#ue4-general

1 messages · Page 977 of 1

raven escarp
#

i used that tutorial

#

also i didnt use the UE4 mannequin

earnest violet
#

I have time abilities in my game like slow motion and freeze time. What timer node do I need and where do I set it up so you can only use the time abilities for let's say 30 seconds and then you can not use it for another 30 seconds and then after this it reactivates for 30 seconds and the this process repeats so on so forth. If anyone one can help me with this I promise I'll give you a mention in the credits of my game. THX! 🙂

narrow berry
#

Hello guys,
I'm still struggling with Discord SDK. I still have the unresolved symbol but I don"t understand why. I am sure the paths are fine

Below is what I have on the build.cs :

public class SquadLeader : ModuleRules
{
    public SquadLeader(ReadOnlyTargetRules Target) : base(Target)
    {
        PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
        CppStandard = CppStandardVersion.Cpp17;
        PublicIncludePaths.Add(DiscordDir);

        PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "AIModule", "UMG", "GameplayTasks", "GameplayAbilities", "GameplayTags", "NavigationSystem" });
        PrivateDependencyModuleNames.AddRange(new string[] {  });

        PublicAdditionalLibraries.Add(DiscordLibFile);
        RuntimeDependencies.Add(DiscordDllFile);
        PublicDelayLoadDLLs.Add("discord_game_sdk.dll");
    }

    private string DiscordDir
    {
        get { return Path.GetFullPath( Path.Combine(ModuleDirectory, "..\\ThirdParty\\discord_game_sdk")); }
    }

    private string DiscordLibFile
    {
        get { return Path.GetFullPath(Path.Combine(ModuleDirectory, "..\\..\\Binaries/Win64\\discord_game_sdk.dll.lib")); }
    }

    private string DiscordDllFile
    {
        get { return Path.GetFullPath(Path.Combine(ModuleDirectory, "..\\..\\Binaries/Win64\\discord_game_sdk.dll")); }
    }
}

Is anybody able to tell me at least if I only need those 4 lines (assuming the paths are good)?

PublicIncludePaths.Add(DiscordDir);
PublicAdditionalLibraries.Add(DiscordLibFile);
RuntimeDependencies.Add(DiscordDllFile);
PublicDelayLoadDLLs.Add("discord_game_sdk.dll");
earnest violet
#

I have time abilities in my game like slow motion and freeze time. What timer node do I need and where do I set it up so you can only use the time abilities for let's say 30 seconds and then you can not use it for another 30 seconds and then after this it reactivates for 30 seconds and the this process repeats so on so forth. If anyone one can help me with this I promise I'll give you a mention in the credits of my game. THX! 🙂

viscid abyss
#

how do open these tabs on the bottom?

#

mine looks like this

ashen brook
#

ahum, ahum

#

go nuts

grim ore
#

@viscid abyss you don’t. The ui was changed in 4.25. Functionally it’s the same.

#

Expand your notifies tab and you can see the bar for it to add them to.

plush yew
#

metahuman creator beta out?

#

finally?

#

that sounds like big le poggere

#

im waiting till ue5 to use it

plush yew
#

lol

brazen stag
#

Hi! Can anyone recommend a tutorial for adding shooting to my flying pawn?

upper heart
#

When are people expecting 4.27 preview 1?

plush yew
#

I have no idea

coarse shale
#

how can i make a triggerbox to open the door 😐

sterile tulip
#

We are expecting 5.00 not 4.27

plush yew
#

amen

upper heart
#

lol

coarse shale
#

well sorry 😦 my computer doesnt meet the requirement for 5.0 😦

plush yew
#

f in the chat

sterile tulip
#

You need to do this with a collision box I think and an overlap event @coarse shale

uneven hemlock
#

Im trying to make a macro that creates a float and compares it with other floats in a array via "for loop with break". I want to make it that if the float passes the check it returns it. If it fails the comparasions I want to break the loop and re-generate another float

#

Im kinda confused

#

thr problem im facing is that

coarse shale
#

@sterile tulip

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im new with blueprint

uneven hemlock
#

u deleted

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a output

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and it was connected

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elsewhere

#

just disconeect it and it will leave

coarse shale
#

how can i add target for that door

plush yew
#

problem???
step 1. google
step 2. step 1
step 3. (god forbid) bing

uneven hemlock
plush yew
#

oop 1 sec

uneven hemlock
vagrant hornet
#

how good do you need to be at C++ to make games in ue4

uneven hemlock
#

depends wut ur making

#

but u need to know the basics ig

plush yew
#

tru

proven kayak
uneven hemlock
#

ok can someone help me now im kinda stuck

plush yew
#

and now we wait

#

yes, very nice

rustic panther
#

did 4.26.2 break Curve Atlas Row params?

#

it won't let me plug in any type of curve

coarse shale
#

why it doesnt play 😦

plush yew
#

you can still play around it and learn how to use the new tech in ue5

#

and then port your projects when the stable ver launches

#

yeah, ive read up on most of it already

coarse shale
#

😦 help

plush yew
#

oop

#

matinee?

#

you better be joking

#

i might be able to help with sequencer but matinee nope

coarse shale
#

i just want to trigger open door 😦

plush yew
#

collision box?

#

you can use collisions in cinematics, activate simulation mode and esc while cinematic viewport is open

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also useful when you needa make some michael bay stuff

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not sure if my method will work with matinee or not

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but try it out

inland ibex
#

Hey all; having an issue after restarting my engine (closed because I couldn't figure out how to close the stat.streaming window while debugging a texture streaming issue), where I cannot click on anything in my game window. Persepctive/Lit/etc, the gizmo hotkeys work but I can't place or move anything in the game window either, and it has this box view over the top of it.

plush yew
#

restart computer

inland ibex
#

aaand fixed it ._. thanks!

plush yew
spare kernel
#

did not even need to close editor

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just drag any window over it, and it fixes it

#

that box means its stuck in drag/resize mode.

sterile tulip
#

hello guys

#

I installed visual studio

#

Do I need to check anything from here or will it work just fine

slate basalt
#

is there a way to obtain the project name from the python api?

wispy parcel
#

Does anyone know how I can find out what version of UE4 my old project uses without having to open it?

ember copper
#

@wispy parcel Yes, open the .uproject file with notepad

#

also useful for turning off troublesome plugins

wispy parcel
#

thank you vm. i'll try that now

thick nebula
#

i keep getting "the following modules are missing or built with a different engine" after updating from 26.1 to 26.2 but i successfully recompiled the project multiple times at this point

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"Engine modules are out of date, and cannot be compile while the engine is running. please Build through your IDE" when i build in VS, its the same issue. i cleaned the project, regenerated project files

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not sure what to do

dense knoll
#

How do you get the player viewport rendered onto a texture?

compact holly
#

Ok, I need help. I have 9 foliage types in my game. In the Editor (4.26) the culling distance works as intended. But when the game is goes to standalone it messes up big time and has it render in trees etc only a couple of metres in front of the player. WTH is going on? its incredibly frustrating

#

In editor

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In Standalone

winged notch
#

UE4 has deleted my landscape layers how do i fix it

thick nebula
#

new nvidia drivers today, studio as well

winged notch
#

it leaves 2 of the layers and gets rid if the rest

next badger
#

Metahumans has own custom EULA

fierce tulip
#

#rules re-asking the same thing over and over is not allowed

#

"2. Be patient when asking for help. This isn't an official Epic Games support channel so we can't guarantee a response. Don't ping people unless you're replying to them. If someone can help, they will. If not, come back in a few hours and consider rephrasing your question or adding more details."

winged notch
#

@fierce tulip are you taking to me ?

fierce tulip
#

im talking in general

next badger
#

@compact holly standalone uses custom Scalability profile, those may not be the same settings as you have in the viewport of PIE

thick nebula
thick nebula
#

wrong movie i messed up

winged notch
#

do you know who to ask about it ?

next badger
#

@compact holly r.ViewDistanceScale is probably the culprit here

thick nebula
#

you have the power

winged notch
#

i have 7

fierce tulip
next badger
#

@fierce tulip have you got the Metahuman access?

fierce tulip
#

nein

compact holly
thick nebula
#

tbh, and i am completely unaware of the issue that you are having, but just writing it out explicitly helps identify where the problem may lie. or charting it.

