#ue4-general

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exotic otter
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cause it has a set FOV etc

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they have likie FThumbnailPreviewScene but setting data to use etc aint that straightforward

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the reason I want to spawn a scene actor to capture is so the design team can make a bp with like background meshes, lights, etc etc

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so there is no hard coding of layouts

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and so we can click 1 button, select a range of settings and assets and it will generate the in game thumbnails for it

exotic thicket
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yeah I was kinda wondering about this as well

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my game will have a building menu type of deal so it might be nice to be able to display pictures of the things without needing to manually create them

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although since I can do it at runtime it might be simpler, maybe can just spawn each item somewhere outside the world and render into a texture

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haven't really looked at it yet :)

spare kernel
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tho we have previews

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for assets

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using FPreviewScene

exotic otter
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yah but the previews you cant create as a bp in editor

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which is what I want

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so design can set the layout of how to capture

exotic thicket
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I wonder if the editor generated thumbnails are accessible somehow

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because those would be entirely adequate for my use at least for time being :D

spare kernel
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we make our own custom ones

hexed eagle
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what are your guys thoughts on pickups and collision listeners? If my player walks into a pickup, should the pickup trigger the OverlapBegin and add the weapon to the players inventory, or should the Player class trigger the AddToInventory method when it runs over a pickup?

exotic otter
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imagine I want to create a thumbnail of a ball with like a background plane and two point lights

spare kernel
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thing is, FThumbnailPreviewScene is hardcoded to 30 FOV

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this thumbnail

exotic otter
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I wanna click the ball asset in editor, right click, custom asset type action(this all works) then it needs to spawn the scene used for the rendering thats defined by art. art defines lighting, the backgrounds etc in that scene, extra objects tom place. then i need to capture that scene actor from a certain camera position with a certian fov

spare kernel
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is for use in game right?

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the created thumbnail?

exotic otter
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then save that thumbnail as a UTexture2D so I can use it in game

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yah I am looking at that code, but indeed a lot is hard coded and just doesnt exactly do what is needed

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thats just automatic set thumbnail generation

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but not with custom scenery set etc

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or custom cam fov and perspectives

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its for in game yah

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design needs to be able to set stuff like camera position, fov, export format, lighting, backgrounds, etc etc

thin tendon
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If its for in game why does it need to capture inside the editor?

exotic otter
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FPreviewScene is what I been looking at all day, but Im not sure it does what I want. it seems severely limited

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cause I want to be able top just batch generate the thumbnails in the editor? not in game?

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ease of use for design team

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1 button click basically

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and then just set some data

thin tendon
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Do scene captures and that even allow you to save the picture to file?

exotic otter
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scene captures do

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it doesnt need to be a file

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just UTexture2D

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and that gets saved in editor

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as an asset

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thats what is needed

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but scene capture just shows black render if I use it outside of game

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the layout of the capture scene is just an Actor so art can define it

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but to spawn actors you need UWorld, and for UWorld in editor I made a FPreviewScene to get it from that. and then I got a scene capture from the spawned actor bp and did a capture

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but nothing

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if i put the same actor in a l;evel and run the game then it does show something when capturing

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idk how i can explain it better without breaking my NDA

thin tendon
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Here is an example from somewhere else that came to mind. But this is a render target not a 2d texture

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This one is all done inside a blueprint without even being placed into the scene

exotic otter
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yah render targetb is fine too

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but does that bp work at editor time?

quick kelp
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can i get Screen capture 2D to capture UI with the image?

thin tendon
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This particular example is one I found in one of the store assets. It captures what you see there inside the editor. But at runtime uses a live preview of the moving model. TO the player looks like a video in the UI

exotic otter
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what does it use for capture

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cause I really dont see how capture components work in editor time

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wait wtf that works in editor??

vagrant hornet
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will ue5 be out before summer?

thin tendon
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Sorry reposted it so you could get a better look

hard quarry
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I was looking for some information about pricing with the unreal engine.
As far as I know it is free to use if your product your revenue is not over 1 million. But what are the costs if your revenue is?
I couldnt find anything helpful on the unreal page

frank knot
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can I ask for help somewhere ๐Ÿ˜†

exotic otter
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while if i use scene capture it just renders black

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is there another way to have a UWorld in editor besides making a FPreviewScene?

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cause the scene that has the capture component is an actor, and can only be spawned with a valid UWorld

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is it cause i spawn the actor with the scene capture in a FPreviewWorld it doesnt work?

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basically i have an editor button

thin tendon
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What is interesting about this particular set up. Is that it uses 2 components for some reason. It saves textures for 1 and 2. But only the parent is visible when opened

exotic otter
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that i want to have use this actor when i click that button

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so click generation button -> Spawn the blueprint with the capture component -> capture the bp scene

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thats what i want basivally

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and that bp does it

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1 difference

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its done directly in the bl;ueprint hmm

thin tendon
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Have you tried using the construction script. This fires when creating the components

exotic otter
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the construction script of?

thin tendon
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the parent blueprint

exotic otter
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parent bp? i dont have one?

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so when i click a certian button in a window i made

thin tendon
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You create a blueprint to put the components into

exotic otter
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it creates an FPreviewScene

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and that preview scene i take the world from

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that UWorld i use to spawn my CaptureSceneActor

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and that capture scene actor has a scene capture and some meshes and lights

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and then i call the CaptureScene on that scenecapture

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the blueprint actor is spawned by the FPreviewScene

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i dont do any code in bp

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avoiding that

thin tendon
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Without using code I am not sure how to help mate.

exotic otter
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np!

harsh tiger
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Do any of you wizards here happen to know what this "Gradle" issue could be? Making a build for this project used to work, and I can package other games in other projects just fine

terse jewel
spare kernel
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#mobile might be better place to ask

exotic otter
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thanks for the help btw

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i appreciate

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its just a weird and complex issue

harsh tiger
ocean grove
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Is there a way to auto align/distribute objects?

harsh tiger
ocean grove
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Sure! That would be awesome

frank knot
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does anyone have any idea why my steam works when I launch from the project and doesn't work when I package?

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:'|

hard quarry
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Is it possible to show all sockets in the viewport?

exotic otter
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is there a way to get a UWorld in the editor? GEngine->GetWorld returns nullptr

dusky folio
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Hello, would someone help me please? i tried add my character to blank world, but when i press play he is spawned outside the map

knotty heron
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click on the ground then the static mesh on the right and change collision complexity

echo lily
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Do people actually buy much things on the asset store?

gilded lichen
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Hello, I'm trying to make a audio setting screen (where you can change the audio volumes) but the node 'Set Sound Mix Class Override' doesnt seem to work? Am I doing some wrong?

crystal musk
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Hey, does anyone know how to fix this, or what could be causing it?

the "Visual studio code 2017 needs to be installed" bit is incorrect, as I've not only got it installed, but I've also just updated it to the most recent version.

any ideas?

harsh saffron
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Guys, I'm doing a voice push to talk chat using a VoIP talker and I need to change the talker settings at runtime. But the settings can be applied only after chat reactivation...

Are there any ways to force the settings to be applied? How to apply settings at the moment of talking?

scenic moon
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the forums are driving me crazy, i can't log into another account no matter what i do, already deleted cookies for that site and not feeling like deleting ALL my cookies because it keeps detecting my login (i got personal account and work account and i need to swap)

exotic thicket
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Not sure what'd be causing that but have you tried using incognito mode just to see if it helps?

scenic moon
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yeah i usually do that when i can't change, the thing is that it's really annoying to do that everytime when you got two factor auth

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i wouldn't complain if the "sign out" option did exactly that...full sign out

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instead if temporary signs you out, as soon as you re-click login it takes the last sign in account (bruh)

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why would you want to do sign out but keep your auto login info? it seems.....unreal

cosmic axle
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For some reason I am moving extremely slow on the editor... And I am not pressing shift since when I do it gets even worse. Does anyone know a way to fix this?

icy cargo
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When is UE5 dropping lol?

upbeat tendon
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Hi, i was wondering what people do for micro payments on windows platform?

topaz gulch
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does anyone know how I can make mt third person character jump a little faster? He seems to be slow jumping up and coming back down?

sullen cloud
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Hi is it possible to cook and publish a Game with a Preview Version from unreal? Besides the Danger for Bugs?

nimble palm
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@thin tendon hey there, I managed to find a workaround that might actually work.

Instead of limiting myself to 4 point lights that would need to move throughout the level as the player plays, I added a single sky light in a completely empty level with no sky sphere etc. The result is as shown below:

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I'm still having a few issues with this light but I'm guessing I just need to tweak the settings in it to find the sweet spot

wind gate
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Hey everyone! A quick question!! In one of my levels the emissive materials are not... emitting anything! I created another map just to check if the material is fine and it worked... its the selected one, so in the preview it works too. Please, I would appreciate any help or advice! Thanks!

