#ue4-general

1 messages ยท Page 971 of 1

plush yew
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not izometric

wide girder
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first time using Unreal, i'm a long time Visual Assist user, but I find it crushes my Visual Studio a lot when i try to open a class file

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i did disable the parsing whole option but still

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is this a common issue?

rigid belfry
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wait there have been meetups in germany? i am located right there for work and i'd love to hear more about this

plush yew
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Hi, where do I ask a question regarding RGB masking in textures?

regal mulch
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Mine was in Dรผsseldorf

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There is another in Berlin iirc

meager holly
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Hi guys! Please help!
I have a problem with my character animation. The problem is that the starting position of animation, every time it is called is not the same.
For example, when I call reload function for the first time, the character will play its hand animation nicely from frame 0. But in the subsequent calls, it seems like the animation doesn't play from frame 0 but frame 5, 10, 10 and so on (every time its called).

Why is this happening?

fierce tulip
plush yew
rigid belfry
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now why on earth would this ever return false?

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please help me wrap my head around this. i am asking "is the overlapping actor a BallActor?" the code says "no its not". what is it then? "a BallActor". is this whats happening?

exotic thicket
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You're comparing a class to an actor instance

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This 4.26.1 regression that allows you to fill in a class when it needs an instance has caused so many people to ask about this lol

rigid belfry
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where do i read more about this? cant find anything in the patch notese

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๐Ÿ˜†

exotic thicket
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It would probably make more sense to use a Cast to BallActor node instead

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But what you have in that one should work too yeah

rigid belfry
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i dont want to cast since i wont need the reference at all. i could also use Tags instead. that way i could have multiple balls in the level and it'd still work

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since the display name would chance for each ball added

plush yew
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Does this lead to the same result as the add unique node? Just want to add an item to an array but not if it's already in there

exotic thicket
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it's a lot more reliable than comparing Display Name since it could change and you won't get any errors and your code just stops working. For example if you were to rename the class... The cast node would automatically get correctly renamed if the class was renamed

rigid belfry
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whats the shortkey for pausing the game?

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on the keyboard

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i think theres nothing set to default right? i'll add one myself

dim merlin
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Hi, Anyone knows its possible to bake grass maps at runtime?

rigid belfry
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oh yeah you're right. tbh i had no idea there was a pause key on keyboards at all ๐Ÿ˜†

lusty carbon
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How about controlling the UV index in a material instance option??

rigid belfry
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i enabled "create compressed cooked packages", told the engine to exclude Editor Content and also selected what maps to cook. how come by very minimal game still weights 200 mbs? isn't that a tad too much?

marsh rose
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Does anyone know how I can detect if the user is using a gamepad or keyboard + mouse?
Regarding to the usage I want to display different buttons in my menu.

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I noticed that Rocket League does it too. As soon as I move my mouse the buttons in the menu changes.

rigid belfry
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this is everything in use right now

merry gazelle
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What's best performance wise? Using 1 parent blueprint and swapping the child actors (In level) vs 10 parent blueprint with unqiue child actors setup inside each parent?

My usecase is a parent [cityblock_BP] with child [building_BP] actors

I want to make lots of variation

charred frigate
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Can someone tell me how he did the camera? Iโ€˜m very new and would love to get some help from a pro.

rigid belfry
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far camera with small fov? just my guess. blur vignette on the sides too

charred frigate
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I mean the movement of the camera. How can I fix the z coordinate and change the camera distance from the third person preset.

rigid belfry
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in the third person template, the camera is moved through blueprints. you could disable the LookUp InputAxis event, that way you cant rotate the camera up and down

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you can set the camera distance in the properties and you can view it in the viewport. changing the spring arm(named camera boom) would be better rather than moving the camera

charred frigate
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thank you very much

rigid belfry
charred frigate
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yeah you are right, but I just wanted to know how the camera works

rigid belfry
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it starts with the basics but it ramps up very fast, so maybe some prior programming experience is recommended, but not needed

mild pulsar
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I've downloaded animation starter pack and moved things around. Now my material instance not working and showing error in red at the top left corner in the viewport:

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I checked the original and all the properties are the same in details:

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And there are no TextureSamles and MakeMaterialAttributes on the right

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How do I fix the material instance?

rigid belfry
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can you open the master material?

mild pulsar
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What's the master material? How do I find out?

rigid belfry
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its not about the properties, something in the actual material graph is missing. the function which calculates the mannequinn's shininess is missing an input

mild pulsar
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And where's that function?

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It doesn't tell me where the master material is or where that function is

rigid belfry
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if you double click here, the material graph should open

mild pulsar
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Ok, I opened it but I can't find anything related to functions as in normal blueprints

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I had to fix it, too. It couldn't find these assets in the blueprint:

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Thanks I fixed it

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Went through that blueprint graph and found that function

charred frigate
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how can I create my own materials

rigid belfry
rigid belfry
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check pinned messages too

charred frigate
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I don't really know where it tells me how I can create my own materials

rigid belfry
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are you new to the engine?

charred frigate
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I know the basics

rigid belfry
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are you interested in programming?

charred frigate
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kind of, but I know nothing about it and don't want to put the effort into it

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thats why I chose unreal

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because of the blueprints

rigid belfry
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sorry if i sound blunt, but blueprint as a language is easy to pickup but hard to master. if you think that you can just "not put effort it" and obtain anything in return you're simply delusional

charred frigate
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well, I just want to do it for fun and want to create a simple game

rigid belfry
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just follow some tutorials and as you grasp more and more about the engine you'll be able to work on your own accord

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learn.unrealengine.com puts everything in a concise manner and cuts it straight to the point, not like some yt videos.

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they're also categorised and listed in order

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you can search for any term that might interest you and find something

charred frigate
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I just want to know how I can create own materials

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if I type in own materials, there is only some irelevant stuff which I wasn't looking for

rigid belfry
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if you type in "material" in the search box, there's quite literally 60(i counted them) different courses you could start

charred frigate
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but I just need a quick answer

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not 60 tutorials

rigid belfry
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what happens when you have another question?

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and another?

charred frigate
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I ask again

rigid belfry
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and its 2 am and nobodys replying

charred frigate
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I wait

rigid belfry
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you're gonna put "Unreal Slackers" on the credits when you finish your project?

charred frigate
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yes

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I know the basics, I just don't know how some little things work

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I just want to create a game where you can run and shoot

rigid belfry
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open up first person template, package it and call it aday

charred frigate
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ok perfect, thank you

dim merlin
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Hi, for any procedural levels, like Voxel or my custom runtime terrain, how would i spawn grass?

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I think the ue landscape grass tool is way faster than using a HISMC or ISC right?

rigid belfry
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if you want to follow the quickstart, you dont need to download the open world demo collection(which is quite heavy). you can just use standard meshes

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maybe give them a green material

charred frigate
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can you please send me the libk of the tutorial which tells me how to create own materials

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link

rigid belfry
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yeah sure

charred frigate
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thanks

rigid belfry
charred frigate
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bro, I thought you were a nice guy that helps other people

nova lagoon
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Does anyone know how to retarget multiple animations at once

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I keep doing it individually

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nvm found it

gaunt abyss
dim merlin
charred frigate
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I asked a question and just got no answer, I don't find any good tutorials and neither on the site he sent me, I just want a tutorial or link from the guys here and I just get told to google it. Isn't asking questions the whole point of this server?

mild pulsar
# rigid belfry i am on 4.26 and to me, it seems like your body material has some extra stuff in...

I only moved things around from folder to folder, then fixed up redirectors and then deleted the original animation starer pack folder.
I see you show a material /Engine/Transient.M_Male_Body but mine is from Animation Starter Pack which I downloaded from the marketplace and then included in the project. It's in /Game/AnimStarterPack/UE4_Mannequin/Materials/M_UE4Man_Body by default after you add it to project and called M_UE4Man_Body and not M_Male_Body.

gaunt abyss
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Right click in the content browser and create material , if you tried to Google it would have been one of the first search results

mild pulsar
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This course has everything you need, including how to create your own materials.

mild pulsar
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But yeah if you want to create material, you can do it like this:

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kind of, but I know nothing about it and don't want to put the effort into it
thats why I chose unreal
because of the blueprints
Well, blueprints is just another language. I don't like, I'll take C++, C# and Java any day of the week instead of that launguage.

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also @rigid belfry is that how blueprint files look in text?

