#ue4-general

1 messages ยท Page 975 of 1

limpid arch
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the game itself runs at 144 fps

grim ore
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@worldly cipher I had one of my kids do it, its a play on words for "Tutorial"

limpid arch
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let me have a look at that

worldly cipher
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oh wow, i did not expect that

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so no deeper philosophy?

grim ore
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well rubber banding sounds like networking/server issues for sure since its using server authoritative for moving if you are using the character movement component

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@worldly cipher nope nothing deeper

worldly cipher
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gorsh darnit. i already sarcificed 12 people to the holy tomato

limpid arch
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it also doesnt recognize some events that should happen while colliding, so i guess there's something wrong with the server

grim ore
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but I can say just opening up the default template and hitting play in stand alone or PIE with multiple clients "seems" to be fine

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yep that all sounds like low FPS on the server

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tick , check for collision, wait a second and now the object has moved far away, tick, check for collision, oops it missed

limpid arch
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excuse me for that question but where do i find that again

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its not under project settings is it

grim ore
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Editor settings

limpid arch
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ah oh

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it's unchecked

grim ore
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yep you should be fine then ๐Ÿ˜ฆ

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so when you say standalone do you mean "play in standalone" from the editor or a cooked/packaged build?

limpid arch
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play in standalone

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I would like to try the packaged build but

grim ore
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if your going to test like that try the packaged build

limpid arch
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how would i test a dedicated server locally then

grim ore
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dedicated? you cant without building a server from source. listen? launch it as listen server

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outside of the editor that is

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that is weird tho, it "should" work ๐Ÿ˜ฆ it does here atleast but it definitely sounds like the "server" is running at a weird tick speed

limpid arch
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a few weeks ago i had a hosting system with one player hosting as listen server and the others joining but i want people to join without someone hosting, does that still make it a listen server?

grim ore
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honestly tho, if you plan on making this using dedicated servers then that should be tested day 1

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listen mean someone is hosting the server and playing as a client at the same time

limpid arch
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i started it out as a fun project but... it kinda got very large all of a sudden XD

grim ore
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dedicated means someone/something is hosting it as the server and thats it

limpid arch
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ah yes i dont want the server to be a player

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i thought standalone would be doing that in the background

grim ore
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yep then you have to have running dedicated servers somewhere for people to connect to

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standalone just launches the client in a new process

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these are the settings for the server mode, standalone is single player. listen is listen, client launches a dedicated server and a separate client

limpid arch
grim ore
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you can test dedicated from the editor if you choose play as client

limpid arch
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yes i am doing that

grim ore
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then at the top if you just play in editor it runs fine?

limpid arch
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exactly

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it runs perfect in editor mode

grim ore
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but this fails?

limpid arch
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exactly

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everything works but its just.. very laggy

grim ore
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when you do that do you get the command window to pop up with the server?

limpid arch
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yes it opens up a terminal window

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plus the client windows of course, i've been testing in that mode bfore

grim ore
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yep super weird, thats not even going over your network just local host

limpid arch
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everything worked fine

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but something must have went wrong since it doesnt work anymore

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is there some kind of tick rate limiting or something else

grim ore
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the only one I know is the one I showed you

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but that shouldnt effect this

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i mean there is tick rate limiting but you would have to set it up by hand

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does launching it in Play in New Editor Window work without issue? if so then its got to be the seperate server process causing the issue

limpid arch
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yes that works fine too

faint juniper
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I'm still stuck on getting my MorphTarget values into a Struct, I can only manage to get the last updated MorphTarget to go in and cant work out how to set up the Struct so that I have the Name and the Value of the MorphTarget. Which can be set and therefore saved for later. Current set up

limpid arch
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can server traveling cause such an issue? like changing the map

grim ore
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welp maybe check some of these settings in the editor preferences then (under play)

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it can if the server and client are not running the same map

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but if launching from the editor you should be fine but dedicated server code is not the same as listen server code but if your launching in dedicated in editor and it works fine but just the play in standalone is not... thats just ... weird

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what you describe tho "feels" like a server just simply running slow

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not enough cpu resources dedicated to it for example.

limpid arch
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can i affect that somehow? it's weird all clients and the server are on the same map the traveling works fine too

grim ore
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maybe try those "launch seperate server" option and the run under one process. I know run under one process can cause weird stuff but not this weird

limpid arch
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oh yeah let me check that out maybe i broke something in there while practicing stuff

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wait... run under one process is unticked by default?

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it was ticked

grim ore
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It should be ticked by default

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Everything above is default. But at this point trying out stuff to figure it out can't hurt I hope lol

limpid arch
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i'm trying out if it's just because the game needs too much power or something else... I really don't know why it works in editor windows

grim ore
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yeah it shouldnt be a "needs more" issue, i think something is stopping something from running correctly

limpid arch
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Ah. Wait a second I could test it on another computer

grim ore
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you should definitely not base this as an issue that needs to be fixed due to it being in the editor. you should be testing in a real setup and then see if its an issue. dedicated server build and packaged builds.

limpid arch
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i can still run it locally then right? multiplayer stuff is still quite new to me, but this issue has been the biggest until now

cinder bloom
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bro it didnt work pls help

rigid belfry
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i was wondering whether someone could point me toward achieving a proper Procedural based directional Dungeon generator. basically i've taken the grid from the puzzle project and slightly expanded on it. red tiles are floors, black are walls. both are hierarchical instanced static meshes that way i save on performance. anyway, this is the code that runs on the construction script of an empty actor i have in the level : https://blueprintue.com/blueprint/1xgpu13-/ . ideally, i would like to tell the engine that each tile is either a wall or a floor tile. each tile should have an x and an y value. the map starts out completely filled out with walls and once this process is complete i then run more logic which defines the starting location(middle of grid, near bottom). after that i could move 1 up in the axis and repeat, making sure there is a floor tile below.
i previously tried using scene components and have the logic run by using collision, that also did not work for a couple of different reasons.

if anyone has any idea, maybe a pointer or even just a webpage that could help me in figuring this out, i'd greatly appreciate it

cinder bloom
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I deleted them and tried to enter unreal engine and try to do it again but it didn't work.

rigid belfry
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right now i simply parse the TileType array and switch on int, instantiating either a floor or a wall. i feel like this is wrong, and i have to instead put more logic in this ForLoop

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also i think this part right here is inherently flawed, because i am not able to store the transform data. the only option would be to add each transform into an array i guess

boreal crown
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what's the checkbox called that basically changes how the player moves in the world? So that something like an endless runner could be made. I think what it does is it has the world move instead of the player? I don't remember.

boreal crown
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There is, I am just explaining it poorly.

worn granite
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I think you are thinking of large world coordinate systems

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there's a transition model iirc

boreal crown
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I think games that have large planet maps use it.

worn granite
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for an endless runner you would probably want to move the world instead of the character

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I don't see how it would be an option to freeze the player xform and update everything else

boreal crown
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I'm definitely explaining it poorly, there's an option that does something to change how players move, i just forgot what it's called.

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There's even mods that make it work in multiplayer

grim ore
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You can lock axis and rotation but that doesn't move the world

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Maybe show what you mean

boreal crown
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Found it, it's Enable Multiplayer World Origin Rebasing

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I deeeefinitely explained it wrong, lol

buoyant graniteBOT
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:triangular_flag_on_post: Cezeri#8133 received strike 1. As a result, they were muted for 10 minutes.

plush yew
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Anyone able to help with a bug I'm experiencing? Anytime I click a dropdown or drag off a node it'll open or drag a line and then stop.

soft fiber
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The nameplate is a UMG Widget. Is there anyway to get the BP_NPC_Parent reference from the nameplate object?

limpid arch
plush yew
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Yeah, restarting fixes it but I don't really wanna have to restart everytime to fix it.

bleak copper
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So, when I play my game on Oculus Quest/Quest 2, my colors are off. I can see the issue when I use ES3.1 Preview. Is there some obvious setting that I should toggle (ex: linear vs gamma color grading) to help make them closer together?

limpid arch
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I hope someone has a fix for that but ngl I thought I was the only one with that problem, hopefully there is a fix

bleak copper
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ES3.1 preview

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Ah okay. Eye adaptation (which I thought I disabled) and Tonemapping.

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Auto Exposure is disabled...