#

this is the reason i like the visual editor so much

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i spend a lot of time just organizing the nodes but it helps my overall understanding of the application ***

compact holly
thick nebula
boreal gull
#

Hey Gurus, I'm trying to get the PlayerUI widget to update the name and weapon based on an IntCount variable thats housed within the MasterBP for three playable child BPs.

Each Child has it's own but the PlayerUI is reading a 0 first, then the correct Int and overlaying both the 0 Int and the correct Int.

Is there something I'm missing/going over my head here on why its drawing the names twice?

thick nebula
#

can you click it while it is playing?

next badger
#

@boreal gull maybe it's 2 widgets spawned?

thick nebula
next badger
#

@thick nebula i mean, it's not 2 names, it's whole 2 uis with the bars etc

thick nebula
#

yes i think you are correct

#

is there documentation on properly migrating a project after an engine upgrade?

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it keeps aksing me to rebuild in IDE and i'm losing my mind

viscid abyss
boreal gull
next badger
#

@boreal gull and only single player?

wary ferry
#

so i was extremely happy today

#

about metahumans

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god was i enjoying the tool

#

its pure

#

pleasure

boreal gull
boreal gull
mighty copper
#

Remember it's beta and more is on the way... I'm just happy they're making headway...

fierce tulip
prime willow
#

ok

#

can the meta human creator be used not only for creating a character

#

but as a character creator for the game you make?

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? 🙂

prime willow
#

oh

eternal star
#

This is more of a general question, lets say I buy some tree assets from the marketplace, and then I distribute a map editor/mod kit for my game, can those marketplace assets also be included? Do I need to package them a certain way? the epic faq says I need to bake them, Im assuming that means I need to load the assets into a pak file?

glacial pecan
#

Wow, you can't remove comment bubbles from comment boxes in the material editor?

#

Also, damn, I wish I was able to comment material parameter collections the way you can comment enums...

plush yew
#

hey I have asked this about 3-4 times here no one gives me answer. How to get All Assets window shown in Viewport?

eternal flame
#

Need some help! I have been trying to connect omniverse 4.26 connector... I think i have installed correctly.... I think i am missing a step... but i can not find anything anywhere... what check mark am i missing or how do i log into omniverse through UE4 ---- Solved ---- you Need to use the Correct Server witch by defualt is "localhost" folder structure. https://forums.developer.nvidia.com/t/ue-4-26-1-not-connecting-to-nucleus/174000

inland ibex
#

How do I go about adding dithering to Megascans assets that all share this master material? The master mat doesn't have a standard material input, and trying to add dithering to the pixel depth offset nodes of one of the material instances connected to it results in some pretty weird things, where it dithers shading rather than intersection

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Megascans assets are imported from Bridge, in this case.

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And here's what the material attributes look like. I can check a box in the material settings that brings back the normal material attributes, but that unhooks the material function and breaks things

fathom monolith
#

How much ram is needed for using UE 4.26.2 with the MetaHuman Sample project, and can I use the pagefile as ram for UE 4?

dry latch
#

I've been having problems getting terrain visibility to work. Currently when I use the terrain visibility tool, the terrain dissappears, but I can't pass through it where I've painted

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Any ideas ?

fathom monolith
#

Unreal Engine crashed while loading the MetaHuman project.

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Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/D3D12Util.cpp] [Line: 671] hr failed at D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/D3D12Resources.cpp:413 with error DXGI_ERROR_DEVICE_REMOVED with Reason: DXGI_ERROR_DRIVER_INTERNAL_ERROR

UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_HairStrandsCore
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll

bold orbit
#

I just redeemed a code to get project files but I don't know where to get them. Can anyone please help?

fathom monolith
#

What project files?

bold orbit
fathom monolith
#

I don't think you can use redeem code to get project files.

bold orbit
#

idk how else to get them, that's what it's telling me to do

fathom monolith
#

Huh, sorry, not really sure.

grim juniper
#

Are you following the instructions?

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The "Additional References" page has a pdf with instructions for redeeming the code

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The only part you do in the launcher is create the project

bold orbit
#

ok I see it now, thx

fathom monolith
#

Any idea on fixing the d3d error I had?

earnest violet
#

what do I type in search to get the check if key has been pressed please?

mighty comet
#

Out of curiosity after some toying with animations the past day, these are the conclusions i've come to, anyone see anything horribly wrong about my deductions/notes?
https://i.imgur.com/2B6sJXW.png

jade bobcat
#

https://forms.gle/fDuTiayHKP5QNDN2A
if you have the time please offer your view on our survey that looks at how often you are able to fully finish a project and more.

plush yew
#

here we go again

#

:P

sterile tulip
#

hello developers

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who here is a developer

tough stream
plush yew
#

eyyyy

icy mulch
#

Hey i need some help my default landscape is a different for some odd reasons even when i start a new project

fathom monolith
#

Can I use a pagefile on windows to increase the amount of ram the unreal engine can use?

south ridge
#

You need more actual real physical RAM

quiet token
#

increasing pagefile increases the amount of memory available to ue4

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it will be slow memory even if its ssd, but its still memory..

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thats the whole point of a pagefile.

earnest violet
#

Does anyone know how I temporarily disable the TAB key please? THX! 🙂

sterile tulip
#

Hello guys

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Do you guys use Visual Assist

dim arch
#

anyone know if there is a backup of the forums? checking some post but a bunch of images are missing

earnest violet
#

Does anyone know how I temporarily disable the TAB key please? THX!

brave lark
#

if I don't run construction script on drag is it still safe to use construction script for customization stuff?

wicked hollow
#

Anyone else notice OG Mr Miyagi? 😆 wax on... wax off

pastel ginkgo
#

Anyone know why the hair is missing when far away? I changed lod to 0 and it worked for everything but the hair.

drowsy snow
analog palm
#

Alright.

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I need your guys help.

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The launcher is deciding to be stupid and says i need a specific thing in order for the program to run.

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api-ms-win-downlevel-kernel32-l2-1-0.dll This file in particular.

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Anyone know where to get it?

brave lark
#

that's the weirdest thing I've ever seen. it should make you download all prerequisites when you install an engine

analog palm
#

Apparently it seems to be a common issue with others.

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I need this help soon.

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NSR is calling my name.

hearty gust
#

any reason why this wont cast over?

grim ore
#

Why what won’t cast over? Where is it supposed to go or do

hearty gust
#

its an animBP

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getting this error

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kinda stuck lol

grim ore
#

You don’t need a target. The target is self.

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You need to give it the info it wants

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Your in the anim instance.

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It’s a pure node. It doesn’t have execute wires you plug in data and it gives you data.

hearty gust
#

I see what you mean

plush yew
hearty gust
#

Thank you @grim ore

drowsy snow
hearty gust
#

lol

analog palm
#

I’m trying to run the epic games launcher as an admin but it’s not working for someone reason. Anyone know why?

hearty gust
#

PC restart might help? If you havent already

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It does for me sometimes

analog palm
#

Ok, i'll give it a go.

hearty gust
#

Let me know if it worked

pastel ginkgo
#

Anyone know how to copy an animation from one actor to another within a sequence? I'm trying to copy the sample animation to another metahuman.

analog palm
#

It’s still not working.

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I’m growing desperate.

hearty gust
#

Did you clear your launchers webcache?

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@analog palm

analog palm
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I don’t think I did..

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How do I do that?

hearty gust
#

^

cedar wave
#

So - I'm having an issue where my in-game UI is not showing up in a packaged build, but it works perfectly fine in the editor.

I have my player controller create the UMG Widget, store it as a variable. Then when the pawn is created and it gets through its Begin Play, I then pass this variable to the pawn and add it to the viewport.

I've also tried putting the logic into the On Possess event - still nothing.

Any ideas?

wide swift
#

can anyone help me i need to use decal in android but its not working while i am previewing it .... will decal works in android

supple sparrow
#

Is it possible to create parallel timers in blueprints? For instance, starting a bunch of timers in 1 second intervals that all last 10 seconds each?

magic wren
#

Hi

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I need a little help

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I put this together in the hopes of moving my character but that just doesn't happen

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I did set my character as the default pawn in the gamemode

wintry steeple
coarse shale
#

After i build and export the application. There is lots of motion blur. How can i disable that?

magic wren
#

in the project settings, there is an option of motion blur i believe

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search for it in the search bar

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then disable it

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then re-export

magic wren
granite creek
# magic wren

control rotation is zero by default you have to change it using Add controller yaw input

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and please use sample codes from third person as learning resource

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btw Pawn does not react to add movement input without a movement component

magic wren
#

its a character, not a pawn

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it has a character movement component

magic wren
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*copy

granite creek
magic wren
#

yes

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I also hooked up a print string to the axis value of the input, it was working fine and printed the correct values.