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I never opened them

fierce tulip
rigid belfry
plush yew
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Where do I post a gig for freelancers?

fierce tulip
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shocking, i know

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:p

plush yew
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lol

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@fierce tulip but how do I post, there's @buoyant granite

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what's the format?

fierce tulip
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the pinned message tells you what to do :) (check: #instructions )

royal eagle
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Hi, I started to study the engine and immediately ran into such a headache. The application does not work in full screen mode.
Phone: samsung a40 19.5 / 9
Android: 11
Engine: 4.26.1
Orientation: Landscape
Kitkat + full screen: true
Maximum support aspect ratio: 2.4
Use current display region: true
Maintain Aspect Ratio: false

slow musk
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trying to package a VR game, after I get it packaged I load it on the quest and it takes forever to launch. Any idea why this is happening?

fierce tulip
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ยฏ_(ใƒ„)_/ยฏ

royal eagle
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sory

plush yew
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@fierce tulip so I don't post a gig, I just dm one of the freelancers on the channel right?

fierce tulip
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oh for freelancers, then either contract jobs or permanent jobs depending on what you need

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or unpaid if.,.. its unpaid

plush yew
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also I'm not sure what channel I should use, I want someone to develop me an open world MOBILE game, the AI part, the Damage/Hit system, The database for Player stats, the Authentication, etc

rigid belfry
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๐Ÿ˜

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april's fools was 3 days ago...

fierce tulip
plush yew
broken heath
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How to change in game field of view

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The default , without/actors added

willow star
fringe rivet
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nendta

light thunder
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Is there a way to mimic the backend commands that trigger blueprint bookmarks to work? Obviously they are recording some x/y position or location in the blueprint when it is set, I was just wondering if there is a way to access it via a console command in the editor

plush yew
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I upgraded to 4.26 recently and now I have an issue where actors I spawn via blueprint do not move using navigation mesh. ANyone else having this issue?

light wigeon
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Hi

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How can we make the multi user ?

solar mulch
light wigeon
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๐Ÿ˜„

solar mulch
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๐Ÿ˜„

covert moss
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Does anyone know if there is gonna be a sale on the ue4 marketplace soon?

fierce tulip
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even if we knew, we are not allowed to mention it

autumn grail
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Is there an alternative to NVIDIA FLEX for UE4.26?

covert moss
latent sonnet
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Thanks for the help, @plush yew, but there are a few things I'm not understanding. For one, I don't know if I'm doing the change color to choose which level thing correctly. Secondly, am I supposed to cast to Game Instance in the StarBase? If so, what am I supposed to hook up object to? And lastly, I'm not really understanding "Level > Star # > IsTrue". I'm sorry for not understanding properly, but if you could explain this to me that would be great. Thanks.

plush yew
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Omg, setting up player character animations itself are sooooooo inconvenient and confusing in UE. There is so much to keep track of right from anim bp and anim blendspace. Its sooo complicated. I think I will try UE after some years when I have understood game dev a bit better.

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I heard that in Unity its a lot easier....

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Doubt it's that much easier

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Are you using blender? That causes a lot of problems with UE

gaunt tide
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Not for me ๐Ÿ™‚

steady vale
plush yew
gaunt tide
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My friend has wayyy more issues going from Modo to Ue4 than I have Blender to Ue4

steady vale
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i just switched from unity to unreal so ik

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but ue provides everything out of the box

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i mean graphics

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which u really need to work hard on unity to acheive

plush yew
steady vale
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but c# coding is as easy as blue prints and faster as well

plush yew
steady vale
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hmm

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i am kinda good at unity so i thought it was a good time that i switched to ue4

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doing good upto now

plush yew
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But importing and exporting from DCC to UE4 is a pain in the ***

plush yew
steady vale
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yeah

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i actually switched to unreal after 4 months ig

plush yew
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Now I understand why people say "UE" is very overwhelming for beginners

steady vale
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the community is quite large on unity ngl

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brackeys is the master

plush yew
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ooh

plush yew
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but isnt brackeys outdated?

steady vale
plush yew
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yea i saw that vid

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oh well

steady vale
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he got 400 good quality vids hope u learn a lot from him

plush yew
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yea....

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I couldnt find brackeys styled tutorial for UE tho

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most of the tutorials are just "Do this and do that and this will happen"

light wigeon
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Hi how can we use the multi user system

worldly lynx
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i am making a game, i have 3 levels. one is Main menu. that has a button that opens another level by name. After opening that level nav mesh stops working. i have force rebuild on start, i tryed deleting it and make a new nav mesh. If my character spawns in that world when the game starts. nav mesh works. if i open that level. or any level usig open level by name. bav mesh dosent work.

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how can i fix it?

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it randomly worked , sometimes it work and sometimes not working

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why?

warm hornet
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Anyone know if there are plans for multi GPU raytracing in UE4-5?

chilly geyser
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Hey question for the pros: how do devs handle a 3rd person player character possessing a vehicle, and the character still be able to take damage and trigger AI when the vehicle is being possessed?

spare kernel
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don't possess the vehicle

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instead pass control inputs to the vehicle but keep the player possessed

timid spade
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how do i manage multiple checkboxes in the event that i only want one or none to be checked at a time?

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can i use an array for that?

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or enum?

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which would be better

grim ore
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use an array and a function that handles it. your array could have all of the "group" and you could just make sure the rest are unchecked when the one you want is checked

surreal eagle
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Why am I never satisfied with my work?

timid spade
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im also trying to determine whether to draw a checkbox or not

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based on what the weapon bp says

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how do i not draw a checkbox from the specific index

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idk what to put

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doi remove from parent?

vagrant hornet
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top is mine

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bottom is tutorial but i dont have water pluggin?

plush yew
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i have a question. everytime i load up unreal engine, all of a sudden it crashes out of nowhere. how do i fix?

autumn grail
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Help , Since i'm using a c++ class Custom GameInstance threaded with loading screen , My startup movies are cutted after 2 seconds and replaced with a black screen
after that when the movies are finished , i have to click to launch the game menu

tawny meadow
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just a question why are all the tutorials i find for unreal engine not using c++ but like visual code. are there any c++ fps shooter tutorials?

plush yew
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can anyone say how to show the 4.26 water in viewport? mine only generates in simulate or play

buoyant graniteBOT
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:triangular_flag_on_post: Imperius88#2291 received strike 1. As a result, they were muted for 10 minutes.

plush yew
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I've got an array where the order of the items matters. Is there a node or function that will let me add items to the end of the array or at certain values in the array? I can write my own but if it's already a feature I'd rather just use whats already there

spare kernel
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Items always get added to the end of a Array

plush yew
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oh yeah my b

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to the front*

spare kernel
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BP or C++?

plush yew
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BP

spare kernel
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urgh, not 100 percent sure in BP

plush yew
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The current solution is just going to be copying the array, removing everything past where I need to add a new item, then adding the copy back to the original. Not too much of a headache but if there was a node that did this I just wanted to know. No problem thanks for the reply

spare kernel
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i am 90 percent sure there is not

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in C++ we have TQueue

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but not available in BP

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you could save a bit of time

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create a temp array, add the new item, then use the append array node to append the old array

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๐Ÿคท

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not optimal, but will work

plush yew
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yeah that's the plan. Not too hard or expensive

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Its a card game deck with a based number of 30 cards so nothing insane

spare kernel
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i normally just iterate backwards

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so the first index is the last

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i always add to the end but treat the end like the start

plush yew
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Thats a good option I'll keep it in mind thanks

round quiver
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when you click development editor and run it

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it takes a while to launch

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is there a way to make it faster?

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I'm aware this is the best way to develop when modifying header files and constructors since hot reload doesnt play nice with those

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I have an SSD and 12 thread CPU so I'm not sure what the issue would be

gaunt tide
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For a 8km^2 map multiplayer wouldnโ€™t have issues with being too far from the origin or replication would it? I know in the docs it says 8192x8192

chilly geyser
grim plover
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is Live Link Face compatible with the iphone 8+?

plush yew
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Another thing with arrays. I've got an array of actors, each actor is only in the array once. I know about the "contains" function will tell me if any given actor is a part of the actor array. Is there a way for me to get that actor's index in the array?

gaunt tide
plush yew
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"find" got it

grim plover
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@gaunt tide fr? thank you

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just wanted to make sure before i made a purchase

grim plover
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it says it needs a truth depth camera- which isn't on the 8

gaunt tide
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Yeah IPhone X+. Yeah I assumed maybe you had something later than an 8

rotund elbow
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when does the free for month update?

vapid rover
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Henlo there fellow lovers of the unreal engine. I have been informed that I need to get to know people and broaden my knowledge if I'm ever going to get out of the hole I'm in

abstract scaffold
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Question, I am working on a top-down shooter. However, I have my camera at 75 degrees instead of 90. That being said, my aiming is a bit off when i'm not shooting straight up and down. Anything to the right or left is slightly off from where my cursor is appearing. Is there some type of offset math I can do to combat the difference in appearance from the camera angle being 75deg instead of 90?

spare kernel
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You shoot from the camera ?

