal out and been messing with it...
I got a idea though and need help to complete it
Shits going to make $$$$$$$$
"Additionally when using FSkeletalMeshMerge you will likely need to build your content in a specific way from the start. You'll want to use one common Material and decide on an atlas for your Textures (for example, boots go in this region while gloves go in this region and so on) so you can cut up and put together your textures to make new ones and render your whole character as one section. "
Hey, can anyone clarify something for me. I was reading the documentation and I am a bit confused regarding materials and modular characters. My question is how would the material setup look if the character can have several variations? For instance a face mask with 10 designs and 20 different body outfits. The player can choose any combination
Ok so I'm a beta tester for coinhunt the chats great the devs are cool or whatever other than the fact that they will not out me on the team
note i am not trying to be rude or anything. just wanted to share this page i have saved in my browser. https://medium.com/@doandaniel/gamedev-thoughts-your-game-idea-is-worthless-ec6992f3c7b
🤔
@rigid belfry i prefer this one: https://www.youtube.com/watch?v=lGar7KC6Wiw
I worked in the game industry for about eight years. It's not all fun and games.
anyone know where to change the camera shutter angle in Unreal 4.26?
That video is Gold
Anybody knows how i could add a sword to an external character? i just want to add it to the animation i made
Attach it to a socket on the skeleton
it is not, that is for preview
i guessed that
you would literally put the mesh onto the character in the blueprint and set its parent socket
or you would spawn it in the world, then attach to actor/component on the character
if its not too much to ask, could you show me that in blueprint? ive googled for ages but couldnt find anything.
which part, both of them are pretty much explained right there
I can't find the setting to change the Camera Shutter Angle in Unreal 4.26 ;-;
i am not really to familiar with blueprints 😅
@latent knoll 100's of ways of doing it, plenty of documentation and tutorials out there on interactive objects in UE4
@worldly cipher if the weapon will always be attached you can just attach it as part of the character without blueprints
😅 i must have drank dumb juice today ill google that real quick.
well thats the question for you, is this weapon going to be attached all the time?
yeah it will, im not making a game or anything like that. i just really like the shader editor in ue4 and am also learning animations right now
if you add a new static mesh component to your character mesh, you can see this above
you can then set the static mesh in the details panel to your sword, then click the parent socket icon and choose a socket you set up in the character
one second
oh yeah its not gonna be going to the third person character but rather a dummy characte,r is that still the same then?
component widget "owner no see" not working what can i do
yep doesnt matter what it goes on, I just used this as the example. You just add the static mesh component for your sword as a child of the mesh that is your character
I'm trying to connect it to the internet.... I put the plug in in but am I suppose to own a website to make this work correctly
Nicee hat btw
wait i think im getting it
my problem?
no sorry
dont ping people asking for help
dont think I can really help you beyond what you pasted. I have no idea what component that checkbox is checked on, how your stuff is set up, etc
allright, thanks mathew. now ill just need to find out how to add the animation for that but i wont bother you for that one. you the man m8
well once its attached to the mesh, any animation you play on the mesh will move the bones and sockets which means the item should just go with it
i got it i forgot to re-enable it
to the new added one
https://gyazo.com/6b571949564b2625217be287f69f59d4 works fine on my crappy animation ^^
whoo!
I have had no luck for the past hour 😭 I cannot find the camera shutter angle setting in Unreal 4.26
I didn't think it caused a problem
I didn't think it caused a problem
@charred scroll are they in .25?
yeah, it was in the camera settings of the movie render queue
if space = world "owner no see" working, if = screen "owner no see" not working how can i fix this problem
that makes sense as screen is not in a render pass, its separate
you would have to hide it manually. If this is multiplayer that shouldnt be an issue just dont create the widget for the client
@charred scroll I dont think the movie render queue was working in .25
yes this is multiplayer, i am hide it manually
uhm... encountering this strange behaviour
I'm using the default export settings from Bridge
but with the grass they get ported without any kind of texture or material attached 
whereas surfaces and 3d meshes are handled correctly 
a few second and I'll upload export settings
i have an event on left click that gets the mouse location and sets it as the goal for the pawn to move to. right now every time i call this event, i create a different goal location, so the AI will move to each individual mouse location. is there a way to have the AI only go to the last clicked location?
a video that better shows what i am talking about
@rigid belfry have you tried telling it to stop going to the location and go to a new one?
actually its kinda silly but..... hear me out. have an invisible actor you use as the move to instead of the location
yeah i hear you. i'll report back
Hello @grim ore ! Do you experience with packaging? I cant get over this bug:
PackagingResults: Error: DoesPackageExist: DoesPackageExist FAILED: '/Landmass/PreviewContent/Water/Mats/M_Simple_River_01_Inst' is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root.
Same error with other plugins UE4 has
you should probably move the content out of the plugin and into your project and use it from there
or is it failing and your not using it?
https://i.gyazo.com/d119250d849a171808bc915f44b8be99.png UE4 early? SpeedTree 9 isn't even out yet 😄
Well, Landmass is new plugin that 4.26 have
I have never used it
Either enabled it
so you dont want to use it? have you tried disabling it
so you dont see landmass in your plugin list?