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*the material is applied on the yellow strip

digital anchor
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make sure you have Bloom turned on

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@wind gate

wind gate
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yeah i saw that online, but i dont have any post process volume on, where should i check it elsewhere?

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@digital anchor

digital anchor
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place one and turn it on, theres also default values on project settings

wind gate
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thing is that since i started using unreal a couple of years ago i never had to create a post process volume for my emmisives to work.... am I missing smth?

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thx for your help btw, even turning it on on pp doesnt do anything on this level... it works prefeclty on newly created levels

wind gate
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even on a completely new completely blank level they work

wind gate
digital anchor
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so its something on the map, the volumes, one of your blueprints, the sequencer, you have a lot of stuff going on on that map

wind gate
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got it, wtf, i will try copy paste on another map and see if it persists

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thx

sweet acorn
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when i open unreal i get this message is there a way to fix it instead freeing space? My c drive space is limited. I installed unreal and i save my projects in my e drive though

digital anchor
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cinematic cameras also has independent postprocess

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so you had on C and moved to E? possibly some saved/ddc stuff from before, try deleting those folders (they take a while to be generated again)

grim ore
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@sweet acorn look at setting these options in your editor, see if it helps.

sweet acorn
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i tried that but it didn't work

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is it the same thing @grim ore ?

grim ore
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no, do the screenshots looks the same?

sweet acorn
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oh sorry

grim ore
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vault cache is your downloads from the launcher, derived data cache is the compiled files like shaders that it stores

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change the DDC folders, shut down the editor, nuke those folders in your appdata, and hope for the best

sweet acorn
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what do you mean ddc?

grim ore
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the screenshot, Derived Data Cache

wind gate
# digital anchor cinematic cameras also has independent postprocess

so smth weird is happening. I copied only geometry on a new blank level, emmisive worked went on another level to bring my sun and when i returned on the black before I paste or do antythin the emmisive wasnt working... when I save the level they dont work, or at least the exposure gets fucked up cause the brightest one i have it kinda give a bit of bloom, very very tiny.... does anyone have any idea what is this??

sweet acorn
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and now i delete these two inside the local folder?

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i closed unreal

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@grim ore

grim ore
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you can yep, dont need to delete the launcher just the unreal engine one

sweet acorn
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done

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lemme reopen unreal

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the same message again :/

digital anchor
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another post process setting

wind gate
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the level is blanker than space... i dont get why it works and on save it doesnt... never had a similar problem. ever.

grim ore
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@sweet acorn yep it might be the common folder then causing the issue (shared across engine versions)

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but beyond that, its just a warning. My local folders are only like 13MB for common and 80mb for 4.26 after a fresh clear

sweet acorn
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it's not just a warning, i lose parts of my projects xD

grim ore
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you shouldnt lose any of your project, the appdata stuff is the cache files and it remakes them as needed. 2gb free space on C should be fine

sweet acorn
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it's not

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i lost my project

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i mean parts of it

lost sparrow
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Anyone else see "The wait is over, folks." under the forums announcement? My heart stopped beating for a second until I saw it was about the forums and not UE5.

Cruel ๐Ÿ˜›

sweet acorn
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i don't even see my projects now @grim ore

spare kernel
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browse to the folder

grim ore
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the cache was removed so thats normal, go into the folder and open them

sweet acorn
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i still get the same message though

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oh wait

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my project was black when i opened it

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it wasn't black because of that message right?

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it was black because i didn't save the level?

wheat inlet
calm pollen
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does anyone know a way to get back deleted game modes, my engine crashed and my game mode is just gone lol i kinda need that

mystic robin
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I choice different characters but when I click start both player get same character in my multiplayer game.

grim ore
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you might have better luck in #multiplayer @mystic robin and your going to have to show code since.. you know... we have no idea what you are doing

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@calm pollen unless you are using source control or your own backup there is only the AutoSaves folder in the Saved folder in your project, it might be in there.

mystic robin
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In lobby I can select character and it's spawn but when I go to other level every player get same character

grim ore
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so your selecting a character in one level, then loading a new one?

upbeat tendon
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@mystic robin i think you might like to introduce yourself to the snip and sketch

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Windows key + shift + s ๐Ÿ™‚

mental oyster
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How bad of an idea would it be to have projectiles play a loud crack the moment they exceed 343 m/s

round quiver
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I'm trying to use a timer in C++ for my hunger system but am consistently crashing the system

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void ASurvivalCharacter::SetupHunger()
{
    CurrentHunger = 100.0f;
    HungerRemovalAmount = 1.0f;
    HungerRemovalTime = 10.0f;
    GetWorldTimerManager().SetTimer(HungerTimerHandle, this, &ASurvivalCharacter::RemoveHunger, HungerRemovalTime, !IsHungerZero);
}```
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is this the wrong way to do it? engine crashes whenever I try to run in editor

calm pollen
grim ore
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it would have the name, you copy it out of autosaves and put i where it should be in the project then rename it so its correct (the auto saved one probably has _Auto at the end of it)

lunar depot
surreal gyro
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How do most games handle the camera and the player's model in First Person Shooters

grim ore
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just depends on how they want it to be handled. realistic, fixed and fast, etc.

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if you want to see a fully realistic person they can put one on the player and you can view it

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otherwise just hands and guns

cedar wave
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Can you add a new panel in the BP editor? Like next to the details tab for example? Or is it only for the level editor tab?

grim ore
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you can if using C++

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and technically you could use an editor utility widget

cedar wave
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I tried using the EUW last night, but when I would shift from the level editor, it would go away.

grim ore
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so opening a blueprint?

cedar wave
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Or anywhere else

grim ore
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weird. it should stay if you dock it

cedar wave
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This is where I want to put another tab

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Inside the BP editor

grim ore
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then you need C++ if you want it inside of a blueprint

cedar wave
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It's something small - but I'd like to just make a simple todo checklist for individal BP's - saved with the BP themselves (I know there are plenty of tools out there for this like trello, hack n' plan, etc...), I just want things to be centralized in the project.

scarlet current
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I just started a blank project but when I press play I can move around....is that an unreal engine thing?

grim ore
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Its a good idea but yeah it would need some C++ code and you could make a plugin. Off the top of my head I would just say use a new event graph with some comments to do it out of the box @cedar wave

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@scarlet current yes there are default "stuff" and one of them is the default pawn which is basically a flying ghost

cedar wave
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Yeah - that's kind of what I'm doing now. Have a comment like TODO: blah blah blah

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My thought process would be to go to say...your BP_Player and check the to do list in there. So it's already organized for the individual BPs. Less context switching.

grim ore
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yep there is a generic todo plugin that just goes into the main window, or you can create something C++ wise for blueprints, or use comments in a TODO graph

cedar wave
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Yeah - I saw the todo plugin, didn't fit the way I wanted it thing to work.

grim ore
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yep yep

grim ore
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stuff is searchable thru blueprints so just using a dedicated graph per blueprint could work

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@surreal gyro are you talking about a FPS camera that can see the players mesh? if so you just add a mesh to the player

cedar wave
grim ore
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get cracking with the C++ ๐Ÿ™‚

cedar wave
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Yup yup ๐Ÿ‘

surreal gyro
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But the hands look like THIS in first person

grim ore
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yep you can have 2 meshes

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you go into first person and hide the third person mesh and show the first person mesh

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i mean you can have multiple meshes if you want

surreal gyro
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How would that work in multiplayer?

grim ore
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you have multiplayer options, and what you see on your screen is not the same as what other people see. each client has access to their own "content"

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so when the "player" spawns in, if its locally controlled I can see whatever depending on what mode I am in. If the character is not localy controlled, have it show the 3rd person model and hide the first person

elder escarp
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Hey everyone! I am using Unreal 4.26 and Blender 2.9 with the Send To Unreal plugin. I noticed that in the newer versions of the plugin, it is NOT recommended to set Blender unit scale to 0.01. Is Unreal now compatible with the default Blender scale?

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Hmm, I just exported the default cube as an fbx and it exported it correctly as 2m^3

plush yew
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Can someone help me? My particles move back behind my torch when I run

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I want it to stay on the torch at all times

elder escarp
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I think you can set it to be "local space"

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Don't remember exactly where that setting is

plush yew
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thank you

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that helped

elder escarp
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๐Ÿ˜„

unique kraken
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okey srsly anyone knows why the wheel collisons are at the origin?
i exported like 50 different times rn trying to figure out whats going on.
i googled around for ages apperently this is a pretty well known issue but noone seemed to have solved it.
https://gyazo.com/bf7356fc3a65e05250c005d1c6bbc092

proven aspen
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I stole this image from the unity forums.

When making your own character controller, is there any good solution for this situation, where the character moves over a slope too quickly and misses its "grounded" trace?

The best thing that comes to mind is extending the ground trace length based on speed, but it seems a little... inelegant?

plush yew
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@proven aspen What's wrong with extending line trace?

proven aspen
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I suppose nothing. It just makes things a bit more complicated when determining what's a slope to keep grounded on and what's a ramp that's meant to get you airborne, aside from an arbitrary height threshold.