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Seems weird in a top down game

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I assume you shoot to the cursor position and that is off right ?

abstract scaffold
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no i dont shoot from the camera, but because the camera isn't pointing straight down, projectiles dont actually hit where the cursor position when i'm pointed left or right

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for instance.. if my cursor was at red here, projectile is looking like this :

spare kernel
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Our camera is at about 75degrees and I can't remember if much was done for that @mossy nymph might be able to chime in

abstract scaffold
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if I change to 90 its perfect every time

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its more of a perception issue

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the projectiles going to where it's supposed to

spare kernel
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I think we may have done some adjustments in the weapon

mossy nymph
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i have 200 lines of c++ handling that

abstract scaffold
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yikes lol. Was hoping it was an easier solution than that

mossy nymph
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maybe

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we don't have a flat surface for a game area

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which makes the problem oh so much more interesting

abstract scaffold
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yeah I could see that. Mine are almost all flat

spare kernel
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Elevation is tricky also

mossy nymph
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basically

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we arbitrarily decided that Spine03 on our skeleton is the weapon height (for most weapons)

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so i grab the position, direction from projecting mouse to world

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and i intersect line that point + direction create

abstract scaffold
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ah that would make sense. projecting mouse to world is from the camera right?

mossy nymph
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with a plane going through my Spine03

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that has UpVector for a normal

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(simplified version for flat surface)

abstract scaffold
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Okay let me play around w/ that. Thanks

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i appreciate it

mossy nymph
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and i shoot at the intersection

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even if its not a flat world, you always have to shoot at a point on that line

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or it will never feel right

rotund elbow
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whens the free for the month update?

mossy nymph
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tuesday

autumn grail
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How to include String tables in a packaged build?

round quiver
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UE_LOG(LogTemp, Warning, TEXT("We found an interactable."));

autumn grail
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I have added an entry to scan in the asset manager

round quiver
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How do I include a line to include the current game time in this warning

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GetWorld()->GetTimeSeconds(); I assume, but I'm not sure of how to integrate it into the string

autumn grail
autumn grail
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Found

strong sentinel
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Hey guys, would you recommend udemy courses for learning Blueprint?

round quiver
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where are you coming from @strong sentinel

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unity?

strong sentinel
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UE

strong sentinel
# round quiver where are you coming from <@!255428965806768129>

been trying to find a way to learn how to use BP etc but by just looking at tutorials, its not really helping me create my own mechanics for example.. seen a video from some1 on YT who said he had a udemy class and it helped him (no, not self advertisement from that guy)

round quiver
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Unreal has a really strange way of doing things

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it provides the engine itself

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but it also provides a big convenient library on top of that (which is all the actor, pawn, etc. stuff)

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you're gonna want to follow some youtube tutorials probably

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and find out how people do things in unreal

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if you have a feature you want to implement, just google it and you should find something

calm pollen
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hey is there a way to get the user's irl time to display certain texts? Example: Display "Good Morning" in the morning and "Good Night" in the night time?

spare kernel
proper mauve
calm pollen
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got it, thanks so much! ๐Ÿ™‚

marble pasture
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How do I try and landscape on unreal? I wish to create some river banks, a flowing river, and a bit of elevation raises throughout a level that I have created.

plush yew
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I have a question. So, I downloaded asset from marketplace. Then I cancelled the download but I notice my ssd (local file) space is decreased, even if i cancelled the download. Can you help me looking for the asset location? Many says its on unreal engine directory file, but i install unreal engine on my hard drive (second storage), not on my ssd. *excuse my english

spare kernel
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Inside your launcher, in options, there will be a Vault Cacvhe

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this will show you the location where the cache is

plush yew
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thanks!

round quiver
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I'm trying to use some delegates, but it doesn't like how I did them

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can anyone help out?

weary basalt
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Ignore the Error Tab, ignore squiggles. Compile your code, use the Output Tab to identify syntax errors if your code fails to compile.

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Intellisense creates alot of false positives with the UE Codebase.

round quiver
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it doesnt compile @weary basalt

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I get an exited with error code 6

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I'm following a course

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I downloaded the finished course project

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checked my code

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it is exact down to the line

weary basalt
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You most likely need to #include ASurvivalCharacter or Forward Declare it.

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Also it helps to post the actual error when asking for help.

round quiver
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Severity Code Description Project File Line Suppression State Error MSB3073 The command "D:\UE_4.26\Engine\Build\BatchFiles\Build.bat SurvivalGameEditor Win64 Development -Project="D:\Downloads\TUSC\Starter Project (Download this first)\Starter Project\SurvivalGame\SurvivalGame.uproject" -WaitMutex -FromMsBuild" exited with code 6. SurvivalGame C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets 45

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my bad

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here it is

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I'll try the include

weary basalt
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That is not the error, thats just telling you there is an error.

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The actual error will be further above that line in the Output Tab.

round quiver
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I can't even open the project @weary basalt

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it wants me to rebuild it but the rebuild fails

weary basalt
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I said that isnt the Error, the actual error will be further above in the log....

round quiver
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1>Building 7 actions with 12 processes...
1>  [1/7] SurvivalCharacter.cpp
1>D:\Downloads\TUSC\Starter Project (Download this first)\Starter Project\SurvivalGame\Source\SurvivalGame\Player\SurvivalCharacter.cpp(215): error C2660: 'ASurvivalCharacter::EndInteract': function does not take 1 arguments
1>  D:\Downloads\TUSC\Starter Project (Download this first)\Starter Project\SurvivalGame\Source\SurvivalGame\Player\SurvivalCharacter.cpp(202): note: see declaration of 'ASurvivalCharacter::EndInteract'
1>D:\Downloads\TUSC\Starter Project (Download this first)\Starter Project\SurvivalGame\Source\SurvivalGame\Player\SurvivalCharacter.cpp(245): error C2660: 'ASurvivalCharacter::Interact': function does not take 1 arguments
1>  D:\Downloads\TUSC\Starter Project (Download this first)\Starter Project\SurvivalGame\Source\SurvivalGame\Player\SurvivalCharacter.cpp(239): note: see declaration of 'ASurvivalCharacter::Interact'
1>  [2/7] SurvivalCharacter.gen.cpp
1>  [3/7] InteractionComponent.gen.cpp
1>  [4/7] InteractionComponent.cpp
1>D:\Downloads\TUSC\Starter Project (Download this first)\Starter Project\SurvivalGame\Source\SurvivalGame\Components\InteractionComponent.cpp(38): warning C4996: 'AActor::GetComponentsByClass': Use one of the GetComponents implementations as appropriate Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
1>C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets(45,5): error MSB3073: The command "D:\UE_4.26\Engine\Build\BatchFiles\Build.bat SurvivalGameEditor Win64 Development -Project="D:\Downloads\TUSC\Starter Project (Download this first)\Starter Project\SurvivalGame\SurvivalGame.uproject" -WaitMutex -FromMsBuild" exited with code 6.
1>Done building project "SurvivalGame.vcxproj" -- FAILED.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========```
#

here's my output from vs, sorry if I'm doing this wrong

weary basalt
#

1>D:\Downloads\TUSC\Starter Project (Download this first)\Starter Project\SurvivalGame\Source\SurvivalGame\Player\SurvivalCharacter.cpp(215): error C2660: 'ASurvivalCharacter::EndInteract': function does not take 1 arguments

#

Start at the top

#

This is the first error

#

Fix that, compile again and then continue to fix errors until it compiles.

#

Always start at the top.

round quiver
#

ok, thank you

#

it's just really strange because in the video, his code compiles perfectly

#

even with the same calls

weary basalt
#

You maybe on a different version which has code differences

round quiver
#

yeah I am

weary basalt
#

For which you need to update them

round quiver
#

the videos are 4 years old

gaunt abyss
#

depends how old the video is, there were a lot of API changes in the last 4 years

#

When you are working from a tutorial try not to just copy and paste the code, while you are typing it try and understand what the code actually does, this way you will avoid errors like this one
When you start typing out the function your IDE (Rider, VS) will show you the parameters the function takes

round quiver
#

thank you guys so much, turns out im an idiot and missed adding a parameter to the function@gaunt abyss @weary basalt

obsidian lily
#

hey with the new Cesium announcement, I have never been able to figure out how much the tech is useful for a custom planet, like suppose I wanted to use it for a sci-fi game with a realistic planet with my own GIS data? Itโ€™s unclear to me whether Cesium is strongly tied to earth data or whether itโ€™s just the primary use case so they donโ€™t talk about anything else?

fierce tulip
#

in theory it should work with non-earth data, in practice... nooooooooooo clue.

frank oar
#

Hey all,
I am trying to make it sou a sound plays when an object is being moved, but stops when the object stops...

the sound does not stop, any idea why ?

dusky inlet
#

You spawn a sound every frame while moving

#

And you overwrite your pointer everytime so you only keep access to 1 sound out of many

#

So when you stop moving it could only stop 1 sound

frank oar
#

@dusky inlet any suggestions ? I have been trying for the past couple of days, I thought it would be simple XD

dusky inlet
#

For a simple fix add a do once before the spawn of the sound

#

And reset the do once when you have stopped moving

frank oar
dusky inlet
#

Yeah something like that

#

You can also set breakpoints to see if something's being executed at all

#

Just hit f9 after selecting a node

frank oar
#

That works really well, except I have this seemingly infinite error message

tough stream
frank oar
#

@tough stream Between the compare node and the stop node right ? tyvm for the advise

tough stream
#

yeah, check if the sound is valid

rigid belfry
#

your logic is flawed

frank oar
#

It seems to work quite well, sound starts and stops as expected

rigid belfry
#

your moveable actor should have a SoundToPlayRef in it.