I have it, its UE4 4.26 new plugin for landscape edit
yes...
But its not enabled
This error duplicates for other plugins
Even those i use right now
so all of the engine plugins are causing errors but they are not enabled?
is this a C++ project?
BP
I've discovered a bug regarding the sockets, where can I communicate it?
does it happen on a new template project? so you can elimate the engine as the issue
if it doesnt, then I would nuke the temp directories in your project (intermediate, binaries, deriveddatacache, and most of saved), open the .uproject in a text editor and make sure nothing is weird in there, and see what happens.
but something somewhere thinks those plugins exist and are in use
if you never enabled them then redirectors shouldnt be an issue
Last i deleted saved i lost my collections 😄
thats why I said "most of saved"
Hey I am a (Not the knowledgeable) student that could use some help.
I was following a video (Unreal FPS Tutorial: Making a First Person Shooter) on YouTube to help with the puzzle shooter I am making and I am wondering if it is even possible to turn the bullets into lasers that can ricochet once with this code.
yes?
the line trace makes an invisible line that shoots out till it hits something (the hit result -> hit actor)
you can get the impact point and it's normal and that would give you another location to start a line trace and the direciton to send that line trace out (the bounced hit)
ah ok. What about adding a visible projectile?
you can use something that actually moves, or a particle effect (like a ribbon) if you want some sort of beam
ok thanks! that gives me something to figure out now.
😄
from the video it might look like its working, but thats from just one key press. i have no held down logic. the AI Move To keeps firing untill the pawn catches up with the actor.
if you just put in the actor it should use that and not the location
you would basically click -> place actor in location -> tell AI to move to actor. If its in the middle of moving doing this again should make it still move to that actor
oh yeah the actor location was just for testing. what i wrote is what happens when the actor as the goal
is there a way to disable motion blur on specific actors ?
@grim ore seems like it didnt helped
PackagingResults: Error: DoesPackageExist: DoesPackageExist FAILED: '/Landmass/PreviewContent/Water/Mats/M_Simple_River_01_Inst' is not a standard unreal filename or a long path name. Reason: Path does not start with a valid root.
fresh project is compiling well
ok, its working now, sort of. i still cant figure out how to make the pawn instantly move, instead of waiting for me to release the left mouse button
wait
changing the function from Move to Location or Actor to simply move to actor seem to be working flawlessly
How is it possible to switch graphics backend on game restart like Fortnite does?
Like between directx11 and 12
How can I add modding support to my project
Hey guys hope every is well, a quick question; In an open world city, when it comes to shop interiors what would you advise for a decent LOD count? Tried 1-5 however I wasn't satisfied with the result.
When merging static meshes* does anyone know the optimal configuration?
why are there sometimes 3 players and other times 2?
I migrated a few maps from another project, and all of them are showing up in the new one except for one of them. The build_data is there. And the umap file is in my project. But it's not visible in the editor at all. Any ideas?
Any idea what I'm missing? When my character fires it updates the game instance "cryptotokens" score. I'm trying to load that score when I save> exit game > open game > load
"GameLoaded!!!" does print to string but the cryptotokens doesn't changed to what was saved
You don't need to cast to your save game class from that node as the reference will always be of the appropriate class, that'll get rid of that "note" there.
When you're loading, you're setting the value within the save game object rather than setting the value in the object you're working in.
The "set" when loading shouldn't have a target.
thanks, yeah as soon I posted I realised that was causing the issue 😀 I wasn't loading from the instance
I have this level that I've imported from some cad programs and I'm trying to set it up as an APK for my Quest 2 but I don't teleport even though I have the default Motion pawn inside, any ideas why it wouldn't be teleporting?
How would I disable the default lights in a 3rd person template?
Hi. Is there a way to apply RMC to meshes in the strict Editor viewport mode (without using simulation (+possses), and no play/PIE mode applied)? I.e. have meshes visually render in the foreground as a background task? i.e. call MeshProviderStatic->CreateSectionFromComponents(), MeshProviderStatic->UpdateSectionFromComponents() and see the same updates to a mesh that one would see in Game mode?
I guess I'm pushing Control Rig to it's beta limits
Tried posing 13 models at the same time with CR, without baking first, only 4 or so models survived the save. The rest had to be relinked to Sequencer, or baked into animation asset.
I plan to put my Unreal Game Project on Github and am scratching my head on what license in Github I should go for.
I don't know if this counts as code but I use blueprints to script out the behaviour of various meshes that I've imported to the UE4 project.
anyways if it does count as code I want my project to be opened for Blue Print users to suggest better BP.
they can modify and use my vanilla code for their own projects.
I'm a little strict when they sell a product based on my bp in a sense that when they do every money they make I want a piece of the pie.
Just avoid GPL and its derivatives
GPL sucks in a way that anything tied to your project has to be open source, and for Unreal Engine, that's a no-no.
If you want to enforce royalty system into your project, but keeping it open source, there's thing like Creative Commons Non Commercial
ya that's Creative Commons 0 sumthing
Creative Commons 0 is public domain tho
oh
It's not the same as CC-BY-NC, which prohibits commercial use (although you can give custom licence for those who want to pay for it)
Do ya'll like Trello or what alternatives do you recommend?