Mainly just looking to see if anyone had insight into how it's usually done. If even there is a "usual" way.

plush yew
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It sounds simple to extend the line trace to me, but of course I don't know what you're working with. I don't know how many "usual" ways exist, I just assume we're all winging it โ€” except for guidelines set by Epic and their game framework.

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Sebastian Lague has a pretty popular series (albeit for Unity) that goes through all the math to create a 2D character controller from scratch. And I know he covers slopes.

proven aspen
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I'm coming straight from Unity, so that would be great ref for me, thanks!

wide lark
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Might be a weird question but... would asking if anyone would be willing to be a kind of.. mentor fall under unpaid gig or is that more of a general thing...? Like.. I know pretty much what I want to do, know mostly how the flowcharts would be, but I just need to know... what I need to know to put it together.

coral patio
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Hey guys! I'm currently trying to create an amber-like shader and I want to include translucency. Does anybody know how to get rid of these artifacts caused by translucency? I tried googling it but everybody I found asking the same question has been ignored so far.. It seems like the sorting order gets messed up in some way or so but I can't really think of a way to solve that. :/

surreal gyro
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Would a weapon be part of the character's mesh or something else?

brisk prawn
random pagoda
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Hello all! Could you guys point me in the right direction for learning how to profile my game, like as a beginner. Im allocating over 6gb of memory on start up and I want to find out if thats normal or if I have a leak.. Please tag me if or reply to this if you have any links so I'm guaranteed to see it.

unique kraken
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okey srsly, are vehicals are broken in general in ue4? i do not understand how anyone can make this work.
i legit exported stuff like 50 times, built a simple vehical just to test stuff but i keep getting the same broken result.

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iv set up a simple physics asset, created a vehical bp, set up inputs for throttle and steer, ez, created a wheel settings bp, set up the bone names properly

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there is no reasonable explanation why my wheel collisions are in the center

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rotated the bones around like a dozends time to see if it effects anything

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idk anymore

ebon garnet
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good day guys, i can't find any tutorial on enemy health when spawned, there health are linked after spawn, any thoughts ?

random pagoda
ebon garnet
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@random pagoda tanks to set me on a new journey i appreciate it !!!

sullen drift
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i need an opinion on this; do you think its too big or just right?

rancid lynx
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get all actors with tag is probably much much faster than get all actors of class right ? surely UE4 keeps track of tags in a list somewhere, as opposed to "checking every actor for a tag" each time get with tag is called , correct ? does anyone know if Get all actors with tag is much more effecient or just as bad as the GetAllActorsOfClass node?

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fino, it looks pretty good to me. if you plan on driving. if not, a little smaller would be fine also.

signal owl
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I keep getting "Can't detect import type. No mesh is found or animation track. " any time I try to import an FBX from maya, any ideas why?

sullen drift
rancid lynx
# signal owl I keep getting "Can't detect import type. No mesh is found or animation track. "...
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may not be the answer. but the search sure looked like it

storm burrow
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i heard rumors for mid-may announcement regarding U5

signal owl
rancid lynx
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sorry. i use blender

signal owl
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i appreciate you tho!!!

cobalt copper
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Hi, I'm not sure if there's a better channel to ask about this, but I've been trying to teach myself unreal engine using online research and youtube videos. I've started trying to build a basic 2d fighting game to teach myself how everything works, but I'm struggling with the collision boxes. Mainly the way I've been trying to get it to work all day is that I made a box that stays in front of the character and it does damage when an attack is thrown and the other character is standing within the box. But the boolean only turns true if I overlap the character from one side.

calm pollen
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so im trying to make a local multiplayer system where it spawns 1-4 characters (players choice), everything is set us except this, here is where it decides which of the 2dcharacter actors get spawned. When there is only one selected on the "spawnactorfromclass" node, it connects fine, but when I add the "select" node it doesnt connect since its not compatible with the pawn to possess.

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does anyone know a workaround to this?

cobalt copper
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I'm trying to build a 2d fighting game and I have this to spawn in player 2, not sure if this would help you

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If anyone can help me with my issue, I've found that what I've set up works perfectly with player 2. But player 1, who is set up exactly the same, doesn't work.

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player 2s box registers overlap on player one from both sides, but player 1s box only registers overlap on one side of player 2.

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Here's the test game with all boxes being shown.

signal owl
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hey any ideas why when I copy a skeleton for retargeting, it wont let me select any kind of preview mesh?

unique kraken
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i dont think u copy skeleton ?

wispy wren
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Guys is there a solution for being overlap not triggering when actor is spawned?

cobalt copper
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Do you have the actors collision set as pawn?

wispy wren
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@cobalt copper yes

cobalt copper
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Do you have the collision for the floor set up?

random pagoda
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@wispy wren Do you have "Generate Overlap Events" For the collision you want the actor to overlap?

fallow hornet
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Anyone run into the landscape brush just disappearing in 4.26.1

deep viper
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I noticed that lighting seems to abruptly change at a certain threshold. e.g. 300 intensity, 600 Attenuation radius goes completely black. e.g. #2, the room is lit properly when facing the light, but becomes pitch black when changing the direction of the camera to face a little away from the light.

I imagine that the behavior is a limitation of how lighting is implemented in the engine, though I am unsure how it works exactly.

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It seems that the feature I am struggling with is eye adaptation, I can't predict when it will turn on/off my lights.

fallow hornet
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One thing I do for eye adaptation in the post process volume force the exposure min and max to 1

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The auto exposure always seems to screw with things

deep viper
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Thanks Th0rr0n. I kept trying to work around it by making my lights stronger with a bigger radius, I feel silly.

fallow hornet
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np

tight needle
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please hwelp me

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*help

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idk how to get voip to work

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ple

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s

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*please

deep viper
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Some google search claimed setting min and max to 1 still didn't completely disable EyeAdaptation (though I did not bother verifying), so I disabled Eye adaptation under Project Settings->Rendering->Default->EyeAdaptation.
Just what I needed.

tight needle
#

am i in the right channel for asking for help

deep viper
#

@tight needle You are in the right channel. Sometimes the channle may have slow traffic, sometimes the problem is just something no one is familiar with, but you've got it right.

tight needle
#

oh o

#

k

#

im just trying to figure out how to fix voip

#

brb

#

bak

deep viper
#

I recommend you keep checking for online resources through google while you wait for someone knowledgeable on the problem to show up. Though I imagine you've already met a few dead ends.

tight needle
#

i have

#

i cant find my issue anywhere

#

the only things i found were out dated

cobalt copper
#

same

tight needle
#

for some reason

#

it didnt wor

#

*wor

#

*work

#

i modified the ini files

#

and i put in the stuff

deep viper
#

If no one shows up, there's always mornings. There's more people here online during the morning (~12 hrs from now)
Edit: Cool, salutations from America.

tight needle
#

its noon for me

#

im australian

#

keybind

#

Voip setup

#

why wont it work

#

engine files

#

WTF

#

WHY ISNT THIS SHIT WORING

#

*WORKING

deep viper
#

The engine sure is painful. ๐Ÿ˜ฆ

tight needle
#

ye

spare kernel
#

Please calm down with the caps and language @tight needle

#

Things can be frustrating but try to keep that away from the discussion :)

restive eagle
#

if you are doing voice chat without proximity, you will be much better using teamspeak (it does have proximity but its a bit more work and not a lot of documentation)

#

i tried the built in one before as well, but oh boy it was dodgy

#

anyone who had a higher ping couldnt use it normally

fallow hornet
#

anyone have experience with the landscape brushes disappearing

#

suddenly on the level i'm working on none of the elements for the landscape show up. I can still sculpt and paint the layers just the viewport brush is gone

tight needle
#

sottu

tight needle
#

how do you get teamspeak

restive eagle
tight needle
#

i saw it

#

but thanks

restive eagle
#

it wont be easy setting up the first time though

#

but should be worth your time

tight needle
restive eagle
#

dont think so, its just a plugin

tight needle
#

ok

restive eagle
#

you will need to build it for you engine version

tight needle
#

oh i see it

#

how

#

idk what im doing

#

with building plugins from source

restive eagle
#

the same way you build all plugins

tight needle
#

idk how tho

restive eagle
#

google it ๐Ÿ™‚

tight needle
#

ok

restive eagle
#

it's really easy, it will teach you how to build your project from source as well

#

which will be needed sooner or later

tight needle
#

o

#

k

tight needle
#

lol

restive eagle
#

technically it should auto-build when you launch your project, but this approach not always works

sullen drift
prime willow
#

play some monster hunter rise while you wait

icy mulch
#

Hey is there away to chane the ui nodes like how they where in 4.23

#

I don't like the new layout

restive eagle
#

if i had to guess i would say its possible, but definitely not worth the effort

tight needle
#

so how do i build it

#

i cant figure it out

icy mulch
#

I remember that there was a way in 4.25 but if forgot how to change it

restive eagle
#

if there was a way maybe they had an option, check under editor preferences

#

@icy mulch

#

try this

#

havent tested but it seems this is the one

icy mulch
#

Okay I'll try that later im still working on a project in 4.23 cause the ui and layout is so easy to use

restive eagle
#

but it might get removed later on, since theres really no point in supporting two systems

winter rain
#

So I had a normal looking 3rd person template map with a normal looking gun before I saved and quit. Then I come back to this? Anybody know what this is about?