#

when moving, you play it, when not, you call stop

#

why are you spawning sound?

frank oar
#

Because one VERY important reason @rigid belfry

#

I do not know any better XD

rigid belfry
#

are you doing this inside the player character?

frank oar
#

inside the actor (actor with a static mesh component which is set to simulate physics)

rigid belfry
#

i dont know what you're aiming for, but if you were to use interfaces it would def improve your code flow

#

you call a WasUsed function, on target pawn you play animations, make change visuals, play a cinematic

#

on target MoveableActor you do what you need to do

frank oar
#

All I want is for the actor to make a sound when it is moved (will be a dragging sound)

rigid belfry
#

if the scope of your project is small, the tick on the actor is fine

#

your Actor has a Sound reference. on tick, checks if hes being moved. if yes, play sound reference. if not. stop sound

frank oar
#

Will I have issues when I have several objects like this in a scene ?

rigid belfry
#

no, because each actor will have its reference

#

you should consider if having several actors running on tick is going to give you issues thought

frank oar
#

I am trying to make a puzzle room which has a tini person in it moving around objects to solve puzzles and platfmorm etc..

rigid belfry
#

consider this. what makes more sense to you? spawn an actor every frame when moving, or already knowing what actor to spawn, and waiting to play it?

dusky inlet
#

He isn't spawning it every frame anymore though

frank oar
#

@rigid belfry In the time I have been using UE4 I have been told to use tick as sparingly as possible.
But I do not know how I should do this otherwise, because I can not seem to find informations online

dusky inlet
#

You can't go around some kind of tick

#

But you can abstract levels of tick so it doesn't appear as bad anymore

#

Helps with reusability

frank oar
#

do you mean adjust the tick rate @dusky inlet ? thanks for the knowledge!

dusky inlet
#

That could help in case of performance issues but no, what I meant is, the nature of your task involves checking things frequently

rigid belfry
#

i mean, sometimes you need to use Tick, right? otherwise it wouldn't exist

#

you're not doing anything heavy on it either

dusky inlet
#

Regardless of whether you put in an event "on move started" and "on move stopped", and you attach your sound logic there, you still need to check for the event conditions every frame

#

The movement component itself has to update every frame

#

Just the nature of it

frank oar
#

ok cool, seems like in this use case it will be ok then

dusky inlet
#

If there is no level of predictability there is no way to calculate it properly

rigid belfry
#

i'll give you an example. i have a multiplayer project and there are some interactables in my level, which use tick to run logic

dusky inlet
#

Yup. I would go the event approach so it becomes tidier and you can attach more logic to "on move start\end" but that's about it

rigid belfry
#

instead of having them on tick, you use a timer that runs each 0.01/0.001 seconds, and only activate the timer if the player is X amount close to the object

#

so its already much more performant that just having a tick run for no reason

dusky inlet
#

Yeah culling works

#

Depends on what amount of functionality you are willing to sacrifice

rigid belfry
#

if i have a camera that follows the player, the camera does not need to track anything if the closest player is 2000 units away

frank oar
#

Thank you @dusky inlet and @rigid belfry lots of really great solutions to my problem

#

@dusky inlet on move start would be a custom event right ?

rigid belfry
#

you dont need custom events since you still have to run tick

frank haven
#

Hey guys, sorry if a silly question but I'm trying to add some materials to geometry, but they look like they have white paint splattered everywhere, do you guys know what may be causing this?

rigid belfry
#

the do once fixes your problem, but to not have the problem you dont spawn at all, and use a variable instead

rigid belfry
frank haven
#

I'll try graphics, thanks~

vivid stratus
#

Is there a Quixel discord? thonk_hmm

plush yew
#

What is this shadow following me ? Have a tweaked a setting I shouldn't have perhaps ? I can't remember

plush yew
#

yes 4.26.1

fierce tulip
#

could also be the camera actor itself hehe

dusky inlet
#

I'm surprised the character movement comp doesn't have these events built in

#

or does it?

plush yew
#

I don't have anytning in my scene except fog and light

#

and the lanscape

#

I found that if I set the cascade Num Dynamic Shadow Cascades from 3 to 0 it disappears

#

but it shouldn't be at 0, no ?

#

is there another way

lucid plover
#

Question: Where and what is a good way to start in UE4 for materials? I'm a complete noob ๐Ÿ™‚

marsh cove
#

try and go find some basic materials tutorials

#

Can someone please help me I can't convert a thin line texture to a sprite and whenever I do, there is just nothing in the sprite

dim saddle
#

Question: If im gona make a game which is just like a maze or a small adventure should i download UE with starter content, templates and feature packs, engine source and editor symbols for debuging?

magic lantern
#

I created a spline in actor blueprint and I got the refarence of actor in character blueprint as a object type varible. But I have a problem. When I add 2x spline to
viewport then the character perceive onky one of the splines. Can some one help me with take refarence of splines in viewport.(I learned with this video:https://youtu.be/VJiTHlypTZQ)

Hey there! This video will demonstrate how a character can be made to move along a spline in the level using blueprints.

You can find the character setup here:
https://youtu.be/OM0uKDyiKBI

โ–ถ Play video
light thunder
deft raven
#

i imported a scene from unity, if i look some assets from "editor view" they are textureless and some have different shapes

#

but when i go game view, or play the game, they look fine, anyone know what cause this "bug"?

fierce tulip
#

looks like the collision

thick nebula
#

Windows Restarted in the middle of my session and crashed my Visual Studio with the Unreal Engine Launched from it. When i try to relaunch Unreal Engine though visual studio, it just shows me debug error output from CMake, and I can not see the UE4 project file to run an instance from. Any ideas?

#

ughhhhh all i am seeing is that this problem happens when there is an issue with Windows Updating... can anyone verify that the newest windows update breaks the recent release of 4.26.1 on github

#

In case anyone has the issue i just had: Make sure you complete windows update. There was a .NET update that didn't complete and it seemed to cause the issue.

tawny nacelle
#

Stuck .. lost transform after hitting enable root motion .. any help

deft raven
#

Any rumors about unreal engine 5 release date?

fierce tulip
#

nope

radiant sleet
#

Im curious for ue5

#

are they gonna keep most of the same framework they did in ue4

#

like stuff liek player controllers gamestate etc

fierce tulip
#

consider it about 4-5 versions of upgrades in one go, and then some

radiant sleet
#

Maybe a dumb question

fierce tulip
#

and from what i heard, for almost everyone moving from 4.27 to 5.0 should be smooth

radiant sleet
#

That is awesome bet

#

i was scaredid have to relearn a new framework

runic iron
#

I think it'll be a glorified big update, the UE4->UE5 is probably just a marketing move to take advantage of the next gen hype

radiant sleet
#

The biggest difference will be no building light or whatever?

fierce tulip
#

its mainly because they replaced the rendering and lighting system that they felt renaming it to 5

radiant sleet
#

That makes sense

fierce tulip
#

a whole new rendering system is worth a rename

#

(and rebrand)

radiant sleet
#

Unreal is so exciting cause it always feels like its on the frontier

runic iron
#

Indeed, I only checked the new geometry improvements, wasn't aware of the lighting stuff, that's neat ๐Ÿ™‚

rigid belfry
#

is it possible to select a static mesh on the level, right click on it and turn that mesh into an actor?

dim merlin
#

Hey, so anyone knows if the landscape grass map is more performant than using HISCM for grass ?

grim ore
#

@rigid belfry A static mesh in the level is already an actor

rigid belfry
#

can you merge mutliple skeletal meshes into one?

#

or create a skeletal mesh from an already imported mesh?

plush yew
#

Is there a tool that lets me visualise triangle density on screen? To easily diagnose which meshes I need to LOD

#

I know there is stat.rhi but that doesn't really help me locate the problem

fallen goblet
#

Hey, can someone help me with this? Is there any way to open Meta Human with dx11?

grim ore
#

edit the config file to default it to 11 and hope it works

#

MetaHumans\Config\DefaultEngine.ini , find the "DefaultGraphicsRHI=DefaultGraphicsRHI_DX12" line and delete it

#

and it looks like it works, I just tested it

fallen goblet
#

Thanks @grim ore , It's working now

grim ore
#

Maybe the forums, maybe general chat around a genre you like, #volunteer-projects is a channel here where people are looking for people

exotic thicket
#

MetaHumans doesn't work with dx11? ๐Ÿค” I hope it only applies to the editor tooling for it...

grim ore
#

it does work for dx11

#

the default project just defaults to dx12 due to RT would be my guess

exotic thicket
#

That'd make sense I guess

cedar wave
#

Doing another bump on this as I still haven't been able to figure out why the raycast stuff is behaving this way

grim ore
#

@ebon linden I did a random project that does something similar here https://youtu.be/GQP8wv8m4Kc?t=727 , but look for dynamic healthbar might help. I basically just used a separate progress bar to represent the "temporary missing amount" then did whatever after whatever time

plush yew
#

shameless self promotion

fossil arrow
#

Hey there... I'm new here and new to the dev world and I'm just starting out with UE4 and I have a few questions. My main one being... for the game I'm designing the camera angle is a big function that I'm trying to figure out... I want to make it so that I still move around with WASD with a 3rd person, Diablo style camera angle. If anyone here ever played the old NCSoft game Dungeon Runners that's where my inspiration is stemming from with the way I want the camera to function. If anyone has tutorial videos they can link me or has time to show me, I would greatly appreciate it! I've been on youtube and google trying to figure it out but I'm not quite finding what I want to do/how to do it.

ebon garnet
#

good day guys, im trying to figure out how to add dirt to a object and manipulate it with a variable, can you point me in a direction?

grim ore
#

@fossil arrow have you looked at the third person template? You could pull the camera out to the angle you want it and and disable the camera controls so its locked into that position

fossil arrow
#

@grim ore yeah I've been in the 3rd person template and the problems I'm running into that I can't seem to find, are how to make it so my mouse cursor doesn't get locked to the character, so basically while I'm in-game I want to be able to move around and still have my cursor free to interact with objects/target enemies etc. And be able to scroll in/out and only move the camera horizontally, just not vertically.

grim ore
#

yep out of the box you wont be able to do that, have to code it in. The mouse cursor by default is set to hide, so you would set it to show if you want it to be visible.