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I think something's up with the add movement input

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because i connected it to a tick event to test whether it moves. I put in a direction and scale as 1 but still the character didn't move.

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i even set the scale to 100000000000000

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🥲

timid pilot
#

We cannot export free metahuman model to Maya, or another design Tool ?!

magic wren
#

you can download the dll from here

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then paste into system32

rigid belfry
magic wren
#

Shouldn't I get it? I did that to get the forward and right vectors

rigid belfry
#

no

#

you are getting the rotation's forward vector

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which doesnt make sense for what you're trying to do

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off the controller, get the forward and right vectors directly

magic wren
#

ah ok that makes sense

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Thank you

#

that worked

rigid belfry
#

pretty sure thats how they do it in the third eprson template anywayu

past knot
#

Hello everyone, I am trying to import some uassets that a friend of mine send me. We both use the same engine versions and he migrated the file from his project. However when I am trying to import the uassets in the contents folder I get an error that .uasset is not reckognized. Copying and pasting from explorer also does not work.

viscid abyss
#

so i have created a notifier but how do i drag it onto the montage?

rain laurel
#

hey

#

can i get some quick help with a material

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its super simple but for some reason i cant find a solution online

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nvm lol

#

figured it out

fierce tulip
#

rubber ducking wins again!

rigid belfry
#

hey! how come some people are able to reply to their own messages while i cant?

fierce tulip
#

try holding shift, or click the ....

rigid belfry
#

oh wow whats all this then

#

had no idea this was a thing

fierce tulip
#

ikr

rigid belfry
#

maybe

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on the timeline, not the event

viscid abyss
#

tysm

rigid belfry
#

is there a way for child classes to inherit from components events?

drowsy snow
pastel ginkgo
#

Can anyone help with copying an animation to another actor? I have a sequence I recorded using a metahuman and I want to copy that sequence to another metahuman. I can copy the animation but it doesn't seem apply it to the new metahuman.

earnest violet
#

I have slow motion in my game. What's the best way of deactivating it for 10 seconds after it's been active for 15 seconds? thx! 🙂

#

I know it should be done with timers but I don't know how exactley

plush yew
#

anyone know if is possible pose characters on unreal engine? the idea is take some screenshot, so i was thinking if is possible pose them in the landscape (?)

drowsy snow
#

Set Global Time Dilation: 0.x -> Delay: 10.0 -> Set Global Time Dilation: 1.0

plush yew
#

Hey guys,
so I'm planning to develop an open world mobile game with a map, kind of like Gangstar Vegas by Gameloft, for making the 3D map tho, I need to hire some ppl but I'm unable to understand what all skills I need to hire ppl in,
can you please help me by telling what skills I need people in to completely make a good 3D map with lighting and level design, I have the concept and this map will be based on a real life city so for reference they'll have a lot of pictures

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note: I'm asking just for the map/environment part and not the whole game development

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also,I already have this kind of 3D model that I bought a few days back

drowsy snow
plush yew
drowsy snow
short pasture
plush yew
earnest violet
#

@drowsy snow Can u elaborate plz?

drowsy snow
sturdy plinth
#

Hello, I wonder how Do I have acces to the FSceneView from a static function ? in Unity I can just do SceneView.LastActiveSceneView. How to do in Unreal ? (it's for editor tool purpose, I want to access the ViewMatrices, and the UnscaledViewRect of the sceneView

short pasture
#

i still working on my game my game is a racing game

meager stag
#

Anyone knows why the normal map gets all screwed up when fed into Input (A) in a material function, but works as param/texture sample (B)?

rigid belfry
pastel ginkgo
#

Is there a way to control a CineCameraActor with an Xbox controller?

short pasture
#

guys i can delete those? i jest wanna my car model things in there

serene birch
chrome ivy
#

Should a component simulate physics in order to generate Hit events?

meager stag
#

Or wait you mean on material with function 🤔

#

Let me check

serene birch
#

yes

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UE4 sets default sampler mode base on the texture you put in the material

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also metalic, roughness and similar "not a color" textures should not be set to sRGB

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normal map isn't a color so it should not be sRGB too

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incorrect sRGB setting for normal maps mess them up weirdly

plush yew
#

hi, anyone try this tutorial? https://www.youtube.com/watch?v=jyXxI4Mw05E

Demonstration of FBX export as Mannequin skeleton from Blender to Unreal, with the Auto-Rig Pro addon. Ready for humanoid retargetting.
Similar workflow for Unity.
For best auto-skinning results, use a water-tight geometry.

Get the addon here:
https://gumroad.com/l/auto-rig-pro
https://blendermarket.com/products/auto-rig-pro?ref=46

Feel free...

▶ Play video
#

my model look broken in unreal

earnest violet
#

Below is my code which is wrong. Basically what I want is when player clicks on slowmo on widget button it activates slowmo for 5 seconds. I want it so you can keep turning on and off for those five seconds of activation but after that there is a 10 second wait befor you can use slow motion again. Can anyonne plz help me?

#

Can anyone help? I'd really appreciate it

#

whoever helps will get their name in the game's credits

rigid belfry
#

you only need to cast to your character once, no need to cast each click

rigid belfry
#

and you can turn it on and off

earnest violet
#

@rigid belfry slo time while shooting it comes with activate node and deactivate node and it's a component

#

@rigid belfry All I want is when the ui button is clicked for slow mo it enters slow mo but slow mo then can be deactivated and activated as many times as you want for 5 seconds and after that it disable slowmo for 10 seconds

rigid belfry
#

maybe try with timers

#

you set a timer by event/function, and if you promote the timer handle, you can then do stuff like play, pause, clear handle

proven kayak
#

What is the best way to get a ray tracing/dynamic lights only scene in the engine with all the features? AKA not the current RTXGI build

earnest violet
#

@rigid belfry If you have a look at the screenshot you will see that I have timers but I think I set them up wrong. Can u help a little? Thx bro! 🙂

#

@rigid belfry Do you know what's wrong with my timer code m8?

rigid belfry
#

i cannot help you right now, i wont be online for a couple hours

earnest violet
#

ok m8

rigid belfry
#

just real quick, i doubt that "set timer by function" is doing anything

#

since the on clibked button is not a function

#

right now it would't even work as an event probably

#

you need a custom event

#

on click, call the custom event

#

set timer by event-> custom event

meager stag
#

@serene birch Wasnt that unfortunately. The tree is still not getting its normal for whatever reason, only the terrain's I am blending with.

#

(right one is normal simple material for comprison)

earnest violet
#

@rigid belfry Ok thx man 4 your insight and knowledge! 🙂

#

@rigid belfry On Clicked (Button_SloMO) Signature Error: The selected function/event is not bindable - is the function/event deprecated, pure or latent? [5990.15] Compile of WB_Game_HUD_widget failed. 1 Fatal Issue(s) 0 Warning(s) [in 579 ms] (/Game/ThirdPersonKit/Blueprints/User_Interface/WB_Game_HUD_widget.WB_Game_HUD_widget)

I took your advice but I am now getting this error. Dam this shit

fresh shuttle
#

does anyone know what in the world is going on with my imported models?