I kinda liked kanboard, it's like a super simplistic local trello
Would anyone happen to know if film grain is broken in 4.25, specifically for Sequencer renders?
When I use the Movie Render Queue, the grain in the preview looks the same as it does in the viewport, but once I look at my rendered images, the grain is toned down by a lot.
If anyone needs more info on this from me, please let me know.
Hey guys, was wondering if anyone knows how to fix this?
I'm told that the top line (connected to play) is supposed to get the variable created by the event beginplay, and the bottom line is to set it, but I dont know how to implement it at all. Very newby. This is what it looks like atm.
This might be a dumb question, but does anyone have any idea how I can start creating a second person character?
Basically for the most part, sits in one position with menu selections, but then every now I can hit a button on the menu which then switches to a camera thats following around an NPC dog thats running around.
What would cause my camera to be offset to the left when in Standalone mode but be right where it needs to be in PIE mode? Also my screen resolution when at my main menu either takes up 3/4 of the screen or fills the entire screen but I can only see 1/4 of the main menu.
So it does these two things when on main menu.
Anyone know if sequencer can run a camera track in real-time while global time dilation is down to a low value?
Hey! Doesanyone have an idea how to properly set a NavMesh ? I have a massive open world and would like to spawn some AI's. But a nav mesh the size of my landscape makes the loading time SO LONG
Virtual joystick is not showing in my level
@dry latch try nav invoker components, generates navmesh around the actors that have it
Awesome shader!
hey is there a way to make the 4.26 Reactive, like create ripples?
I want to record a gameplay sequence (my camera up high, cool angle thingey). Problem is that I need my First person view to aim. So I thought I'd be able to open another viewport and record that one, but it does not seem to update (have the character move around, etc). Any way to do this? 😄
Hi guys, I'm looking for a way I could use the ProceduralFoliageTool on a procedural mesh.
I understand you can spawn foliage on, static meshes, BSP, and landscape but couldn't find a way to spawn on Procedural meshes.
Has anyone stumbled across that issue before and can share some knowledge?
fps gainz though lol
I am having problems showing the banner ads from AdMob.
Did someone already find a way to fix that? I already saw so many videos and answers all over the internet. Can not get anyway to make it work...
Anyone know a good Heightmap site of the real world?
How do I know if an actor is within a certain radius of another actor?
And how do I set up my actor to detect other actors within a certain radius?
Does anyone have any good recources on hdri and cubemaps
like whats the difference
this may be a really noob question but I have always been confused on it
Probably been asked alot recently, but has there been any updates from Epic regarding UE5?
no updates yet
AdMod?
Hi, I have a problem, I messed up the Third person setup
If I click play the camera appear to stay blocked and I can’t move nothing, anyone can tell me how fix this?
I am trying to implement "stop movement" in my blueprint to halt actions from my pointer and allow WASD movement. However, when i use the "stop movement" function, it seems to trigger without and event executing it, and it limits all movement functionality. I used https://answers.unrealengine.com/questions/52078/how-to-cancel-simple-move-to-location.html as a reference. Does anyone know any top-down blueprint that utilizes WASD movement and mouse functionality at the same time?
Working on a TPS. I do a line trace with my camera and then a line trace from my character (from actor eyes) to the camera's hit location. This works for the most part, but there are some places on the enemy that register a hit for the camera, but not for the player line trace. They both hit the same connect at the same location though.
This happens most notably on the inner thigh of manny. Does anyone know what I can do to help correct this?
Here is another angle of what I'm talking about. They both connect to the head, the side of the head specifically, but only the camera's linetrace is registered as a hit (as seen in the top left of the screen)
This is the recommended setup indeed but no ads are showing up. I'm with the same problem. And in regards to filling up the project yes you have to put in the app id and the admob number in the project. Cheers
Is it possible to have multi-shortcuts in UE4 as in Visual Studio? In Visual Studio I can bind to stuff like Alt+E, C for Edit-Comment menu.
I'd like to be able to be able to press multiple keys for a single action to be taken because it allows me to have many more binds.
I see by default UE4 doesn't let me do it. Maybe there's some addon for that or something?
Where can I turn on light shafts on spotlight? Is it even possible ?
why there is in timeline a finished event but not a reversed event?
finished fires also when it stops from reversed
you can switch on the direction enum if you need to handle that different
Is it really?
I just looked some answers things and people were complaining that there is no on reversed events but guess they were old ones
multiple input of two or more mouse is a thing that can be achieved with blueprints or c++?
I do not want multiple pointers, the game is intended to use the left, right and middle buttons, X and Y axis of it
i doubt that this is possible
hello friends, I want to ask about how to associate ads with ue4 and how to place these ads. because some of the ads I play android games appear when completing a level or by watching a video button to get coins. does anyone have a tutorial?
thank you friends
how do company work with ue4 translation ?
translate word by word over here?
or work in excel sheet then export to ue4 ?
Hey all,
Any idea how I should handle the sound for my third person character pushing/pulling a box ?
I have looked but am unable to find information online, mainly be ause I am not really sure what I should be searching for...