#

scrolling in and out, I assume towards and away from the character, would be adding code so the mouse wheel moves the length of the spring arm between the camera and the character

fossil arrow
#

ahh i see... sounds like a lot more learning and googling because i have no idea how to code yet... ๐Ÿ˜…

vagrant hornet
#

how to get selector tool

#

not brushes

plush yew
#

Does anyone have a defined learning plan for unreal engine ?
Something like, "week 1: this, week 2: that..."

fierce tulip
#

iunno, we have some getting started stuff in the pinned messages in this channel though

plush yew
#

Alright thanks a lot Iโ€™ll check that out

#

Iโ€™m a student going through Unreal soon, so I wanted to master it before

#

However the learning curve seems pretty steep

fierce tulip
#

as someone who has been around since unreal engine 1, dont expect to master it. I havent.

#

just have fun playing around with it

plush yew
#

Oh woah

#

Do you still need to look for stuff online ?

fierce tulip
#

all the time, but that is normal in this industry.
you cant expect anybody to know everything about the engine, besides a few wonderkids

plush yew
#

Oh I see. I think Iโ€™ve got it wrong. I was aiming at trying to know a lot of stuff by heart...

grim ore
#

you can, no one said you couldn't

fierce tulip
#

and you will, but you'll still look things up hehe

#

i actually think that the more you know, the more you'll be looking things up

plush yew
#

Thing is Iโ€™m pretty lost in front of the engine. Thereโ€™s so much stuff to learn... I donโ€™t know where to start. Programming, animations, materials, UI... thatโ€™s why I wanted a learning plan, to know what subject should take more time than the other

plush yew
grim ore
#

there is no learning path because you are you

#

what do you want to learn

fierce tulip
#

go over the getting started stuff, and see what you like most

plush yew
#

Iโ€™m into programming, but I feel like I need to know animations, UI, materials and all of that to be able to make even the simplest game. Maybe Iโ€™m wrong, but I thought about it that way

#

Ahahah

grim ore
#

you dont need to know anything

#

what do you want to use UE4 for

plush yew
#

Gameplay programming mainly

grim ore
#

ok but what for? are you trying to make a game, make games for someone else, just randomly do random stuff?

plush yew
#

Iโ€™m pursuing a CS degree, and Iโ€™d really like to be able to work in the videogame industry one day. My end goal would be to work with a team/studio on the programming side

grim ore
#

welp there ya go. so learning animation, materials, ui would help but its not directly related to what you want so those can go into the future me pile to learn

#

if you enjoy programming learn the programming part of the engine with some goal

#

and you cant learn the programming part of the engine until you learn how the engine works, so like suggested go with the getting started stuff first

#

Epic has a learn site and docs to get started with that, live training as well then there is just playing with stuff with a random goal. since its programming, learn to make stuff to stuff as the goal

#

then break it down into making a game or a small project that does something and then figure out what you need to go from there

plush yew
#

Should I try working on simple prototypes/gameplay mechanics ? Or should I make small games on my own ?

grim ore
#

both

plush yew
#

Thanks a lot for your advices, really

grim ore
#

mechanics and prototypes are part of a game generally

plush yew
#

Iโ€™ve already made a simple game, and prototypes, but Iโ€™m lost in the ยซย what nextย ยป part

grim ore
#

game doesnt even need to be a full game, make a vertical slice of something you like using a mechanic you like

#

yep the what next is basically what to you want to learn/do next

#

like with maths its a linear progression to a point then it branches off to the other higher level ones, same with pretty much everything at a point

plush yew
#

Thing is I donโ€™t know how to organize myself. Iโ€™ve been used to being told what to do (for school projects, school learning paths...) and learning such a big thing on my own is kind of hard for me

#

Oh i see

grim ore
#

dont learn a big thing

#

a big thing is just a million small things

#

learn all the small things

plush yew
#

Mhm, yeah, I think Iโ€™ve got a wrong point of view

grim ore
#

you dont make your final application when programming, you make each function that combines into the end result

plush yew
#

Thatโ€™s true...

frail coral
#

i accidentally tuned this mod and cant do anything

grim ore
#

same thing. say you were making a simple calculator app. You would need to define the UI, you would need to define the functions for each maths on it (+ / * - etc..) you would need to define what each button does if its a numeral. then you would make different functions to handle different use cases

#

@frail coral restart the editor, reset the layout under window or drag another window around and put it back. The UI thinks you are moving a window, its a bug

frail coral
#

close and reopen project? @grim ore

grim ore
#

yep close and open it back up

plush yew
#

I should proceed step by step, but I donโ€™t know what the next step is. I donโ€™t know if Iโ€™m clear in my explanations, but Iโ€™m at a difficult point in my learning journey

frail coral
#

thanks man

grim ore
#

what was the last step you did then

plush yew
#

Iโ€™m afraid Iโ€™m losing motivation being such in a critical point, but Iโ€™m at the same time I really want to be able to use the engine correctly in a creative way

#

But at the same time*

#

I made a simple prototype game, but got confused when I need some materials to make it look cool. So I wanted to learn materials, but lost motivation as I thought I was losing time on improving my programming skills. Itโ€™s all things like that that loses me

grim ore
#

was the goal to make a good looking finished prototype or just to make one?

plush yew
#

I should improve my animations skills (blend space and animations bp) as well, etc etc

#

Make one that is showable on a portfolio without like a garbage project

grim ore
#

theres tons of free resources to just make stuff look better if you were working on programming and gameplay, dont focus on those

plush yew
#

Looking like*

#

(Again thank you really much for your time)

grim ore
#

if you are making art, then yes your portfolio needs to showcase the art. if you are showing a random trash generation algorithm then it doesnt need to look like gears of war

#

how many of those are using higher end art and how many are using the built in resources and just showcasing the actual tech

plush yew
#

Oh...

#

Youโ€™re right, maybe I should just focus on that

grim ore
#

if you really want to be a generalist, knowing a bit of everything, then that is fine just know it is a ton of work and pick one part to learn the basics then move on and know when enough is enough

#

there is nothing wrong with being a generalist, you just have to understand you are not going to be doing portfolio art pieces

#

but you can certainly make a world aligned rock texture that is used in a basic landscape, just not one that has 5 layered blends with feathered edges between a rock and the dirt.

plush yew
#

Thing is Im hesitating. My professional project is to work on the programming side of a team/studio. But on the other hand, I want to be able

#

To make a polished little game on my own

#

But at the same time, Iโ€™m affraid Iโ€™ll lose time to work on my programming skills

grim ore
#

heh.. time

#

in theory you have TOOOOOOOOOOOOOOONS of time

#

and if its that much of a worry just set a time limit

#

take 2 days to learn materials, take 2 days to learn the UI system, take 2 days to learn animation, etc.

#

either set a goal in those 2 days or just learn from the ground up and stop when time is up

#

then go back to the normal stuff

#

set a goal, do the goal, set a goal, do a goal. repeat

#

but if you are that worried about it, then dont do it. focus just on programming

plush yew
#

Oh man thatโ€™s where I struggle. I donโ€™t know how to organize myself, nor set goals etc. lol... and I know that I need to work on that for the future

grim ore
#

Take the action RPG example game, tear it apart until you understand how it works then remake it from scratch using the free infinity blade assets.

plush yew
#

Thatโ€™s a great great idea.

#

Didnโ€™t even think about that

grim ore
#

look at a game you like, recreate one piece of it like a mechanic or visual effect.

#

etc..

#

your game is your goal, if you are making a game or learning is your goal, if you want to learn.

#

as you do more stuff your goal setting ability should start becoming better. its hard to set a goal if you dont know anything about it

#

which is why whenever I do stuff, even if it have done it before, I do it from scratch to learn the muscle memory. Personally its how I learn.

plush yew
#

I think I should follow your advice.
I should take 2 days to learn the general aspects of game development:
Materials, UI, Animations, AI...
Then focus on my programming. And Iโ€™ll be able to understand everything better, and recreate simple stuff... what do you think ?

grim ore
#

sounds good. almost all of that is in the online learning system from epic, even just the intro or first hours to get you an idea then you can learn more about a subject if you need/want

#

at the worst you spend a few days/weeks touching everything to get a feel and you have some basic ideas of what you can/cant do

#

its a known issue that "learning paths" are something people want, especially structured learners, it's just difficult at a point as everyone is different even when trying to get to the same goal.

plush yew
#

I want to take the optimal path so much that I donโ€™t dare jumping into it. Is it fear of losing time? Fear of the unknown? I donโ€™t know, but with what you told me I really got to jump in

plush yew
grim ore
#

you will take time, but dont treat it as a loss if you can learn something

#

I mean I guess if you are expecting that if you take X time you get X result and any deviation from the X will make X result take longer or not happen sure.

plush yew
#

Yeah my way of thinking is something I should work on. Iโ€™d tend to see that "loss" of time as really negative towards my end goal. But I have to rethink it as positive

grim ore
#

but... I dunno if anyone can plan anything out like that in terms of time

#

maybe just think of that time spent as just a smaller percent to your goal than if you were on the direct path

plush yew
#

So, do you think downloading someone elseโ€™s project and going through the code trying to figure how things work is a good way of learning ?

grim ore
#

and dont worry if the end goal take a bit longer

plush yew
grim ore
#

I personally tear apart content to learn yep but I also can't do that until I know what I am looking at

plush yew
#

I canโ€™t describe how much youโ€™re helping me here. Really

grim ore
#

like when I first started the content examples map was great but I was soooooooooo lost. It was full of neato stuff but how the hell it worked just made me confused.