#

it has a huge area of black artifects

#

i imported this mesh into another project and it works fine there,anyone knows how to fix it?

drowsy snow
odd wasp
#

hey

fresh shuttle
#

i see ,it gets worse the more i increase the engine graphics

tight river
#

update question -- I'm currently using 4.24.3 and doing tutorial on gamedev.tv. If I update to 4.26, will it break anything I'm currently using? And what is the best way to update the version on Windows 10? Does UE do it all in place, or do I have to uninstall current version and then install new version?

odd wasp
#

is it possible to import a custom skeleton or do i have to use the one on the mannequin

earnest violet
#

I am trying to get my slow motion to deactivate for 5 seconds after it's been on for five seconds. If you have a look at my code you'll see that it does deactivate once it reaches the end of the code. The only problem with this is that if the player selects the slow motion again it will work. This is not what I want. I want so when you've activated slow mo you get 5 seconds of slow mo then 5 seconds cooldown where the player can't enable slow mo again for another 5 seconds. Can anyone help me please. I've been at this for hours. HOURS!

solar gorge
#

Looks like you’d want a simple branch and Boolean. Boolean like “Ability_On”, have that get set to true when the ability’s on, and get set to false when you allow it again, and of course a branch.

grand ferry
#

Hi! Noob question/problem. It seems I am not able to orbit around objects in my Viewport with alt + MMB, It has the same behavior if alt is pressed or not. I have tried everything I can think of so far.
The object is foucused using F
I have tried enabling the "Orbit camera around selection" and "Use UE3 Orbit Controls" in the Editor Pref. Nothing changes. Is there something I am missing?

earnest violet
#

@solar gorge Where and how do I set the branch(s) mate. Sorry I am dumb and new! 🙂

solar gorge
#

Hold on a sec. isn’t that infinite loop you just made...

earnest violet
#

Dunno

#

=/

solar gorge
#

What’s the reason to connect that very end branch back into your cast, that’s an infinite loop it seems.

earnest violet
#

Ok I will break

#

@solar gorge Where and how do I set the branch(s) mate

#

Sorry, forgive if I am particulary thick and sto0pid

heavy sail
#

Help my unreal engine crashes when i add an actor

#

My machine is above the required specs

earnest violet
#

@heavy sail maybe upgrade or downgrade toa different UE4 version

solar gorge
#

Assuming your gonna use that timefxcooldown bool, that first branch you have, move that set to true, to the false side of its included branch, and connect the rest of your code that was on that true, to that set/ false.

grand ferry
#

@earnest violet maybe just make a bool, when you have entered the slowmo state, you cannot enter it again. So you could disable the onClick if you are already in the slowmo state, and enable it again in the end

dense knoll
#

How do you use shape keys in ue4?

grand ferry
#

@earnest violet might also be better to ask in the #blueprint channel

heavy sail
#

here is my error log

earnest violet
#

@grand ferry Hi! How do I disable the Onclicked Button please? 🙂

plush yew
#

I just love having to make my computer ingest 400gb of megascans

winter hull
#

hey guys i activated sounds in editor and now i dont remember where to deactivate it

#

im going bananas with this ambient sound

#

please somebody release my pain and tell me where that option was 😄

#

oh nvm -.-

#

typical 2 seconds after asking i found it

tight river
#

derp -- got 26.2 downloading now. didn't realize that all of your versions are available thru the launcher.

earnest violet
#

What do I type into search that brings up the node to re-enable clicking on a widget botton with mouse? Thans a million! 😦

grand ferry
#

@earnest violet here is one way for example, should work

#

I think, Im a noob too 😄

plush yew
#

How do you change the scale of you objects permanently, so when i use foliage its not tiny.

grim ore
#

You have to change the import settings when you import them or you go into the mesh, change import settings in there and re-import them

simple dock
#

Hola, I'm having some troble importing metahuman into unreal engine

#

I have unreal engine open but the button is greyed out

#

I have both open, and I've tried restarting one, and the other and starting them in both orders. I'm guessing I need to wait for the update

drowsy snow
#

TBH I'm still reluctant to install Maya 😦

simple dock
#

Oh I think I got it now it was set to Blender

sly island
#

Hello, new UE user here, have a question regarding trees. Many projects ive used, the tree limbs are animating within themselves, so the base tree is static and the rest of it animates inside of it giving it a blurry trippy look. Im trying to either get the trees to not animate or animate without that double effect in a sequencer animation. I can't seem to find any info online on where or how to disable that effect. I like that the trees move in the wind but it just looks trippy.

simple dock
#

@sly island that will be temporal anti-aliasing along with motion blur post processing, disable one, the other or both and it'll clear up

sly island
#

@simple dock awesome, I will try that, thank you very much!

boreal raft
#

hey there, anyone has this issue?

novel lodge
#

what time frame is considered spamming ?

plush yew
#

?

novel lodge
#

like say I post something in released

#

and I wanted to post it again

#

what time-frame should I wait for before I do so its not considered spamming

plush yew
#

maybe a half day or a day?

novel lodge
#

thank you

simple dock
#

anyone figured out how to make the hair render as mesh in the LOD yet?

cedar wave
#

Depends on what it is honestly. But if you released your game/tool, then posted again half a day later, heck, even a day later, I'd consider it spam and immediately become disinterested in the project. Simply out of principal.

simple dock
#

I know someone was working on it since hair rendering is to expensive for many hardware

#

I've had a look and the only way to do it seems to be export the hair mesh and it's really convoluted, you'd have thought they'd have included an option to render mesh only hair

#

I guess it's for high end only, I can't find a way to render mesh only hair and turn off the strands

#

I know the guy whos working on it hasn't figured it out he's been looking at the source code to force rendering of mesh hair only but it seems overly complicated

#

he hasn't slept yet though, He's gotten the metahuman to render on his Oculus Quest 2, but with no hair so both of us are now trying to figure out ways to force mesh only hair

robust raptor
#

Hello, I tried Multi User Editing with a friend, but when he imports models and materials, the materials differ from each other, any fix for this? Or did we do something wrong?

median bough
#

Hey guys how can i downgrade a project, i want to go from 4.26 to 4.24, its just a gamejam type project so pretty small only like 10 real files so if its not possible ill just port the code and stuff manually.

regal narwhal
#

Hello!
I have a static mesh, which is dark after i build the light. I made a second UV channel in blender (with smart UV option, because im not rly using blender, just get the model there), changed the value of the lightmap coordinates index in UE, but its still dark.

crisp thicket
#

how do I convince my friend to get into unreal engine?

#

🤯

light thunder
#

Why would you need to?

spare kernel
plush yew
#

hi anyone know why the landscape look bright even without lighting in the scene?

light thunder
plush yew
#

i can't reproduce this?

odd wasp
#

can i use blender for models and characters

light thunder
light thunder
# odd wasp can i use blender for models and characters

yes you can but look up the unreal engine pipeline tool and spend some time making sure that it's installed correctly, definitely pay attention to what the scale is set at or you will bring in models that are 10 times or even 100x too big

odd wasp
#

where can i find this tool? and can i use a custom made skeleton?

light thunder
#

@spare kernel ever heard of this use case? I need to initiate the input system to record the actual physical release of a key - however, I'm using a plugin (the author has tried to help but doesn't know the solution either) and this plug-in interrupts input only for split-second, but that interruption still tells the input system to fire the OnRelease Key.

That means when they actually do release the key the system is not listening.

I've tried using a victory plug-in to simulate keypress - but it only works half way, it actually fires the action as though you press the hardware key but the hardware key still doesn't listen for the OnRelease event -

**how would I manually tell the input system to begin listening for physical, hardware event of a key being release? **

#

I know it's a pretty unique use case but it's game breaking as it currently stands for me

odd wasp
#

@light thunder where can i find the tools

#

i'm looking for them and i can't seem to find them

regal narwhal
plush yew
fringe jetty
#

so wild see what u guys can do as a unity developer 😆

frigid forum
#

Hey all, not sure where to ask this so I hope here works. I've been working a small project for practice with blueprints, and when I go to launch the game through unreal (im on 4.26) Unreal becomes unresponsive and if left without ending the process through task manager will freeze my entire system

#

Is this a problem with unreal or is it something I'm doing?

fringe jetty
#

This doesn't sound like a UE issue try backing up your projects and reinstalling

frigid forum
#

Well the thing is when I play the game (not launch) it works just fine

#

I only want to launch the game to see if there is a difference in performance. For some reason when I play the game the FPS gradually drop and I was wondering if it would do the same in a launch

#

I wanna first see if it does the same with projects on 4.25

#

Yea, same thing happens

#

Which makes me think it's a UE issue

plush yew
#

oh god, time to implement the discord sdk to do logins aaaaaaaaaaaaaaaaaaa

#

I want to make an online game that i can enjoy. i mainly dont enjoy them cuz online games always put me in a beginners team against Pro veteran team

#

so i was currently working on a Fan game Titanfall, but recently ive started thinking, what other type of online games are out there that i could possibly enjoy. anyone got any ideas?

rich girder
#

Hi everyone. Can you help me please? I'm looking for a tutorial (could be video or something else) that shows you how to apply good OOP (Object Oriented Programming) practices for Blueprints in Unreal Engine. Do you know any good ones for me to study? I found some sites that talk about OOP but none about applying that to Unreal Engine.

frigid forum
plush yew
#

is that a skyrim game?

frigid forum
# plush yew is that a skyrim game?