I just finished inputting translations for four different languages manually (3k words each), but I think more experienced people use CSVs
inside the dashboard i screenshot ?
yea this
my boss is new to ue4
i told him about this dashboard thing
but he prefer excel
but the exporting the translation is in the po file format not csv or xlsx
so i really curious how professional do it
@fiery gull
Well, I haven't used a csv, so I couldn't tell you much about it I'm afraid! It took me about three days to input all of the translations and to manually localise the image assets as well
Just Google "UE4 localization csv"
i see
It depends how many words you're needing to translate, 3k was very doable for me, but if its in the tens of thousands I think I'd need another alternative
i havae google for quite some time and so far im pretty sure there is no official support for "UE4 localization csv"
the alternative , is it still inside ue4 dashboard
or external tool
I think it's through the localization service provider
i see
Do anyone know how to use the HDRI backdrop inside unreal as a shadow catcher? Or just create a shadow catcher object?
guys ive been trying to get my ue4 project to work since last night when it crashed and now every boot it crashes with the same error. I think the problem is this one file, which what i did is i moved it to another folder and it booted, but when i open anything it crashes again.
The error type should be here in this file
i would like some help, because even my newest backup is broken too
Always backup proper working copies
If you backup a bad save you could lose your whole project
Test it in regular playthrough as well the exe version um
The shipping version i can't remember the name
I always do a backup to ext HD
There I rather be loosing space then no copies 😁
^
The manhours are saved on a bad move is life and death in game design
I've started over 4 times because of stupidity
._.
i just
used one of my old backups
moved the files in content somewhere else
and then copied my new broken version files into it
and it basically works
i just have some collision and crap editing to do
If you can't backup the save proper you can always backtrack
And systematically find the source of the crash and remove that
Or the last taken step for step and remove it 1 by 1 until the project is salvaged
When metahumans? 😌
yes

metahumans
and
ue5

hopefully this is the best summer ever for things launching
any way to turn off 'auto re-generate navigation' every time I move something in my scene, it's really annoying
what's with all the anime avatars lol XD
not that it's an issue at all just unusual on this discord up to now xd
anime is pretty popular I guess and it's quite common to see people on discord in general with them (including me haha)
probably somewhere between anime popularity and april fools jokes
maybe more younger people joining too? anime is pretty popular with people my age so could explain it
cool
who watches tv in 2021
anime avatars are not uncommon here
i kinda like the whole make 3d look like 2d styles
or make 2d in 3d
i watched a few show, but usually it starts to drag on for too long
I'd say if anything, your own face is the rare avatar
not you specifically, but people using their own face
that might not be his face but generated 😛
well yeah
if we're going to get existential, you're the only real human
all us? generated
maYb he is an actual anime character and he uses a real human picture
shh
or he is a cat
Bump to this linetrace question I had this morning - haven't been able to solve it yet.
🤔
I'm not following what you mean. Both are line traces by channel affecting the visibility channel.
hmm i dunno, not exactly sure whats the setup and goal there
What is unknown about the goal? I'm trying to implement an accurate shooting setup in an over-the-shoulder third person shooter.
what if u dont do visibility but collision trace?
That's what a line trace is
man its been a while without an engine patch
i sure hope nothing big is coming out soon from epic
👀 👀 👀 👀 🤞
Anyone else having an issue where when connecting nodes the entire engine flickers?
Hey I'm having trouble connecting cesium to unreal engine and getting a not authorized error
Is it possible to package the server in Development build (to have the logs output) and the client in Shipping build ?
does anyone know what the difference is between all these different types of Android? (Ex. Android_DXT, ETC2, ASTC, Mulitclient, etc.
I am not sure if this is a good idea, but I am thinking about making a tcp connection from my game mode to a server and stream in important events
I figured that could help me analyse game play
how do i remove these weird blue lines thing
does the game mode hold information about the different classes as object? i need to cast to player controller and pawn and was wondering weather the game mode would hold such information about the objects by default
my first thought is that i can reference the classes no problem, but the actual objects are different
Press G I think fixes it, it shows the bounding box I think
Is there a dedicated help channel here? I can't find it. Post questions here then?
Thanks!
Do anyone know how to use the HDRI backdrop inside unreal as a shadow catcher? Or just create a shadow catcher object?
Anyone knows how I can put a camera, and use that output on a second monitor? Basically want to build the scene from the camera's perspective
is there no page about the PlayerState Class on the unreal docs?
So what’s up with “Too many SRVs”? I’m only using 1 material and I get the error.
you can place cameras in your level freely
@rigid belfry Yeah I know, there is one. But I want this camera output on my second monitor
So I can better set dress my scene from that specific POV
Anyone ever seen this error? Getting it on dedicated server when loading a map. Map works fine in editor under single process, but not as a seperate server.
drag the details window to the other screen, snap view to camera, press f11 for fullscreen
@rigid belfry Right right, but I want the output camera to be full screen on my second monitor, while I work/move around the scene
Found that, guess it's something 
if you move an actor in the level while holding down the scroll wheel shift, your camera will move according to the object position
you could drag the camera on an Axis and hold down scroll wheel shift to both move camera and your flying camera
but yeah, to answer to your question, i doubt theres an actual solution
Heya
Damn, cant figure out whats wrong with packaging
I dont have any errors, only 5 warnings
But when i launch packaged build i get Fatal Error right when it starts
enable the console, or read the log
the play console, you can turn on the text command console so it shows what is happening as it loads (basically real time log)
its the output log basically in a packaged game
well whats before that
I dont see anything that tagged Error or Warning or something
From my point of view it just loading and then boom, fatal error
Anything suspicious in that log?
is your fatal crash something like Animation size mismatch....?