#

then I took the time to learn the basics of the engine and systems, focused on what I wanted to learn, then went back and used those examples as "how to do something"

plush yew
#

Ahaa I see...

#

Thank you very very much. Youโ€™re helping me change my mind in the right way

abstract scaffold
#

Question... im doing a knockback around a character. I'm currently doing a sphere trace and adding impulse to overlapping characters. My question is.. is there a way to do the same thing but with better control.. i'm looking for a lower speed over a longer distance. currently the impulse is practically a teleport it's so fast. I've lowered variable i'm multiplying against the vector, but that decreased the range that the character is knocked back. HALP lol

grim ore
#

not trying to change it, just show there are tons of options and not to worry about it being wrong ๐Ÿ™‚

tranquil roost
#

Good tips here, @grim ore! I like the idea of segmenting topics into days. I've been doing 3D for 10 years, and I know I can become friends with Blueprints and UE in general, but I'm still at the "how do I" and "What is the general idea behind" everything I try and accomplish. Do you know if there are people on here who would accept a few hours for mentoring and crossing questions off a list, for a bit of compensation?

#

Perhaps I could post it in the contract-jobs channel

plush yew
grim ore
#

I think I have seen some people in the community doing tutoring yep

radiant sleet
#

Whats the function for making an actor rotate to point at a position

#

or other actor

grim ore
#

Find Look at Rotation

radiant sleet
#

YOO thank you!

#

MathewW always comin in clutch with that knowledge

grim ore
#

I've just dont it over and over lol

radiant sleet
#

whats the function for rotating an actor again?

tranquil roost
#

Well, I think I speak for all the newbs when I say, it's pretty amazing to have this really specific problem and pop over to this discord, the forum or reddt, and there's a Mathew tossing the answer over, and we can keep going ๐Ÿ™‚

grim ore
#

actor would be Set Actor Rotation

plush yew
#

SetWorldRotation

radiant sleet
#

Yes thank you

grim ore
#

but dont do that to a character lol

radiant sleet
#

I do apreciate it a lot

plush yew
#

@grim ore how many years of practice do you have on Unreal Engine, just to know ?

radiant sleet
#

whts the difference between set actor location vs set world rotation?

#

id use first

#

but is world rotation like relative location to itself?

#

Or how does that work

grim ore
#

@plush yew since Unreal 1

plush yew
#

Oh God, ahah

#

When was it released ?

grim ore
#

@radiant sleet world is on a component, actor is the root component basically

#

both are world relative

#

same thing basically just differing targets

radiant sleet
#

so basically if I want to change the rotation full actor I use actor rotation but if I want to change only one component I use world rotation

#

?

#

Scince unreal 1 dang

grim ore
#

I honestly dont remember when it came out, I just know it was an awesome game and UE1 let us actually code our own levels in a GUI rather than the evil editors we used to use for Doom lol

radiant sleet
#

how old are you out of curiosity?

grim ore
#

@radiant sleet basically yes, you could use world rotation on the root component as well if you wanted

#

44 this year i think? I lose track of time

radiant sleet
#

Dang ngl you do not sound that old in your tutorials

#

I thought you were something like 22-25 when I heard your tutorials

plush yew
grim ore
#

yep I also apparently sound like a women on a phone so no offense taken lol

plush yew
#

Ahah

#

How difficult is it to go from Blueprints to C++ / using both ?
Even though I know C++, Iโ€™m still at that point where I only use blueprints to get used to the API. But Iโ€™ll have to make the jump one day

radiant sleet
#

44 years young exactly lmfao

grim ore
#

you dont have to make the jump, and its not hard. starting with BP is smart. Every BP node is just C++ on the backend

violet goblet
#

hi unreal slackers ๐Ÿ™‚
can i ask a question regarding unreal + displacement maps?

#

since there seems not to be a "help" section?

grim ore
#

so learning how the engine works using BP then migrating over to C++ if needed is a good way to do it as you can almost 1:1 the code as a learning experience

#

@violet goblet you would pick the appropriate channel if there is one, #graphics might be for example? if not ask away

radiant sleet
#

yeah I tried to learn c++ but liek I could not do it after multiple attempts

#

BP is so nice

grim ore
#

C++ is C++..... its.... C++

radiant sleet
#

C++

#

is there anotehr language with a lowercase c? Im confused

grim ore
#

if I had a choice I would burn it to the ground but hey some people like it lol

#

oh not saying you said it wrong lol

violet goblet
#

so i created a cube+uv in maya
in zbrush i creased all edges, subdivided it 10x, and sculpted on it: that is what it looks like

grim ore
#

just saying C++ is C++ lol

#

its like saying someone is the way they are, we dont judge we let them be

violet goblet
#

zbrush

#

i exported the displ.map from zbrush like that:

#

in unreal i created a material like that (and assigned it to the cube in the scene)

radiant sleet
#

Oh is see what you mean lmfao

#

How much of a performance boost yo think C++ adds overall?

violet goblet
#

unreal result

radiant sleet
#

like if im getting 30 fps with blueprint how much wit C++?

grim ore
#

@radiant sleet from negative to positive % depending on what you are doing

radiant sleet
#

If im smart with BP are the benifits negligable?

#

Compared to the increase ease and speed of blueprint?

#

Like arent there just a few fnctions that are wayyy more expensive than c++?

grim ore
#

@violet goblet how many actual vertices do you have on the cube for it to actually use for displacement? if your cube has none then its got nothing it can push/pull to give you the result. you need a dense mesh

#

@radiant sleet some things are faster in C++ yep, complex math or looping can definitely be faster. Are you doing that? how much are doing doing it? etc... determines if its worth it.

opaque ingot
#

Mathew are you that pro youtuber that I have learned so much from? @grim ore

grim ore
#

some things are faster in BP, would I ever want to set up a UI in C++? hell no. Would I want to set up animations in C++? hell no lol

violet goblet
#

@grim ore oh i see i try it with a little higher mesh, one scond please

grim ore
#

you should use whatever you need to get the job done and whatever is appropriate. If you get to the point where you need to go "damn its so slow in blueprints I should do this in C++" you will know you need to do it in C++.

radiant sleet
#

I can defiently make simple linear platforms for mobile with basic enemies and pickups?

grim ore
#

if your getting 30FPS you would profile the scene to see why you are getting 30 then go from there

radiant sleet
#

Yeah thats a way more practical way of knowing if ya at that point if its ever too slow

plush yew
violet goblet
#

@grim ore the mesh does have ~ 6.000 tris and it looks like that:

radiant sleet
#

Speaking of animations you have a video going over the animation window? like rootmotion and all that

violet goblet
grim ore
#

@radiant sleet nothing that detailed no, there is a general animation video on the unreal learning site. Rootmotion itself has a good documentation page with examples.

violet goblet
#

it looks like the displacement map doesnt do a thing ^^

grim ore
#

@plush yew yep if you want to use C++, prototype in BP and move to C++ once its how you want it. its a good workflow

plush yew
#

Whatโ€™s your main working field @grim ore ? Iโ€™m guessing programming ?

grim ore
#

@violet goblet so your mesh is already set to look like that, with the swirls?

#

@plush yew I am a programmer by trade yep, but doing educational stuff lately

violet goblet
#

yes if i put a plain white material , it would look like that, except those sharp bumps you see on the edges

radiant sleet
#

the ai move to node the pin above success executes every frame? or only when it finishes?

violet goblet
#

left (with displacement map), right (plain material without displ. map)

grim ore
#

all the displacement map should do is move the vertices on the rendering part but if they are already moved I dont think you are going to get a good result?

violet goblet
#

i see...so that means i should maybe try to upper the tessellation value

grim ore
#

I could be wrong, i am not a good artist, but I would assume you want the displacement map to be on a flat cube not one that is already displaced

violet goblet
#

thanks anyway @grim ore i will try any further

grim ore
#

like you can see here my result

#

and this is on a cube, nothing but 4 flat sides

#

using this as the texture input for the tesselation

#

so its pushing out the white part of the texture from the surface

#

here is is in the world on a cube (flat on all 4 sides) with a much higher density so the displacement has more vertices to work with when pushing out

worn peak
#

theres a node to change the textRender content ?

#

or a way to change like UMG where we can bind text

grim ore
#

@radiant sleet if its the AI Move To node with the 3 outputs and 1 pin then the top one is a normal execute wire, it fires once when this node is executed

#

@worn peak you can SET TEXT on a Text Render to change it's text yes. It is not designed to be bound to but you could create your own setup to do that if you wanted (but probably shouldnt)

radiant sleet
#

Ok so it wont fire till they get to the player

#

Or if they fail

grim ore
#

the top one will fire immediately when the node is triggered

radiant sleet
#

and not again

#

?

grim ore
#

yep, the icon on the top right indicates latent or it doesnt stop execution. it fires, starts doing stuff, and then your code continues immediately. the two below it fire when they are needed

radiant sleet
#

oh that makes sense

#

that little clock indicates that?

