#ue4-general

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vocal plank
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and can use the min/max values to describe the faces

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was simpler than thought lol just had to get some sleep

wintry ravine
vocal plank
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I don't mind, but sadly can't answer that question lol

wintry ravine
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Ooooo spooky

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all good

iron heath
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Is it possible to convert a Color Curve Asset into an Image? or even better, use the Color Curve Asset as a background image in an Unreal Editor Widget asset?

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i mean as a gradient image, not a specific color in the Color Curve Asset

oblique tangle
#

Super random, but do any peeps here have photoshop installed and don't mind quickly making an alpha mask? Don't have it installed rn and really can't be assed downloading it for one texture!

charred scroll
#

hey guys! how can I turn on the setting where it shows in the viewport how much I moved/rotated/scaled an object? Like if I moved a cube 500cm, it would show 500 about where the transform gizmo is

ebon garnet
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hi guys I made the health variables expose on spawn, but my enemies health are still linked together, any idea why?

sonic gust
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Anyone knows if there's a way to ensure i only have 1 instance of a game running?

deft raven
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How can I export the landscape material from kite demo to another project ?

rigid belfry
vocal plank
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for starting point

vocal plank
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or use the migrate tool

vocal plank
sonic gust
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@vocal plank thanks a bunch! Do you know if I can pass some parameters from the "new instance" to the old one? Using an OS pipe or something maybe? not sure how all this works

vocal plank
sonic gust
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a token

vocal plank
#

I think you're looking for IPC

sonic gust
#

can I dm you to tell you the entire usecase?

rigid belfry
vocal plank
ebon garnet
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@vocal plank

rigid belfry
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say you have a gamemode telling an actor what the health is, regardless of how many enemies there are, they would all have the same health as the gamemode

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for exmaple

vocal plank
vocal plank
ebon garnet
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if I hit one enemy all other enemies health will go down at the same time

rigid belfry
#

you do get all actors of class when removing health? 1. why 2. WHY?

sonic gust
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@ebon garnet well in your picture you get all the actors and substract 5 from each of them , that's why it's removing from all of them

vocal plank
#

these pretty much should take care most of your use cases

calm sedge
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Just starting with this engine, have programmed for a few years, should I take a course on unreal or c++ first or just start working on something?

vocal plank
rigid belfry
# ebon garnet <@!723456925336862720>

do you know how "GetAllActorsOfClass" works? it parses throught EACH actor in the level and then spits out an array of the class you're searching for

rigid belfry
deft raven
# vocal plank Copy the content folder over?

I try but I have a problem, I put the landscape material in the landscape but turn grey, I thinking is because I imported in a wrong way the files? Idk Ps: try with copying entire folder and migrate, same problem

ebon garnet
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you guys just redirected me, I'm going to do my home work, thanks guys!!

timid frost
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Hi

calm sedge
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Okay I'll take a look at these. It should be relatively easy to make jrpg systems in this right?

rigid belfry
vocal plank
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Is there a function to compare vector lenghts by individual axes? ๐Ÿค”

calm sedge
rigid belfry
vocal plank
#
        if(Primitive->Bounds.BoxExtent.X > BoxExtent.X)
        {
            BoxExtent.X = Primitive->Bounds.BoxExtent.X;
        }

        if(Primitive->Bounds.BoxExtent.Y > BoxExtent.Y)
        {
            BoxExtent.Y = Primitive->Bounds.BoxExtent.Y;
        }

        if(Primitive->Bounds.BoxExtent.Z > BoxExtent.Z)
        {
            BoxExtent.Z = Primitive->Bounds.BoxExtent.Z;
        }

Yeah, was asking if there's a built in function for that

rigid belfry
calm sedge
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Is this template better than the free asset?

ebon garnet
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guys if I understand correctly, after spawning my enemies like this, they all should have different health properties? and de problem is my way of getting all actor from class to remove health?

thick nebula
iron heath
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Is it possible to use a Color Curve Asset as a background image?

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Or to convert it to an image in anyway, or do i have to take a print of it or something

thick nebula
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that actually sounded rude to the devs.. i meant it like it's gonna be subjective and both can probably help

sonic gust
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@vocal plank ok, so I can use that class to check if the process is already running. Any clue how I can do IPC since I'm not starting the game the second time from the parent (therefore I can't pass in a pipe so they communicate) :-?

vocal plank
thick nebula
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is there like a blueprint trade thing? i wish they were more portable

vocal plank
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trade thing?

thick nebula
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like a github for blueprints

vocal plank
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Blueprints are binary assets.

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But you can just copy the graph, and paste them into a text file

thick nebula
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ahhhhh.. is there a website where people post those?

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i mean the graph not the whole blueprint, i understand that the variable will be lost and somethings may not work if they reference another blueprint. ie, two graph exports would be dependent upon eachother

vocal plank
thick nebula
vocal plank
#

try ctrl+c ctrl+v a graph into a text file

thick nebula
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and this is a searchable database?*

vocal plank
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No idea, i don't use blueprints unless i reaaally have to

thick nebula
#

does the same thing exist for cpp snippets?

vocal plank
vocal plank
calm sedge
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Are there drawbacks to using blueprints, when would you have to use them?>

grim ore
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Never use blueprints always use C#

vocal plank
calm sedge
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Can you even use C# with unreal

spare kernel
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no.

calm sedge
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Whats umg

grim ore
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Yes

spare kernel
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well you can but via a plugin ๐Ÿ˜„

grim ore
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Umg is high level super advanced technology used to create games

vocal plank
spare kernel
#

Blueprints are awesome when used correctly

sonic gust
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@vocal plank thanks for the link! I think I understand how IPC works, however I know there are various methods to do the communication. From pipes, sockets, RPCs to even shared memory or files or things. My question is: Does UE have any built-in support for any of those methods? I've notice annonymous pipes which won't work for my usecase. I'm also seeing NewInterprocessSynchObject which might work but I'm not 100% sure (seems like it would be shared heap memory I think?).

spare kernel
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the key to ue4 dev is the balance between C++ and Blueprint, Epic even made a video tutorial on it.

grim ore
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Blueprints are for lazy people just code your own game engine in assembly

spare kernel
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if you work in a team, you soon realize how crucial that balance is.

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Solo dev? just hardcode everything in c++, do that in a team, you will get pestered everyday for minor changes which could be solved by just exposing it to BP.

grim ore
vocal plank
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that video is a gem xD

spare kernel
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yes i do advise people to avoid BP tick if possible and do tick logic in C++ (if that actor/component has a lot of instances in the game)

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for an actor that is spawned once per blue moon, it's a waste of time doing it in C++.

calm sedge
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Okay sick.

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I'm a bit intimidated lol. There seems to be a lot less youtube content for this engine.

ebon garnet
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guys every time this bp is spawned it will change de previous spawned bps names, how can a bp keep his name after spawn ?

spare kernel
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why do you care for name?

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if you are using it for identifying, then don't.

vocal plank
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It's been many years, since I've looked into this so i wonder if ue4 has any support by now for P2P networking?

ebon garnet
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@spare kernel yes I want to identify them after spawn so I can remove there health individually, I'm stuck here for weeks now

spare kernel
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should never do that by name

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give them a unique actor tag

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or something

vocal plank
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Dedicated servers can get quite expensive, i wonder if ue4 has just a simpler relay server or some other solution?

plush yew
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anyone know why importing this basic mesh from blender to unreal causes the wierd textures?

spare kernel
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or store them in an array

ebon garnet
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@spare kernel interesting ..... can you say more about storing them in a array?

plush yew
ebon garnet
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@plush yew yes

vocal plank
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If you learn about UVs you'll have all the answers ๐Ÿ˜‰

plush yew
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ok thanks

marsh cove
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When updating the plugins in my project (unreal built from source) and packaging it again it does not reflect the updated plugins in the output. Is there some cache I have to delete to make it pickup the plugin changes?

north snow
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Do I need to edit shapes/basic actors in another application or are the plugins reliable enough?

worldly cipher
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is there any ways to have an animation update in the sequencer? like the rendered result comes out with animation but moving around in the sequencer doesnt update anything

rigid belfry
north snow
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I see. Thank.

rigid belfry
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generally speaking, you dont need any real asset up untill you have the game almost ready. especially as a solo developer, you cant spend time creating meshes for something that might not even exist at release

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for example, you could have a cylinder player shooting triangles vs cube enemies for most of the programming phase and it wouldn't change a thing in terms of code you have to write

north snow
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I see.

grim ore
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@ebon garnet stuff should do stuff when that stuff should happen. Ask yourself why this one individual spawn should have it's health removed individually? what caused it? why did it cause it? Answering those should get you the how it can remove that one individual health when you get the connection between all of that

ebon garnet
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@grim ore thanks!! I watch your videos every day !!

frail coral
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anyone knows why this happens

boreal otter
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Hello, I'm working with a friend in UE4 at a project, and we were using github to sync files, but it seems we can't upload files bigger than 100mb, what alternatives do we have? How can we collab on the project?

grim ore
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@frail coral you need to install the debug symbols from the launcher for that engine version and crash it again for a real crash log

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@boreal otter you can look at using git-lfs for larger files, or something designed for larger binaries such as perforce.

frail coral
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how do i install them and from where?