Based on the Elder Scrolls series, yea. It's story based, but it has a lot of cool things in it. Not sure what type of games you're taking inspiration from so this could be a very far off thing

plush yew
#

as of now, im using Titanfall 2, Halo wars, Civ Rev, TABS, and Fallout 4

frigid forum
#

The closest thing to ESO is Fallout 4. But it's still pretty far off

plush yew
#

i might try to combine two of my game projects later, as of now, im just trying to make a titanfall fan game that wont make me want to break my controller in half

dry latch
#

what is 4.26 Chaos ?

frigid forum
grim ore
#

we have no idea of knowing, you would have to check any crash logs or system logs or task manager, etc. The majority of people are not reporting this issue

frigid forum
#

It doesn't provide a crash log, just freezes. Task manager says its using about 60% of my cpu but it's unresponsive

honest vale
#

is it compiling shaders?

plush yew
#

Maybe i changed something in the settings but why do my gerstner waves not have the foam settings like anisotropy, bubble detail etc in the global scalar parameter value?

frigid forum
# honest vale is it compiling shaders?

I left a project on launch for a while and it was frozen, but a windows firewall popup came up telling me to allow access to something for unreal. Just windows being a pain for a good 2hrs straight sadly

#

My projects now launch properly now

thick nebula
#

i was totally uninterested in the metahumans until i saw it can do lowpoly

#

i know that sounds kinda stupid but it could help my project a lot very quickly

#

i wonder how soon until you can mix and match animals

short pasture
#

this is to much how can i delete them faster

plush yew
#

I have an issue with my materials again after exporting from c4d to ue4

#

In my ship model the sails are non transparent and two sided however in ue4 they are one sided and weirdly transparent, what did i do wrong?

mystic agate
#

Can someone PLEASE help me out solving a lighting issue i'm having with mega scans assets. I'm sure its a simple fix but I cant seen to solve it.

novel lodge
#

Is there a channel for portfolio reviews ?

trim bough
#

please i need help to replicate my delegate 😂 just kidding

short pasture
plush yew
#

can't you just shift select?

short pasture
novel lodge
#

Or your model may have normal issues

plush yew
plush yew
mystic agate
plush yew
mystic agate
plush yew
#

try a changing directional light?

mystic agate
#

i mean sure but

#

not rly a fix

grim ore
#

@plush yew your plugging a color into opacity.. your telling it that the item has opacity and can be transparent... what else are you expecting it to do for that part?

plush yew
#

ill try that thanks again

#

but thats what the file name is called?

#

it says alpha so idk?

#

then what do i plug in?

#

Cuz the RGBA makes it look more transparent

grim ore
#

whatever you plug into opacity will make it transparent or not depeding on the color you put in with white be opaque (non clear) and black being clear

#

you are plugging in the RGB channels, which makes up the color of the texture, so it certainly seems like your going to get a grey (partially clear) look

#

you need to determine if that texture is set up with values or just a mask (1 or 0, black or white no grey)

#

then you need to figure out which channel (R G B or A) that alpha is set to

#

then just plug that in to the correct input

plush yew
#

How do you find it?

grim ore
#

usually its in the info for wherever you got the asset, otherwise you open up the texture in UE4 and start looking at the channels

mystic agate
grim ore
#

for example on this texture, I unchecked all but alpha and you can see the alpha channel is the one that should be used for this

plush yew
#

its pure white

grim ore
#

you have 4 channels, which channel looks like it should be the one for opacity

#

you have to look thru each of them unless you have instructions

plush yew
#

i dont have instructions

#

I might just be stupid and doing it wrong but when i select one channel it puts up the same texture for example just blue has the same as just green and red

grim ore
#

chances are then just one channel is the correct alpha mask

plush yew
#

Where is the alpha mask?

#

is it the opacity?

grim ore
#

by alpha mask I mean the information used to represent the alpha for your material

plush yew
#

I get it im trying them out rn

grim ore
#

be it a grayscale that is used for pure opacity so you have partially transparent, or a black and white actual mask that is used to determine if its clear or not with no in between

#

try plugging in just the R channel into opacity

plush yew
#

It worked thanks i changed it to masked from transparent and plugged the previous image into opacity mask and R into opcaity like u siad thx

#

said*

indigo escarp
#

hi pls
how can i create a regenerating health bar

plush yew
#

Another question i create animations and cinematic in ue4, and when you create a hair simulation for example for a character you need to click simulate for it to actually work but is there a way to have a simulation in your sequence without clicking play because that doesn't work, does that make senes?

#

So you clip sequence captures your simulation, or to animate with a simulation for example.

kindred viper
#

with hair you can affect it in editor with Niagara

short pasture
#

guys can anyone dm me and give me his car model i new in unreal engine so

kindred viper
#

there is a vehicle in the sample for UE4

#

Both a simple and advanced vehicle in fact

#

If you want to make custom vehicles, I would run the tutorials on setting up the assets as its extremely important.

short pasture
plush yew
kindred viper
#

I've seen that done recently sure

#

thats the one I saw

plush yew
#

thanks ill look at that

fierce tulip
plush yew
#

I fixed it its ok

#

Im trying to figure out how to animate with a floating simulation in gerstner waves simulation

short pasture
#

there is errors

#

and this

#

and this

#

how can i fix them

light thunder
grim ore
#

did you copy paste that code? or migrate it over... probably should migrate

light thunder
#

You'll have to recreate them if you copied them

fierce swan
#

Quick question, I'm trying to spawn random health orbs. I'm trying the following approach, based on a video.

  1. I have Target Points pre-positioned in the level.
  2. The target points are fed into an Array and I am getting a Random integer in Range to spawn my orbs (Spawn Actor) randomly at one of the target points.
  3. My Orb BP has a particle emitter, with a collision box around it.
  4. I'm using the "On Component Begin Overlap" event on my collision box.

The problem I'm having is that the if my pawn overlaps ANY of the Target Points, even if the orb isn't spawned at that location, it's firing the Overlap event. Any ideas why or am I misunderstanding how this should work?

short pasture
grim ore
#

if you copied them, right click the bad nodes and tell them to create. if you copied them, maybe consider migrating the stuff and not copying

grim ore
#

yep

short pasture
#

like this?

grim ore
#

right click any variable and create it

#

but again... if you dont know what you're doing you might want to start with learning first. If you copied these from another project, you should have migrated them

short pasture
grim ore
#

we know, you should learn.

kindred laurel
#

Hi I was just wondering if anyone could assist me with my AI animation?

#

and then it wont let me get the velocity :((

grim ore
#

have you looked at how the default third person template handles this?

short pasture
valid sun
#

i have a problem i try to login the quixel with my sony account and its still loading its been like 2 hours

kindred laurel
#

yeah and ive tried to replicate it but I dont have a jump or anything for it so idk what to put in its place

grim ore
#

@kindred laurel you are in the animation blueprint, you are trying to get who owns this animation blueprint (Try Get Pawn Owner) and then casting that owner (probably the character?) to the animation blueprint... does that not appear to be wrong?

valid sun
#

il try to restart my pc

grim ore
#

the default third person anim bp.. it doesnt cast anywhere in here to get the velocity jumping doesnt matter for any of that part.

kindred laurel
#

ah okay i just didnt know if i was supposed to put something in the place of 'is in air'

valid sun
#

iam back

grim ore
#

well if you are not using that part, just dont put it

short pasture
grim ore
#

you still only need to ask for the pawn owner (the pawn this anim bp is running on, probably your character) and get its velocity directly. You were trying to get the pawn and tell the pawn it was an animation blueprint and that is why it was not working, the anim blueprint has no velocity

robust raptor
#

Hey guys, when my friend edits a material and saves it, my UE4 crashes. (we are using Multi-User Editing). Any fixes for this?

grim ore
#

@short pasture start with structured learning from the documentation or the learn.unrealengine.com website or youtube

silver mulch
#

ive been getting sudden crashes in UE4 ever since updating my nvidia driver. Keeps saying it has lost the D3D device. I've done every step i can find online but nothing is fixing the error on my laptop

kindred laurel
#

what should i put instead of the 'is falling' and 'is in air' because those say they need someting plugged?