#

My character viewport is all sorts of screwed up looking

cunning hatch
#

any compile errors?

winter rain
#

This is what it looked like right after I opened up my project, no compile errors

#

I closed and reopened UE and now it looks like this, made no changes

#

Did again, and now this (sorry for a ton of screenshots just hoping this information will help)

calm pollen
#

@winter rain what version of Unreal are you using?

winter rain
#

4.26.1

calm pollen
#

oh hmm, mine used to do that in 4.25, to fix it I just created a new level and manually fixed anything else

#

from what i tried there's really no fix, just little workarounds

prime willow
#

is this suppose to happen

winter rain
#

@calm pollen Just created a whole new project and migrated over my main folder I was editing and it's good again. Weird

calm pollen
tight needle
#

how tf do i setup teamspeak SDK in ue4

#

someone pls help me

wooden stream
#

hi i have a quick question can somone help me get started with unreal engine 4?

dire fjord
#

is there a file you can manually delete/edit to reset the game user settings (scalability stuff, including window type/resolution) in a built game?

olive rose
restive eagle
dire fjord
#

GameUserSettings.ini might be it. I just had someone with a wide screen monitor do something weird and set an unsupported resolution or something and now it just throws an error when they start.

#

The resolution list is built from "get supported full screen resolutions" but it might be wacky with wide screen stuff

restive eagle
#

so delete that file and it should generate a new one

hexed eagle
#

Morning guys
I have a cpp class, WeaponPickup. In this class, is a
TSubclassOf<AWeaponBase> PickupWeapon;
Then I create a blueprint off the WeaponPickup.h class. When I drop the BP in the world, I need to assign the PickupWeapon
do I select the BP_Rifle, or the Rifle.h class?
The Rifle weapon, is a child of WeaponBase

#

logic tells me, to select the BP_Weapon_Rifle, as this will have FireRate and Ammo, etc setup on it, right?

#

then, why does this return null

#
                AWeaponBase* Weapon = Cast<AWeaponBase>(PickupWeapon);
            }```
#

PickupWeapon is set, but Weapon is null

#

should I cast, or GetDefaultObject()?

#

sooooooooooo confused

#

nevermind, just figured it out

#

AWeaponBase* Weapon = Cast<AWeaponBase>(PickupWeapon->GetDefaultObject());

#

Thanks for all the help

tidal warren
#

Because PickupWeapon is a class type, you need to spawn it if you want to have a AWeaponBase

next badger
#

New forums are painful to watch. Well, many websites now use Discourse, but not having custom avatars is...meh -_-

#

And all the Web Links are broken. Again...

meager holly
#

I'm experiencing this 4 years old bug which still has no solution

#

Start position doesn't work with Cached Poses in Animation

#

Is there any expert here who can help? My project is at the death bed currently

hot arch
#

Any lighting artists in the house?

shy glacier
#

anybody has any idea how To do a blood sword trail when i hit the AI and when i am not hitting the AI,player should do normal sword trail.

final raven
#

Guys I need help...

#

Is there any way to get rid of this weird artifact?

restive eagle
#

call it a feature

final raven
#

No. Lol ๐Ÿ˜›

restive eagle
#

but if being serious you could try asking in #graphics , i dont know much about modeling. sorry ๐Ÿ˜ฆ

final raven
#

Oh sorry mate

restive eagle
#

i've only experienced an issue with a character model, where some of the body parts went inside the body

#

but from your picture i cant tell if its deformed or just a bad material

faint juniper
#

Any idea when I import a FBX from MAYA it is missing IK_Hand_R....everything else seems to import fine but that is missing, yet is present in MAYA

plush yew
#

do you guys apply materials directly in blender or Unreal engine after importing it from blender?

zinc mist
#

hey guys,
how would one raycast relative to a Actors postion not the camera.
Currently i am doing this

GetWorld()->GetFirstPlayerController()->GetPlayerViewPoint(OUT PlayerViewPointLocation, OUT PlayerViewPointRotation);
    PlayerViewPointLocation.X += 400;
    PlayerViewPointLocation.Z -= 100;
    return PlayerViewPointLocation;```
however as its a third person game its very broken and doesnt rotate, and isnt in correct spot
kind mulch
zinc mist
# kind mulch I think you may be looking for this: https://docs.unrealengine.com/en-US/API/Run...

i am currently using LineTraceSingleByObjectType

    GetWorld()->LineTraceSingleByObjectType(
        OUT HitResult,
        GetReachLineStart(),
        GetReachLineEnd(),
        FCollisionObjectQueryParams(ECollisionChannel::ECC_WorldStatic),
        TraceParameters
    );
FVector UClimbing::GetReachLineStart()
{
    FVector PlayerViewPointLocation;
    FRotator PlayerViewPointRotation;
    GetWorld()->GetFirstPlayerController()->GetPlayerViewPoint(OUT PlayerViewPointLocation, OUT PlayerViewPointRotation);
    PlayerViewPointLocation.X += 400;
    PlayerViewPointLocation.Z -= 100;
    return PlayerViewPointLocation;
}

FVector UClimbing::GetReachLineEnd()
{
    FVector PlayerViewPointLocation;
    FRotator PlayerViewPointRotation;

    GetWorld()->GetFirstPlayerController()->GetPlayerViewPoint(OUT PlayerViewPointLocation, OUT PlayerViewPointRotation);
    PlayerViewPointLocation.X += 400;
    PlayerViewPointLocation.Z -= 100;
    return PlayerViewPointLocation + PlayerViewPointRotation.Vector() * Reach;
}
kind mulch
#

Have you tried visually representing where the trace goes? Personally I think the offset you have is too large, but it should at least do something.

zinc mist
#

ye i have

#

but its relative to camera

#

not character

kind mulch
#

Oh like that.

zinc mist
#

ye

#

here is a gif of it.. 2 secs

#

above the LineTrace i have
DrawDebugLine(GetWorld(), GetReachLineStart(), GetReachLineEnd(), FColor(255,0,0), false, -1, 0, 15);

kind mulch
#

Is it a regular actor or a pawn?

zinc mist
#

ah

#

Pretty sure Pawn as its the default ThirdPersonalCharacter

#

ye so the issue is bc its not rotating with Character

kind mulch
zinc mist
#

hmm cheers

#

man the ue docs are so shit compared to unity

#

doesnt show u how to use it or anything

#

hmmm ngl confused on how to use it

#

bc im getting this

upbeat tendon
#

is it possible to stop pie4 from compiling everytime i add a new class?

zinc mist
#

@kind mulch i couldnt find a way to return AActor from GetFirstPlayerController

kind mulch
zinc mist
#

would

GetWorld()->GetFirstPlayerController()->GetPawn()->GetActorForwardVector();```
#

also any tips on navigating the ue4 docs

#

they really arent that helpful when ur new to ue4

autumn flame
#

You can always search tutorials or video explanations on the topic, there are plenty around

zinc mist
#

ye but one would think a simple ray cast from the player would be easy @autumn flame
but ere i am trying to figure out how to convert this code to read off GetActorForwardVector
#ue4-general message

autumn flame
#

#cpp

You can send it there and ask for help, best place for it, so we don't flood this chat :p

barren python
#

Hey there I could use some tips regarding my editor - everything in this project takes more than a second to execute. Things like clicking the Compile/Save button, moving assets using lmb drag, deleting objects from my world - they all take a second or more to execute, freezing my editor in the process and making it unusable. I've tried moving the project to several different drives, including an SSD. Still the same thing. Any ideas what's going on here? I appreciate any and all guidance with this ๐Ÿ™

autumn flame
#

It's hard to say like that, always had the problem? In that case it may be hardware related

neon bough
#

or is it doing stuff in the background? (e.g. shader compiling)

barren python
#

Last time I used Unreal was maybe a year ago and I haven't had that problem then. Same hardware setup as before, for the most part.

barren python
stable nova
#

Hi guys. I'm new at unreal and I need help. I added a socket to arm and I clicked to socket but I can't see the Socket Parameters tab. How can I see it?

neon bough
#

click on window in the main menu and enable the details panel

stable nova
#

How can I do it

neon bough
#

read what i wrote and execute those steps

stable nova
#

Oh sorry I got it thanks

barren python
knotty slate
#

how do i solve this crashing issue. I have 8gb or vram btw

autumn flame
barren python
barren python
autumn flame
#

Have you tried on the problematic project creating a new level and see if it acts the same?