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@grim ore

grim ore
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the launcher for that engine version

frail coral
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oh wait theres update for the engine

grim ore
frail coral
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maybe ill update and it fixes?

boreal otter
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@grim ore does git-lfs work the same way as normal git hub?

sleek spear
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i want to make a blueprint that when i press a key it randomizes a parameter of another blueprint. i dont whant to use the level blueprint. how do i do that?

grim ore
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runtime or design time?

sleek spear
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@grim ore runtime

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but design time would be cool as well

dry latch
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what is 3.95 sq. km in overall resolution in UE4 ?

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landscape wise

grim ore
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they would work basically the same. You just need to reference the other blueprint so you can access it. I dont know what these are or how they are related so I cant give a direct answer but if they are both in the scene at design time you can use a public variable to set the connection. Otherwise if they interact you can get the connection. Alternately you can find the other actor using various nodes.

prime willow
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oh mathew if you dont mind

worn copper
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Which is best way to take Daily Backup?

grim ore
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use source control and dont use daily backups

sleek spear
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@grim ore oh ok so i use variables to refer to blueprints? yes both blueprints are present in the level

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i will try with variables

grim ore
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then you can make a variable in the first blueprint that is the type of the 2nd, make it public/instance editable, then you can set it inside of the viewport

sleek spear
rigid belfry
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how do i detect whether different components are colliding with each other?

prime willow
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I have a pretty simple question,
if i have 4 races with 2 genders and 2 sets per teenage and adult model per gender
however i wonder if psyiques assets for the model have different settings per model their attached to or if i should give all 16 models their own personal psyiques assets since their roughly the same models excluding morphs

grave shadow
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I'm watching the "Unreal Engine Begineer c++ Tutorial: Building Your First Game" video by devslopes and when they open a c++ project they say cisual studio is supposed to open automatically. It does not do this for me. What it does is opens the unreal editor and a command prompt "C:\Program Files (x86)\Microsoft Visual Studio\2019\BuildTools>". How do I fix this and get my visual studio to open automatically?

grim ore
#

you would have to figure out which works better and if you are even using the physics assets or not but you want them to match your mesh if using them

compact holly
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Hi all, new here. Any ideas how to change a Material Instance Parameter for a landscape material? I have found no answer everywhere I have looked. Except from this one which still doesnt work.

grim ore
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@grave shadow what happens when you double click the .sln file in the project manually?

grave shadow
#

Where would I locate the .sin file?

rigid belfry
#

try this mayber

grim ore
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@compact holly how can the top set of code every touch the bottom set of code?

lusty carbon
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Viewport seems locked, Can't move any actors. Did I press anything ?

grim ore
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the bottom set of code would never be able to talk to the top set of code when you set the parameter, that code is never ran when the bottom code is ran

rigid belfry
polar fossil
#

has the beef between apple and epic settled? can you publish ue4 projects to the apple store?

grim ore
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@polar fossil its never been disabled

lusty carbon
#

@rigid belfry You're right :>

polar fossil
grave shadow
dense knoll
#

How do you get normal 2D widgets to render properly in VR?

grim ore
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yep but that doesnt stop your developer keys

dense knoll
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3D widgets dont work well

polar fossil
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@grim ore oh i see

compact holly
grave shadow
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@rigid belfry I restarted it but it still doesnt automatically open

grim ore
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@compact holly cool.. and at what point is the Target for the Set Scalar Parameter Value valid? the one from the Create Dynamic Material Instance. Its valid during the frame when the top code is ran.

compact holly
plush yew
#

Noob question, so i know about snapping to grid, but how do I actually join the meshes together on the grid, instead they just overshoot or are cms to shy in being perfectly aligned

grim ore
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so promote the return value from the created dynamic material instance into a variable and use it.

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or have code in your overlap to create the material once and re use it if it exists

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code in execute nodes exist while that node is executed, once that event has finished and the frame has moved on that info is gone

compact holly
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so you are saying to promote the create mat dynam inst as a variable and use that for the scaler after?

grim ore
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when the bottom code runs, the top doesnt exist

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so your input into the target doesnt exist, its nothing, so of course nothing is going to happen

rigid belfry
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you need a reference to the dynamic material

dense knoll
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How do you get normal widgets to render properly in VR without using 3D widgets

plush yew
grave shadow
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I can open the .sIn file manually

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but how would I change it so that it opens when i start the project

grim ore
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my C++ ue4 projects dont auto open VS, it should only really do it the first time you create a new C++ class

grave shadow
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Oh ok

rigid belfry
#

maybe if you'd type what your problem is

latent moth
rigid belfry
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open up third person template and see how they do it

compact holly
#

@grim ore Tried doing the Variable and it still didnt work

grim ore
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that doesnt mean its not going to work

compact holly
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Tried this way, still no success

rigid belfry
#

๐Ÿ˜

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does the dynamic material instance exists before you trigger the overlap event?

compact holly
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yes the top code is set on begin play. the bottom is when i walk into the trigger

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the landscape is set up already with the correct material Instance

rigid belfry
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what part of this code does not work?

compact holly
#

it all works with no errors but the landscape doesnt change

rigid belfry
#

do you get the print strings in your screen?

grim ore
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the issue is you are working with a landscape. they are different. One being the node used to change the parameters

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Two being the option to enabled DMI on landscapes

plush yew
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Are you referring to Darker Nodes? I still need to purchase it. Trying to make more money to do so.

calm sedge
#

Two questions, would something like a link to the past be infinitely easier than something like dark souls?

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Because it's 2d and has less animations.

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Secondly, do people even play old school adventure games like that anymore or is it better off making something 3d.

grim ore
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yes, no, maybe, sometimes, all the time, and probably not at the same time as probably

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there is no answer to the question, it depends on your skill on "what is easier" as for what people play, thats what the internet and sales numbers are for

calm sedge
#

Hmm okay

late stag
#

ok thx

spare kernel
#

also do not cross post #rules 7

rigid belfry
#

anyone has experience in creating character sprites for unreal? wanna create a couple of modular sprites that can be put together inside the character. say legs sprite and top sprite

dry latch
#

Is there a way to create a Light Block volume ?

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I am making a secret place in my world and I don't want my UltraDynamic Sky going in there

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@nimble steeple you have an idea brother ?

rigid belfry
sterile tulip
#

guys

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how do you disable the near clipping removal of the camera

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so it doesnt start removing the things which are too near the camera

grim ore
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do not disable it

sleek spear
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did it, thanks @grim ore

sterile tulip
#

because when I go near the landscape with my camera it starts removing it and I can see under the map @grim ore

grim ore
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yep thats what is supposed to happen, dont let your player go that close or be fine with letting them see under it.

sterile tulip
#

why do you not recommend it?

grim ore
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disable it, restart your editor, and see what happens

sterile tulip
#

uh I tried and everything vanished

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now Im floating in air

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I will try 1 now

quiet goblet
#

I am having problem with GPU light mass Plugins

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As well as DXD12

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Really help T_T

nimble steeple
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What GPU do you have?