short pasture
grim ore
#

that looks fine, if you arent using the is falling or is in air or that part just dont do it

kindred laurel
#

I'm also sorry to ask this question but I seem to have forgot how to get into the third person state machine?

grim ore
#

on the left

#

you have your Graphs and Animation Graphs

kindred laurel
#

oh sorry on my third person when i go onto it it won't show the state machine

kindred laurel
grim ore
#

in the character or in the anim bp?

plush yew
#

I've made a mistake i enabled Texture LOD in project settings next to ray-tracing and now its just stuck at 39% when launched.

grim ore
#

yes on the left, animation graphs

#

you have both your code graphs and animation graphs collapsed, the small triangle.

kindred laurel
#

oh thank you!

grim ore
#

@plush yew you wait for it to compile the new shaders then you can disable it

plush yew
#

ok

true trail
#

wow, I just learned that StringTables are not registered in unreal until I open them and save - every time after reopening the projects 😄 Trying to read data from them before doing that resulted in empty strings.
The hack from this thread
https://forums.unrealengine.com/t/string-tables-not-loaded-at-start/115171
works, but there surely has to be a better way of doing this 😄

plush yew
#

it loaded my cpu 101%

light thunder
#

What are the console commands to make something go full screen?

#

Because setting resolution doesn't work, even if I put an f\

kindred laurel
#

I was also just wondering if anyone could point me in the right direction surrounding my objectives. I have objectives set up around my map along with some yellow emission cylinders to act as 'way points' for them to go to. I was just wondering if anyone knew a way to make it so that the next objective and 'way point' doesn't spawn until the last one has been met?

#

This is what my blockout looks like with them both spawning at the same time. the objectives are collision boxes that bring text on screen when I collide with them

dull swan
#

Anyone know why these HDRI material settings are all greyed out?

devout portal
#

Question: does anyone know of a good reasonably priced online source control service that works with unreal? Not git hub or perforce. Is it best to just rent a server?

fluid turret
#

How do i check if a key is being pressed?

uneven hemlock
#

Quick question

#

is it possible

#

to make an array of emtpy

#

like an array of 10 null pointers

short pasture
#

what i am to do

upbeat tendon
#

How do other analytics systems work? Push data over http? Stream over udp?

plush yew
#

I did some lighting and it's not bad on the ship but at the back doesn't seem right can anyone tell me what i should change and how, i'm not a professional so i probably wont know how to change it?

#

Its a bit too bright in some places but idk how to change it so it stays the same brightness in other places

misty wharf
#

Is there a way to rebuild a navmesh in C++? Or would it be better to just set the runtime generation to dynamic? I have some objects that can be removed from the level, so I don't want characters to continue pathing around them.

ocean grove
#

How do yall deal with frustration when your code isn't working?

hexed eagle
#

I have a question : I've got this : TArray<AWeaponBase> Inventory;

#

if I add a weapon to the inventory, I use Inventory.AddUnique(Weapon);, where weapon is a property of my function (AWeaponBase* Weapon)

#

when I retrieve an item by index, ie: Inventory[1] or whatever, does it return a pointer object? ie: AWeaponBase* Weapon; ?

#

do I need to cast it, or anything before using it?

#

and 2nd question: How do I check if my inventory already HAS a specific weapon type?

#
            if (W->GetClass() == Weapon) {
// return found weapon
}
}```
#

this doesn't work

#

oh wait.... I may have found my problem

misty wharf
#

I might be easier to assign weapons a unique ID. Then when checking if your inventory already has the weapon you can just compare IDs.

hexed eagle
#

yeah, I'm thinking that might be the way to go too

misty wharf
#

I don't know how large you're expecting your inventory to be, so I guess if it's like 1000s of weapons that might not work great lol

hexed eagle
#

I base all my weapons off the WeaponBase class, so a Rifle or Handgun are both children of WeaponBase

novel lodge
hexed eagle
#

so if I add them to the inventory, and try and see if I have that weapon based off GetClass, they all return WeaponBase

novel lodge
#

so unless you added a weapon twice each one is a pointer of type AWeaponBase

novel lodge
#

and if you wanted to then use functions in the subclasses, i.e. rifle then you would cast

hexed eagle
#

ok, testing that

novel lodge
#

haven't noticed much performance impact

misty wharf
#

Probably what I'm going to do

novel lodge
novel lodge
#

you could place that in the player controller

#

then set the options like this so other actors (i.e. characters) can still handle input

uneven hemlock
#

i just made my own object blueprint

#

called it null

#

and gave it no funcation

#

so then I just make an array of nulls

#

LMAO

surreal eagle
#

Oh loo

#

Lol

winged notch
#

how do i fix this ?

#

it save 2 of my layers info but the other 5 get deleted when i restart UE4 but 2 stay

novel lodge
#

why

#

would

#

you

#

do

#

such

novel lodge
uneven hemlock
#

wait so if u leave it at sleect asset

#

it just makes it null?

novel lodge
#

try it first though

tiny sonnet
#

It's been a few months now, is 4.26 less buggy than before now?? I'm still using 4.25 but I like to use metahuman so yeah

novel lodge
rigid belfry
uneven hemlock
#

o ok

#

good to know

#

i will do that instead

rigid belfry
#

just like setting an actor reference to null

tiny sonnet
rigid belfry
#

i have donesome multiplayer and havent crashed once

novel lodge
#

my main project is multiplayer and haven't had any issues

rigid belfry
#

about the most recent ue4 livestream( https://www.youtube.com/watch?v=gCt4oLEQ2LU) i havent watched it yet, but do they cover procedural maze generator perhaps? looks like it by the thumbnail

This week on Inside Unreal we’re taking a look at Houdini Engine for Unreal Version 2 and its features. Simon Verstraete will also walk us through the Houdini Starter Kit which is a set of procedural game art tools that can be used in Unreal.

ANNOUNCEMENT POST
https://forums.unrealengine.com/t/inside-unreal-procedural-tools-with-houdini/213398
...

▶ Play video
thick nebula
#

metahumans is fun

#

attention to detail is amazing

brazen coyote
#

hey can anybody help me i have been working on a level and i saved it and then shut off my pc last night and now its nowhere to be found in the project folders

#

i found the backup Umap file thing but when i drag it in the content bar it doesn't work im new so i might be missing something any help would be appreciated 🙂

grim ore
#

the backup is not named the same as the original, so rename it to match what it should be.

#

if you saved, the original should still be there

brazen coyote
#

this is in the auto saved thing

#

so i rename lets say the most recent one

#

Just hillcamp.umap or?

#

sorry this must be torture for you im still learning

grim ore
#

yes whatever it was called before, without the _Auto more than likely

#

it has to be the correct name, and in the correct spot to show back up

#

but why is the original gone?

brazen coyote
#

no idea man everything else in in my project that level is just gone? its so weird

#

like it was just in my content thing

#

just beside those folders

#

and then boom

#

it said unknown extension

#

is it game over 😦

cedar wave
#

Is UI (UMG Widgets) generally handled in the player controller?

rigid belfry
cedar wave
# rigid belfry what do you mean by that?

Like - where is the common/ideal place to put UI widgets? I read on the forums about how it is advised to put it in the player controller so that it can persist from one pawn to another, however, I have been having some issues with that in my networked game.

Plus - the Owning Player pin from the Create Widget node expects a player controller.

My thought process is that the UI widgets should be placed where they need to be - like, the UI for a shooter character (crosshair, ammo count, etc) should be on that character. Or the UI for being in a vehicle (speedometer, fuel tank, damage) should be on that pawn. And the UI stuff that everyone needs should be in a controller (like options menu, minimap, etc)

kindred viper
#

I guess you can do use the playercontroller for it but you can really do it from anywhere. They do expect a player controller for input but I believe it defaults to player 0 so you shouldn't have to worry about it. Often I have functionality for spawning widgets in a place that is accessible throughout the game, such as the GameInstance. But really it's inconsequential. It just needs to be accessible.

cedar wave
#

Well - it's not entirely inconsequential. I was running into an issue in a shipped build where the UI wasn't being added.

kindred viper
#

and what was the issue?

cedar wave
#

Not 100% sure to be honest, I just changed how I was adding the UI and it appears to be working now.

kindred viper
#

then I dont understand your refusal of my statement 😄

cedar wave
#
kindred viper
#

I guess if you do it wrong, it wont work but really I guess its down to what you are trying to do

cedar wave
#

This is the post I made about it.

kindred viper
#

ty ill give it a read

#

so the problem was the OnReady was not firing?