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And yet toggling Eye Adaptation in the Show button still affects the scene.

sterile edge
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hey I have a problem

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<@&213101288538374145>

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sory ping

fierce tulip
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<_<

gaunt abyss
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What is so important ๐Ÿค”

sterile edge
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what is this?

gaunt abyss
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...

sterile edge
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XD

buoyant graniteBOT
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:triangular_flag_on_post: DeYuri#6501 received strike 1. As a result, they were muted for 10 minutes.

dense knoll
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UE4.26 is lagging alot more than 4.25, Is this normal or...

split umbra
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Where is the help channel?

dusk portal
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Which pattern unreal is using to dither DOF/Motion blur?

sterile tulip
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How do you connect a physics constraint to a vehicle inside a blueprint?

split umbra
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Pls help

restive eagle
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thats a new feature

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you're good

gaunt abyss
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Means you don't have a GPU which supports DirectX 11 which is a requirement for UE4

restive eagle
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i thought he was poking fun of the above post, sorry ๐Ÿ˜ฆ

desert dirge
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So say my model has a metallic map is there a way I can control the output and input of how much metallic is in unreal engine

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I just started with unreal engine today

restive eagle
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if you are not sure where to post, read the channel's description

sterile tulip
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Can you have blueprint and c++ mixed in a project or do you have to go only with one or the other

bleak copper
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Blueprints and C++ can be mixed. In fact, I consider it ideal.

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One rule: Blueprints inherit from C++. You should not have any C++ depending on anything from Blueprints.

hexed eagle
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hey guys. I've got a question. My ACharacter class has a Health Actor Component on it (manages the health of the actor). This manages the Health and Shield etc of the AActor that it's attached to. My question is, I cannot get my UMG to read the value of the players health, to get the health percentage to display to screen

rigid belfry
bleak copper
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@rigid belfry How do you mean?

sterile tulip
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I have everything in blueprints but I need a line in C++ that will set the angular rotation offset of my constraint in the physics asset on collision/runtime @bleak copper

bleak copper
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@rigid belfry If you mean "a C++ class cannot inherit a blueprint class" then that's correct... but bp can call C++ functions, and C++ can sort-of call blueprint functions.

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@sterile tulip That's going to be rough if you already have blueprints as your authoritative setup.

sterile tulip
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there is no official support in the window

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so i need to add this line in c++

bleak copper
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Yeah it's going to be hard.

sterile tulip
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why

rigid belfry
bleak copper
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So first I'm not exactly sure if angular rotation offset is blueprint exposed. It might be... ... ... but, if not, then you PROBABLY need to inject a C++ class between the blueprint class and whatever your blueprint currently inherits from.

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You MIGHT be able to just create a UFUNCTION() that accepts your... thing... (actor? pawn?) and uses its public api, though.

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I keep recommending people start with a C++ project even if they barely use it... and people say "lol no blueprints is fine" and then times like these happen.

sterile tulip
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I dont have much blueprints, I only have it in the blueprint class, which inherits from the physics asset. And the constraints are handled in the physics asset so I can just do the constraints in c++ and let the bp nodes how they are?

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but I have never done c++ and have only used blueprints in this project

bleak copper
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So yeah your two options are:

  • Convert your project to a C++ project... get it able to build... reparent your blueprint class to a new C++ class... add a UFUNCTION to the new C++ class... call that UFUNCTION from Blueprints
    or
  • Convert your project to a C++ project... get it able to build... create a BlueprintFunctionLibrary... add a function that accepts the C++ thing you derive your blueprint from... and have that function do the C++ you need.
sterile tulip
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I just found the line which I need in the internet

bleak copper
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Yup

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And it'll be rough. Sorry. :x

sterile tulip
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Alright so if you say it is possible I can look at how cpp works

bleak copper
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Yup.

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First thing is save everything and commit it to your source control... like git.

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If you don't have source control... then you could copy the folder but you really should have source control.

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After that, I think file -> New C++ Class will force the editor to TRY to convert your project to C++.

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But in my experience it'll fail and you'll need to figure out why.

sterile tulip
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what is source control/what does it do

bleak copper
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Git... lets you incrementally change things. Makes it very easy to be like "oh crap a change I made screwed everything up... I want to go back to this other point in time where everything worked and try a different solution".

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There's others like Perforce and SVN and so forth... but Git is popular for Unreal.

sterile tulip
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can I upload this somewhere? Or will it be locally saved on my computer

bleak copper
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Your choice.

sterile tulip
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So its all stored on the github?

bleak copper
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By default it won't have anything to do with GitHub.

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You need to push your local Git to GitHub (or bitbucket, or gitlab, etc.)

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Without pushing your local git, it will just stay on your PC.

sterile tulip
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Do they give users unlimited storage to save our source control there?

bleak copper
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Git is a free tool. If you don't push it anywhere, and it just stays on your PC, then there's no-one to pay.

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It's just stuff on your PC.

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If you don't use Git, then you can just copy the folder too.

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That works but yeah there's times where you can get yourself in a crappy situation and be like "I wish I had an exit"

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You do. Just checkout the earlier commit. Easy peasy.

sterile tulip
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alright thank you very very much

bleak copper
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Yup.

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Sorry this is a rough topic. :\

buoyant graniteBOT
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:no_entry_sign: haksupeel#1740 was banned.

rigid belfry
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what happened

bleak copper
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Still struggling to figure out how to get Windows and OpenGL ES 3.1 kind-of in sync. I know if I disable tonemapping and eye adaptation in the Show button they look similar, but I'm struggling to figure out what settings to actually apply. <#ue4-general message>

rigid belfry
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btw anyone has any experience with eight-direction sprites? i have this grid i use for up, down,left, right but i've had some hiccups and i was wondering whether having 8 directions could fix it

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basically when i am moving up and down, the direction does not properly communicate that i am also moving either left or right

scarlet current
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I managed to setup the "level camera" by modifying the level event graph. Is that the right way?

rigid belfry
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i also want to point out that this only happens if i try to go from either up/down to left/right. if i am walking on the Y axis and move on X, the direction gets updated properly, whereas the opposite does not work

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i think its because of the way my logic is running but i have honestly no clue how to fix it

random bluff
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Question. Can you achieve your achievements in your game before its officially released on Steam?

sour mango
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does anyone know if there's a way to view shaded trigger volumes like this?

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i'm finding myself wasting a ton of time trying to figure out where the actual bounds of my trigger volumes are when all i can see is the little edges. ๐Ÿ˜ฆ

scarlet current
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I don't get this. I created a new Third Person project, I can't figure out how the game starts at the camera with nothing done. Is it because of the "Camera Boon" object?

grim beacon
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Are there any documentation on what baking navmesh actually does?

bleak copper
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Are you asking what a navmesh is?

scarlet current
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I did the same thing as they did in the third person template, with the same settings and when I press play it starting the view at playerstart and not the character. The thrid person template has no game mode set.

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The third person tmeplate also has a playerstart with the "Spawn player at playerstart" option set but it loads the game at the camera pointing at the character and I can't figure out how they did it

rigid belfry
scarlet current
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So is mine

rigid belfry
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show pic

scarlet current
rigid belfry
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attach the camera to the springarm

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btw you should open your character inside the content browser

rigid belfry
# scarlet current

right click inside your content browser-> create blueprint class-> character

scarlet current
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ah

rigid belfry
rigid belfry
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"but i cant look around!!" did you set the logic? no. "how do i do that" here you go

scarlet current
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It's still viewing from playerstart instead of the character camera

rigid belfry
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if only i could understand what that means, i could help you

scarlet current
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When I press play, the viewport views from playerstart

rigid belfry
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because you are spawning at the playerstart

scarlet current
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So is the third person template

rigid belfry
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without a player start in the level, you'll spawn from where the flying camera currently is while not playing

rigid belfry
scarlet current
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I think I have something stuck in the project

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yeah I did everything

rigid belfry
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the project is most likely fine

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so again. what is the problem? the camera is at the player start location?

autumn grail
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I have to know something before starting the Login module of my website, will i be able to connect the players with Epic Online Services using my website database?

scarlet current
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I got it working

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It goes back to the game mode

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But I didn't do anything in the world settings

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I just created a new gamemode from the blueprints pulldown

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And set the default pawn to the blueprint I created

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Now I have to figure out why is it too close to the character

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correction: still pointing to playerstart

rancid lynx
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my Elbow XYZ Axis is rotated 90 degrees. is this going to make problems for animation anywhere? my manual key animations are working fine, what about for IK or UE4 Control rigging? which i will learn next. i dont understand what Axis is important for, other than manual rotations

scarlet current
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PlayerStart in the Thirdperson template is nowhere near the camera

grim ore
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You don't want to use the player start? Delete it. Make the character in the world auto possess. Don't want to use character? Delete it and it will use the default pawn in the game mode.

scarlet current
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This is insane....