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You do need a 2080 or 3070 to utilize GPU lightmass without issues

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And a GPU driver that has no bugs

lusty carbon
#

Hi! I am trying to achieve a one material setup where a StaticSwitchParameter controls whether to use packed AORM maps or individual PBR maps. This doesn't seem to work. Any ideas?

grim ore
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what part of that doesnt work? when testing in the material editor what happens

lusty carbon
#

Metallic and roughness still override AORM

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It simply does not work

grim ore
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have you tried testing it in the material editor itself, not in the instance

lusty carbon
#

Wait I think I just fixed it by adding Get?

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Well it just works now

rigid belfry
#

is there a way to resize a texture in editor?

quiet goblet
quiet goblet
#

Shall I uninstall

grim ore
#

you do know all you said was "problems" we have no idea what "problems" are.

quiet goblet
#

[File:D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/D3D12Buffer.cpp

grim ore
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yep thats not a problem thats a source code file

quiet goblet
#

No

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it is a problem

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cant open the project due to GPU lost

grim ore
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thats an issue with your machine generally.

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bad driver, bad video card, bad windows install, etc.

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device hang or gpu lost is when the engine tries to do something and your video card gives up trying to do it

quiet goblet
#

So, what is the solution for this?

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Uninstall the graphic drivers?

grim ore
#

could be

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could be your video card is overclocked

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could be your windows is unstable

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could be your power supply is not giving enough power to the GPU when its maxed

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could be too much voltage to the GPU

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could be adjusting the TDR timing delay

quiet goblet
#

I played game with 84 degree 144FPS max setting

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for 5 hours without any problems or sluttering

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I dont think I have problems with interval stuff on GPU

grim ore
#

welp you asked and those are some answers.

quiet goblet
#

I think it is GPU driver after what u just said

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Can the it work without driver installed ?

grim ore
#

I know for me I had my voltage to the GPU set one notch too low and certain projects in UE4 would cause it to crash. Nothing else did

quiet goblet
#

i mean GPU

grim ore
#

you need some form of driver installed for it so nope

quiet goblet
#

Ahhh

glacial pecan
#

I want to place a mesh in relation to the position of a bone of an animated skeletal mesh... anyone have any pointers on where to start looking into how to accomplish that?

ebon garnet
#

all health the same @grim ore can you give me a suggestion as to where to go?

grim ore
#

do you want to change them all at once?

ebon garnet
#

de health bars? no, I want o change them individually

plush yew
#

why would there be a tick box for COMPLEX TRACE in a box collision trace node if it doesnt work????????

grim ore
#

@ebon garnet what is the code you are using to set the health bar?

native tulip
ebon garnet
grim ore
#

yes so

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you dont see the issue with that code?

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your not doing damage to all of them, that is not the issue

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you might need to watch the epic youtube video on blueprint communication and do some research on the way stuff connects to stuff in the engine.

ebon garnet
#

I watch video sleep watch video sleep lol can't seem to get the logic behind different health, there is no videos on it, I'm forced to learn everything around it before I can go on it will take weeks, well I will go grind it,

grim ore
#

of course there are videos on it

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but your trying to solve a problem and not learn how it works

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say how that code works out loud, think about it

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every time that health bar updates it looks for that actor, the decalbp, that is in the world and then gets the health from it and shows it

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WHICH decalbp is it getting?

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that same code is running in every health bar on your screen. Every health bar is getting the same decalbp in the world and using its values. Its not getting the decalbp that the health bar is on, its getting the same one in the world.

vocal plank
# ebon garnet

Create a variable in your widget, Then in your Actor On begin play, get the widget and set that variable to your actor (self).
Then you can access your actor easily from the widget and you don't have to use GetAllActorsOfClass

#

And also would highly recommend to learn how the various systems connect in the engine. It takes time, but won't it save you time on the long run?

lusty carbon
#

Why do I keep having to refresh the skylight rotation every time I launch UE4 otherwise amvient light is black

lusty carbon
#

It's a movable light scene

ebon garnet
#

this widget?

vocal plank
ebon garnet
#

oh the main widget

idle stump
#

Is there any sort of "rich text" format in the engine? Like an FText that can have bold, italic, underline, etc embedded in the text data?

vocal plank
ebon garnet
#

@vocal plank I've notice when watching videos to learn without needing them it's difficult for me to retain the info, but when I try every way possible to fix 1 issue, I find that I retain everything, in this case ive been watchin and reading on this subject for weeks, I learn about dispatchers, blueprint interface, and bunch of stuff here and there, but I can't find a single video that spawned multiple enemies from 1 blueprint and put health on them , the info you guys just give me should help me solve this in 2 days I think

vocal plank
#

How come you've learned about interfaces, event dispatchers but don't know how to solve your issue?

#

Also if a problem seems too complex, try breaking it down to smaller problems.

ebon garnet
#

maybe because I'm not English, I will go tackle it lol

grim ore
#

I dunno I found quite a few videos on npc healthbars

ebon garnet
#

what's npc?

grim ore
#

Non Player Character/Enemy

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any video dealing with healthbars on a character would work the same as well

ebon garnet
#

I'm going to check some npc vids, I appreciate you guys taking time to help me!!

grim ore
#

so umg health bar, the only code in it is this (binding is bad)

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in the enemy blueprint, this is the only code in it dealing with damage (when hit do this)

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the blueprint is just the basics

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and thats it

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each blueprint has its own instanced variables (unique copies) and when it is hit it adjusts it own health down then tells the health bar that is on it to update to the new number

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nothing fancy just pure logic

dry latch
#

how can I ignore skylight on a level ?

vocal plank
#

What do you mean by ignore?

ebon garnet
#

@vocal plank lol

dry latch
#

@vocal plank KEKW

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looking at a skylight

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4head

vocal plank
grim ore
#

binding...is...bad

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set health to 100

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set health to 100

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set health to 100

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set health to 100

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.... why would you do that?

ebon garnet
#

@grim ore hey man, binding is bad, targeting progress bar manually nice mannnnnnn

dry latch
#

wow

grim ore
#

binding updates on update.. on the tick basically. If your value does not change on the tick why update it on the tick? push data that is changed when it changes

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just extrapolate that out to 100 enemies in the world all updating their health every tick for no valid reason.

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its pretty simple to test as well, put a print string into your bindings and hit play. see what happens lol

calm sedge
#

Has anyone used the actionrpg starter project? For making a third person action adventure like zelda would it be a good choice or does anyone have a better starter template?

proven aspen
#

How do I extend this unit vector to the border of the unit square?

proven aspen
#

by what?

vocal plank
#

by the distance from the origin to the edge

#

or you can multiply by any larger number and clamp it to the size of your rectangle

little breach
#

how can I check if an object is garbage collected?

grim ore
#

if its actually collected it would be invalid or pending destroy, if its just not referenced anymore and might get collected?

little breach
#

I want to make sure that I have no memory leaks, but this system makes it hard to make sure of that

grim ore
#

then every time you create something make sure you keep track of it and remove it when done with it.

#

otherwise use the system UE4 has created and let it handle itself

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?

grim ore
#

yep, what are you feeding into the RInterp To node for the values?

grim ore
#

so in milliseconds how often is that event trying to fire?

#

basically what is the minimum frame rate needed to hit that firing off?

proper lintel
#

The timer is set to 0.002

grim ore
#

I want to say 60fps is 0.016 or so

#

so.... does the machine not working right have a lower FPS? lower specs?

proper lintel
#

ive adjusted the timer settings

#

no

#

its actually 4-5 times better gfx card

sterile tulip
#

guys

grim ore
#

thats really the only thing that would be non consistent. If your going to be doing this at that low of a rate why not just have it on the tick anyways?