#

on the client

fervent verge
#

Does anyone know if you can install UE4 onto an offline system?

kindred viper
#

sure

fervent verge
#

How would I go about doing that?

kindred viper
#

you will need internet for the dependencies tho

fervent verge
#

I can not connect it to the internet

#

that's the issue

kindred viper
#

You can install it on a computer with the internet, then copy it over

fervent verge
#

I need it to see the .dll

kindred viper
#

that being said, im talking about source build here. Binary you can just copy over

fervent verge
#

would binary be the standard download?

kindred viper
#

yeah

fervent verge
#

I've tried that and have had no success I keep getting VCRUNTIME140.dll errors

#

Is there a way to force the engine to view them?

#

I was going to do a source install but it's no longer on github

still pawn
#

Is it just me or is there a lot more dead forum links and posts after the forum update. Google is now riddled with pages that lead to Oops! That page doesn’t exist or is private. on the UE forums

fervent verge
#

Yeah I've noticed that too

kindred viper
#

@fervent verge you don't have the Visual C runtimes installed I guess. Perhaps update your .NET and runtimes would help

solemn gale
#

hi guys all good I'm having a problem with the water system, in case it models the terrain and pops up the postprocess but the water does not appear put the brush manager and continues the same way everything from the plugin really changes in the landscape runs out of water

fervent verge
#

@kindred viper how would I force it to see my Visual C

kindred viper
#

that doesn't make sense to me sorry. You need to update your runtime files. There are .NET requirements and basic runtimes that need to be installed. Essentially making sure your windows is uptodate and you have made sure it updates all the runtimes it offers you

fervent verge
#

I have 2017 and 19 installed, and when trying to install 2015 today it said it couldn't due to 17

rigid belfry
cedar wave
#

Correct

#

Whenever I test in editor - with that setup in I had in the forum post, it works as desired. It's in a shipped build that it doesn't.

wild cobalt
#

hey all,

I had to uninstall UE4 for a while and got a new harddrive and I want to install UE4 to that harddrive, however the launcher is on my C: drive. Will installing UE4 in a different harddrive then the launcher cause issues

kindred viper
#

no

rigid belfry
kindred viper
#

I never install anything that isn't operating system orientated on my C drive. Everything is on separate drives

narrow mauve
#

Does anyone here have any problem adding Curves to materials?

#

I am trying to use curves for a volumetric clouds and they apparently don't exist when trying to add it

#

4.26.2

cedar wave
past rock
#

Hi everyone,

Got a question on fog/haziness, not sure if this is an Unreal Engine thing or if the Ocean Plugin I'm using may be playing apart in it.
When near sea level, it gets very hazy the further I move the camera away from objects (in this case ships)

But when I move the camera farther up, the haziness dissipates, although the ships do take on a bit of a bright white appearance.
Wondering what settings I might have to play with to maybe reduce this?

Current stuff in my level

I initially thought is was AtmosphericFog, but even getting rid of it doesn't seem to change things much.
Wondering what I should look into to adjust the fog issue

wild cobalt
kindred viper
#

yeah

rigid belfry
past rock
#

what I have in my scene for this whole fog issue:

rigid belfry
#

just to clear things up. on clients, only the owning controller exists, while the server has references to all player controllers

wild cobalt
rigid belfry
#

In the pawn’s begin play - I go through a has authority check and if it is server
an event set to execute on server would suffice

#

something like InitPlayer

#

pretty sure you could quite literally do "create widget-> add to viewport" on the player controller and it would still work fine

#

since clients only have their own PC ref and server is most likely(the first created player controller is always 0!!)at index 0

#

but again, take this with a grain of salt since i am very sleepy

#

another approach(what i would honestly do) is on whatever event you're creating the widget, add a branch and get the "IsLocalPlayerController" function. on true-> create widget

rigid belfry
stiff sail
#

how would i get a var that i made in my player character in a different actor?

plush yew
#

I was thinking about make a character creator like the sims4, not in a game, a standalone tool, i was thinking basemesh + blendshapes, anyone have experience in this? how hard can be make something like this? and if hire a studio or freelancers how much can cost a project like this?

sturdy vessel
still pawn
#

@sturdy vessel Glad I'm not going crazy, at least the links are reachable via UE forum search but still :/

sturdy vessel
#

yeah, been doing that too, just completely different URL and even forum post id

#

guess gotta wait for google to reindex

sick ridge
#

Hi @everyone I need help importing an alembic cache into Unreal. So im exporting an animation from Maya using the alembic cache method since its a complex animation. However, I keep getting this error message when I try to import into unreal.

#

Not sure how to fix this issue

kindred viper
#

you have doubles in your mesh

sick ridge
#

how can i fix it?

kindred viper
#

you need to clean it up thats all

#

Merge the vertices by distance of something really low like 0.0001 and it will be fine

sick ridge
#

how would I do that?

kindred viper
#

in your 3d tool (maya, blender, etc)

sick ridge
#

yes and how do I merge the vertices?

kindred viper
#

depends, what app do you use?

sick ridge
#

Maya

kindred viper
#

I don't know I use blender sorry

sick ridge
#

okay that's fine thanks for the help anyways!

kindred viper
#

no worries. Good luck and have fun !

sick ridge
#

Ill see how I can figure it out, thanks !

calm pollen
#

does anyone know the best way to get a 2d sprite ball rolling with physics, for some reason mine doesnt roll around clean

#

it completes like half the rotation then resets, there are no locks on btw

somber rover
calm pollen
#

@somber rover that means that is subtracting 1 increment from the result (x)

#

i think at least, hover over it and it might tell you some more

somber rover
#

it's a jpg pic of a material, so can't hover over it

stray ruin
#

its called one minus pretty sure

calm pollen
#

@somber rover i found this online, see how the max of the clamp is 1 and the min is 0, it just takes away from whatever numeric value your colors/textures are set to

robust marten
#

Let’s say I’m making a fun little shooter. As you kill stuff you’ll earn EXP. on each level up you can pick a random perk. I’m wondering what the best way of going about creating the perks would be to make things as less complicated and neat as possible. Data tables? Simple Boolean variables? Structure? Enum? What would be the best way to keep track of perks in your opinion ?

plush yew
#

Fuck yeah

polar fossil
#

anyone know if the recent nintendo switch performance improvements made in the fortnite fork will make it into mainline ue?

calm pollen
calm pollen
#

ball is moving btw even tho it doesnt really look like it ^^

next nebula
#

I have a gun I 3d modeled but there are multiple parts to it that I cannot join together otherwise it messes up the model. However, when I import it, it comes out in multiple pieces as if it wants me to build legos.

#

how can I have his not happen

grim ore
#

choose combine meshes when you import it

next nebula
#

I literally just read that on a forum thank you

#

the outside of the gun is all f'd up so I need to fix hat now

#

ugh

sick ridge
#

@kindred viper thanks i was able to get it work by triangulating the mesh

stiff sail
#

is there a way to get a actors static mesh component that you hit with a draw line

grim ore
#

get the components from it yep

stiff sail
#

wouldn't that just get all the components of the actor?