If i only knew where to look 🙂
well it has to do with loading textures from the looks of it
Jake the dog weren't we talking about cheating with local saves a while ago o.o
Or am I thinking of someone else
i mean the screen message when it crashes
Probably no, sorry 🙂
Its ok x3
Whats telling you that? Cant find indication of this
anyway - i was getting a crash on UAnimSequence::Serialize() that was because i upgraded my ue4 version and Event driven loading was disabled, so maybe give it a check on project settings
Just fatal error
all i have
its enabled
well guess you will have to debug the minidump then
How can i do that?
While Takain helping me with minidump, i want to check this lead also. What about textures?
What would be the reason a new C++ class to not appear in my content browser? BTW Im using a blueprint project but need a C++ class for my terrain generation but I cant get it to appear anywhere but in my Source Files Public folder(not in content browser). I have view C++ Classes open, Ive done a search paths for it as well but nothing. I also added the C++ class dependency in my Source Build as well. VS couldnt rebuild solution due to an error and I cant drop the C++ class into the content browser due to the ".h" at the end.
I should probably tag you ha
when you get a crash you get a dump file on the crashes folder, open it and execute with visual studio, it will show where it crashed, see if you can spot anything wrong
press the play button, you may need to specify where the .pdb is (same folder as your .exe)
then click the first item in the call stack to see where it crashed
Im feeling really dumb (like a dump ha) on this territory
I opened VS2019
Dragged dmp file in it
Now i have this window
How do I edit spline points in UE 4.26?
Unhandled exception at 0x00007FF708D101FB (CleanGrayShaft426.exe) in UE4, Minidump. dmp: 0xC0000005: read access violation at address 0x0000000000000008.
yeah, i should have asked this first of all but
do you have any experience with C++?
😄 yeah kinda, the next steps would be looking at the call stack and local variables to see why it called a function on a nullpointer (thats what the error is)
take a screenshot of the code at the place it crashed, maybe we can spot something
I got this error message right after i clicked on that green play button
it generally moves your cursor to the place it crashed
did something show up on the text editor?
like this
Take a deep breath. Bugs are annoying, but they're ultimately knowable. Whether you know your way around a debugger or you just want to report a problem and get back to work, here's how to do your part.
Consider subscribing! Or follow me on Twitter: https://twitter.com/alexforsythe
00:00 - Introduction
00:45 - Who What Why When Where
01:32 - W...
No its just this
Right after i hit play button
is there a way to parent only location and scale of an actor to the camera and then parent rotation of the camera to the same actor?
does that text says something about missing debug files?
im making a leaning mechanic and im trying to make my life as easy as possible
The selected debug module does not support code execution in the current thread (for example, only native runtime code is executed).
So if epic acquired rad game tools does that mean unreal will be able to read and or convert to and from the granny 2 file wrapper? I know it's old but a few games I like to mod use it.
In case im doing something wrong, thats the file
I'm looking for some help with packaging a game for Quest 2. I keep getting this error with compiledebugJavawithJavac and I don't understand fully what is wrong with the whole thing.
@lucid grove only you can open that dump
Well at least its the correct one?)
I cant see any code, just this error message
@lucid grove when you open your game folder /game/binaries/win64/ is there a file with the .pdb extension?
yep
hmm weird, the dump file should be working fine then
Maybe im doing something wrong?
When i hit play i got this screen, text is
The shared code is not running
The selected debug module does not support code execution in the current thread (for example, only native runtime code is executed).
And the error in box:
Unhandled exception at 0x00007FF708D101FB (CleanGrayShaft426.exe) in UE4, Minidump. dmp: 0xC0000005: read access violation at address 0x0000000000000008.
You asked about that .pdb extension should i use it somewhere?
I recently made this render with baked lighting
And i think it can be improved
Does anyone have any tips to improve it?
normally visual studio should pick it up automatically if its in same folder of the .exe, you can add it manually but i dont remember how, search for how to add pdb folders to visual studio
if its loading the pdb correctly it should show up code, but im out of ideas...
How much revenue share does Unreal take after 1million?
Also, can I release an unreal engine game for free download from my own website rather than Epic games store? And can I have my own marketplace for that game on that site?
5%
What's the revenue share policy for in-game purchases/digital items
like skins and such
I imagine it's part of the overall revenue of the game so it'd be the same 5%.
interesting
I imagine if you're planning to make a game for sale, I'd worry about making the game and getting it being bought before you worried about the royalties.
rude lmao
why do I get responses like this every time I ask loyalists about their engine's revenue share
unity discord was way worse but still similar responses here just as quick lol
Is it possible in blueprints to detect landscape paint layer that the player is walking on? (even max value guess - grass / water / rock where multiple layers are blended). Line trace doesnt give me the materials, and the other footstep asset packs appear to use static meshes labelled. Is there a way to get the actual landscape layer?