#

with it on the tick and using the delta seconds from the tick it should make it consistent

sterile tulip
#

How do I change from kinematic to simulated in runtime/on collision

#

Is there a node for that?

proper lintel
#

I don't it that low I just lowered it to test. it seems to make no difference on this other PC

compact holly
#

@grim ore Thanks! I didnt have the tickbox for (use dynamic material) on ๐Ÿคฃ

grim ore
#

@sterile tulip what type of item is that on?

hot swift
#

Guys,

  1. does UE4 changes texture formats while baking a build?? i.e. if my original texture in project is TGA (60MB), does UE4 automaticly convert it to JPG (4MB) ? just asking to know if there is any sense to do it manually to save build size.
  2. if the compression is not a problem then, size of the texture would be better idea to change.
sterile tulip
#

@grim ore

#

Is physics asset, a door from a car

grim ore
#

so its a physics body

sterile tulip
#

the door is connected with a constraint to the car body

#

via the physics asset

grim ore
#

and no it doesnt look like there is

sterile tulip
#

what I am trying to achieve is that the door gets loose on collision

grim ore
#

off the top of my head you can change the actual physics asset, so make 2 of them and then swap?

rigid belfry
#

i wanted to make a modular paper character where i could swap different parts of the character but its very frustrating to do this in unreal. do i even bother trying to make 2.5d or 2d work? am i better off working on all the axies? i am very used to unity for these sorta projects

north snow
#

What is the support channel for?

idle stump
#

@north snow What support channel? On this Discord server?

north snow
#

Indeed.

idle stump
#

I don't see one.

spare kernel
#

That is a voice channel

idle stump
#

Ah

woven patrol
#

I cant find anything online about this so ill ask here. Basically I have imported a gun mesh and animations from blender into unreal, I can view the mesh fine, but when I try to review the animation the mesh disappears. Anyone got any idea whats going on?

north snow
#

If. say I'm hypothetically here to beg for help would sitting in there be an acceptable thing to do?

idle stump
#

@woven patrol Like when you open the animation from the asset browser?

woven patrol
#

let me record this on obs, gimmi a sec

idle stump
#

@north snow You can ask questions here or one of the more specific channels. Less likely to find people in the voice channel

spare kernel
#

@north snow i mean you can sit in there and hope someone joins, but you are better off asking in a channel ^ The channel is more for if someone wants to help someone and voice is easier, if that makes sense.

woven patrol
#

wait

#

@idle stump I dont have a skeleton, could that be it?

idle stump
#

@woven patrol Yeah i believe guns are usually done with a skeletal mesh, i haven't made a shooter myself tho

woven patrol
#

but like

north snow
#

Thank you both.

woven patrol
#

just cuz I dont have a skeleton

#

doesnt mean the mesh should disappear

idle stump
#

@woven patrol How can the animation play if it doesn't know what skeleton to use?

#

It should have had you automatically generate a skeleton the first time you imported the animation. You are using an FBX file for the gun animation, i assume?

woven patrol
#

hang on

#

@idle stump

idle stump
#

@woven patrol Maybe the weapon is way off to the side, look around in the animation viewport. Like if you didn't have your armature's location at zero

#

If you press F it should focus on the skeleton i think. But maybe not.

plush yew
#

Ima need an opinion
What's a better mechanic
Rewind time or stop time?

idle stump
#

@plush yew Game design is all about iteration, maybe try both?

plush yew
#

Man you just gave me an idea

woven patrol
#

@idle stump ok I found the gun

#

but

#

its really really small

#

and not moving

#

like its simulating physics I think

vagrant hornet
#

ue N1

autumn moat
#

Hello my Unreal friends. I'd like to ask your opinions on Cloud Servers providers to host multiplayer game servers. Does anyone ever made a multiplayer game and upper to the cloud for multiplayer support? How's it been like? Is there any cool material that teaches more about multiplayer games architectures nowadays. I've came up with a good MVP for my idea, and would like to test how things are to set up all this online server part. PS: I don't use that "Multiplayer with Blueprints " from the asset store.

kindred viper
#

AWS seems to carry some weight so it must be ok

vocal plank
grim ore
#

@woven patrol you have no mesh for it to preview the animation on, what should it do?

#

also yes check your scale your probably imported the animations in smaller than the mesh especially if it came from blender

north snow
#

If I wanted an actor from a blueprint to spawn every tick what node should I use? Event Tick ---> ?

woven patrol
#

it is normal size otherwise

grim ore
#

what scale did you export the animations at?

woven patrol
#

I didnt know that was a thing

#

how do you change animation size?

#

scale* @grim ore

ocean narwhal
#

Hello

rigid belfry
#

i recommend watching some tutorial/following courses if you're new

north snow
#

I tried running it and my eu4 crashed. It's working!

scarlet current
#

this is a bit frustrating
Whenever I press play the "camera" is set on playerstart. How do I set the default camera for the entire project?
You can do this in Unity. How do I do this in Unreal. I can't find anything on this!!

exotic thicket
#

Not sure if I follow - you want the camera to start somewhere else than at the player start? If so, where?

scarlet current
#

behind the actor

#

I have a camera component in the actor pointing from behind

#

In unity I can define a global camera

exotic thicket
#

have you assigned this pawn as the player pawn? it sounds like it's spawning the wrong pawn for you since it should go into the camera component

scarlet current
#

oh ok. I'll see how to do that

fierce tulip
#

points at various ways of searching

scarlet current
#

yeah I'm searching. Not finding anything yet or maybe I'm wording the serach wrong

#

I'm wording it wrong

rigid belfry
#

the "camera" is actually the default player pawn. in unity normally you have absolutely nothing right? unreal instead offers you a character that can fly around in game by default

#

the player start simply defines where that player pawn will spawn on begin play

#

one "workaround" would be to create your own player pawn class, and override the default's

scarlet current
rigid belfry
#

or at least, thats what i think you're trying to say

scarlet current
#

ok I'll follow that then

rigid belfry
ocean narwhal
#

how do you make a new camera the one your game uses

rigid belfry
scarlet current
#

And yes I did start with a blank project

#

That documentation doesn't say anything about the project global camera

rigid belfry
#

well its not like 1 single page can reference the whole infrastructure of the engine

#

how do you expect a setting up character doc page to explain you what the default pawn does?

scarlet current
#

Got it working

#

I put the playerstart on top of the camera

#

And have the blue arrow thingy pointing the same direction as the camera

rigid belfry
#

are you trying to create a first person camera?

#

also, what do you mean by "I put the playerstart on top of the camera"? you attached the playerstart to a camera in the level?

#

can you post a screenshot? ๐Ÿ˜„

scarlet current
#

Doing a third person view

rigid belfry
#

also, much like learn.unity, you'll find learn.unrealengine.com, which a lot of great resources on all kinds of stuff

scarlet current
#

I know and I've been seeing the videos

rigid belfry
#

i especially recommend the gamedev.tv courses as they start very easy and progressively ramp up

#

even if you want to only code in cpp, i'd still recommend following the bp course as you'll most likely need some blueprint at some point in unreal

scarlet current
rigid belfry
#

is the camera inside your Character Class or is it in the level?

scarlet current
#

inside the character class

rigid belfry
#

what is that capsule on top of the camera?

scarlet current
#

From playerstart

#

I didn't know you could set the level camera

rigid belfry
#

ok. i guess i'll help you real quick but please, do watch the courses as they will quite literally make your life 1000x easier

scarlet current
#

alright

rigid belfry
#

after that. you'll see on the right a Setting called Game Mode. what is a game mode? in short, a game mode holds information about the current game. you could say a game mode is a list of rules that is has to respect.

scarlet current
#

yeah

rigid belfry
#

if you expand this option, you'll have some options which can be ovverrided. some of these options include the Player Controller and the Player Pawn

#

now, simply put, the player controller is you. it is the brain. the player pawn on the order hand acts merely as the body. it receives orders send from the brain, and reacts to them

ocean narwhal
#

why does this camera still fall after i unenabled gravity and locked the location?

rigid belfry
# scarlet current yeah

the pawn instead could be either of type Pawn or Character. whats the difference? the difference is that a Character comes with a CharacterMovementComponent, a CapsuleComponent, and a SkeletalMeshComponent by default. iirc thats the only real difference between the two.

