#ue4-general
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Why is my buoyancy not working, i added pontoons but my object just falls through the water
thanks for help man
can anyone help with my buoyancy problem please if anyone knows?
Can we display full web pages in Unreal?
uneral water system?
i am have a issue in my car model i press play and i try to move the car i press a it not work and i press d it not work only w and s button working
In this short tutorial, I show you a fast and easy way to add floating objects to your water. There are more details to this topic, but this video should show you a quick way to get started. See some of the other videos I've linked in the "Learn More!" section below if you want to get deeper into the subject.
Here's the previous episode on pol...
setup input of steering axis
Is there any way I can instruct UnreanBuildTool to add extra segments to my binary? Or tell it to increase a given segment's size by a given number of bytes beyond what would normally have? I am particularly interested in mobile Elf files hence the "segment" word. PE format goes with the word "section"
i already make it
show me input project settings
its correct ,maybe check wheel steering settings
also try print string to make sure that input axis fires correctly
where can i find the wheel steering settings
in wheel blueprints and maybe in movement component default values
in one of them?
first check if your vehicle wheels that are supposed to steer are set to wheel front
then check if wheel front has steering enabled and has correct steering angle
Alright!! let me ask you all a question? what are some reasons you rage when online gaming? im trying to make an online game that doesnโt induce rage while still being unique and exciting
in the wheel front blueprints?
sadly rage is why people play online games
games like league of legends and royale games often team you up with bad teammates to make you suffer
yeah but im about to snap my phone in half and now i cant sleep
if you dont suffer it becomes boring
wheel setups are in movementcomponent defaults
Its 1 in the morning and i cant sleep cuz i want to destroy something
jest tell me where i can see that
your vehicle blueprint -> MovementComponent in left panel and defaults will show up in right panel after you click
Hello
I'm working with UE4 and I keep stumbling on dead forum pages - https://forums.unrealengine.com/development-discussion/c-gameplay-programming/32533-c-event-dispatchers-how-do-we-implement-them - even though the content would be really useful to me right now
where did these pages go? Were they moved somewhere? ๐ How can I access the information?
click on movement component
now i click on it
thats the pawn movement component is in top left window at the end of list
yes yes i clicked on it
now find the wheel settings
there is 4 wheels in that settings
make sure front wheels are using front wheel blueprints
front wheel
did you make front wheel bp your self or its the ue4 default front wheel bp?
you mean in this image?
will yes i make it my self
I recommend starting in default vehicle sample and change vehicle mesh step by step and play the game between each step to see where the problem start to appear
ok
@plush yew just do it cooperative, with no scores of any kind. Without competition there shouldn't be any rage, just a game without winners and losers.
how do i make my projectiles always go in a straight line?
do i code the projectile logic myself? something like OnTick->setLocation" in the forward direction?
dont really need all of the fancy stuff from the Projectile component anyway
looks like whatever controls their little sprite's rotation is what's turning and not the projectile itself
also yeah you could very easily make this yourself
what do you mean by that?
the ship's rotation is nothing more than visual after all
when you stopped moving they instantly right themselves
its just sprites
do they always need to be in front of the ship even if it moves?
it looks like they are moving straight from where they spawn, but the sprite rotates
yeah they follow their original foward direction but they seem to be attached to the player
for a a couple frames, that is
I just feel like the sprite is aligned based on screen space velocity or something
or maybe that's just motion blur
disable gravity in projectile defaults
Hello
A lot of useful resources from the unreal engine forums appear to be dead links, even though the previews work
Were these resources moved? ๐ Where can I access this informaiton?
it's cached in google at least https://webcache.googleusercontent.com/search?q=cache:HwXPqVotR1wJ:https://forums.unrealengine.com/development-discussion/rendering/14624-noise-node+&cd=1&hl=en&ct=clnk&gl=ca&client=firefox-b-d
For discussions about Materials, Textures, Lighting, Particle Systems, and Post Process Effects.
bummer they lost some posts though
the projectiles are only moving about the X and Y axis
wait
whats that tick
for a game like that projectile movement component is not recommended
projectile movement component is for projectile simulation
thats an arcade game
either apply force in direction of shooting to an blueprint and disable gravity and let the physics engine handle the projectile speed or apply offset in direction of forward (if you are going to make homing projectiles this one is more flexible for changes )
This link is dead
but I need the info ๐ how can I create a component in C++ that is equivalent to adding a "sphere" component in blueprint ?