What are prices typically like for contracting devs to work on an Unreal project?
I have a weird issue with the spring arms resetting to default settings then not being able to be rotated
I deleted it and add another one but this is the 3rd time ive had to do it.
this can essentially be replaced with "add unique" correct? Goal is to only add an item to an array if it's not already in there
@proper lintel what are you using the spring arm for, camera?
Yes I have a camera connected
@austere whale Frankly you get these blunt responses because the question isn't very high brow and is constantly asked. If you were in the position to be earning money from your title you'd already know these numbers and if you aren't in the position to be earning money then why are you even asking. Is this for a school assignment or something? 99% of the time its people who can't even make a basic platformer asking questions that are utterly irrelevant to their current situation.
how are you rotating the spring arm @proper lintel
Rest of my body is not following the animation, despite using this code for all the body parts
LegsMesh = CreateDefaultSubobject<USkeletalMeshComponent>("LegsMesh");
LegsMesh->SetupAttachment(GetMesh());
LegsMesh->SetMasterPoseComponent(GetMesh());```
been following a course exactly, not sure why this is being so iffy
Thanks for that I copied the settings from the thirdperson default camera and noticed use default "pawn control rotation" was ticked. Turning that off fixed the issue. Regards
yes, that was going to be my suggestion, glad you solved it
Appreciate the help
Does anyone know how I would go about making a hub world with level progression like in Super Mario 64? Being able to save the levels completed as well as opening new ones based on the amount of completed levels? I can think of a few ways it could be done but I'm not very good at using the engine so I doubt my ideas would work.
I also feel like my way would be very hard to do and I'm sure there are much better ways to do it.
@latent sonnet you would need to store variables in the save game state. Star amount, which stars are collected, etc.
I think you can set up items as “portals “ and have them change your levels. I’m pretty novice about the whole thing with the hub level being the default.
Well I know that, but I need something a bit more... "In depth"
I mean
its pretty straight forward
make an array of bools if that's all it takes
I teach this to middle school students and thats what we do since it's easy to understand and is lightweight
assuming someone needs to be in a certain position to be asking certain questions? youre beyond arrogant lol. and thanks for the last tidbit about me being someone who doesn't know how to make a basic platformer, having a bad day? none of your projects been successful? sheeeesh 
@austere whale behave
It's not really straight forward for me, sorry.
I said to just make the game first before you worry about monetization splits. Calm down.
This is some comical aggression
I gave you an answer 5%
Imagine getting this tilted at someone telling you that your dumb question isn't getting treated with any reverence because it's dumb
i get it
Someones bout to get bopped
Took 5 seconds to google Unreal Engine Royalties.
also the rev share policy doesnt cover games that you make purchases with in crypto
I really don’t think crypto is relevant enough as a currency for 20$ games for most companies to worry to much about.
if a game makes its revenue in crypto how will the revenue share policy apply
Again either you're competent enough to where you already know these questions or you are just fantasizing about what it'd be like if you made a million dollar + MTX game with apparently crypto integration which is just a step above the standard question which sets the bar so low it's practically a part of the ground. Contact Epic if you're about to implement crypto don't pout on the community discord about people not treating you like some sort of mastermind when you're presenting us with this caliber of discussion
since the value is constantly changing
What question? Typically they’re followed by punctuation.
collin leave me alone lol
What did you expect? "Oooooh WAAAAOW this guy us implemeting CRYPTO!!!"
This is clearly not the place to be asking
how come false never executes?
you've received two perfectly competent responses
Nobody on the community discord cares about your idea to put crypto transactions in. Maybe you'd get some pity "tell me mores" if you weren't acting like an actual 14 year old
Besides with any sale it’d be based on what it was sold at same shit if you have the game away or had a discount just because you sold the game for 15$ today and 5$ the next day doesn’t change what you took as a currency.
i think youre just having a bad day but yeah i will ask unreal directly since youve never been in this position to know yourself 
the games free to play the in game purchases are done via crypto
Says the person not in the position of knowing
i was thinking how the revenue share policy would apply, if at all
kinda too good to be true, especially if it'd circumvent paying unreal completely
Again, 5%, it’s all revenue.
If a mod was on you'd probably be in time out rn
With any currency, crypto or not. At the end of the year you have to report earnings. The crypto has a value you’ll pay the value of the crypto. If some dumbass pays crypto for micro transactions on a non existent game then that’s their choice.
You/your bank then choose whether to convert the crypto to actual currency or hold onto the crypto.
Again don’t count your chickens before they hatch.
I didn't know ricegum was into game dev but wow I wish he wasn't
do you guys recommend using upwork or the job board here is just as good?
If you’re planning to hire marketing managers I’d try a different place.