#

now, when the game starts(when you click play in editor), the game mode will spawn, it then will spawn the default classes that you've told it to spawn

#

those classes will then run appropriate logic

#

thats the main gist

#

and this is all by default, you dont have to code anything

scarlet current
#

ok thanks

rigid belfry
#

to return to your project, you technically dont need a player start, because when your game mode starts, the player controller and the player pawn are spawned, and you auto possess it

#

the player starts acts simply as a empty GameObject that stores transform information, to put it in unity terms

ocean narwhal
#

how do i make my controller not fall

#

omg

#

when you mouse over the check marks

#

it isnt telling you what it is

#

its telling you what youre changing it to

rigid belfry
ocean narwhal
#

i have the checks marked on enable gravity and now thay dont fall

rigid belfry
ocean narwhal
#

maybe

#

i dunno

#

how do i give random cubes momentum

#

im trying to make pong

rigid belfry
#

if youre new to the engine, creating any game can be quite hard, since you still have to learn the ins and outs of the engine. a good way to learn is to follow some great resources first and then slowly stepping out of your comfort zone

#

you'll have 3 finished games in no time

ocean narwhal
#

cool

rigid belfry
#

after that, maybe you can apply what you've learned and try to make pong on your own

#

that way you have more chances of succeeding ๐Ÿ™‚

ocean narwhal
#

yeah

#

i mostly just need to learn the syntax

#

all the words to turn my ideas to stuff

scarlet current
#

Instead of having a camera inside the character, I created a CameraActor at level. But the docs points to an option in the camera details called "Auto Player Activation" that doesn't exist.

vale silo
#

I heard a rumor that UE5 will phase out Blueprints rather sooner. Any truth to that?

#

afaik BPs turned out to be a lot more successful compare to UnrealScript in UDK. Why would Epic ditch BPs?!

dry latch
#

I am very unexperienced with loops, can someone tell me how could I set up one in this very basic BP ? :p

#

I got infinite loops

#

when doing so

coral mortar
dry latch
#

ah sry didn't knew

simple meadow
sleek spear
#

anyone can share any news about metahuman creator?

idle stump
#

Epic is working on a new text scripting language called Verse. This may even come before UE5. However, as far as I know it is not meant to be a replacement for Blueprint, just an alternative.

ocean narwhal
#

so an alternative of the alternative of coding

sleek spear
#

a scripting alternative of the node graph alternative of coding

zinc mist
#

hey,
currently i am using the default third person character, however i want to allow my character to attach to walls, climb them, go upside down etc.
in this case would it be a better idea to write my own custom Actor?

#

and if i was to make my own custom Actor would this mean i would loose a bunch of out of the box third person features, including movement?

idle stump
#

@zinc mist It will probably take a lot of custom code. The Character class itself is actually pretty complicated and does a lot of convenient things for you that you might not even know about if you've never looked at the code or tried to do a character controller from scratch. I would say to start with a Character and see if you can just override things and make it work. If you end up fighting against the Character class too much then you can consider starting from a plain Pawn.

zinc mist
#

would starting from a Character class still provide most of the third person features?

idle stump
#

The biggest stuff that the Character class does is take care of movement. And it's designed to be ready for multiplayer from the start. If you just take an actor and try to write custom movement code from scratch, for example: just move the player forward - you will find lots of little bugs. The player will get stuck on the tiniest little bump or ramp and if you try to walk along a wall you will get stuck on it instead of gliding by it, etc. Plus consider keeping the player on a moving platform. These are all things you might assume are really easy but doing them right is a bit tricky and Character does all this for you. Whether it's first or third person is mostly/entirely unrelated.

unique kraken
#

anyone knows how i can accsess the current lod in bpยดs?

zinc mist
#

Cheers

fallow hornet
#

Anyone know what would cause this on my object?

unique kraken
#

uv?

fallow hornet
#

That was what I was thinking but just laid out the uv's and re-imported

#

Here's the raw mesh before applying the Automotive material pack

#

UV's are relatively clean too

#

Could it be locked normals from maya?

#

i had a couple of meshes that were coming into the engine with flipped normals

unique kraken
#

first time i see a maya user know what normals are

fallow hornet
#

lol

#

I work with CAD on a daily basis so I'm constantly worried about normals

median bough
#

Hey guys can you push to remote from inside unreal? I found the button that does a commit but i dont see actual push to remote.

quiet goblet
#

Hello!

#

Can somebody help me with the issue message:"NO cuda device supported" when I press build lighting?

fallow hornet
#

does the machine your using have a Nvidia graphics card?

#

or a graphics card?

quiet goblet
#

RTX 2080 super

fallow hornet
#

Does your processor have integrated graphics?

quiet goblet
#

Nope

fallow hornet
#

hmm

quiet goblet
#

Actually

#

Yesterday, I had problem with crashing which is unable to open the project whenever I press Enable Lightmass GPU plugin

#

So I looked for help around community facebook

#

Then I saw this one

#

Somehow, I installed it

#

and boom, right now I am able to enable the plugin Lightmass GPU without crashing the project

#

But when I started pressing build lighting

#

It said no CUDA supported

winged notch
#

dos anyone know of a Free PS4 UI pack ?

fallow hornet
#

Hmm still with the CUDA supported issue

quiet goblet
#

yah

#

I dont know how to enable Directx12

#

It seems like doesnt work for me

fallow hornet
#

Try setting your 2080S to High-performance NVIDIA processor in the manage 3d settings

quiet goblet
#

yah I did

fallow hornet
#

for directx12 go into project settings and search rhi

quiet goblet
#

And then it crash

fallow hornet
#

dang

quiet goblet
#

yah

quiet goblet
fallow hornet
#

Instantly crashes or does it at least give you the prompt to restart the engine

quiet goblet
#

after restart the engine

#

it report crashes

fallow hornet
#

I'm at a loss

quiet goblet
#

T_T

chrome beacon
#

Hello Slackers. Does anybody know if a Standard License from DAZ 3D is enough for using DAZ Original assets {in my case the creation of Native American characters for a minigame about them} or an Interactive License is necessary?
In their website they say that case of contents made out of DAZ Original there is an exception "if you are using the content for a game engine that will not be distributed, in which case the EULA is sufficient".
I find all that so unclear and very confusing indeed. Does anybody know anything about that?

unique kraken
#

and id still like to know how to accsess lods from bps

#

@chrome beacon why not just simply use blender

fallow hornet
#

or metahuman

chrome beacon
#

Because I have still learn how to use Metahuman and if I haven't learned how to use Blender in over a decade then I'm quite sure I won't never ever learn that. Blender and I are in a war since 2010... we hate each other badly!

unique kraken
#

well, you are going to miss out on something, not me

chrome beacon
#

I'm perfectly aware of what I'm going through...

quiet goblet
#

Help meee

#

๐Ÿ˜ฆ

#

How am I able to build lighting? I already turn on

#

Ray tracing

zinc mist
#

@quiet goblet that isnt an issue for ur game lol.
wont really affect anything,
to re build the lighting press the build button next to compile.......

#

when u move something around it will say that

quiet goblet
stable heath
#

hi im tryingto code for a specific consoles but ue doesnt support so im trying to find the gui (c++) that is used by ue, but i understand the ue3 uses wxwidget but is it also used in ue4?

slate heart
#

can anyone help me with one thing?

#

I have 2 projects which both have different gamemodes and i want to merge them into one project and want to have only one game mode....can anyone help me with that?

grim juniper
# quiet goblet

Have you actually used Ray Tracing before? Is Windows 10 up to date? Are your Nvidia drivers up to date?

fallow hornet
#

uv's have been layed out both in engine and in maya and it doesn't fix the issue

#

Tried unlocking normals in maya too

finite chasm
#

Is there such thing as โ€œCollision Cullingโ€ in UE4 like at distances, you keep rendering the mesh but not the collisions for the mesh until you enter the specified range?

fallow hornet
#

If I scale the mesh the artifact goes away????/

worn granite
still hemlock
#

I'm having a problem building lighting

#

I fixed this before but I forgot what I did to fix it

#

I think it's in world settings

#

but anyways when I try to build lighting nothing happens

#

no errors

#

no build

#

I can press "build lighting only" over and over but It doesn't start building

plush yew
#

I've been working on a card game for about a week the project is almost entirely widgets and when I just opened my card widget after saving and logging off earlier today I've found that all of my widgets are being automatically removed

final osprey
#

is there a channel that I could find someone to commission possibly for a tutorial on how to get a custom character model in Kingdom hearts 3? sorry if this is the wrong channel to ask this question.

hearty idol
#

So is unreal engine 4.27 the alpha of ue5?