#

So when it doesnt have that I know its takin its time with whatever its executing

grim ore
#

well the clock indicates latent but... its also used on the delay which delays so its... weird

worn peak
#

do I really need a variable to pass the text instead of type the text directly in the node ? -.-'

grim ore
#

thats what you could take from that yep, if it doesnt have the clock it should halt execution until that node is finished

worn peak
#

or did I select the wrong node

radiant sleet
#

Ok thank you very much

grim ore
#

@worn peak you can use the make literal text node if you want and plug that in

#

but generally... like... if you arent changing the text to something else you dont need the node. unless you are using the set text multiple times with different text in them?

#

if so there is probably a better way to handle it

worn peak
#

i truly should known all the nodes

#

like they cover everything I just dont know

grim ore
#

yup just have to play with them all, theres only like 250 thousand?

worn peak
#

yes, im changing the text that will be show

#

250k ?

grim ore
#

you would normally have 1 set text node when you want to set it, and just change the variable it uses

#

if you need to select from different text to show based on something, there is a select node

worn peak
#

I dont know how the things works so its little strange cause some nodes has a space to type

#

but text I need to create with other node

cosmic matrix
#

Hi,
What is the difference between touchforce and push force in UCharacterMovementComponent ?

#

what i understand is that they are both used to apply force to physics objects

toxic hatch
#

Has anyone else noticed that the new landmass tools have bad memory leaks when you have a complicated setup with water and stuff? Want to see if its just me

supple horizon
#

hey

#

do game developers use oop for games? (small or large scale games)?

#

i can think of the player/enemies having properties and all but not the rest (logic,physics and maps)

noble magnet
#

Oh my god Unreal. Why are you this way?? God forbid I want to organize the folders in my project. Jesus

#

What's that? You put something in your project and made an edit before you moved it where you wanna go? WELP NOW ITS BROKEN.

digital anchor
radiant sleet
#

IM confused about the is valid function?

#

Does it just execute if theres a reference?

grim ore
#

theres 2 of them, if you mean the one with the execute wires then if the object put into it is valid (not null basically) it will fire the valid wire yep

#

I want to say it might also fire as invalid if its pending kill

broken stream
#

i got this when i update to the new version 4.26 from 4.25 and my grass is not showing

#

hmm, any one know way this hapand

late verge
#

Would anyone be able to explain why I'm able to stretch forward 10 frames but not shrink backwards 10 frames? What's the difference?

#

I can stretch 10 frames just fine, but if I try shrinking back 10 frames (so back to the original positions), I get this error:

#

This is what the documentation says about stretching/shrinking, but I'm not really sure why the overlapping track thing matters or why I'm able to stretch but not shrink:

#

I might just be missing something stupidly obvious here.

#

If I delete the animation sequences from the timeline, I'm able to freely stretch and shrink as much as I want.

#

So I'm not sure why the animation sequences aren't allowing me to shrink.

dawn gull
#

So, I have a texture with a black background and white details, is there a way to replace the black with nothing? I already have the material mode set to translucent

grim ore
#

feed that channel into a one minus, which should flip the black and white, then feed that output into the alpha on the material

dawn gull
grim ore
#

the translucency or mask on your material node, the really long one

dawn gull
#

Opacity?

grim ore
#

probably yep

dawn gull
#

Did that with the one minus but it showed the area i didnt want, so I removed it but now the colors are switched

grim ore
#

maybe show what you have

dawn gull
#

Without the OneMinus:

#

With the OneMinus

grim ore
#

show the material? and what are you expecting?

dawn gull
#

This is the texture, i want the black background to not be there and only show the white clouds

grim ore
#

as in transparent?

dawn gull
#

Yes

#

Sorry can't word anything today

obsidian nimbus
#

1minus and that in the alpha i think

#

ow nw8 u tried that

dawn gull
#

yeah, this is what my material looks like rn

grim ore
#

your not actually putting anything into the base color

dawn gull
#

So would I just put in plain white?

grim ore
#

also this isnt a black and white image, it has gray

#

but if you where to plug the R into the Base Color and the R into Opacity, nothing else just those two what does it look like

dawn gull
#

Lemme see

rigid belfry
#

what lighting mode is the material using?

grim ore
#

and yeah I always flip opacity, 1 is how much you cant see thru it not 0 so if you just plug in the normal texture it should make the black parts clear

rigid belfry
#

i think masked using only values of 0s and 1s right? so you should have either black or white

dawn gull
#

It works!

grim ore
#

yep the only issue with masked is it gives hard edges most of the time

#

yeah I always forget that opacity != translucent lol

dawn gull
#

yeah i mix them up too

grim ore
#

so black is not there and white is there, which is what you have already

dawn gull
#

yeah pretty much

rigid belfry
#

did you need the grey values too?

dawn gull
rigid belfry
#

try other lighting modes

dawn gull
#

Shading Modes? Because I don't see that

rigid belfry
#

let me download the text and mess with it

vivid stratus
#

so... can I Create a new actor for the Brush Setting of a Procedural Foliage Volume?

I want to make it a curved one, to follow a BP_path thonkhappy

ember star
#

my camera wont stop spinning

#

i open/close UE and it keeps spinning

#

ive mashed all my keys/buttons and nothing is stuck

fierce tulip
#

last time that happened to me, one of the analogue sticks on the controller was being pushed by my cat

rigid belfry
#

@dawn gull i am heading off to bed since its pretty late, but before that allow me to explain. first set the material to translucent, then in the lighting mode set it to Surface TranslucencyVolume(you can read more by holding alt). as for the actual material, you have a vector1 parameter FilerBackIntensity, which dictates how much black should be filtered out. in the if, A is the value of the different pixels, B is your filterIntensity. if pixel greater or equal than blackIntensity, set 1, else 0

#

but again, i am not that experienced with materials...

ember star
#

@fierce tulip ha. no pets here to blame

rigid belfry
#

@dawn gull

dawn gull
#

ok, thank you!

slate vessel
#

Is anyone aware of issues with motion blur like trails from mesh movement in low light situations? I have disabled motion blur in every place i can in the project and there is none in well lit areas. in darker areas the trails are horrendous. I do remember someone saying about temporal anti aliasing can cause this but ive also got all anti aliasing turned off!

rigid belfry
#

i am heading off to bed. check #graphics for more material questions

dawn gull
#

ok

past gull
#

does anyone know how I would go abt removing the floor in the stative mesh preview, I see an option for the background but nothing else, I have a rlly small skeletal mesh n the ground is eating it up

exotic thicket
#

in top right, preview scene settings

#

should have the option for it somewhere in there

#

if the preview scene settings tab isn't visible, you can open it from the window menu

past gull
#

omg theres a check box called show floor

#

lmao thanks

#

oh nvm it seems to disappear whn i gt rlly close to it, is there a way u can scale skeletal meshes the option that exists for statics doesnt seem to be there

#

nvm again u just have to change scale then reimport:D

ember star
#

@fierce tulip holy shit you were right

#

not a pet but a phone cable fell on a controller i didnt know was even connected to my computer, havent touched it in a yer

fierce tulip
#

just blame a cat

#

yay for solvage though

ember star
#

I have another really annoying bug maybe you can solve too. Every time UE crashes or doesn't close nicely, the same blueprint error comes back, and all i do is refresh the nodes and it works

#

but i have to do it every time. even if i save after. and save/close/reopen

fierce tulip
#

cant really help you there besides suggesting to double-check if the blueprint uasset file is not set to read only
you might need to wait for someone with blueprint knowledge as I got none

topaz gulch
#

hello everyone I am new, I just joined this discord, I am a university student studying Games Design and use unreal for modules. Is there any chance I could ask some questions and have some help please? I have a module due in less than 11 days?

faint juniper
#

How do you cut up a character mesh in Maya into modular pieces whilst retaining blendshapes - something I am doing is causing issues with Unreal Engine. When I import into UE, every single Blendshape is being imported as a separate file and it doesn't do that if I keep the whole mesh as one. Any ideas? How can I combine the blendshapes into one Skeletal Mesh - it does this without a modular character

tiny sonnet
#

I can't find the answer to this, but if there are no sessions found when this node is run, will it fail, or manifest a empty array?

buoyant oar
#

How to use WaterBodyLake or WaterBodyRiver without forcing the landscape inside the WaterBodyOcean spline?

Basically, in my landscape carried over from 4.25, I have a pre-made island and would like to use an ocean, lakes, and rivers with it. For the ocean, I am able to get water to appear around the natural shape of the island by putting the WaterBodyOcean spline inside of the landscape and setting blend mode to Max instead of Alpha Blend. This allows the Ocean to form around the landscape without deforming it at all.

However, when I add a WaterBodyRiver or a WaterBodyLake, the ocean all of a sudden does restrict the size of the landscape so that it only keeps the pre-existing height data inside of the WaterBodyOcean spline, with the rest of the landscape being turned into a generally flat plane.