@latent sonnet no problem I can walk you through this in like 15 minutes I just need to grab food
I'd appreciate it, thank you so much.
actually I'm on a call right now. Are you trying to save data between sessions right nowor are you trying to just get the system up where it saves stars? @latent sonnet I'll leave you a big comment that should make this pretty easy to follow depending on what you need. If you need save games now then you'll have to just follow some video tutorials. I can help you can set up the variables you'll want in your save game if thats what you need though
Oh I just was trying to get a system to save the stars up, there's no need for a rush as I don't need it right now. If you could DM me or just @ me when you make the comment that'd be great. Thank you so much.
why is the object always invalid? It is valid when checked in the character bp, but not here.
even though i check every time
ping me if you can help. thanks
Alright so how I teach this is pretty easy
There are a number of ways to do this but this approach should be decent:
Make an enumerator that lists all your levels. You can add or remove elements from this later. An enumerator is basically a list of named options.
Make an actor blueprint and call it "PortalBase"
In that BP create a variable called "PortalLevel" Make it the enum that you made earlier. Expose the variable, you can do this by clicking the closed eye icon. It should be open and yellow
You need some sort of trigger, doesn't matter how you do it. I just do the "ActorOverlap" event. So when an actor overlaps your portal you check to make sure that actor is your player. I'm a little rusty, off the top of my head you can do the check by "casting to Player" or whatever your player BP is called. A failed cast should do nothing a successful one should continue the logic. That's not the most efficient way to do it but it'll work and the performance is actually negligible. You plug that successful cast into the "OpenLevel by Name" node. Drag off the LevelName pin, type select.
Take your level enum and plug that into the bottom pin on the select node. Now for each of your levels you should have an entry. There's a way for you to format the text from the enum so that you can just plug directly in but for now just manually type the EXACT level names into each of their corresponding options.
If you've done it right then in the editor when you drop a portal in, you should be able to change the level variable so that the portal will send you to whatever level you designate from the editor.
Create a game instance BP. You'll have to google how to set that up it's not too hard but I can't remember it off the top of my head.
Assuming you're trying to do the format from mario 64, create a bool array variable in your game instance. I'd personally make a separte array for each level's stars
now I'll type part 2 @latent sonnet
For the portals you can go into the construction script and use select/ switch nodes to change things about the portal based on what level it goes to. A simple one would be to change a color variable, that's what my students use. You could also change meshes, anything.
Alright so rather than making 120 star BPs you can also just make "StarBase" Give it an Int variable. That variable keeps track of what # star it is per level. Might as well also give it the level variable so it knows what level it belongs to. Based on the STAR'S variables, you should know what level you're on and what # star you just collected.
Make a function in the game instance called "update stars" The function needs two inputs, level and #.
On whatever collection trigger you have, probably overlap, cast to the game instance from the star BP. Feed the STAR'S # and level variable into the function.
Back to the game instance
The function isn't too hard to set up. Based on a series of select / switch nodes you should be able to take the level input and access that level's bool array. With the # input you can check which star needs to be checked. So Level > Star # > IsTrue? If yes then do nothing or open a the hub level, whatever you want to happen when you collect a star you've collected before.
If false then set it to true. Create a variable called "star count" and increase it by 1. Then load a level or whatever else you want to do on collection.
Locked portals are easy once this is all set up. Create a variable called "star requirement" on your BasePortal. Expose that as well (click eye). On your triggering event, whatever it was, probably overlap, make a branch. Cast to your game instance, get the "star count" and see if it's greater than or equal to your "star requirement" if false do nothing if true load the level as normal @latent sonnet
"easy" is relative but this approach will introduce you to several concepts that you need to know. Casting, arrays, switches, select nodes, etc.
GetActorRotation node is not available to me in the AnimBP 🤔
nvm got it
I didnt realize certain nodes have certain nodes avaialble to them
Whoops. Also it’s based on gross revenue and if you don’t make $1million ever in gross revenue than you owe Epic Games not jack, but if you make less than $10k a quarter you do not need to report the earning to epic but if you make $10k or more you do every quarter but I’m sure you already knew that but I don’t think the other guy does
You guys have evangelists in your communities right? What do they actually do? In NZ we're meant to share Australia's even though we don't have a lot to do with each other, so once one of them came over and did an absurdly beginner level material tutorial and that's all I've seen of them. Do you guys have them active in your communities and what do they do?
Evangelist like a person trying to convert people to Christianity, taught you beginner Unreal Engine?
Can't tell if joking
No i'm being serious.
This is the first im hearing of it
Not sure what the point of the evangelist program even is if people don't know they even exist
We know they exist except it's odd that they're going to a anywhere and teaching Unreal Engine. If a Mormon on a mission went to South America and started to team them knot tying I wouldn't be that surprised, the Mormon was probably a Boy Scout. But teaching, in your words, absurdly beginner Unreal, is quite odd and not very common.
Anyone know how to add Game Title On YouTube bottom of the Video
Well I'm in Australia and I barely know about the evangelists here. I don't know what's the deal but it's only useful if they're very active in the community.
I would be uncomfortable being called an 'evangelist' lol like some weird preacher
I know quite a few of them actually.
And they do a lot more than just go to random places and teach. Two of them you probably know from recent UE4 tutorials/videos. Andreas Suika and Sjoerd De Jong (hope the name is spelled correctly).