If it does it's the project
if it doesn't it's the level

vagrant hornet
#

when eu5

neon bough
plush yew
#

hello, im trying to import some meshes/map from Blender to unreal, cant seem to make it work without it looking bad

drowsy summit
#

When I save a game, in what file exactly the game is being saved?

#

I want to delete that file to let the engine to generate a new empty save file.

digital anchor
#

in packaged its %appdata%/Local/GameName/Saved

#

not sure about editor

neon bough
#

ProjectDirectory/Saved/SaveGames for editor

drowsy summit
#

Thanks! ๐Ÿ˜„

simple meadow
#

Morning/Afternoon/Evening Slackers, When building a character and animations for first person (I'm using a modular character with the head hidden for the player) is their a way to blend existing animations in a way that keeps the head bone where the camera should be? AKA if I have a run animation that leans forward a lot can I blend it so that the head/upper body doesn't lean forward? Or would I want to approach it by adjusting the camera to lean with the animations?

plush yew
#

Why is my faces on mesh still distorted when importing from blender?

#

As you can see Its normal in blender, faces/nomrals are facing the right way

simple meadow
#

Did you apply the scale/rotation/transform in blender to the object before export?

#

Getting rid of the cap and using a bevel with geometry would be even better than adding edge loops too

compact patio
#

Hey all.
Im working on a free run game and ive got vaulting to work.

But there are certain Areas/Obstacles I do not want my character to vault on
and don't really know how to solve that.
Anyone that can help me or put me on the right directions, like a link or something?

Many thanks in advance

exotic thicket
simple meadow
#

@plush yew Depending on how you set up your edge geometry you'll get different amounts of control on the bevel the edge has. The 'cap' you are using is the wrong way to approach it!

compact patio
#

@exotic thicket yess i use linetrace indeed, so i would make a tag on the obstacle blueprint right?

#

or would i be able to make a box ?

exotic thicket
#

A box?

#

I mean you could use anything that you can pick up on the linetrace

#

As long as you can detect it with the linetrace (or any other method), you can then just do some logic based on it

mossy nymph
#

or you could use separate object type for collisions on vaultable meshes

#

that way you don't get to repair bugs like "Someone forgot to tag this one" forever

exotic thicket
#

Wouldn't that just move it from "someone forgot to tag this" into "someone forgot to set the object type" :D

mossy nymph
#

those are less insidious

#

and syntax is simpler

#

you just rrace for object type

#

trace*

exotic thicket
#

Yeah true

compact patio
#

yeah srry i meant somethin like a invisable box ,that if im inside that i wouldnt be abke to vault at al

mossy nymph
#

we recently had a single floor mesh tagged floorE

#

by accident

compact patio
#

but thnks i thnk i can work with what u said

mossy nymph
#

guess what happened when something exploded in its vicinity?

exotic otter
#

does anyone know why scenecapture doesnt work if I call its capture function outside of game time

novel mauve
#

What maybe causing this issue ?

  • I'm using the sunsky with 4.26
    and using Mesh distant fields ?
#

could the mesh distance fields the one responsible for this issue ?

#

here's another image representing the issue without materials on the object

covert moss
novel mauve
#

This is what happening when importing fbx from 3ds max

azure reef
#

Guys, I've make up my mind to make some updates to my game, and I've done an option to change the weapon skins. Right now I have a structure with all the weapons. In the structure I only have the weapon class. How can I use this class to cast to the weapon so I can change the skeletal mesh material? I don't have any clues.

grim ore
#

you would cast to the parent blueprint and then set the material on the skeletal mesh assuming they are all children. you wouldnt change it on the class, you would change it on the weapon in the world.

#

so your code above doesnt really do anything

azure reef
#

Well, I know how to do it, but how can I use the weapon class to cast to the weapon parent blueprint

#

Because inside the weapon class I don't see the weapon sk, where I can change the material

grim ore
#

you cant

#

a class is a class, its nothing that exists in the world

azure reef
#

So I need to add the weapon blueprint into the structure?

#

And use that?

grim ore
#

ok you need to clarify what you are trying to do

azure reef
#

Well, I can only cast to weapon blueprint, if the variable is object referenced , no?

grim ore
#

yes when casting you are treating one object like another, a class is not an object

#

so... clarify what you are trying to do

simple meadow
#

Anyone have any thoughts/experience with UEFY vs Mr Mann for Blender > UE4?

azure reef
#

I've tried to use the weapon class to change the sk mesh. I thought it will work

#

Without adding the WeaponBlueprint object into the structure and use that as a reference

grim ore
#

yep thats where the confusion is coming from. when are you trying to change this?

azure reef
#

When? What do you mean?

grim ore
#

like during the game you have a gun and you want to change its material?

azure reef
#

It outside gameplay, In the build weapons area

grim ore
#

but... its in the game right?

azure reef
#

Ye

#

yes

grim ore
#

like your playing the game, this is not design time

#

yep then you would get the weapon, and get its mesh, and change the material on the mesh

#

it would have nothing to do with a class

#

where do you store the skins for the weapon?

azure reef
#

Ok. This I know how to do, I just thought I can use the class without adding new variables to my weapons structure.

grim ore
#

I think one thing to keep in mind is a class is a design time concept, you cant change it at runtime

azure reef
#

Inside a structure, please check above the image. There is a child structure called Info, and there

#

I understand

#

So then another question. If you check the image above, I have Weapon -> BP Weapon Parent Class

#

Now I want to add WeaponBP as -> ObjectReferenced

#

In my blueprint, the variable WeaponBP is not visible

#

Why? It's a conflict with the BP Weapon Parent Class?

grim ore
#

you might need to show more info, I see a structure with some data in it but I dont see this weaponBP

#

and i dont see a conflict since theres no context

#

your structure just holds data somewhere when you use it

azure reef
#

WeaponBP is missing from Weapons variable

grim ore
#

its an instance of an object I assume? you cant set those in defaults because this item doesnt exist in the world

azure reef
#

So I have to change it to actor?

#

And add the actors?

grim ore
#

if you are trying to store the actual item that exists in the actual world, you have to do that at runtime.

#

this "weapon bp" reference cant exist at design time to set it, it has not been created yet

sleek spear
#

so, if i move some assets and other assets that need them cant find them, is there something like a "search for missing assets" solution?

azure reef
#

I understand, thank you

dusky folio
#

hello, when i add my character anywhere he is spawning on same place under the map, would someone help me please?

grim ore
#

is the character in the world, the one I can see, set to be controlled?

thick nebula
#

Whenever i change the springarm location attributes, nothing changed when i hit "play". it also spawns a new character. am i missing something?

dusky folio
#

its blank but i set it in world settings and in project settings to tp mode

grim ore
#

yep, so the one in the world is it set to be controlled? if its not then its going to spawn in the default one at the default location(s)

#

this applies to both of you I would guess

#

the engine has a game mode, that game mode has a default pawn. Just dropping in a character/pawn into the world does not override this.

#

so either set the charactrer/pawn you want as the default and use a player start, or set the character/pawn in your world to auto possess for controller 0

thick nebula
#

@grim ore thank you... is there a way to set the springarm attibutes for the character that gets dropped in?

grim ore
#

yes set them then set that character to be auto possessed

#

or adjust the defaults on the character that gets spawned in by default

thick nebula
#

whenever i change the defaults of the one that spawns in.. it resets the camera entirely inside of the characters head, and then it doesnt save the settings when i drop back in

grim ore
#

you are changing them before spawn or at runtime? if at runtime that is just a change to that instance(copy) in the world

winged crypt
#

bit of a noob question here but, does game instance beginplay only fire off once when a packaged game is launched, and never again?

mossy nymph
#

GI doesn't have BeginPlay

winged crypt
#

event init or something like that

mossy nymph
#

it fires Init

#

and yes

winged crypt
#

okay cool, ty

thick nebula
#

@grim ore honestly i'm not sure of all the lingo but thank you for trying. i assume play means at runtime. when i would switch it after i hit play it glitches out. I found the attributes available in the blueprint so i am assuming that's really what i needed.

grim ore
#

@thick nebula yes runtime is when it is running/playing. If you are hitting play then editing it, you are editing a copy and none of that will be saved. If you want to change the defaults, you edit the blueprint in your project. If you want to drop in a copy of that blueprint at design time/not playing, then edit it, then use that as the one you control (set it to auto possess for controller 0), then that would work as well

thick nebula
#

yeah i am still learning the basic navigation of the layout but the blueprint system is so easy to learn with/navigate. I am really enjoying unreal editor. i figured it would not be persistent, i don't know why i didn't think to look in the blueprint for the attribute.

#

thank you though i appreciate the help. in general the forums and the community have been very helpful so far

robust marten
#

What node is this?

fringe wigeon
#

heyo! so i've set up a physics car, thats drivable, all set uo in a blueprint using vehicle mesh and movement etc - all good! but now am trying to get an airfreshener to swing in the car from the rearview mirror as i drive. I've managed to set up a seperate blueprint (with just the mirror and airfreshener) to get the desired physics effect, but it will not work within the Vehicle blueprint. I think i need to set up custom collision so the airfreshener has physics but doesnt collide with the solid mesh of the car. any advice?