Not spherecollision, sphere default static mesh
click the little arrow and you can get a cached version from google
not really a great solution but it's something if they won't restore those links
it won't store images etc
not really sure why this is happening
wonder whether this only happens with sprites
this is getting ridiculous
are you sure the scale of the object is right?
it kinda looks like it has a weird scaling applied to it
TAA related?
seeing people who just turned motion blur to 0.0 on the camera to fix this on answerhub
Yeah I mean it's one of the three: 1) Scale 2) motion blur 3) TAA
that's in order of how easy it'll be to fix :P
or I guess it could be also that for some reason the sprite is slightly rotated making it look like that
it kinda get too obscured, but the actor has the right direction whereas the sprite flies off
i think something's happening to the sprite somehow
So why don't you start by checking if the sprite is oriented and scaled correctly
because that's the most obvious cause of this
worth a try, I guess you could just spawn a cube instead, it definitely shouldn't look like that
have you tried pausing it after shooting?
eg. pause it and eject, this should allow you to fly closer to the projectile to have a look at it
yeah thats what i did
actually
let me see some footage of these kinda games
because i think this is actually how they should work? i think
it depends on what kind of effect you want for it I guess
if you want the details of your sprite to show then this could obscure it, but it depends on your artstyle
but how can i to do it
anyone have a link to the Unreal 5 64-bit world precision/size thing?
must have been called something else because my google-fu fails me atm
Are there any plugins for multi-threading in BP?
Did they say anything about that ?
I swear I saw it
I never heard anything about that
hrrmmm... I can't have imagined it...
We dont know a lot about UE5 so far right
Could be Mandela effect, they may have said something similar
I havent worked with UE for a few months now and wanted to get the latest NvRTX Branch installed Yesterday but it fails to generate project Files ๐ค has Something changed there ?
Can show the error in a second
i cant get it to show up in english
its missing the projectfile it says..
Blend material attributes is returning a checkerboard instead of a blend of the materials. If I disconnect either one of the incoming make material attributes nodes it works fine and doesn't show the checker board. What is wrong
i think this is the problem idk
if my game crashes before the editor even shows up, am i fucked
at 75% loading it crashes every time
Is 4.27 expected? They mention it in bug tracker, but is it going to be released as 4.27 or we will have UE5
https://issues.unrealengine.com/issue/UE-75284
It was in some tech talk about geospatial data or so
Ahh, glad I wasn't imagining things...
guys i can do a username system to my game in unreal engine?
yes you can if you know how
I'm having trouble getting the game to not allow players to pass an invisible wall but allowing enemies to. Even if I change their channels to something like "player channel" and "enemy channel" the blocking volume only allows both to pass/be blocked depending on what "Pawn" is set to.
wow, actually it's the EXACT same situation as this guy right here. He says he solved it but in usual forum fashion, doesn't post the solution. https://answers.unrealengine.com/questions/756717/player-only-barrier-only-block-player-pawns.html
hey i have some problems with a Mixamo Character! He looks realy bad in ue4 compared to Mixamoยดs viewer or the Windows fbx viewer and i cant find a solution online :c maybe someone of you knows the problem (left is the Mixamo pic and right my ue4 pic)
does anyone know a slate widget that is basically an array of strings i can give in and press on a button to add to an array in code?
Hello can someone point me to the right channel where i can ask about model problems?
i don't know how
now this is happening when loading deps. for source build
i can load the file manually.. where the hell does it go in the UE folder ?
did you find a fix?
@woven copper no its a website problem *the image is fake
But when I open the file with the windows fbx viewer it looks like the one on the website?
Is code from older versions automatically updated when switching engine version or will it just break? I'm doing a module and they used 4.24 and (Like a genius) started my project in 4.26 and my code isn't working like theirs and I'm assuming its the difference in engine versions.
@woven copper but the mesh is fake
UE 5 when
it came out weeks ago
Lies
its not out for real till later this year, expect during the late year of 2021
Hi, guys is there a way to download the metahuman character as a static mesh?