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I deleted the playerstart in the project generated with the thridperson template and it still starts the game viewing the character and I don't see any other playerstart objects and the auto possess is the same in both projects "disabled".

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It's setting the camera inside the blueprint as the level camera

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...how...

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it's working...this time it's working

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aparently....autoposses in the blueprint was disabled but can be set in the outliner

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3 hours....

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but you were right about that autoposses thing

upbeat tendon
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Are datatables singletons?

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If i was to make sure a data table was loaded (from my config api) before characters are spawned, including a reference to it in the game mode, would that work

spare kernel
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datatables get loaded if something references them

sterile tulip
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@bleak copper Hey, about the mixing of blueprint and C++. I will restart this project from scratch anyway. So I can just start a C++ project, add the few lines I need and then do everything else in blueprints like I did right?

limpid arch
merry oasis
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Hey i didnt know which channel to put this in so im just going to throw it in here. Essentially i am trying to make a night scene. I have rotated the sun, refreshed the skysphere material. There are just random lights everywhere even though the only lights in my world is the sun

bleak copper
# sterile tulip <@!105833476707651584> Hey, about the mixing of blueprint and C++. I will restar...

When you are working in C++, you create the class you want in C++ and then use that as a base of your blueprint class. So, if your thing is a character, then you'd use Unreal Engine to add a new class... use ACharacter as your parent... which will create a new class (AMyCharacter or whatever you call it). After that, you create a Blueprint class that inherits from AMyCharacter (or whatever you called it).

sterile tulip
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thank you so much ๐Ÿ˜Š

bleak copper
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I figure that's okay... either you're single-player (or local multiplayer) or the server is the only thing that needs to know the data table... but yeah.

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Just in case.

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Probably better in that case... if there's anything important, then you could just RPC ask the server to tell the client.

rancid bramble
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Hey, guys! Just a simple question. How can I reset landscape back to flat?

mystic robin
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anyone know about this ?. its happening with ue4 editor

humble stratus
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Could someone direct me to the "water content" project? People in this thread are talking about it, but I can't find it anywhere: https://forums.unrealengine.com/t/unreal-4-26-ocean-foam/154699/16

blissful narwhal
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Hello, I added a media player texture to simulate a movie screen based on the Unreal documentation, and the video seems to be playing (the colors on the "screen" move when I hit Play) but it's super blurry... I think it might be way out of scale, but texture scaling on the actor isn't fixing it. Any help is much appreciated! Here's what it looks like:

halcyon prawn
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Quick question if anyone knows.. when modeling kits for scenes and or levels.. how do I set up the pivots in engine? I always seem to have my walls etc be a little bit off or skewed some way and it's driving me nuts. Not sure what to search to figure this out.

timid spade
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why is my CCDIK lagging severely behind?

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im trying to bind the left arm to a weapon and all of a sudden after 2 weeks of working fine, it starts lagging behind

timid spade
rigid belfry
# scarlet current PlayerStart in the Thirdperson template is nowhere near the camera

can you record a video showing whatever your problem is? you say
i deleted the playerstart in the project generated with the thridperson template and it still starts the game viewing the character and I don't see any other playerstart objects and the auto possess is the same in both projects "disabled
but as i have already stated many times, the PLAYER START only functions as a starting location. it has no other functionality beside that. its only use is telling the GAME MODE in what LOCATION to spawn the Player controller. the camera inside your character is pointing at your character because thats how cameras work. thats how you set it up

dusky yacht
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pardon me but how to access 'learning' content on linux? there are several 'launchers' to access marketplace content but havent found this out with tedious googling

blissful wharf
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can i use special characters in the action mapping names?

fierce tulip
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probably, but i would not risk it

plush yew
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Good morning, how are you doing guys? Does anyone know any method to enable the LOD Dithering for all the material instances at the same time?
and not having to go 1 by 1?

fierce tulip
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no batch option?

plush yew
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It would be awesome if I have a batch tool or something like that to modify assets/materials at the same time

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so if anyone knows any tool / plugin / scripts which would let me do that please specify it!

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anyhow I need something to modify/do that

fierce tulip
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one sec

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since you cant access the bulk editor for mat instances, try:

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this paid back for itself in the first 10 minutes I used it, and that was a few years ago

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edit: hmm, wait before purchasing

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had to confirm if it still works (havent used 4.26 that much), it does.

plush yew
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i accidentally did something and this popped up and now i cant control my character or move the camera, HELP

modest trench
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if its the UI bug it looks like restarting the editor should fix it

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or alternatively just dragging another sidebar tab around the white lines then back

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happens if I move windows around occasionally

storm burrow
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4.27 in mid july is the idea apparently

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nothing certain tho

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someone mentioned ue5 news will appear in mid may

sudden ferry
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is there a way to make view distance cull everything the same? foliage, landscape etc

modest trench
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Cull Distance Volume?

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Unsure if that's the best practice

sudden ferry
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idk for me cull distance doesnt cut everything

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i guess it doesnt cull landscape/some landscape related stuff

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maybe related to actor/mesh settings or something ill look into that

mortal cedar
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Does anyone know what it takes to get on the upcoming, or popular upcoming games list on steam? My store page is set up and I've had 1000 wishlists in the first week. Perhaps you need like 1000 in a day or something, or you need a larger total before you can show up? Or does no one know?

actually I've noticed the list is ordered by release date, despite lots of the games being listed as "coming soon". Seems a bit unscrupulous but maybe I should just keep changing my release date to be next week haha

fierce tulip
echo zealot
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Does someone know if I'm legally allowed to use the sound effects in the engine content for my game (I'd like to use the VR sounds for the button click sound)?

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It is a commercial project, if that changes anything..

mortal cedar
gilded lichen
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Hello, I adding a randomise mechanic to my game, which has two arrays, one for the target points (where I want the items) and the other for the items themselves. Works fine in engine, but when I package the game, it doesnt work. Why is this?

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I'm using SetWorldLocation with teleport ticked to set the location to a random target point's

lusty jay
mystic robin
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It's happening because of graphic card.

plush yew
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Hi guys, I'm learning to do photoreal landscapes but I can't really nail it. It looks like a nice video game, but not real... Would you have any tips ?

lusty jay
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Damnnn they look amazing

honest vale
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well the spruce needles look a bit too dark imo

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as do does the grass

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you gotta play around with the materials to get subsurface scattering to work well in all lighting conditions

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and I think the AO around grass is too strong, it's causing dark shadow blobs around them

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or it could be the directional shadows too ๐Ÿค”

plush yew
#

I see, thank you. The scene is not ray traced, and doesn't have distance field shadows activated either. I would have like to have it, but I couldn't get the soft shadow from the directional light with distance fields...

#

so the shadows are quite strong and sharp

#

What do you think about the 2 houses ? I couldn't get the windows right on them, which is not helping I suppose

honest vale
#

I like the plank walls, they look really nice

#

though it reminded me more of a some sort of tractor garage or so first and not a house, mainly because there's no yard or anything

plush yew
#

ah yeah, I mean the garages haha. Not sure what to call them. A lodge maybe ?

upbeat tendon
#

well damn those look good to me!

plush yew
#

Thank you!

honest vale
#

reminds me of a grain drying building actually

#

probably due to the metal container thingy there ๐Ÿ˜„

#

a real small one at least

plush yew
#

yes I was going for a semi-abandonned farm house kind of thing

#

so it's mostly due to the strong shadows/AO that it has that "video game feel" would you say

honest vale
#

or the overall darkness of the foliage materials

#

how does it look in unlit view?

upbeat tendon
#

ok well photo real, i don't know how to explain but the building and the truck look out of place

upbeat tendon
#

but the nature looks great

honest vale
#

I'd expect the trees to be brighter in the evening sun a bit more

upbeat tendon
#

the building is too flat or something

plush yew
#

In this scene I managed to get a more photo real look thanks to the dramatic lighting, and no external asset (house/truck) to give it away

plush yew
honest vale
#

and the grass and tree needles/branches are using the two sided foliage shading model?