#

*I cant work out how to set up the custom collision either so if thats the answer, then help towards that would be amazing thank you so much!

vagrant hornet
#

been going for 10 mins

#

tried to drag tree mesh in

rigid belfry
#

press 3 on your keyboard and click with your left click to create one

novel mauve
#

Does anyone know why the sky Atmosphere does this with the shadows ?

rigid belfry
novel mauve
#

yes

#

I had narrowed the conclusion to that it's the sky atmosphere

rigid belfry
#

is it the default sky atmosphere component?

novel mauve
#

yup

rigid belfry
#

what happens if you delete it and add it again

novel mauve
#

the one with the sun position plugin

rigid belfry
novel mauve
novel mauve
#

the dynamic shadow distance movablelight = 30000.0

vagrant hornet
#

when painting landscape this happens

rigid belfry
#

#work-in-progress

rigid belfry
#

i think it happens when you try to add more than 3 materials

#

maybe someone with more experience could explain why

vagrant hornet
#

i have 9

#

also some are 8k

rigid belfry
#

yeah but i mean. if you only paint 1 material it works right? and it keeps working up untill you try to paint more than 3 materials on one tile of the landscape

vagrant hornet
#

ill try in a new landscape

rigid belfry
#

no

#

please make sure to read what people actually type

vagrant hornet
#

it might be because of this

raven belfry
#

This might be the wrong place to ask but I'd rather have an organic conversation . Are there any VFX Tech artists around that are familiar with the ins and outs of creating clouds or "nebula's" with volumetric ray-marching? And how one could possibly combine that with fluid simulations?

vagrant hornet
#

This fixes it

#

"In your material, select all the textures, in the details, change sampler source from 'asset' to 'shared: wrap'. "

#

ran out of texture memory.

slow leaf
#

I am making a multiplayer game using Unrealโ€™s built in replication features, and am hosting my own server

#

How can I host multiple sessions on the same server?

#

I want to be able to run simultaneous games on 1 server

rigid belfry
#

i am very new to multiplayer, but as far as i understand one server can only have one session. what you can do thought is have different server instances, each running their session

idle stump
#

For animation driven gameplay would you have the AnimBP call functions on your character? For example, a throwing animation where the object needs to get released at the right time:

Character:
Receive input
Trigger event "OnThrow"

AnimBP:
Subscribe to Character.OnThrow
Callback: Play Throw Montage (with anim notify for "ReleasePoint")
OnNotify "ReleasePoint", call function Character.Throw() ?

Just feels a bit weird to have the AnimBP be in charge of gameplay. But i guess that's the way to do it right?

north snow
#

If i wanted to ask general questions on this server where should I do that? I'm very new.

north snow
#

Oh cool! Thanks.

plush yew
#

why is a 100mb file taking forever and slowing my pc to a halt importing ffrom blender? is this normal, the meshes are really just basic

vagrant hornet
#

like less bloom?

#

how do i turn the lighting down

faint juniper
#

is a 330 MB character FBX considered a large file? This has no clothing or other assets. Just my character mesh and several blendshapes. Does that sound ok? 30K poly

sonic gust
#

Hey - does anyone have any experience with custom url schemes & unreal? I have some possibly longer questions ๐Ÿ˜„

winged notch
#

it there a way mask a object by a Material ?

#

like this

grim ore
#

im sure there is, you might need to give more info. . and considering that screenshot is from UE4.... thats a weird question

coral shoal
#

There any well known plugins for runtime procedural face generation? Total shot in the dark, not even sure i need this, curious what exists though. Say, if every character in a game (say you just need a headshot) can have a unique model generated based on some randomized params as characters are created and deleted.

idle stump
#

@winged notch I don't know how that effect was achieved specifically but you can do similar things entirely within materials. If you are referring to the glowing yellow ball inside the helmet - it may not even be a separate object that is 'masked' by the material, but instead a total illusion, where there is no ball at all.

I am a beginner myself so I can't really explain how but check out this video: https://www.youtube.com/watch?v=mig6EF17mR8

Curious on how to create shaders and materials in UE4? Alan Willard returns to the Unreal Engine studio to demonstrate the creation of a sample shader, reminiscent of a Palantir. He's also ready for some serious Q&A, so if you've got questions for him, drop them in the comments below and we'll try to answer them on the stream!

[00:00:04] News
[...

โ–ถ Play video
winged notch
weary willow
#

Does anyone have experience with the buoyancy component? I just can't seem to get my surfboard not to flip over even after following tutorials, any tips?

winged notch
#

but i have had a hard time with Buoyancy in UE4

weary willow
#

Yeah I have watched that one but it just flips on a dime and sways a ton

#

The surfboard looks like its having a stroke lol

winged notch
#

just follow it and do it step by step and see of it works

real moth
#

Hey guys! Just a quick question for you programmers, so I have been doing programming for a little while now in unity and I have noticed that I find it hard to stay motivated to code when there is bad art for the game or I am just using very basic objects, does anyone else have this problem? or maybe would I be more suited to an artistic part of game dev?

finite chasm
#

Anybody have an idea how I would calculate g-force while flying and performing maneuvers?

exotic thicket
#

Wikipedia probably has an explanation on what causes g-forces and possibly formulas on how you can calculate it

mortal cedar
#

whats a good way to make enemies have a dash attack that doesnt launch the player? the launch character function? or try doing it with the navmesh somehow?

plush yew
#

helloo

#

i need help with something

#

you can help me?

upbeat tendon
plush yew
#

thanks

#

I need to create clouds like these, but since I'm a newbie I don't know how to do them, can you give me a hand?

upbeat tendon
#

i suck at art

plush yew
#

๐Ÿ˜ฆ

grim ore
#

you can buy them if you cant make them, thats why they are on the marketplace

plush yew
#

I have no money, and I want to learn to do things on my own

grim ore
#

if not look at some of the examples on the learn tab or from epic, they might have stylized clouds like that

plush yew
#

thanks

#

hope so

#

nop

#

there is nothing

grim ore
#

bummer

plush yew
#

iยดm newbie

grim ore
#

then you can start learning, or you can buy what you need.

#

what type of clouds are those? they look similar to the ones in the new sky system

plush yew
grim ore
#

practice. over and over. and over.. or again pay someone else to do it.

upbeat tendon
#

@plush yew sadly game development isn't easy and you probably want to start with something else

#

I've watched tons of vids by @grim ore on you tube, at least i am pretty sure its him

plush yew
#

I am not developing a game, rather a cinematic to export

grim ore
#

cinematic development isn't easy and you probably want to start with something else

fringe wigeon
#

if you're doing it for cinematics is ue4 your best option?

upbeat tendon
#

maybe blender?

fringe wigeon
#

if you want volumetric clouds you can do something like that in blender

upbeat tendon
#

but blender has a learning curve

grim ore
#

well I mean volumetric clouds exist in UE4 and work great right now... you just.. you know.. actually have to do it

upbeat tendon
#

it won't be something quick

plush yew
#

see those clouds? they are horrible

plush yew
upbeat tendon
#

i picked up ultra dynamic clouds, its got weather effects too now,

fringe wigeon
#

ultra dynamic clouds is my best purchase ever

plush yew
#

how can i make it?

grim ore
#

welp it was created using the built in cloud system by someone who just tinkered with it and learned it

upbeat tendon
#

i mixed that up with the brushify landscape material and some nice stuff i generated with world machine, i put it as my background and someone at work wanted to know where it was

grim ore
plush yew
#

oh, fine

#

Thanks a lot

#

It happens that I speak Spanish and there are not many tutorials in that language

grim ore
#

Learn how the tools work and make some for people who speak that language

plush yew
#

Yes, my project is for the Latino community in general

upbeat tendon
#

what is your project?

plush yew
#

gta sa unreal engine

upbeat tendon
#

what does that mean?

plush yew
#

but it is not a game, but an engine to create kinematics more easily

#

gta sa is old and its quality has aged very badly

grim ore
#

my 4.26 install is 60GB on disk, so it depends on how many options you use @vocal aspen

fringe wigeon
#

how long do you guys keep old verions of ue4 around for btw?

upbeat tendon
#

i build from source

fringe wigeon
#

like i've still got 4.22 and 4.24 installed as well as 4.26

#

because hella projects which i know a clients gonna come knocking asking for something about it the second i uninstall

#

and worried about stuff going south if i convert them into 4.26

upbeat tendon
#

seems my .26 build is taking 128gb ๐Ÿ˜ฆ i think i might have a debug, development and shipping build for windows and linux

#

soon be time to upgrade this poor laptop is struggling these days

fringe wigeon
#

Ooooooooh @upbeat tendon you heared about nvidia enabling passthrough for linux with windows VM (or something like that i cant remember the terminoligy)

upbeat tendon
#

i was just cross compiling a dedicated server

mortal cedar
upbeat tendon
#

i can't believe someone thought this was a real place

fringe wigeon
#

you know what - as embarrassing as this sounds i legit never thought about just downloading the old engine versions again ahaha

upbeat tendon
#

when i first started playing with ue4, i was told that games companies don't upgrade the engine version, they back port bug fixes

grim ore
#

they do that and they upgrade and they dont do that or upgrade lol

upbeat tendon
#

it was stated that back porting was the way as upgrading was too expensive

grim ore
#

just depends on the company and the project

#

Fortnite is a good example of going forward

#

ARK is a good example of.... well... not lol

upbeat tendon
#

right now it is late and i am writing APIs, i have to say having config loaded in from a remote service on startup is awesome

#

i think once i get round to it i will write a small service that accepts client analytics telemetry and lands it into elastic search

flint dagger
#

Not sure where to put this, but if it's not meant to be here - please let me know mods.
I'm putting out a bounty to gain the Codekitten Username, it's not been used in 10 years. Or ever for that matter.
But there are no contact details. (appreciate an RT)
https://twitter.com/codekittah/status/1380652894727385090

To whoever owns Codekitten username on Github.
#programming #github #cpp #webdev whoever.