#

I read that somewhere but not sure if it's true

polar hawk
grim juniper
#

I guess it's still processing linuth

vocal plank
polar hawk
#

yeah

#

it'll be a bit

grim juniper
#

1080p60 option is out now Pog

hearty idol
#

@polar hawk if I told you, that I would give you a billion dollars, but in the form of pennies, spread throughout a Walmart parking lot, very much like the gringots vault in Harry Potter, would you pick it up by hand? You wouldn't be allowed to use any help of any kind; no tools allowed

polar hawk
#

do i have to use my hands or can i use my body

hearty idol
#

Body is fine, so long as you didn't use any machinery or tools of any kind

polar hawk
#

picking up that many pennies implies i have some sort of way to store them

#

can i use a bag

#

or some sort of storage device

#

or do i have to spend that money without storing it

hearty idol
#

Yep, you can use a truck to transfer it to the bank. You just have to use manual labor to pick them up and deposit them to the truck to ship it to the bank

polar hawk
#

oh then definitely

#

a billion pennies over that size would probably stack up to a meaningful height

#

that kicking them into a bag would be worth the time

hearty idol
#

I know, hence the gringots reference :)

#

But really it would probably take you more than your life time to pick them all up I would think.

vocal plank
#

prepares popcorn to watch the allaraction ๐Ÿ‘€

polar hawk
#

i would buy a house next to the parking lot

hearty idol
#

And the amount of strain it would put on your back

polar hawk
#

and do it whenever im not doing anything else

hearty idol
#

Lol fair enough

#

All right, let me google maps the closest Walmart to you. I'll buy it out and then close it down- I'll give you the deets once the pennies have been dumped onto the concrete

polar hawk
#

sweet

hearty idol
#

Though I only make six figures a year, so chances are it will take me quite some time to amass that kind of money. Maybe 70 years or so, depending on how I do with the stock market :)

polar hawk
#

ayyyyy

hearty idol
#

Lol this went way further than I thought it would. Thanks for the entertainment!

polar hawk
#

like and subscribe and hit that bell

#

subscribe to my patreon

hearty idol
#

How do I like a patreon

polar hawk
#

ยฏ_(ใƒ„)_/ยฏ

surreal eagle
#

how do i make a child actor not connect with the player, despite being in the players viewport,and bound to a bone

hearty idol
#

I've had quite a lot to drink. Why am I not asleep? That is the real question

#

@surreal eagle maybe hide the bone better, such as selecting the "hide in game" option

surreal eagle
#

NVM i figured it out

hearty idol
#

Then maybe neither will see the blind bone and run astray.

surreal eagle
#

thanks anywy

hearty idol
#

@surreal eagle yes. I also need to say ,"momma called the doctor and the doctor said, no more monkies jumpin' on the bed

finite chasm
#

Is there such thing as โ€œCollision Cullingโ€ in UE4 like at distances, you keep rendering the mesh but not the collisions for the mesh until you enter the specified range?

unreal ether
#

Is there a way to set unity to nearest filter pixel art?

safe field
#

Can Unreal do this? This is 5 year old tech btw.
https://www.youtube.com/watch?v=tuZMMZ8vbNk

(Best Viewed at 1080p resolution)

We present a technique for synthesizing the effects of skin microstructure deformation by anisotropically convolving a highresolution displacement map to match normal distribution changes in measured skin samples. We use a 10-micron resolution scanning technique to measure several in vivo skin samples as they a...

โ–ถ Play video
#

I haven't seen this done in UE4 however.

#

Actually I've been putting off watching the meta-human video, is this possible with it?

sullen forge
#

Plugins work on my source build but those same plugins don't work on my friends cloned version of my build and I'm not sure why
Where content should be for the plugin it just says none

safe field
zinc mist
#

hey guys,
i tried retargetting the mannequin animations from mannequin to another skeleton.
the skeletons actually matched really well and only it was just the naming convention that didnt quite match.
however when retargetting the animation BP it now looks like

rigid belfry
zinc mist
#

lol

#

idk why its stretching it

#

the skeleton for the ant ^

rigid belfry
#

what does not in scope mean? also when working on grid, whats a reliable way of finding the middle point of a grid?

rigid belfry
zinc mist
#

ah wait wtf

#

my thirdperson animations are fucked

#

is their a way to redownload these

rigid belfry
#

maybe try deleting them and reimporting the thid person character content?

#

save all because ue4 might crash when deleting files that are in the memory

zinc mist
#

hmmm ye

#

also how do u actually assign animations to "running" state etc

unreal ether
#

Im posting what i posted on reddit and ect, but i need some help im new to Unreal

#

Im trying to make a game where the main character is 2d pixel art. I imagine the movement and camera to be connected for example if I moved the camera to the right the angle the charcter appears would change but if i tapped forward the angle of the charcter would change to the correct animation. Im new to Unreal and blueprints, so if it could be explained to a dummy much appreciated.

zinc mist
unreal ether
#

No it would be 3rd person but the charcter would be pixel art

rigid belfry
#

its called 2.5d btw

unreal ether
#

Yessir

rigid belfry
#

something like this?

unreal ether
#

Did you just do that

rigid belfry
#

no lol

zinc mist
unreal ether
#

But yeah thats pretty close

rigid belfry
#

i was also wanted to make a 2.5d game for a game jam but i am having lots of difficulties that i normally wouldn't have in other game engines

zinc mist
#

also how can i get the start content back

rigid belfry
#

i am very close to the idea of just moving to a low poly style instead

unreal ether
#

Is the 2d with camera stuff just really complex?

rigid belfry
#

well its not really complex, quite the opposite really. its just that unreal is built with much larger projects in mind

#

its like cutting a steak with a light saber

zinc mist
#

@rigid belfry tjmx

unreal ether
#

I see

#

Im a composer so i normally am making music and Im trying to learn Wwise simultaneously so Using unreal just seemed natural

zinc mist
#

hmm wait adding the start content again didnt work

#

mannequin animations folder is still empty

unreal ether
#

The idea of my game is semi open world would that still be small scoped for unreal?

rigid belfry
zinc mist
#

oh

#

ye

#

uh i think i fucked up my project

#

i added ThirdPersonCPP by accident

rigid belfry
zinc mist
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uh oh

rigid belfry
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if you are new programming/unreal, i recommend going on learn.unrealengine.com and watching a few courses in there

zinc mist
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ah shit

rigid belfry
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which will have you coding 3! different games in no time

zinc mist
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ngl their course is pretty shit.

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well uhhh accidentally adding thirdpersonCPP starter content and its fucked my project whoops

rigid belfry
zinc mist
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yea

rigid belfry
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hum. no?

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why do you think so?

unreal ether
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I was just starting small with the animation camera stuff

rigid belfry
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i could go as far as saying that the BP course is one of, if not the best, beginner course to unreal i've ever seen

zinc mist
# rigid belfry why do you think so?

never really enjoyed their courses
a few years back i bought their unity and unreal courses.
(the unreal one was cpp)

they were alright but found them too slow as i wasnt coming from a zero programming background

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i found the cpp course was more like "do XYZ" and look it works.

unreal ether
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Not trying to flex but i did program tic tac toe with python once

rigid belfry
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are we talking about these courses?

zinc mist
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no

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the one of the left

rigid belfry
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while i have not started it yet(following a bought cpp course on udemy), i went through the BP one and found it extremely detailed. are you sure you did this exact course or was is some time ago?

zinc mist
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did it 2019.