#

this bottom one doesnt seem right cause its a different type

grim ore
#

either one of these would work, get the actor from the hit, get the static mesh component that is on it, then do whatever

#

or get the component you hit, cast it to static mesh component, and if it passes do what you want

stiff sail
#

hmmm ok

#

ayy that worked

#

thx

prime willow
#

@grim ore so im working on my groom system following this tutorial

#

but if my characters heads shape can change and bend a bit based on morphs

#

shouldnt i have morphs on my grooms

#

so it changes shapes with the head to stay consistent

kindred viper
#

the groom will be bound to the skeletal mesh. It should change with it

prime willow
#

wait

#

the grooms will change its shape at the head base

#

to stay stuck to the head o-o

kindred viper
#

Ive not tried it but it should do

prime willow
#

that's really weird but okie than ill follow the tutorial and see what happens

kindred viper
#

I wondered myself about this and variant head sizes

prime willow
#

^ yup

kindred viper
#

it seemed my grooms just worked tho

#

once bound

prime willow
#

im building a custom creator system for my game and its hard with the lack of proper tutorials x3

kindred viper
#

yeah its no easy task

grim ore
#

not an artist so I couldnt even guess, havent touched grooms yet but I should lol

kindred viper
#

it's about all I've done for the past 3 months 🙂

prime willow
#

ah i understand sorry to bother you with it x.x

grim ore
#

theres no proper tutorials since theres no one way to do it heh

prime willow
#

yesh

#

ive noticed that

kindred viper
#

yeah the initial creation side is DCC specific, but the import/component setup is the same

prime willow
#

i dont blame you marc ive been procastoting alot lately..

grim ore
#

plus gonna be honest, if you have the skills to do it you would make people pay you to show them either with a plugin or being hired to do it professionally

prime willow
#

idk why though its like im not really in it to be honest

#

oh really?

kindred viper
#

if anyone wants to pay me to show them how to do I come at a reasonably extortionate fee 😄

prime willow
#

ive slowly and surely been building ym creator system and im nearly done

#

just need to connect the pieces together and make a base outfit via marvelous creator and 1 or 2 haircuts

grim ore
#

yep you could get the basics for sure but after the basics its all custom to your goals

prime willow
#

yush ^

#

okie back to this tutorial

#

thanksies guys ❤️

kindred viper
#

have fun

prime willow
#

oh sorry to be a bother again to you matheww if youre still around

#

but i remember we spoke a while ago about being able to attach events like getting stuck in a window due to your tush morph being past a certain parameter

#

but couldnt i do the exact same and tie something like your stats atk, def, hp, spd, agl, dex and etc to certain morphs

#

kind of like how ffarr xiv has morph based differences in the races you can pick which change their elemental attunement and stats slightly

grim ore
#

morphs are just data, dont see why not

prime willow
#

i know dragon ball xenoverse does the same thing as well where your morph options change pertenages of your stats

#

ah

#

so okie thats really good xD

grim ore
#

waist morph is X, give it a bonus based on a range, etc.

prime willow
#

oh so it isnt even all that hard

#

its almost the same as the whole cause event where tush stuck because youre in the window and morph is at x

grim ore
#

well like lets say your morph is 0 to 100 and you want to give them a bonus based on every 25? you would map the 0 to 100 range to say 0 to 4 and plug in the value and it would give you a result

prime willow
#

ah

#

so for example

#

lets say i wanted a 10% difference in lets use range

#

would i map it as 1% per 10

grim ore
#

there is a map range node, or just use the math but yep

prime willow
#

oh thats really really cool >O<

grim ore
#

you would put in the min and max for your morph then the min and max you want it to be mapped to then the value and magic

prime willow
#

im definitely saving this for reference ❤️

#

okie and i have one more weird question

#

i just wanna know the term so i can go research it

#

so i made a mesh and skeleton and used it for my third person character

#

as my controlable character

#

however in a tutorial they made me turn the mesh into a blueprint

#

lemme find it

#

^ this right here

#

however is it possible to have multiple blueprints link back to that one above

grim ore
#

well thats a blueprint, probably a character blueprint based on the name

prime willow
#

so they all sort of work as one sandwich

#

yes character blueprint

grim ore
#

yes, its called inheritence or child/parent relationship

prime willow
#

ah

grim ore
#

its common in programming

prime willow
#

so thats what im looking for

grim ore
#

its already a child

#

character is a child of pawn is a child of actor is a child of object

prime willow
#

because i want to link a bunch of systems together to a character blueprint so many state machines and such can occur in tandem

#

damn unreal engine is so cool sadfghj

#

so its called inheritence or child/parent relationship right

#

thats what i wanna look for to link stuff together?

grim ore
#

child / parent is what I would look for, inheritence is the normal programmy way of dealing with it

prime willow
#

ah okie okie

#

thanksies sooo much ❤️

#

youre definitely best boi

#

if my game comes out as intended im definitely going to pay it forward to you ❤️

#

its the least i can do~

grim ore
#

just help out other people if you can 🙂

prime willow
#

thats been the goal since day one ;D

#

okie back to work for me

fleet sparrow
#

For melee attack which would be best: Putting a collider and on hitevent trigger the damage function or on animnotify putting a sphere trace and trigger the damage.....?

modest trench
#

I vote sphere traces if you can get away with it

#

I like to store the previous frame's bone position and use that to trace from to the current

next nebula
#

for some reason my text isnt taking its material property I gave it and goes invisible when I click my screen. Any help? I already have High Quality Normals enabled.

kind dew
#

I can't package! i get this error
Engine\Source\Runtime\Engine\Classes\GameFramework/PlayerController.h(223): error C2143: syntax error: missing ';' before '<class-head>'

next nebula
#

r u handwriting code

#

or noding

kind dew
#

i don't touch that playercontrol class at all

#

no cpp

next nebula
#

huh

#

weird

lime gull
#

Ive got a quick question
If I were to make a moba type game, in the sense that there are unique characters with their own abilities, how would that actually work?
The way I understand it I have to cast either every type of ability / every character in the game to do damage

#

Would I be able to get a reference to the character hit and do the cast that way? Or are there easier ways

mystic robin
#

When I enable any plugin I can't package game. It's shows error clang++ linker complier.

calm pollen
#

for example, some plugins can't be packaged into a mobile game

mystic robin
#

Yes I was packaging for mobile

calm pollen
#

make sure to look at it in the marketplace, if it doesn't support your platform its not gonna work

mystic robin
#

But I tried Mobile plugin too. Like Google admob goodie

calm pollen
#

what plugin is having issues?

#

ill look at it

mystic robin
#

All

calm pollen
#

ok what do you have installed, too many plugins can be a bad thing

mystic robin
#

I only install 3 and enable 1 in my project

solar gorge
#

What does Alt + S, so that it forces me to eject, and how can I stop this? (UE4 tells me the keybind to eject/ possess is F8)

calm pollen
#

ok what are they tho send the names

calm pollen
mystic robin
#

I get same error when I use advance session plugin.

next nebula
#

wait im in the wrong help

#

lmfao

solar gorge
calm pollen
solar gorge
#

(The Alt + S eject, I want that disabled, not the movement)

mystic robin
#

Yes it does

#

Admob goodies is made for mobile.

#

I have 26.2

#

Is it because of this. Plugins are not updated for 26.2 I guess

calm pollen
calm pollen
mystic robin
#

Wait

solar gorge
#

Hmmm, no luck. Weird...

calm pollen
solar gorge
#

I'm never gonna package it (its a school project), just mainly like that way of movement, but i'll try to look into it more maybe.

grim ore
#

@lime gull your question is very strange, how would you trigger the ability on the player? that would have all the info on the ability and what it would do so why would you need to cast?

lime gull
#

Lets just simplify it and say its similar to shooting at a player

#

Whenever the bullet ( ability ) would hit the player id like to lower that players health

grim ore
#

when that ability is used you have all the info on the ability

lime gull
#

How Would I get it to lower a target players health though?

grim ore
#

you would tell the target to take damage. There are apply damage nodes built into pawns, or you could use a custom event to do that

lime gull
#

So within the ability I could just get the target hit and apply damage to them?

Thinking about it, it does make sense )

grim ore
#

yep

lime gull
#

Alright, thanks!

grim ore
#

if you ever get to a point you think you have to cast multiple times to try and get something to happen or to try and figure out what you re casting to, you can look into using interfaces instead

lime gull
#

I think I could just use an Actor overlap node, and then have the overlapped actor / enemy player be the target, I don't think id need to cast multiple times but ill keep that in mind

grim ore
#

you should never have to cast multiple times

lime gull
#

Yea I could just reuse that cast multiple times

short pasture
#

guys why it said to me warinng?

#

like that?

#

ok

plush yew
#

I did some lighting and it's not bad on the ship but at the back doesn't seem right can anyone tell me what i should change and how, i'm not a professional so i probably wont know how to change it, i think it's a bit too bright in some places but idk how to change it so it stays the same brightness in other places?

short pasture
thorn lichen
#

@plush yew are you referring to the exposure? If so, try turning it down.

short pasture
short pasture
plush yew
#

Created this in 5 minutes

short pasture
short pasture
#

that is the map

#

you mean in project settings?

#

wait what i am to do in project settings?

#

can you dm me and send to me a video show me how to do it