Please give me your account. You don't use it.
I want the username. I'll pay you.

vocal plank
#

Basically i want to scale an actor along an axis or single face, not sure how to call such feature or behavior

#

I imagine i'd have to adjust the position of the actor and the scale to get the desired effect, but not sure how to go about calculating it

#

any help appriciated ๐Ÿ™

wintry ravine
vocal plank
#

๐Ÿ‘€

#

what kind of game are you working on?

wintry ravine
#

It's meant to be a simple high paced fps but I'm intending to try and reverse engineer some of my favorite features from certain games

#

I'm fairly new to unreal/game development in general and thought the best way to learn would be to just pick an end and to jump in

dawn gull
vocal plank
#

I want to use any mesh, not neccessearly a cube

dawn gull
#

you could do basically the same thing, but it requires a lot of math

vocal plank
#

Tbh it should work with any actor, that may have children attached etc

wintry ravine
#

Some more info into my case, I want to be able to create a line between two world points and shrink it down towards one of the points(so one side stays anchored). But I also wan't to be able to use a Material on it.

dawn gull
#

wan't lol

wintry ravine
#

yeah sorry long day

vocal plank
dawn gull
#

nah its fine

#

but why cant you just scale it to the side regularly?

vocal plank
#

but not sure what those calculations should be ๐Ÿค”

vocal plank
wintry ravine
#

I was thinking maybe scale it down while moving it proportionally

dawn gull
vocal plank
#

Yeah, let's say i want to move one side, 1 units, how much should it scale if the size of the actor is X? Where X can be any number. I should get the size of the object first ๐Ÿค”

dawn gull
#

i think its the same for scale and position if you do it for the actor and not world position

vocal plank
#

If i wanted to move it 1 units, and the size of the actor is also 1, then just move 0.5 and increase scale 1.25 i guess, but then it changes proportionally and my brain is tired on figuring this math out

wintry ravine
dawn gull
vocal plank
sullen forge
#

So I forked the source and added some plugins I wrote and I want my friends to be able to use my version of the engine. How would I go about doing that? I thought I could just add them as contributors on github but that doesnt work as the fork is private and I cant change it to public

wintry ravine
vocal plank
dawn gull
#

@vocal plank i drew a thing for visualizing it

sullen forge
#

@vocal plank okay thank you

vocal plank
#

as the actor's size can be dynamic

dawn gull
#

hmm, yeah you gotta do some math.

vocal plank
#

yeah my question is more about the math part haha

dawn gull
#

its too late for me to do any critical thinking so i would say your best bet is to wait for someone else to come along

vocal plank
#

also rotation may affect the translation so getting the actor's bounds doesn't give the expected result ๐Ÿค”

dawn gull
#

alright im going bye

wintry ravine
#

Thanks!

vocal plank
wintry ravine
#

Im mostly doing things in c++ so my blueprint is pretty bad

#

it'll take some hours or days

#

but i think i can figure it out

vocal plank
#

If i understand correctly you want to spawn an actor with a specific size, but you not sure how to get the scale to feed for spawn transform right?

wintry ravine
#

im only worried about performance

wintry ravine
#

like the video you sent

#

I initially had the idea The Rat shared

#

but i thought it was too much for such a simple repetitive thikn like bullet tracers

vocal plank
#

could call like this to set the scale FVector Scale = (1.0f / ActorSize) * TheSizeYouWant; and then just adjust the position as needed, however i have no clue how to get the ActorSize reliably

#

maybe im being tired

wintry ravine
#

actor size as in the current transform?

vocal plank
#

If you want to spawn a cube that is 100x100x100 unreal units then your ActorSize is FVector(100,100, 100);

wintry ravine
#

Mhm

vocal plank
#

If you want to define the size in unreal units, instead of scale multiplier you can calculate it as above simply

#

So you can spawn a cube that is 1x1x1 and you can feed 1x1x1 instead of 0.01 for your scale

#

1x1x1 is in unreal units

wintry ravine
#

yeah makes sense

vocal plank
#

However i fail to figure out how big my actor is

#

as it may have children, and rotation applied, so the GetActorBounds doesn't work

wintry ravine
#

Im still super early and haven't reached that point yet so I can't fully follow you atm

#

but when I do , I'll let you know if I figure it out. Ill also come back to bug you if i get stuck lol

#

but yeah, pretty cool coincidence. Good luck!

plain vapor
#

Hi, I'm trying to create a destructible mesh, but every instruction I look at says it should be near the top of this list. This is a static mesh with collision (I can't find it on any other mesh I try, either). I'm in 4.26.1. Any ideas? Thank you.

vocal plank
restive eagle
#

apex destruction

plain vapor
#

Thank you!

plush yew
#

I have a series of labels that I need to add to my description. How can I add multiple names to this variable and also insert new paragraphs?

#

So instead of - Defender Taunt

It would say -

Defender
Taunt

opal gust
#

do yall know of a way to disable gravity (zero g) of a block with a ray-cast

plush yew
#

@opal gust Make a function on your block that diables gravity. You can search gravity in its properties to find that variable. If it doesn't have the exact effect you want you'll have to look up a guide on zero g.

In terms of the raycast when you hit the actor take the actor, cast to your block, and run the function you made

opal gust
#

ok i will try that out thankyou

#

@plush yew wai quick question am i able to transfer the gravity function to my player so i can enable and disable with it

restive eagle
#

@plush yew use a struct with an array variable

#

i would also use an enum instead of text for easier modifications

#

like so (actually struct is not even needed, just an enum array)

plush yew
#

@restive eagle I have an enum array, I'm attempting to reflect the values of this array on player UI

#

something like this

#

Which is why I have the large select node because if you convert an enum to a text name or string it has a large amount of characters that are irrelevant to the user

quiet goblet
#

Hello guys! I am a new beginner and having trouble with the errors D:\Build++UE4\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Viewport.cpp:361 with error 8876017C

#

Can someone help me fix this? T_T

opal gust
#

does anyone know how to use a ray-cast to alter the gravity of linear velocity of an actor with physics

plush yew
#

just watch that @opal gust

#

i need execute a comand, how can i make this

opal gust
#

doesnt that just show basicaly how to hit the turn of gravity button

#

eh if u think it will help i will check it out

#

thx

signal owl
#

pain

spare kernel
#

@signal owl if no one answers please be patient, or maybe ask in a more appropriate channel like #legacy-physics (remove original question from here first though).

signal owl
spare kernel
#

yeah np, just pointing out there is a physics channel ๐Ÿ˜„

signal owl
#

I do appreciate that a ton!!

plush yew
#

this was the solution, if anyone was wondering

lavish lake
#

hey guys, quick question. For some reason my character started falling through the landscape. What did I unintentionally break?

opal gust
#

can someone Please walk me through this system i am trying to create i have spent way to much time trying to do this

kind dew
#

is it possible to modify the shape of volumetric clouds at runtime? I am hoping to be able to dissipate a hole in clouds at runtim

lavish lake
#

oh gosh

#

not sure how it changed, but i set mip level to 1 and it's fixed. I don't remember changing it to 0 though.

#

oh well

#

thanks!

robust marten
#

Anyone else feel conceptually bankrupt?

plush yew
#

This is pissing me off now.
https://answers.unrealengine.com/questions/1007438/unreal-editor-menus-turn-black.html

Seems Epic Games and NVIDIA have a habit of breaking stability with newer releases. I never had this problem until 4.26.1 and updating my graphics card.
It has drastically slowed down production on my game because of this lingering issue, and according to this ticket, I am not the only one with such predicament. I hope either companies fix this soon.