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hmmm honestly still deciding if i want to stick with ue4 or unity

spark remnant
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i get Lighting build failed. Swarm failed to kick off. Compile Lightmass, how do i fix this? i'll screenshot some errors real quick

rigid belfry
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the first 2 are not errors

spark remnant
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ah alright. then how about the light mass, swarm etc?

tawny nacelle
rigid belfry
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because the capsule component is not changing perhaps

rigid belfry
spark remnant
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from that tab? or

rigid belfry
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from the message log

tawny nacelle
rigid belfry
spark remnant
rigid belfry
spark remnant
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swarm keeps failing, and I have quite a lot of meshes and stuff in the level

rigid belfry
spark remnant
rigid belfry
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create a new level, drag in a few cubes

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try to build lights there

spark remnant
rigid belfry
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then something in the other level is making swarm crash

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pretty sure you have some substantial keywords that can help you find the problem now

spark remnant
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alright, i'll get back if i still cant do it. thank you

zinc mist
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so i am using an animation BP now so i am not walking around with my T-posed character. however all of a sudden he is huge

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its like his scale has increased

glacial dawn
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@zinc mist all of a sudden I guess it'll be playing some animation. Locate the animation it's wrong and change it

zinc mist
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ye i just changed he's scale

rigid belfry
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how can i reliably get the center of a grid?

violet goblet
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when using displacement map in maya for render you have to set the subdivisions for the mesh so the render looks good with the displ. map.

When using displacementmap in UNREAL however it does not subdivide but it does tesselate (triangulation) the mesh, which does not always looks good (on a face of a character for example) is there a way of using subdivision over tesselation? (or am i using it wrong?)

fair niche
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so i was watching a tutorial on how to turn on a light with a box trigger collision when i enter a room and to turn off when i leave. next he said lets add a delay so i paused the video to try and do it by myself to see what i learned and it works but can someone explain why he did it differently than me and if mine is less efficient

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is mine

rigid belfry
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is there a way to change the material parameter for only one instance of the hierarchical instanced static mesh?

fair niche
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and thats his. is there a reason why i wouldnt want to feed both events through the same delay ? besides the obvious point of wanting diff delays for each

rigid belfry
fair niche
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mine is the first one the 2nd one with 2 is from the unreal youtube page

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once he said what he wanted to do i paused it and did it myslef to practice and just fed both through 1 delay and i saw he did 2 and didnt know if there was a reason for it i just started unreal yesterday so super new lol

rigid belfry
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in that case they have one for no particular reason. well there could be a few but for this exact scenario, no

fair niche
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ah ok thanks man

fair niche
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oh cool i will. ive been on youtube and when they say to do something i pause and try to do it myself first then watch them do it if i cant figure it out. prob not the best way to learn lol

rigid belfry
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the only real problem that could arise with your setup is if say your player tiggers the event very fast

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as you see in the video i posted if i leave the trigger while the delay is running, the trigger on the End Overlap will be ignored

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that is because if you try to call a delay node that is already counting down, the second call will be ignored

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while in the example provided by epic, both events will always fire, no matter what

fair niche
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ohhh is that why when i made a door opening up and down if i moved in and out of the box collision it would stutter and reappear at the top ?

rigid belfry
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maybe ๐Ÿคทโ€โ™‚๏ธ

fair niche
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was really pissing me off had trouble finding a fix so i just made the box trigger really big lol

rigid belfry
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normally it wouldn't stutter, it simply wouldn't go past the delay, if i remember correctly

fair niche
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you can kinda see it here

rigid belfry
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are you familiar with timelines?

fair niche
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the bare minimum i used it 1 time on that door

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i just started yesterday so i dont really know anything

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maybe my timeline wasnt long enough ? so it retriggered super fast ?

rigid belfry
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timeline basically is a node used to animate stuff based on a curve

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which give you greater control when animating actors compared to setting up their actual transform manually

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instead of going from open to closed instantly, you smoothly go in and out

fair niche
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yea the video had me set it to 1 second

rigid belfry
fair niche
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oh mine were set up to play from start and reverse from end

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thats why when i turned around it was closed and started to open again

rigid belfry
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is the gif above making discord crash for anyone else?

kind mulch
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Yes it is

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<@&213101288538374145> ^

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Thanks ๐Ÿ˜„

modern root
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no worries ๐Ÿ™‚

chilly geyser
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Is it possible to create a dynamic DOF (Depth of Field) effect using Player Camera Manager?

deft raven
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Hi, my third person blueprint make my project crash, if a try to open the blueprint the project crash, if I try โ€œplayโ€ crash, if I try to delete the folder of third person project crash

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Anyone know what can be?

glacial dawn
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@deft raven the animBP or the skeleton? My skeleton got corrupted twice for Ctrl Z in the skeleton. I hard learned the lesson. Just try to open the skeleton before the animBP. No fix by the way. Hope you had control source or an easy way to overwrite the skeleton file if that's the case.

earnest violet
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If you have a look at the screenshot below you can see the game hud is displayed during a cutscene. How do I get rid of the hud temporarily during a cutscene and come back on when the player takes control of the character please? Thx! ๐Ÿ™‚

eternal anvil
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There should be a remove all widgets node somewhere

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Set it to run before you start the cutscene, then create the widget+add to viewport when it's finished

earnest violet
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@eternal anvil Ok bro! Will try now

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@eternal anvil That didn't work friend. The hud is still on screen. Here's the code.

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@eternal anvil The bottom screenshot is what comes first in the code

oak robin
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Hey, I'm new to unreal, how to I import assets from another project into a new one. I'm trying to make a game using Horror Engine from Unreal but don't know how to take the assets from it

earnest violet
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@oak robin U migrate it

oak robin
earnest violet
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@oak robin Load up the project and right click on the root folder of the asset pack choose migrate and then click ok to all the files it will export and the choose a save loction which should be the location of your game directory for unreal and choose to save it in content folder. ๐Ÿ™‚

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Sorry if I misunstood the question

oak robin
earnest violet
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Yeah ๐Ÿ™‚

oak robin
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ooooh, I migrated them to a new empty folder

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Thanks a lot

earnest violet
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nah don't do that that.

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remember to save it to the content folder in your game folder directory

tame stag
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Anyone can explain why timeline functions are running faster in a packaged build? I understand why tick functions do... But why timeline? Are they also dependant on tick?

tender jacinth
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Hi someone know why my block is so darker ?

grave aspen
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I suspect that is what is commonly known as a shadow

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try changing your directional light direction to see if the black portion changes

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if it does, then yes, it's shadow, if it doesn't, then it's something else

timid frost
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hey i might think so i am having some problem with key bind when i change key bind to left mouse button i dont work but when i change it to other key bind it works

tender jacinth
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The problem is that in mobile game we can only put one directional light :/

scarlet birch
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That is not the problem

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It's only intended for there to be a single directional light.

rigid belfry
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since they slow down performances way too muc

scarlet birch
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The Unreal documentation does a good job of covering the lighting basics

tender jacinth
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I will see the doc so

scarlet birch
rigid belfry
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it means you render materials as unlit

scarlet birch
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Just no

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It's an option but lighting is still an option, even dynamic

tender jacinth
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Without lights its too darker, isn't it ?

grave aspen
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depends what you want to do

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all i was saying is, your dark spot on your giant letter T was shadow

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or unlit surface rather

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if it's not, and it's from a material, then you'll need to address that in your material

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lights are fine on mobile, as mike is saying

tender jacinth
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mmmmh okay thank you

scarlet birch
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Read the docs on lighting. There's a great blog post on Tom Looman's site if you search for "unreal lighting masterclass" that can also give you some good tips.

grave aspen
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it all just comes down to your specific game's needs

rigid belfry
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the few projects i've done on mobile have all been without any real light and its been just fine

grave aspen
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neat

scarlet birch
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That's not the same as saying "you shouldn't be using lighting"

grave aspen
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but that doesn't mean you can't use them lol

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as you chose not to

rigid belfry
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yeah, that is true

grave aspen
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^_^

rigid belfry
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i worded myself wrong

grave aspen
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all good

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just be more careful with giving advice in the future as people look at this discord as a way to get confident answers they can rely on

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โค๏ธ

tender jacinth
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Thanks guys ๐Ÿ™‚

elder escarp
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Hey guys, what is the preferred way of creating destructible meshes in 4.26?

faint juniper
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I have a character creator system, I need to save the values of the sliders so that it can be loaded and replicated. How would I go about saving the values? I am at my wits end, I currently am only able to save the last value changed, I of course need all values saved - can anyone please help?

ionic oxide
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Hi, can anyone explain to me why FVector::DistXY is giving this values?
LogTemp: Warning: Pawn Location: X:-69.000183 - Y:-538.339783 - Z:110.212494
LogTemp: Warning: Target Location: X:-69.000183 - Y:-538.339783 - Z:110.212494
LogTemp: Warning: PawnDist: 43.999996 - TargetDist: 44.000000 - Diff: 0.000004

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I'm moving the pawn to the target location until their distance difference is nearly zero

whole quarry
astral phoenix
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Hello, im working on some coin pick up, and i want so when i pick up the coin it spawns again after some few seconds, but idk how to do that. can some1 help me? ๐Ÿ™‚

rigid belfry
mystic robin
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create advance session and find advance session node is not showing.

worldly cipher
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Does anyone know any tutorials on how to create lasers being shot in a straigh direction of the local of the spaceship?