#

...or whatever that was called ๐Ÿ˜„

plush yew
upbeat tendon
#

if i put my UDataTable* CharacterConfig; in my gamemode and refresh it from an remote API per-round, is that even sensible?

honest vale
#

maybe play around with opacity, albedo and subsurface colours and intensities. Opacity controls the shadowing intensity somehow https://forums.unrealengine.com/t/two-sided-foliage-shader-effect-brightness-intensity/32007/2

upbeat tendon
#

excuse my small amount of complaining about the world, but damn I want to buy some new hardware! this 2016 laptop takes forever to compile anything

plush yew
#

thank you @honest vale i'll look into it

upbeat tendon
#

i am sure i spend 60% of my time waiting for code to compile

plush yew
grim ore
#

use it instead of the mannequin? @plush yew if so you would put it into the world, go into its details panel, look for auto possess and set it to 0. Or you can change the default game mode to use that character/pawn.

#

your going to need to give more information then, I dont know what "use it" is

plush yew
#

@plush yew I think it's viewport and then select the mesh

grim ore
#

i told you what to do and you said no

plush yew
#

@plush yew send a screenshot

#

show the blueprint

grim ore
#

I... said...what...to...do.... lol

plush yew
#

@plush yew is it supposed to be ai?

#

Then I don't know

barren python
#

Hey there, I'm having a bit of an issue with AmbientSound actors around my level. I have 6 or 7 AmbientSound actors, but only 3 of them are working. They all have the exact same setup (I created one and copied the rest). Here's an overview of my level. Can anyone help me figure out why the sound actors in the dark red rings don't work as I move through the level?

plush yew
#

Have you tried re-using the code from the working ones?

grim ore
barren python
#

Like I mentioned, they're identical copies of each other.

#

Hi there @grim ore, I knew I recognised you. Love your WTF series.

plush yew
#

subtracting the characters and vehicles
please help

grim ore
#

well technically what is different between the 2 pictures?

plush yew
#

the bottom 2 pictures are for reference

harsh sparrow
#

hey guys, how should I downgrade my project ?

plush yew
#

the frirst one is made by him

grim ore
#

well again technically what is missing. you said 2 things should not be there, so once you subtract that what else?

#

lighting? you cant ask him for that. decals?

barren python
grim ore
#

@harsh sparrow you cant downgrade

harsh sparrow
#

I try to change engine version but when I open the project it says failed to load map and there is nothing in content browser either

grim ore
#

ue4 can go forward, not backwards.

plush yew
#

I just thought like it looks like the map of an usual 200mb open world game that isn't good

grim ore
#

im not an artist and its not my project, you asked how to technically tell him what is wrong. so break it apart comparison wise and what should be in his model that your example has that he should have done

#

the bottom pictures have a ton of detail work added to the base model

plush yew
#

hmm, so detail work should be added, good lighting, and other props, that'd make the project look way better?

#

btw, @grim ore thank you so much for taking out the time to answer, really appreciate it ^-^

grim ore
finite dew
#

I swear merging maps is impossible for me

buoyant graniteBOT
#

:triangular_flag_on_post: ARNAV#7713 received strike 1. As a result, they were muted for 10 minutes.

fierce tulip
#

i should add another strike for wasting my time deleting all the spam <_<

ocean grove
#

I wondering if there is a better way to have my widgets spawn randomly within a given area. I'm trying to have my widgets pop up in front of the wall of static.

sterile tulip
#

When I opened visual studio yesterday something plopped up that I need to install something, but I then shut down my computer. But now when I open visual studio up the window doesnt plop up anymore. What do I need to install, where do I see whats missing

ocean grove
#

Whoops thought I was in the BP section, gonna delete and post there, my bad.

plush yew
#

I wasn't spamming btw -_-

fresh geode
#

Hey guys. Is there a way to change the Character Mesh to Ragdoll upon player killed?

plush yew
#

I put it here and someone told me put it in #graphics

fierce tulip
#

it was on 3 different channels, thats spamming.

#

but yea, you can repost it in the right channel that is fine :)

plush yew
#

although I shouldn't have put it in #level-design sorry, I realised it was inactive so

plush yew
fierce tulip
#

np, and no hard feelings from my side :)

grim ore
#

if you spawn it in your going to have an "issue" since that data wont be persistent. You could save out that data, then when you spawn reassign it with the guid

#

if it exists in the world you can create a guid in construct and just keep it persistent if it already exists

#

does the inventory item need to be an actual unique thing? if not it could just be data

#

so are these items in the world, or something virtual?

#

so if you spawn in 3 bananas, you want 3 bananas in the world you could then load in later?

#

yes but does that banana exist in the world?

#

and does it have to be unique, or just some data on it?

#

for example if I have 10 bananas in the world, 2 are at 50%.

#

when I save I save out 10 banana thingies, with their transform, then important info like the % eaten

#

later on load I spawn in 10 banana thingies, at their transform, then set the ones that have the % eaten to that new percent eaten

#

none of that needs a unique id

#

you would need a unique ID if you need to match something to something, say you have a banana already in the world that you need to reference and make sure its exact stuff is set on save load but in the case of your bananas that are spawned in they dont exist at design time so you dont need to link them to anything. you spawn them in, so you can spawn them in again later

#

in terms of your inventory you can keep track of the item ID (this is a water bottle), and its unique properties but there is no reason to keep it unique as it never really exists in the world

#

if they do exist, say you spawn in and hide these actors, they stil shouldnt need to be unique ID as something somewhere keeps track of them (inventory array, list, map) as unique items (spawned in actors)

#

generally you just need a GUID or some unique ID to 1:1 map something to something for some reason if it has to be the same thing but all these are spawned/created items so there is no actual link needed

astral phoenix
#

Hey, im working on some AI and i want them to follow the player when i spawn them, but when im using the ''PawnSensing'' i only get 90 in ''Peripheral Vision Angle'' so when the player goes behind the AI, the AI stop following the player. but i want so the AI see the player where ever he is, so can some1 help with that? ๐Ÿ™‚

grim ore
astral phoenix
# grim ore ?

So its not possible to make the AI look everwhere? O.o or am i doing something wrong? xD

grim ore
#

did you try changing that?

#

@plush yew yeah you might be. try and figure out what you actually need to be saving or referencing. Do you need to keep track of real items or is this all just data?

astral phoenix
fluid turret
#

I deleted an object but it keeps casting shadows, how do i fix it?

grim ore
#

oh weird I got it to go over, does it just not work over 90?

#

@fluid turret you probably have static lighting on, this bakes the shadows. Rebuilt the lighting,

fluid turret
#

ok thx

astral phoenix
grim ore
#

you might want to look at the AI Perception system then and use an AI Sight. it looks like it can go to all around

midnight igloo
#

i have this simple menu that i want to scale so that the buttons and text scale, if i scale down the window, what should i do to achieve this?

grim ore
#

scale box

#

and by scale the window do you mean the UE4 window, when its playing?

#

if so its set to auto scale based on the DPI settings in the project settings

tawny nacelle
#

any sollution

earnest charm
#

Sometimes when I'm on UE4 my internet browser screen and ue4 screen becomes black. Is there something wrong with my pc?

sand inlet
#

Is there a way in UE4 to reset actor subcomponent positions in the blueprint editor? I would like to either reset, or have a play to specify "0,0,0". I don't see either.

tawny nacelle
#

congrats

earnest violet
#

I've got animated scrolling text on a widget but the text dissappears halfway through its transition. Anyone care to tell me what I am doing wrong plz? thx!