But I guess with Corona right now it's been a bit quiet. Not many events, if any.
is there a plugin for recording the viewport to an mp4 (if possible with good compression)
Hello guys I work on a strategy game which is actually recreation of the web game called ikariam. I am in the begining of the development and I think as a first stage I need to start working on world generation but I have not idea how I can do it, can someone recomend me aything? The things that I know for the generation is that the islands are same, they include 16 places for cities, the thing that they are different by the others are different second mine for resource (like wine, stone, crystal, etc). How I can make generating island with one same mine for wood and the other to be randomized
@blissful wharf what's the purpose beyond what like even Windows Gaming screen recording? You could try looking into the movie/animation side of it.
Been here since '14. I don't watch tutorial videos I just read engine code so I'm not familiar with that scene nor those names but that's just me. I think you're just witnessing the commonplace disconnection with outliers to the US (or other hubs, eg. UK).
Also, NZ barely had corona and barely has corona. We've had some cases popping up and at times events have been cancelled but for the most part there's no covid here.
Pretty sure you can use UE4 for years and not know the name Tim Sweeney either
Not sure that means much though
Probably but that would be weird
I wasn't criticizing evangelists just genuinely wanted to know more
Idk if you have to do specific things to run into them
They are usually on all sort of bigger events
Obviously GDC
But also things like Gamescom in Germany
Oh the events that don't reach us 😅
Karasa probably be easier just using windows screen recorder it's like 3 buttons to do, records fine quality and fast.
Yeah Evangelists are mostly Event people I guess.
I wish Sweeney had come to hide out in NZ instead of you know who
Or maybe you don't know who
Gabe
A few years ago, around 2015/2016, the community work by Epic was A LOT larger.
Community was invited to GDC, everything paid, you got to know a lot of people, including Tim.
I hope they return to this some day.
That was a stepping stone
Sure, it was to kickstart the free engine
They're not going to step backwards unless it's suddenly in their interest, indicating failure
I do miss the culture from back then
I fully get that, but there is some part in the Community Managers and Evengalists who personally would love to have that much community going on again.
And the jams. Allar winner the real winner. And Alex and Chase hosting
Yeah...
Haven't seen Alex in a while. Last time he visited me in Düsseldorf, but that's also already so long ago -.-

I think I care more that I won on allars stream in '15 than '19 solo dev megajam win
Yeah it's less personal now a days. Community also grew a sh*tton
More business less community
I don't hate it. It's just different. We all adapt and nostalgia is fine but need to keep with the flow
Nothing against the current Community Managers or Stream Hosts, but I haven't watched a single stream since Alex, Chance and partially Jess have "left"
Idk why though
:D Just not the same anymore of course
I think Victor does a fantastic job
Oh he probably does
Well, they all do, but everything is definitely less personal which is a natural effect
Bigger jam
Versus the old school monthly jams where the community was smaller and tighter
Correct. I tried to keep that a bit alive with a Meetup, which was just starting to grow again, with having a VR Café as venue. Then Corona hit Germany...
I built a community around my marketplace plugin and haven't been active around here much
That's nice
The server has kind of grown to a scale that isn't to my liking, which is just me, nothing bad about it
100%. I also only visit a few channels to sometimes help a bit and despite that only stick around for moderating
I grew up playing games where everyone knew everyone and I think I instinctively seek that vibe
Well, lets see if some of the early days can be revived. I know some Epic peeps would love that and might even be pushing for that.
Diablo I, wow beta and classic vanilla, early second release FFXIV were all good times. But I have to admit I can't enjoy games much anymore
I think I also have to admit a part of me no longer enjoys making games
I'm fine working on my plugin, and doing short jobs, but I don't feel any drive to make an actual game so it makes the last ~10 years I spent learning feel partially pointless
Because that was the point
I usually have OBS installed. You can select the Bit Rate that is used for Streaming and the resolution etc. and simply record with those (instead of actually streaming).
ShareX is good for rapid preview
yeah i use obs too, it'd just be easier to just press a button inside the engine
I use OBS for high quality stuff
ShareX is also nice yeah. It either greates gifs or mp4s iirc,depending on size/duration
I hear Gyazo is like an easier ShareX never tried though
Depending on hotkey used
To initiate recording
The problem with your question is that it's too "general". No one can really answers this, because there is no 2-3 sentence solution. The answer would basically be: You have to code it.
Idk about that web game, nor would I look that up. You should start smaller if this already causes so many issues for you.
But for the sake of answering it "somehow": I assume this is a very procedural system, where the island is generated from code and then city and resource locations are placed. So I would start by looking into how to procedurally create some sort of island landscape. Those tutorials usually come with information as to how to automatically spawn trees and what not, so you could utilize that knowledge to spawn your resources.
But again, very difficult to answer. You should start working on it and come back if you run into smaller issues.
Love ShareX
just takes a bit of setting up, which isn't very user friendly
I have Prnt Scrn button used to make a region video that gets saved to a folder that opens the folder, Alt+Shift+PrntScrn makes a video with audio, and Shift+PrntScrn makes a region screenshot that gets copied to clipboard
yep I will start bu run it into smaller parts
and the game is web but the project will be for pc
and the graphic will be 2d