#

I will try rolling back updates to the video card for now, until this is resolved. Goodbye DLSS (for now).

astral ravine
true falcon
plush yew
#

this seems to set the pivot point of my widgets to the center of the screen. I need my widgets to rotate based around their own center, not the screens, how do I do that

#

well even that's wrong

#

it looks like when I "add widget" the widget is considered the size of my screen and not the size of the image

#

no that can't be it since when I "get size" they're returning the size that they're supposed to be

sullen forge
#

How would i go about fixing this

worn copper
#

Can I move Unreal Engine Installation to other Drive as it is?

I brought new SSD because i thought Ue working slower on HDD. So now i want to move UE on new SSD can i Do this without Downloading new...

astral ravine
#

U could always just add an installation folder though and duplicate the project to the new location....
Im sure theres more ways though

worn copper
astral ravine
#

You could always uninstall and re-install

worn copper
#

I think if I move it on SSD then it can increase speed Performance

astral ravine
#

definately

worn copper
astral ravine
#

like existing project files?

worn copper
#

No UE Installation files

#

Which are by default on C drive

astral ravine
#

if you got a new hard drive it would likely be worth it in the end to just set that as the windows installation drive and get the most of its performance in all ways

#

since i went to solid state i havent even used my old drives the performance boost is incredible

primal tendon
#

is there something like package in marketplace where all basic meshes are there...

rocky epoch
rigid belfry
#

hey guys i was just wondering, how do people with full time jobs manage to join gamejams?

regal mulch
#

Game jams are usually over the weekend. So take Friday off i guess

#

Generally by taking time off ๐Ÿ˜‹

regal abyss
#

anyone know how to solve an issue with MRQ? the viewport has shadows in it but when i run mrq, the shadow disappears. this is in ray tracing

proper lintel
#

I have a "RInterp To" moving the rotation of the characters controller, It works as intended in the editor, but when I build it and transferred it to a second PC the "RInterp To"is substantially slower, I have then tried a third PC and it works fine. Any Ideas what could cause this?

north snow
#

Is there an existing way to get an objects spawn location or do I need to set that up?

rigid belfry
#

is it possible to have cutom snap sizes for the move tool?

modest trench
#

allegedly you can set Editor Preferences > Viewports > Grid Snapping

rigid belfry
#

the GetActorLocation pure function in blueprint would give you the location of the target actor

north snow
#

thnak you.

#

Would this apply for each instance of a copied blueprint?

rigid belfry
#

if you have cube1 on 0,0,0 location and cube2 on 10,10,10. by running Begin play-> GetActorLocation->print, you'd have 2 prints(since each instance runs the code) with the 2 different values

north snow
#

Thank. would you mind telling me what I've done wrong quickly for the blueprint?

rigid belfry
#

is it something you posted already? i cant see any recent messages

north snow
#

Oh no I was just asking for some reason.

#

I don't know anything basically.

rigid belfry
#

do you have prior programming knowledge?

north snow
#

Nothing notable*

rigid belfry
#

ok. i recommend checking the pinned messages for some great, great sources if you want to learn more about ue4/blueprint. also on learn.unrealengine.com you'll find tons of good stuff. especially recommend the gamedev.tv courses, as they'll get you with 3 games running in no time.

#

returning to the topic, what do you want your code to do?

north snow
#

Thank you very much I will check it out.
Basically I wanted an object that has physics applied when coming into contact with a specific other actor to teleport back to it's origin point.

rigid belfry
#

and where are you running this logic?

north snow
#

In a blueprint for said object.

#

That tells you nothing, oops why did I send that.

rigid belfry
#

i dont have enough information, so i'll come up with an example. i have some logic on my player character that lets me shot 1 cube on left click. if the traveling cube collides with an actor, i want to teleport to the cube location. would something like this help with your current problem?

north snow
#

Most likely!

rigid belfry
#

so you want a cube actor blueprint first, with a projectile component, that way you can actually shot something. after that, a simple LeftClick Input event on your character/controller. in your character, add a sceneComponent Called "FireOffset" that way you dont spawn stuff inside yourself. to spawn projectile ->SpawnActor and feed its transform to GetActorLocation as target FireOffset. make transform with your newly ActorLocation and with that you can finally Spawn actor->FallingRock.

#

the rock needs to have its collision to either block, overlap or ignore stuff depending on what you need it to do. for this example lets say the rock blocks everything.

sudden ferry
#

hi i took a big asset pack and tried to migrate it to another project, but in another project a lot of the materials are showing as black (and in the map all assets are black), anyone have any idea what could cause this?

rigid belfry
# north snow Most likely!

inside your rock graph, you can say on Event Hit->print string, feed it the "Other" Pin to get the other actor who triggered the event.

north snow
#

wow I don't know half of those but I'll try it out thanks!

rigid belfry
#

i am not done, i just created a first person template since i had a blank template and i think its easier for me to show proper results this way

north snow
#

Thank you very much.

rigid belfry
#

its not something too complicated. basically when the actor collides with something, you get the pawn location and and set its location to the Hit Location. NOTE: you do not need to cast for this to work, but i suppose if you need to get variables inside your Character, you'd need to cast in that case

#

if you only want a teleporting rock, remove the cast

#

i was going off on my own and i think it got a bit too complicated for a beginner, but anyway this teleports you just well

north snow
#

Just copying it now.

#

What about the 1 on the sequence?

rigid belfry
#

the sequence i had to put it there because i have a Do Once node. since this is the First Person Template, the Projectile bounces a bit and i didnt want the player to teleport every bounce

#

so i only teleport once, then do whatever the other logic is

#

you dont need it if you only have a teleporting rock

north snow
#

oh tangent. What is the support vc for?

rigid belfry
#

what do you mean?

north snow
#

I assume it's for server help?

rigid belfry
#

oh voice chat

#

i honestly don't know

#

never used voice chat me personally, but i know sometimes people stream stuff in general

north snow
#

Gotcha.

upbeat tendon
#

I wonder if anyone has any advice on writing rest api's for unreal engine

#

I've created a few now, some for loading data into a datatable and some for loading state into a structure

north snow
#

wait nvm.

#

I found the godamn problem

#

And I'm livid.

fair niche
#

would this be the proper channel for basic questions ?

north snow
#

Apparently yeah.

fair niche
#

so i started tonight and this may sound dumb but is there a way to get ride of the ball from the blueprint scene root? cant seem to figure it out now i have a giant ball floating 5 feet behind my door

rigid belfry
#

the root component cant affect collision and only its location can be adjusted

deft raven
#

I was using kite demo, exist a way to delete trees one by one?

hot arch
#

Do you guys know how to get self shadowing parallax in UE4.25?

timid frost
#

hi

#

i made a line trace node but when i go in the game it don't show line trace lines

#

anyone can help me please

#

???

calm bough
#

Aye everyone, can I make custom Object Type for collision? because there is only 7 types it isn't enough and I can not even rename them

worn copper
#

Can I Break Spline road

#

And make it 2 separate spline

worn copper
vocal plank
#

I have a math question, could someone chime in? ๐Ÿ˜„

#

I am trying to scale an actor only one side, meaning when scaled the actor is only translated and scaled in one direction while the other side of the mesh stays where it is

#

I believe i have to get the actor's size somehow, but i'm not sure which functions would be suitable for that

drowsy cape
#

@vocal plank isn't that just set world scale? (& in blueprint spit the struct pin?)

#

If nothing is scaled u know the size of the object. preferably "1"(100%)

vocal plank
#

That's the scale

#

I am talking about the size, which is not the same as the scale

#

this gives you the space a static mesh occupies

#

was told to check back later, maybe have better chances getting help from someone who's good at math ๐Ÿ˜„

split tundra
#

Is there any way to hide some columns in a DataTable for a given struct?
Removing the properties themselves from the struct is a no-go as I'd still need to access them.

vocal plank
wintry ravine
#

Brilliant

#

Looking forward to seeing your results!

vocal plank
#

I think i have to define the bounding box faces as vectors ๐Ÿค”

vocal plank
wintry ravine
#

Is there a way to directly access/set the box size? Because with scale the initial box size would be needed and if I wanted to spawn it I wouldn't have a box size to manipulate the scale with

#

I'm praying there's a way and I just don't know it. Or maybe I haven't read/looked through your BP close enough

vocal plank
#

You should adjust the scale after spawn

#

I'm setting the box size as a variable in unreal units

#

it adjusts the scale

wintry ravine
vocal plank
#

If you do it during initialization no

wintry ravine
#

OK nice

vocal plank
#

It would even execute the first draw call if you call in begin play if i'm correct

#

So you can do it in begin play i guess

#

I'm really not sure how to define the anchors, should i define the faces, top, bottom, left, right, front back as vectors? ๐Ÿค”

rigid belfry
#

is there a way to see if a component is overlapping with another component?

#

say i have some logic on a SceneComponent, i wanna make sure that i dont overlap with the same SceneComponent but on another actor

vocal plank