#

@grim ore I've got animated scrolling text on a widget but the text dissappears halfway through its transition. Anyone care to tell me what I am doing wrong plz? thx! Sorry to bother u with such an easy question but your a man of excellent knowledge on UE4. I am a subscriber to your Youtube channel and I have learnt a lot from you Matthew. THX! ๐Ÿ™‚

#

Can someone help me plz?

compact holly
#

In a material, how would I set up a roughness fade out based on distance? I want the terrain to be wet looking close to the player but fade out at a distance away to save on performance

tawny nacelle
compact holly
#

Lods are already set on the Landscape but it still renders all of it as wet when the parameter is set. I only want that roughness to show around the player not all of it

#

any ideas?

tawny nacelle
earnest violet
#

If you have a look at the video directly above you will see my dilema

tawny nacelle
earnest violet
#

Basically my animated scrolling text dissappears half way through the animation process. Does anyone know what's causing this plz? ๐Ÿ™‚

#

Aww c'mon you guys. Plz help me I'm dumb

grim ore
#

if you check size to content for that text box, what happens

earnest violet
#

hang on

#

@grim ore Thx man! That works in the editor. I will try ingame and let you know

grim ore
#

if it works my guess is the item is clipping due to it being out of bounds/off the screen. The green box is your actual bounds for the widget

uneven hemlock
#

So basically

#

im spawning a actor of class cart

#

and i am setting a variable on the actor

#

and then I call another function which sets its transform

#

and I get a error

#

pls help

grim ore
#

@compact holly you want to use something like a sphere mask around the player.

earnest violet
#

@grim ore It works with size to content but now the text is in one long line rather than in a paragraph. Any ideas how to solve this mate?

grim ore
#

@earnest violet change the word wrapping settings

earnest violet
#

ok to what?

grim ore
#

to whatever works for what you want, probably change the wrap text at setting

earnest violet
#

Thx matty

grim ore
#

@uneven hemlock are you sure it's spawning in?

uneven hemlock
#

they spawn as of now

#

those vehicles are of type cart

#

so basically i made a actor

#

of class cart

#

then made children of it

#

and thats one if its children

grim ore
#

press F9 on set actor transform with location along spline node so it gets a red dot then run it again, it should pause when it gets there

#

when it pauses, mouse over the return value from the spawn actor node and see what it says

uneven hemlock
#

ok

grim ore
#

hit resume at the top and see if it stops again

uneven hemlock
#

ok

#

it stops again

grim ore
#

and the return value?

uneven hemlock
#

its non

grim ore
#

thats the issue

uneven hemlock
#

hmmmm

#

o wow

#

thx

grim ore
#

at some point your trying to spawn in nothing, maybe your passing in a bad class at one point

uneven hemlock
grim ore
#

yep length is not correct

#

arrays are 0 to length - 1, or 0 to last index

#

length of 10 in an array is 0 - 9 for the index

#

so swap your length for a last index node

uneven hemlock
#

ok

#

wow thx sm i was struglling to find the problem for a while

#

im new so im not very good

#

ok lemme put the node in

#

IT WORKS

#

no error anymore

#

WOW tysm

wary dove
#

please help me. when i import animation from blender to ue4 animation starts with A pose.how can i fix that

glacial pecan
robust marten
wary dove
#

In blender animation is okay.but when i import it to ue4 it has A pose in 1 frame at the begining.that wouldnot be a problem because i would cut first frame but sometimes that A pose happends in the middle of animation

glacial pecan
compact holly
#

oops thanks, did not see that channel

wary dove
#

I am using Mr Mannequins addon for arms

uneven hemlock
#

sry to ping u

#

my problem is

#

like this was another one that I always had

#

so basically

#

I have my own spline blueprint

#

that spawns carts

#

but if I dupicate the blueprint

#

the carts spawn on 1 of them

#

not all 3 indicudually

#

i have 3 paths

grim ore
#

we dont know your code, how are you getting the spline to spawn stuff on

uneven hemlock
#

and i move it every tick like this

grim ore
#

what is the path main spline?

weak sorrel
#

hello there ! My Android game is crashing because we "exceeded the maximum limit of UObject (196608)". I don't have much things on my level, I don't know where this problem come from (Someone had this issue it was due to something from the marketplace that was leaking). How can I track the number of UObject/find the origin of the issue ? thanks in advance

uneven hemlock
#

its just a spline

#

in a blueprint actor

grim ore
#

what is the vehicles in game array?

uneven hemlock
grim ore
#

so your getting ALL of the carts in the game and setting it to the array

uneven hemlock
#

yes

grim ore
#

and then you are wondering why ALL of the carts are being controlled by one thing

uneven hemlock
#

...

#

...

#

when u put it that way is sound like a fcking idiot

#

alr thx

grim ore
#

you just have to walk thru code outloud, its called rubber ducking

uneven hemlock
#

ok

#

thx sm ahain

grim ore
#

chances are when you spawn the cart in the blueprint, you want to add it to the array that is in that blueprint

glacial pecan
#

I think I've misunderstood something basic...

  1. I create an actor, put a skeletalmesh in it
  2. then create a new actor from that class
  3. when I then edit that new actor, I can't easily see how to assign a new skeletal mesh
    it says it's a "data blueprint only"... why would I need to open the full editor to assign a skeletal mesh?
grim ore
#

@glacial pecan if you are making a child of a parent, then the parent variables are probably not being shown which is why you cant see it in the data only editor

#

and it would show data only because you have no code

glacial pecan
earnest violet
#

@grim ore Hi, me again. Thx for your last advice. It worked. So thank you 4 that. Just one more thing Matthew, I am casting to a widget and don't know what the generic object is that I need in object pin on cast to widget blueprint. Do you knwo what it is that I need. Is there some sort of default object ref I can use for casting to widget BPO? THX mat

grim ore
#

also components are not variables is why, you are only seeing variables

#

if you set a variable to set the skeletal mesh, you could edit that in the data editor in the child

glacial pecan
grim ore
#

you could always just open the full editor to edit it

glacial pecan
#

I made the "second" skeletalmesh a soft object reference so it would feel less weird...

grim ore
#

@earnest violet your not casting to a generic widget are you? some random widget some random place at some random time?

earnest violet
#

I'm casting to my loading screen widget that is triggered after completeing the last mission

grim ore
#

and what created the loading screen widget?

earnest violet
#

A user interface sorry im dumb

#

create widget and add to viewport

#

but it wants an object in the cast to node

grim ore
#

why are you casting?

earnest violet
#

I don't know what that would be for a widget

grim ore
#

is like something somewhere creating the widget then something somewhere else trying to talk to it?

earnest violet
#

Basically the loading screen widget is display at the end of level while it loads up the next level and when the level is load I use remove from parent at event begin play

#

I need an object in cast to node so I can remove it fro new level load

#

@grim ore see above

grim ore
#

yep.. so something somewhere is creating the widget, the something somewhere else is trying to talk to it

earnest violet
#

yeah

grim ore
#

the something somewhere when it creates it needs to store a reference to it/save it to a variable

#

that way the something else can be aware of it

#

or you need another way to remove it, such as finding it again to get the reference (like if its part of another ui which it doesnt sound like it is)

#

so whatever is creating it should remove it if possible later or be available to share that refererence later

#

the object for the cast is the thing you are looking for, there is no "generic" because it wants to know exactly who you want to talk to

earnest violet
#

@grim ore Isn't there an object ref node for widgets or won't that work mate?

grim ore
#

lets say you made 10 loading screens and want to remove just one. how would you find just the one?

earnest violet
#

I only have one loading screen for the whole game mate

grim ore
#

how does the engine know that?

earnest violet
#

OK

#

so...

grim ore
#

how does it know you want to remove the loading screen and not the player ui?

earnest violet
#

true

grim ore
#

create widget -> save reference

#

later on get reference -> remove widget

lucid grove
#

Heya, i remember i had this problem but totally forgot how i fixed it. Retargeted animations little but floating above ground

grim ore
#

if this can all be done in the same place, even better

earnest violet
#

ok m8 will try hang on buddy#

#

@grim ore tried that but didn't work. I guess I'm going the wrong way about it. Can u plz explain to mew inlaymans terms how I go about creating that object like what type of variable so on ands so forth thx buddy!

grim ore
#

create widget -> promote the return value to a variable

#

I dont know where any of this code is at in your project

earnest violet
#

ok

grim ore
#

when you need to remove the screen, get that variable and remove it from the parent

#

at some point you should also reset that variable back to nothing so the widget is removed from memory as well

earnest violet
#

Ok sounds straight forward enough I will try thx dude!

earnest violet
#

@grim ore It now needs something plugged in to the target pin.