Is there a way to add the lake or river so that they can modify my landscape without forcing it inside of the WaterBodyOcean spline? Thank you for the help.

topaz gulch
#

I have a problem with my character movement, I have programmed to use the controller for movement but when the character has stopped movement by the joystick he turns facing me and then sometimes glitches in that position, any suggestions how to fix this?

deft raven
#

i trying a map, when i try to select one thing

#

select the whole building and the things inside, anyone know why? and how i can select single things?

neat shale
#

well if those are attached to the building then it will select all of it

rocky cipher
#

Any idea why my spline mesh stretches after this control point?

deft raven
#

of i can select a "piece"

neat shale
#

if its one bp you will always select the entire thing

#

period

deft raven
#

ok now is working, maybe was a bug

#

is a bp but have a lot of bp inside, doors, objects etc etc

rocky cipher
#

not that I could figure out. Kinda had to redo my old landscape to use the water systems.

open belfry
#

so I'm trying to make a VR game, had pretty much everything working in PIE up to this point, but when I package the game the controllers don't receive input commands! I've tested in the SteamVR and settings menus and the buttons on the controllers are working fine, just that pressing them in game doesn't do anything. Can't pick things up even. Any idea what's going on?

plush yew
#

How to I obtain the steam ticket for the Playfab login?

tawny python
#

Not sure what's happening, maybe you guys will know

#

basically most of my materials are wrong and some of the static meshes are invisible\

#

Restarted unreal and my pc and neither helped

#

changed the material now it's invisible

#

im very confused

#

nvm figured it out ๐Ÿ˜‚ near clip was set to 0

tidal kernel
#

Does anyone know why I get an error when trying to export for android?

open belfry
plush yew
open belfry
#

by remove you mean disable and re-enable? Or something else?

plush yew
#

Also check all cables and make sure steam VR is enabled

#

Yes

open belfry
#

yupyup, verified that SteamVR is running and that the triggers are receiving commands, that's all working fine

#

disabling and re-enabling the SteamVR plugin didn't do anything

#

@plush yew is there like a player controller thing I need to set up or something? I'm using the default VR test BPs for some of the core functionality

glad dagger
#

Hi all. In your experience what is the maximum X, Y distances you can use in a level before floating point precision becomes an issue?

#

I'm working on a multiplayer game where players may enter their own dedicated boss fight room (within the same server). so I'll be dynamically spawning instances of the room, which could in the worst case be 1 per player. So perhaps 64-100 rooms

#

lets say I needed 2000 units between each instance, laid along a single axis, that could mean the last instance is at x = 200,000

#

for your standard multiplayer action game, being 200k units from origin, is that a problem?

open belfry
#

so update: it appears to be receiving input, I think. I got into the packaged build and fucked around for a little while and found something: if I used custom bindings, I was able to rebind the triggers to activate on click. By default, though, the UE4GAME default bindings showed as "Use As Trigger" with no
click effect bound to it

#

So I guess my question at this point is how do I bind it to actually register triggers as click events by default?

#
sonic kestrel
#

Quick question.
I have a large asset that was my world in Unity, the size of the FBX i ended up having to scale down to .01 in unreal to make positional data correct however my basic capsule player is huge at a scale of 1. is there a simple way to rectify this without having to apply a smaller scaling to everything else?

#

Im trying to decide if going to unreal is the better option for what we are doing vs unity. we have a lot of libraries that we wrote in c++ and porting them all to unity would be a nightmare we are already dealing with a bunch of garbage with our new netcode as our server is still written in c# so trying to see if we should make the jump to speed up the dev time.

fossil arrow
#

Question..... does anyone know how to find the set node of "View Pitch Max/Min" ???? I can't find it under any title when I search nodes and I'm trying to limit the pitch on my 3rd Person game.

rigid belfry
late verge
plucky jetty
#

Hello everyone. Tell me. Why does this effect occur? When changing the camera angle, how to make sure that the brightness of the illumination does not change? How do I expose the light from the sun?

#

I can't figure out how I can get the global illumination to be uniform, there would be no flares.

rare dawn
plucky jetty
#

rays from the sun pass through the rock)))

alpine wigeon
#

Is there a way to generate a project template from a command line? Or just copying the template from the Engine directory is enough?

#

Hehe.. well I can do that as well... I am asking if there is something ready made..

#

I just want to be able to generate the ThirdPersonBP project for example

#

the already existing one..

#

Ok ... let me start again.. I am working on a tool to manage assets from a marketplace...and I want to add functionality of "Create project" button to a non project assets, just so they can be added to a "clean" project for inspection..so you do not have to create project, reload the launcher, add it to the project and open the project

#

first link -> no answer, second link -> the reverse project, last link..possibly helpful ๐Ÿ˜„

sharp willow
#

Hey there ๐Ÿ˜„
Question for all you gameplay programmers:
How do you, personally, plan / specify gameplay mechanics?
Do you use something like UML to describe use cases? perhaps inputs & effects?
Are you more freeform, preferring rapid iteration and prototyping?
Do you think modelling gameplay mechanics is useful at all? Do you wish there were better tools to do so?
The key question really is: How do you describe or model the structure of your gameplay mechanics? (edited)

honest vale
#

I don't ๐Ÿ˜„

#

joys of working alone

#

though generally speaking some sort of planning and scribbling on a paper is good to keep yourself focused

alpine wigeon
#

I use a mindmap tool for this.... so essentially a UML...

plush yew
#

hey guys quick question, I started my work on a blank level, but now I'd like to have an FPS game mode. Is there anyway I can add it in ?

sharp willow
plush yew
#

ah, cool. Where would I copy it ?

sharp willow
#

to your project's content folder

plush yew
#

thanks @sharp willow , I almost got it. I imported these in my content folder

#

but I only have only this showing up

#

it doesn't bring me the actual fps gameplay

sharp willow
#

probs because you need other assets from the template

#

maybe the first person character

plush yew
#

ah yes indeed, I got it! thanks a lot for your help

sharp willow
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np

plucky jetty
#

What kind of game is it like?

frigid harness
#

kinda makes me think of a mix between dragon age/ an mmo and dark souls

plucky jetty
#

Why does it seem dark souls?

frigid harness
#

the ui bit that has 4 cubes in a kinda diamond shape and the dark fantasy look

#

I've never actually played dark souls but have seen clips and I remember that specific ui thing

plucky jetty
#

and if I remove 4 dice?

weak sorrel
#

Hey. Anyone knows how to diagnose this error ? "Maximum number of UObjects (196608) exceeded. First I don't know why there's so much UObjects even if I made a very large scale level for an Android game it's all flat and has less than 120.000 actors for sure

broken heath
#

Is there a known good quality animation/ short made with unreal ? Beside zafari

weak sorrel
#

I've been looking on the internet and well I've seen people who just found their issues randomly by luck x)

broken heath
#

@weak sorrel i got similar but when i restarted engine it got fixed?

weak sorrel
#

The Mandalorian

broken heath
#

Oh will look up

#

Tuanks

#

Thanks*

weak sorrel
#

I had this problem on 2 different computers

broken heath
#

O

weak sorrel
#

gonna restart engine

#

Regarding Mandalorian actors play in front of huge screens. On the screens there are scenes made in Unreal

broken heath
#

Oh but i meant like 3d animation

#

Like disney ones

ember crypt
#

Alright, who broke my Epic Launcher. lol

broken heath
#

Me

ember crypt
#

Alright, tell me I dont need the launcher to use UE.

broken heath
#

Yes some dont

#

Not recommended tho

ember crypt
#

I mean the store itself isn't recommended (by most people) but still

#

๐Ÿ˜›

weak sorrel
#

@ember crypt no worry I never use the Epic Launcher to start the engine and it doesn't even exist on Linux

ember crypt
#

Alright cool

broken heath
#

Will u sacrifice market place amazing products

weak sorrel
#

I try to avoid marketplace plugins because it adds complexity and it's prone to error but sometimes you won't have a choice

broken heath
#

Free of the month is apparently today

ember crypt
#

The marketplace has decent products but I find more interesting stuff outside of it. It's just what's in it tends to be easier to use and more accessible for just getting a concept moving.

broken heath
#

What are the other sources u use

#

Hopefully not sketchfab

ember crypt
#

Google. Quixel (Directly). Usually friends who know how to use Blender.

broken heath
#

Alright

ember crypt
#

I've seen Sketchfab but I havent used anything out of there

broken heath
#

Many times its risky with some sites That doesnโ€™t give much attention to license

ember crypt
#

And that's why you read the licenses.

#

and if it's free it's probably sketchy... lol... so punny

broken heath
#

I meant even paid one of some sites are actually stolen

ember crypt
#

Great news

broken heath
#

I just advice you to fix your launcher

ember crypt
#

When you use a product/service and they breach their own contract with crap like that

#

You get to have fun

#

Also screw the launcher

broken heath
#

O

waxen harbor
#

Is unreal marketplace website down?

ember crypt
#

I cant sign into the launcher at all

broken heath
#

Wait a minute, whats wrong with my launcher too ๐Ÿค”

ember crypt
#

I blame Epic

#

Epic Failure

#

๐Ÿ˜›

broken heath
#

My launcher isnt working too

alpine wigeon
#

yeah the api is down

mighty hearth
#

ayo is the launcher down?

waxen harbor
#

I'm getting 500 error on the marketplace website

alpine wigeon
#

๐Ÿ™‚

ember crypt
#

Maint or did someone spill Coffee?

#

I have a ruler so we can start slapping workers on the wrist.

alpine wigeon
#

Give the ops people some time....(I am ops in a different company... i feel with them:D)

broken heath
#

O epic is down epic is down

ember crypt
#

I mean... ... I cant say anything because I've never worked in a game company

#

But if this was a telecomm business this would've already failed over

#

๐Ÿ˜›

alpine wigeon
#

Depends... ๐Ÿ˜„