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couldnt find any

astral phoenix
rigid belfry
faint juniper
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@whole quarry I have no idea how to do the structure

mystic robin
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i need plugin for that ?

rigid belfry
worldly cipher
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yeah but from a non player controlled object

rigid belfry
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AI that shots projectiles?

mystic robin
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when i use plugin in my game. i cant package game for mobile.

worldly cipher
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no, not for game but rather film

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so what id do is manual activation for shooting

mystic robin
rigid belfry
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i mean, i wouldn't even code something like that. if its just for a small segment, you know, you just create a particle effect of whatever and play at at X point in time

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since its not a game you dont need actual, real, functionalities. you could do it through smoke and mirrors

worldly cipher
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i mean i kinda wanted to learn ue4 by for this instance to a spaceship battle with multiple ships so id do manual activations for each of them

rigid belfry
# mystic robin which plugin i need ?
faint juniper
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@whole quarry

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I dont know how to take my values and feed it into a structure

whole quarry
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you want each variable to be in the structure

glacial dawn
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My input settings has been reseted (why?? No idea) the weirdest thing it's that the defaultinput.ini have all the right inputs but if I press import it does nothing... There's some way to recover my inputs??

rigid belfry
faint juniper
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@whole quarry I'm not sure how that would look

whole quarry
worldly cipher
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one sec i need to fill in all my details for some reason

faint juniper
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@whole quarry Yes, but how would 165 morph targets and their independent values look in a structure.

worldly cipher
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doesnt seem like what i am looking for but still might be worth a shot

rigid belfry
whole quarry
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@faint juniper like so

rigid belfry
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In this course, youโ€™ll learn how to use Unreal Engine for virtual production and post-production, bringing together all the pieces of your workflow into a unified environment to create a short film
thought you were looking how to produce films in ue4?

worldly cipher
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not that for that instance but it would still be nice to know

whole quarry
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tho I would follow the existing naming convention to make it easy to read back

glacial dawn
worldly cipher
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just kinda wanted to know how to move a projectile from the local loc and rot of the spaceship

whole quarry
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@worldly cipher Same as a normal player character shooting a projectile from a gun

rigid belfry
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as in, manually

worldly cipher
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hmm maybe

whole quarry
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not maybe, the player mesh would be a ship and the gun would be a turret

worldly cipher
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but since im way too inexperienced in blueprint i was hoping id find a tutorial for that

whole quarry
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its only different for you, not for the game engine

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engine does pew pew in both scenarios ๐Ÿ˜‰

faint juniper
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@whole quarry I would need the "Morph Target Name" too for each value, how would I be able access it this way?

glacial dawn
whole quarry
mystic robin
whole quarry
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@faint juniper updating the structure values can be done like this, either set a new value, or re-set a existing one, you cant leave any empty as it would be set to 0 then

faint juniper
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@whole quarry I can't see how I would control the value only for the relevant variable this way. What am I missing?

brittle tundra
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Hello Guys for landscape deformation would you do Render Targets or RVTs?

thick nebula
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Is it possible to host a party with Epic Online Services enabled locally on a machine that is connected to the internet, and then take that party and add them to a dedicated server instance, one that is not hosted by the game owner/non-authenticated dedicated server instance owned by a user

I know this uses sessions of some sort, i'm just not sure if it is possible to connect a party to a dedicated server that is non-authenticated.

faint juniper
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@neon bough do you mean to have the Pin Option enabled? Yeah I have that on those 4 examples. My problem is that my morph targets are controlled by their Name, to apply the morph again I would need the "Name" again as in Variable type

buoyant graniteBOT
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:triangular_flag_on_post: Raphael Hassell#8364 received strike 1. As a result, they were muted for 10 minutes.

sterile tulip
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guys

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set simulate physics is not working

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my physics asset object is not falling down

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it sticks

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I dont know

visual sky
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Hi! I am developing an online game and I have a question. I got peer to peer working, and was think about simply running the game on a AWS server and hosting it from there. This would require the server to have at least the computational strength the target user would have when playing. Can I run the game in a reduced graphical mode or completely without graphics?

rigid belfry
faint juniper
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That variable doesn't exist in the blueprint...what is causing this?

rigid belfry
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is it possible to create a 2dimensional array in blueprint?

granite creek
worn granite
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better to learn how to take a row column and generate an index into a single dimension array. (aka array flattening)

A bit difficult if you want to dynamically resize though, as the coordinates of the same position would change.

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row * stride + column is pretty easy to work with besides resizing the stride

hearty idol
#

So is unreal engine 4.27 the alpha of ue5?

surreal eagle
worldly cipher
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it comes every 30 seconds lol

faint juniper
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Well HAVE YOU SUBSCRIBED?!!! Don't forget to leave a like

worldly cipher
#

DID YOU HIT THE NOTIFICATIO BELL?!?!

faint juniper
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Let me know in the comments section what you think

cinder bloom
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Hello guys ฤฑ need your help. I have been dealing with a project for 2 months and I am about to come to an end, but unfortunately I did not get the lights to build. I'm getting a swarm agent lightmass error. I watched a lot of videos and tried the method but it didn't work, Please help me I will install it on Steam after I finished this game.

worldly cipher
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its annoying if you watch something for 18 minutes and get reminded to subscribe 36 times

cinder bloom
worldly cipher
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ironically enough this is the reason im not subscribed to that person

faint juniper
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hahaha

worldly cipher
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like, nice tutorials but i just cant find myself to finish one of their videos because it infuriates me too much

limpid arch
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maybe I'll post it here, since it may be a general UE4 thing:

Testing a multiplayer game in standalone mode results in a lot of lag - testing in editor windows is fine, can I do something about that? At the end clients connect to a dedicated server via matchmaking and I want to test that locally. Is the performance of the server limited in standalone mode or something?

Thanks in advance!

grim ore
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@cinder bloom try going into that folder where it creates the temp files and delete them all (with the project closed) then try building again.

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@limpid arch lag? video lag, networking lag, input lag, etc.?

limpid arch
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the position of the characters get corrected a lot, so i would go with network

grim ore
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when testing in the editor are you testing using a dedicated server or a listen server?

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same with the standalone I guess

limpid arch
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i run all windows as client if that answers the question

grim ore
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but you should see similar performance between Play in editor and standalone

limpid arch
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i'm still learning so i may have missed something

grim ore
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well if its client, then its listen, so perhaps your "server" for that play mode is in the background which means it gets less resources assigned to it

limpid arch
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wait are you that youtube dude? because if yes you helped me a lot

worldly cipher
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Mathew, can you tell us the answer to tomato? everytime we are being asked the question "Tomato?" But to this date i could not find an answer to this question. Is it, perhaps a deeper reflection at life?

limpid arch
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it doesnt run a new terminal window if i play it in editor mode

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is there any way to give more "power" to that server in the background?

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my computer should be capable of doing more so i'm quite confused why this is happening

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stuff that is fired with each event tick also behaves weird

grim ore
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we might need to see an example of the issue, but generally if its not focused it will get less resources its a setting in the editor

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it sounds like its running at a lower FPS