#

I am doing the code in two diffeent level blueprints mate

grim ore
#

yep and this is why we dont use the level blueprint

earnest violet
#

ok so where should I be doing this buddy?

grim ore
#

are you using level streaming?

earnest violet
#

no m8

grim ore
#

the ui should be cleared out when you load a new level but if not the game instance will stay between level loads if you need to keep track of something

earnest violet
#

So you reckon I should do this code in game instance for code among the different levels mate?

#

@grim ore Thx ever so much for your time and expertise mate. It's always appreciated!

grim ore
#

if you need to keep a reference to something between level loads, the game instance will stick around

earnest violet
#

@grim ore It seems that I don't need to run this code if the Ui cklears out for new level load??? THX

#

@grim ore Ok nice one bro

grim ore
#

its weird tho as far as I know loading a new level should clear out the ui from the old one

astral phoenix
#

Hey, im wondering if some1 can help me? im trying to do so when i have 3 blue balls i can get a Yellow ball, but the yellow ball destroy the 3 blue balls i allready have, so im left with 1 Yellow ball, but the only way i can get a new Yellow ball is to get 3 new Blue balls, how do i do that? ๐Ÿ™‚

gaunt abyss
#

๐Ÿค”

hidden sparrow
#

Hey I have a big problem. My game freezes when I launch it but it works fine in editor. It occurs only in that project so I dont think it is a graphic drivers fault (I updated them anyway). How can I see what causes the freeze?

#

I copied the project but the copy cant even launch

scarlet current
#

Can I add an object to an imported fbx animation in the animation editor?

#

Like if I imported a shooting animation...

keen frigate
#

Is there a way to see the tris generated by a material using tessellation? The actual tris count, not just the wireframe view?

grim ore
#

@hidden sparrow you can check the logs to see what they say, beyond that attach a debugger

tulip willow
#

whats a cheap-ish laptop that can run ue4 well?

grim ore
#

anything with a dedicated GPU and decent GPU. look at the specs required to run in on a desktop and put that in a laptop

#

cheapish is relative to your location and availability

tulip willow
#

can be a bit more than 1k dollars

grim ore
#

yep then find one you can order/buy local that hits the requirements for unreal engine.

#

we dont know what "well" means to you or your project or how long you are willing to wait for stuff to process so your going to have to determine those for your min specs

#

someting with 4 cores and a 1060 or higher GPU should get the basics done

upbeat tendon
#

I am thinking how I might setup character select on joining a game. I was wondering if some state can be held between a player controller in game or spectator

#

Player state seems the wrong place

fierce tulip
brave lark
#

I want more threads

grim ore
brave lark
#

already on a 3950x, will probably move up to the 5000 series later

fierce tulip
brave lark
#

i do remember there being some engine settings you can change to increase the number of threads that can be used for shader compiling. I have no idea where that is though

#

this is the main thing I was wondering about

#

even weird is with steam vr enabled in the project, shader compile time takes longer

sinful osprey
#

Can anyone help me figure out what's going on with my UE4 not compiling shaders at all? The pop-up says there are ~3k to compile and never moves. I've tried turning off/on "r.XGEShaderCompile in the engine config after finding a forum post about this issue. Also deleted Derived Shader Cache folders in User\AppData\Local and project folders. No go... Not sure what else to try now and it's affecting all my projects.

grim ore
#

do you have visual studio installed?

sinful osprey
#

yes, I do @grim ore

fathom mortar
grim ore
#

did you install incredibuild when installing VS?

sinful osprey
#

yes

grim ore
#

did you pay for incredibuild?

sinful osprey
#

no

grim ore
#

and answer found

sinful osprey
#

I'm seeing where this might go ๐Ÿ™‚

#

just uninstall incredibuild? Don't even think it's running

grim ore
#

just uninstall it and reboot

sinful osprey
#

sweet, thank you

grim ore
#

if you check the logs you will probably find it mentioned in there

sinful osprey
#

ok, was just going to say it's frustrating that there wasn't anything warning about that

#

I'll give that a shot, thanks again

fathom mortar
#

Would anyone recommend building a full multiplayer system using strictly blueprints ?

#

Itโ€™s a melee slasher with 16 v 16 players max count

grim ore
#

sure, why not!

fathom mortar
rigid belfry
#

can trigger boxes trigger other trigger boxes?

#

pardon the tongue twister

sinful osprey
#

@grim ore Yup, that did it. Only had to reload VS, not the whole machine. Thanks again

rigid belfry
#

also, when spawning new instances of an instantiated mesh, does each instance hold its own variables? say i have an int which i use to render on a TextRender, could i show the instance Index that way?

#

damn settle down everyone

fierce summit
#

Hi there,

#

Does anyone has a good introduction video or other resource to get into the ability system?

rigid belfry
#

can instantiated meshes have physics enabled?

pastel ginkgo
#

Does anyone know of a mocap app like live link but for body? Man that would change everything.

fierce summit
rigid belfry
#

whats going on here?

#

another snippet

robust marten
rigid belfry
#

i am telling the mesh to instantiate at 0,0,100

robust marten
# rigid belfry yes?

Okay, and thatโ€™s what itโ€™s doing. Whatโ€™s the problem youโ€™re having?

rigid belfry
#

the instantiated mesh should spawn where the actor is

#

since both have the same coords

#

to reply to my own question, trigger boxes do trigger other trigger boxes

#

the instantiated mesh was out of place because inst. meshes use local coords instead of world's

rigid belfry
#

also, when spawning new instances of an instantiated mesh, does each instance hold its own variables? say i have an int which i use to render on a TextRender, could i show the instance Index that way?
doesnt seem like it

#

if i wanted to show the index count of each instance, i could add the instances ref inside a array, parse the array, getting the local location of each instance and...yeah this is not gonna work

#

how would i set it up so that instance has some trigger boxes to it?

#

essentially on begin play i instantiate a mesh with its own collision box, if the collision box doesnt collide with other meshes, i instantiate another one.

#

my only other solution would be to have different actors, each with their own components, but that would tank the performance massively with just a couple of them

#

since 1 instantiated static mesh and 1 static mesh are essentially the same.

rancid lynx
#

What am I missing? my Leg doesnt follow the leg IK

mint sequoia
#

Or don't

spare blade
#

Hi, is there a way to keep a boolean shape active. For example, I am cutting a skylight (hole) through a ceiling and roof. I would like to be able to reposition and scale it later without having to bake the hole into the surfaces,. How can I keep this boolean active. Can this be done?

buoyant graniteBOT
#

:triangular_flag_on_post: Ultra#4872 received strike 1. As a result, they were muted for 10 minutes.

true falcon
thin dew
#

what would the recommended texture file format be for high quality cinematics in ue4? Not sure if I should use exr or stick to pngs

lusty night
#

I have a Texture2DArray with 3 textures in it, but using it only ever gives the first texture in the array, and inspecting the texture2darray, it says its dimensions are 16x16x1, where I think it should be 16x16x3 since there are 3 textures in there.

#

The textures are being added automically via code, but the asset itself seems glitchy. Adding textures to it manually doesn't seem to work some of the time- sometimes that texture immediately gets removed.

cedar wave
#

Is there a way to get a reference to an anim notify state?

spare kernel
#

why?

#

if you need access it you have a bad design pattern

upper crag
#

Can anyone help me out I donโ€™t know why my character looks like this itโ€™s supposed to be in a standing idle aim

spare kernel
#

bad animation? wrong skeleton? wrong setup in animbp?

#

bad retargeting (if you did that)

willow wyvern
#

I've come across an odd issue - the asterisks that appears indicating an assets needs to be saves, appears immediately upon loading the map, and will not go away regardless of saving method. It appears to save everything when I close the project and save via that dialogue box, but still a bit unnerving. Any thoughts, or anyone else who has encountered this before?

upper crag
spare kernel
#

no idea, you said its supposed to be idle, but i can not see your animbp or anything

#

that picture shows no relevant information. Try seeing what it looks like in the AnimBP, what nodes are being called, etc

upper crag
spare kernel
#

still no relevant information there

upper crag
#

Will it be in my third person character

spare kernel
#

i assume you never made this stuff, you need to open up the Animation BP

#

and see what it is doing

willow wyvern
#

Have you tried looking at the skeleton and checking how the re-targeting options are set?

cedar wave
spare kernel
#

i mean ideally you want to just send that off to some other class to handle, via some event. I assume that is what you are doing now. You really can't just easily go in and grab an AnimNotify, one they are not instanced, and two you would need to access it the same frame the animation instance creates it.

#

@cedar wave

#

well say creates it, they don't create it, its CDO, but i digress

cedar wave
#

Well - getting the anim notify is easy peasy. It's the anim notify state that I was using. When the anim notify is created, you can easily hook up to that event in the animBP.

spare kernel
#

there are 2 types of animnotify

#

skeleton notifies

#

and bp/c++ notifies

#

skeleton notifies get an event created in the anim bp

#

animnotifystate falls under the latter

cedar wave
#

Yeah - that's the one I'm using now. I was using the "anim notify state"

spare kernel
#

what anim notify? skeleton or the bp/c++ one?

cedar wave
#

Skeleton

spare kernel
#

yeah

#

i don't use any blueprint notifies for performance reasons

cedar wave
#

So I'm hooked up to that event now and doing my attack logic through that.

#

Is AnimNotifyState the BP/C++ one you're talking about?

spare kernel
#

yes

#

you have to have your own class outside of the animbp for them

#

you can easily call events to the character etc

cedar wave
#

Ah - yeah, that's what I was using because I wanted the tick function. I wanted to do a nice little sweep, but wasn't working. So I'm just doing the basic notify.

upper crag
#

Are you talking about the animgraph weโ€™re it shows all my animations?

spare kernel
#

the animbp has the anim graph inside it yet

#

yes*

upper crag
#

Ok

cedar wave
spare kernel
#

๐Ÿคท i do it ๐Ÿ˜„

#

ppl think casting is super expensive

cedar wave
#

Nah - I'm not worried about that part.

willow wyvern
#

+1 for casting

cedar wave
#

I'll worry about it if it becomes a problem.

spare kernel
#

@upper crag do you not have a screenshot tool? those pictures are over exposed

upper crag
#

Sorry let me download discord on my laptop

cedar wave
#

Well even so - you mentioned that you don't use them anyway (anim notify state that is)

spare kernel
#

i do

#

but C++ versions

#

i have lots of animnotifies and anim notify states. I do not have any BP versions of them and skeleton notifies are handled in C++ also, to avoid the extra overhead to the BP VM, but this is optimization rather than requirement

#

when you have 200 AI on screen, you need to optimize a lot of stuff ๐Ÿ˜„

cedar wave
#

Yup yup ๐Ÿ™‚

#

This is just my learning project anyway

upper crag
#

Itโ€™s supposed to do this and look like this

#

but it dose this instead and look like that

#

its not even in a crouching animation its basicaly the charecter was pulled down

gilded maple
upper crag
#

welp ima try something else

dry minnow
#

what does this mean

modest trench
#

Didn't like the URL of a level you gave it to load

#

you can use the actual level reference instead of a string to load a level

willow wyvern
#

What would cause the asterisk to appear as soon as a map loads, and not go away when trying to save?

prime willow
#

there's something i cant seem to find or figure out

#

i get setting up hair and groom is a whole thing

#

but what if i wanted to have a hair changing system

#

what the heck am i suppose to look up to make an option where you just change haircuts

#

kind of like most games let you do

#

that have character customizations

kindred viper
#

you can change the reference to the groom and it's associated bind in the component

#

@prime willow

prime willow
#

wait what?

kindred viper
#

yeah

prime willow
#

so

#

if i use groom on a haircut i cant change haircuts?

kindred viper
#

yeah you can if you switch grooms

prime willow
#

so the hair would be the groom right?

kindred viper
#

yes its assigned to the component so you have a selector in the detail panel where you can select the groom. Underneath it is the bind. Same deal.

#

you can change these with blueprints/c++ at runtime too

prime willow
#

so could i setup something like this

#

with each haircut being a groom based system

#

im just trying to make sure i dont invest into a bunch of burnt time x-x

void matrix
#

is there a way to add comments in uproject files? finding nothing on google.

static cradle
#

The foliage brush suddenly stopped showing. Has anyone experienced this before? It was working fine before on the same project. I tried restarting Unreal Engine and it is still not appearing. I'm able to paint foliage and everything else seems to be working fine, it's just the brush became invisible. Is there maybe a shortcut or a switch that turns it on/off?

static cradle
void matrix
#

I need it specifically in the uproject file unfortunately (juggling a project between 4.26 and a custom engine build), thanks though.

carmine garnet
#

thoughts on volumetric cum?

static cradle
slate thicket
short pasture
slate thicket
#

yeah

short pasture
#

wow

granite creek
#

like that but more modular

#

more like crossout

plush yew
#

im having this weird problem when importing from blender. anybody help plz :/

stone light
#

https://gyazo.com/7df44c234e20c27586fb1de8e62ed41b hi guys. can someone help me? my character is kinda grinding with the air and not able to move smoothly in 90 percent of the room. does anyone have a solution please? im using the fps character movement nodes for this. all i did was remove the gun and arms. it still did the same thing before i removed btw.

restive eagle
#

did you add any other components for your character?

#

if so, disable their collision

stone light
#

no not really. i removed this and the crosshair then just removed the meshes thats all

#

there is initially no meshes

restive eagle
#

what if you try to walk inside the template map?

#

it works fine there?

stone light
#

let me try

restive eagle
#

cause my other guess would be that your floor collision is "bumpy"

stone light
#

its still doing it on the floor

#

but the floor is just a box enlraged

#

enlarged"

restive eagle
#

hmm dont really know, did the same as you in a test project and everything is fine for me

stone light
#

ugh idk. thanks for trying

restive eagle
#

try to think if you changed any other settings, or open up a clean project and do the same there until it breaks

#

maybe it will give you some ideas

#

or in some cases even something simple like restarting an editor helps ๐Ÿคทโ€โ™‚๏ธ

#

if you cant figure out, try posting that again in a while. maybe someone experienced this as well and might tell you whats wrong

plush yew
restive eagle
#

wild guess - make a new material and set it to be two sided

stone light
#

do you think this might be messing with it? i mean it was already there with the normal fps bp

winged notch
#

is there a good way of doing Tri-Planar Mapping ?

fierce tulip
#

@earnest violet please read the #rules , this kind of stuff goes into #work-in-progress or #released (depending on "its a work in progress" or "I released a demo" )

restive eagle
#

if its inside canvas it should be: get image - as canvas slot - get position

#

if i remember correctly

#

works fine

#

i said if the image is in canvas

#

yours probably isnt

#

you dont have a canvas

#

yeah just tested that too

#

but it should be possible to get the childs location relative to the parent

#

just having it originally inside canvas makes it much easier

#

@plush yew dis

short pasture
#

how can i to make a fullscreen mode in my game settings

short pasture
hushed cedar
#

is anyone here using incredibuild for unreal and if so, how much faster does it get?

ancient crown
#

So I'm trying to use the FOnActorSpawned delegate to trigger an overlap check, however it seems that none of the components are set on the actor yet at this point even though FOnActorSpawned is called after PostInitializeComponents (not even the RootComponent is set yet on the actor). I can fix this by doing a single frame delay, but I'd like to avoid using a delay if possible. Does anyone know how I can figure out the soonest point where all components are initialized in an actor after spawn?

vagrant hornet
#

how good does your understanding of C++ have to be to make a game

short pasture
#

guys in my fullscreen it show me with that i don't want that in my fullscreen

restive eagle
#

you cant go "real" full screen in editor

#

play in standalone

proven kayak
#

Hey I don't know where to ask this but

#

how exactly can I get this in the editor?

#

this

short pasture
restive eagle
#

if you package your game then yeah sure

#

or do this

hollow copper
#

Anyone with access to the NvPhysX engine branch that's developing for Raytracing should check out the latest 4.26 commits. They've added support for RTXDI/ReSTIRS. Essentially a new method for calculating shadowed lights of any kind that eliminate performance-impact per light.
Hundreds to thousands of individual lights with no additional performance impact!

hollow copper
#

The new NVIDIA-curated RTXDI technology for sampling shadowed lights in the NvRTX branch offers a solution that drastically reduces the cost of additional shadowed lights. RTXDI works by selecting, on a per-pixel basis, which lights need to be evaluated, then sending the signal of all lighting through a single denoiser pass. By having only a single lighting pass and a single denoising pass, the cost difference between 1 light and 1000 lights is virtually non-existent. The RTXDI technology integrated into this branch is a derivative of the RTXDI SDK. It has just been tuned and adapted to UE4.

short pasture
#

there is the sound car in my main menu how can i mute that sound car in my main menu?

thorny slate
restive eagle
#

you should be a bit more patient than waiting a whole minute ๐Ÿ˜ฆ

proven kayak
restive eagle
short pasture
restive eagle
#

if you want to stop/mute then yeah

#

or make a new concurrency setting just for main menu and you can change volume for that

#

my bad, not concurrency but sound class

proven kayak
#

@restive eagle sorry to bother but do you know what I have to do to get that editor mode?

proven kayak
short pasture
proven kayak
#

someone said to press L but it doesn't do anything

restive eagle
proven kayak
#

in editor, just to change a direction light's position like they did in the volumetric clouds demo

restive eagle
#

you click on the object and it will give you "three" arrows

short pasture
restive eagle
#

simple left click

#

if you don't see anything then try pressing "G"

#

should look smth like this

short pasture
restive eagle
#

or where you talking about rotation? when you click on an object and you want to rotate, then the shortcut is "E"

#

"W" - location, "E" - rotation, "R" - scale

proven kayak
#

this tutorial

#

3:10

#

he does what I'm trying to do

#

that's what I mean

#

thank you a lot for the help either way, though

short pasture
restive eagle
#

went through my keyboard its "ctrl+l" @proven kayak

proven kayak
short pasture
proven kayak
proven kayak
#

as he said

short pasture
#

ok

restive eagle
#

i'm not helping anymore cause of his attitude

#

and im pretty sure theres a rule for spamming

proven kayak
short pasture
fierce tulip
#

download the megascan bridge at quixel

dense knoll
#

^

restive eagle
#

this?

vagrant hornet
silent locust
#

I'm quite new to all this but practising alot! I was just wondering I'm learning to 3d model, rig and animate on blender to hopefully import to unreal to make my daughter a endless runner game, is that the best option or can it all be done with unreal? Such as character creation, rigging etc..?

short pasture
#

like that?

spare kernel
#

@short pasture please be patient, "Can you help me" every 2 minutes is classed as spamming.

nimble flume
#

Hi

#

Is there any tutorial available online to make a arcade car racing game

#

Pls D.M me

#

Thanks.

dense knoll
#

Bruh

#

I changed one thing

#

and now my AI is acting agressive

#

Also why does "Apply damage" Run on server and not all?

chilly sun
#

whats the deal with unreal engine failing to register mouse clicks properly? if u click semi fast it eats one of the inputs and if ur holding the button expecting results you just end up sadpanda

#

ie nothings happening cuz it ignored the input
-> why does it fail to see the input?

timid crystal
#

im making a game like my summer car, but i dont know how to make a system where you would build the car, any tutorials?

light wigeon
#

Hi

#

C++ VS Blueprint

#

Which one do you think i should learn?

cedar wave
#

Both

#

BP first

light wigeon
#

I know the bp but not much

cedar wave
#

Then continue learning

light wigeon
#

I can make a health system or ai

#

On bp

#

I can make too many things

#

But im not sure do i need to learn c++

#

I watch a video and bp is really bad

#

Bp is have much ms

cedar wave
#

That video is really bad

light wigeon
#

No no

cedar wave
#

BP is meant to be used

light wigeon
#

Bp is have much ms

cedar wave
#

Then write your game in assembly

light wigeon
#

I will buy a ue4 c++ course tomorrow

cedar wave
#

If you're not going to like the answer you get, why even ask the question if you just want to hear "learn c++". Your mind is already made up

light wigeon
#

I didnt say i dont like your answer

cedar wave
#

You're literally fighting against trying to use BP. After asking if you should learn C++ or BP, then claiming that you already know enough about BP.

ocean grove
#

Is there any way to have two level maps open at the same time?

cedar wave
#

Not that I'm aware of. Pretty sure it is by design as well.

#

You can use CTRL + P to browse every asset though, so you can quickly hop between both.

light wigeon
#

Because

#

Im from Turkey

#

And there is no bp course in the Turkey

obsidian nimbus
#

BPs are also c++ ๐Ÿ˜›

light wigeon
#

There is 5-6 course but they are really bad

ocean grove
cedar wave
#

You could also open another instance of UE and open the level that way ๐Ÿ˜›

cedar wave
# timid crystal anyone

Never heard of the game, but you'll most likely not find such a specific tutorial. You need to analyze the game and break down the steps. Like, "how to pick up actor" or "how to place actor"

ocean grove
#

Lol I usually have 3-4 projects open at the same time.

timid crystal
cedar wave
#

No. How is that so strange?

ocean grove
#

It gets confusing but snatching code from one to another works.

#

I've never heard of Summer Car

timid crystal
cedar wave
#

Uhhh - maybe in your bubble.

#

Not everyone knows every single game

ocean grove
#

My Summer Car is an open world survival game in development by Finnish developer Johannes Rojola of Amistech. It was released on Steam's Early Access program on October 24, 2016 and is expected to be out of Early Access in 2021.

timid crystal
#

im Finnish too : D

ocean grove
#

lol, I assumed that based on the username + Donald Duck avatar

timid crystal
#

lol

plush yew
#

hello guys, can somebody help me to develop myself in the program?

#

i mean to develop my knowledge

tardy quail
#

Hey all, quick question if anyone knows off the top of their head. Looking into the UE4 cooker a bit. Anyone know if it's possible to cook individual selected assets / how much of a task it would be to try to modify it in some way to do just that?

spare kernel
glacial dawn
#

@wary ferry thanks for the info, my computer didn't explode after updating, so ok by now

queen coral
#

<@&213101288538374145> I have a university project that requires some testers, can I drop the link to the stuff in #work-in-progress or could I ask you to put it in #volunteer-projects ?? Thanks!

spare kernel
#

You should look for testers via #volunteer-projects or the job board who will test for you. This is not appropriate for #work-in-progress.

#

You can by all means share your WIP in #work-in-progress but not ask or recruit people for testing

exotic thicket
#

My Summer Car mentioned!

earnest violet
#

I have a sound cue alternating between 25 different sound waves. Basically the 25 sound waves are all kill taunts the player character says when he's killed an enemy but sometimes they overlap. How do I make it so that it will only play one of the random soundwaves even if another one is triggered? THX! ๐Ÿ™‚

vital cosmos
#

where are the patch notes for 4.26.2? tried googling them but cant find it

river nimbus
#

Neither can I

#

I can't even see recent changes in github

dense knoll
#

How do you get the player with authority on server?

mild agate
#

Anyone have any idea how to fix this? Blend mode is set to translucent

#

Needs to be for the glass

fierce tulip
#

fake it with masked + dithering

mild agate
#

How would I go about that?

light thunder
#

Is there anyway to trick the input system to think that a Key IS pressed down (basically, can you manually force the system to be "listening for OnReleased")

high current
#

hi guys i just joined here like few minutes ago ^^
i've also left an #introductions ๐Ÿ™‚
i'm trying to figure out how to do proper dynamic lighting on a landscape map , any chance where i can find this information to learn it?

grim ore
#

80.lvl has articles on this stuff in general, otherwise specific questions might go in #graphics or maybe #level-design

high current
#

i think this would fit level design indeed , thank you

bronze sentinel
#

hi guys, I'm new to Unreal and trying to interactively orbit a cam around the target using OSC. Is there any way to see the camera icon's location in the top view is updated when I hit play?

latent flume
#

Do anyone know a quick and dirty way to take a impact normal creating a rotation but adding a z axis rotation to it? NormalRotator = FRotationMatrix::MakeFromZ(hitResults.ImpactNormal).Rotator(); This works but I would to add a rotation around the z action of direction. I tried adding to the ImpactNormal before the Rotator() creation

robust marten
#

When 'breaking' a For Each Loop With Break, shouldn't that end the loop?

#

I don't know why this isn't breaking the loop when the player 'already has weapon'.

#

It still runs 'loop complete'

glacial dawn
#

@robust marten of course, break means that you'll execute the code completed and won't do any iteration. That's where you have to put the code that goes after the loop.

#

The difference between loop and loop with break it's that break saves unnecessary loops once you found whatever you're looking for