I want to use the animations from mixamo, but can't find a way to do it
its downloaded the way it is in quixel bridge
Yeah I know, but they are as blueprint
I would like to get the character as static mesh, or put some good animations, but the issue is that the rigging they used is quite complicated and gives some work to get work with the default character or mixamo animations
ยฏ_(ใ)_/ยฏ
welp time to set up the discord game sdk set up in unreal
this makes total sense
no stroke here
could someone explain to me why the rotation of a camera differs when a pawn is placed in the world compared to its position in the blueprint
these cameras are facing forwards but when placed into a scene they are side on
and if I rotate the character the cameras remain the same rotation
I am trying to stop my game's intro music from playing if the intro is skipped when clicking on a Ui button? I am using a simple audio stop node but it want an audio component reference in the target. Does anyone know what goes into target on the stop audio node? I thought it might need my actual music file, ya know a sound cue or sound wav but that's not the case me thinks. If anyone can shed some light on this I'd be forver grateful! Thx. ๐
there is no " stop camera shake " in my unreal engine .. any help how to stop " play world camera shake"
I am trying to stop my game's intro music from playing if the intro is skipped when clicking on a Ui button? I am using a simple audio stop node but it want an audio component reference in the target. Does anyone know what goes into target on the stop audio node? Please see screenshot for quer. THX! ๐
Someone please help. I really am perplexed as to what node I need. Someone take mercy on me and tell me what I am doing wrong? thx
=/
It basically wants to know what sound I want to stop playing I think but the target don't accept sound waves or sound cues and my intro music is a sound cue. ๐ฆ
Hello, just looking at this for the past couple of days and trying to understand what exactly they're doing here: https://www.unrealengine.com/en-US/industry/hmi To me it simply seems like people are just going to be using their UMG to create designs and connected them the car (very basic answer).
Or is it something they haven't actually released yet and that's why I can't seem to find anything about it?
Unreal Engine is the worldโs most open and advanced real-time 3D creation platform for photoreal visuals and immersive experiences.
it actually tells you what node you need, "target is audio component". Instead of playing sound at location or sound 2d you could make an audio component and set the sound on that to be the intro music you have, then play it? that's my first thought
@tough stream If I type in "Audio Component" when searching in the target I don't know what to choose as it won't let me let me point it towards a sound cue that is playing! Any ideas what audio component node I need I don't get it I'm rerally dumb! ๐ฆ
https://www.youtube.com/watch?v=uWrvr0MHIac check out this
I show you in Unreal Engine 4 using Blueprint on how to stop sound at a location with in UE4.
Please make sure your subscribe to keep upto date with videos, as Fridays become Unreal Fridays
Sorry about the squeal in the background, but I was doing a 3D print and it was hour 10
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@tough stream I need to know how to stop a play sound 2d node. Got any tutorials for that m8? Cheers then bro! ๐
you can't stop a play sound 2d node, it will play out the sound until it's finished
@tough stream Okay thx! That helps a lot nice bro. You just saved me hours of torment. Thx once more Kira!
Hi there i have a question, is it possible to make a collision between only one object and a pawn? or an object with collision that one pawn can go through?
yes, set up custom channels for collision
qlright thqnk you
cheers VS
Hey guys, i want to implement ai controlled tank movement logic for my rts game (like command and conquer). I need a box collision component and rotation before movement. I started with a pawn and started my own movement component but i realized its probably overkill for the task. Where should i put my logic? Should i use pawnmovement controller as parent for my controller?
hey, simple question. when you convert actors into static mesh, will you still be able to edit them? like for example i have 2 cubes, and i convert them into one static mesh, is it possible to resize one of the cubes from the static mesh that i just convert?
it is
how do u do that
sorry i got that wrong
oh
oh lol
What's that pfp ๐ฌ
@winter hull if its AI there should be no probelm with putting any logic in the character/pawn or in the controller, generally you just put it wherever it makes more sense. If this one AI controller will controller more than one pawn/character type, in the controller. If the movement code is unique to the pawn/character, then in that
does anyone know where is the Basescability.ini file at? I cant seem to find it in the Config folder. Do i need to create it or something?
those buttons not working on my car model
what i will to do?
Because you're not processing the input on the car
Literally all I can say without you showing more
any idea why this could be happening? the grass gets darker the further it gets from the camera
thats a nice landscape dude
I have seen this too many times.
It seems like more forum post didn't survive the Discourse change than what we thought.
thanks!
i made this with only starter contents, cubes, and textures from quixel
Yeah been seeing this a bit. You can find a google cache of a lot of them though
does it make sense to have 2 behavior trees, one for non-combat and for combat, and switch them (if possible) when appropriate, instead of having one massive behavior tree that incorporate both combat and non-combat behaviors ?
anyone here that have knowledge about Daz3D to Unreal plugin?
Yes, it's possible.
What program should i select when building from source now ?? It doesnt Display BlankProgram or UE4 anymore
Hi guys I recently decided to try to learn Unreal. I have some programming experience with c++ and I used Unity. What tutorials do you suggest?
Have you seen any of the unreal learning modules/
Jump into the editor and make yourself comfortable with the UI, try to do the stuff you used to do in unity
Once you did that, look at Tutorials 
I strongly disagree.
A learning by doing approach always worked best for me
I recommend what has proven to work for me
@viral fractal building from source? it should show UE4 on the top right you build from that
Yeah it used to do, but Not anymore
what does your show in the solution manager?
Oh no that definitely works for some people, but I really think people should be pointed to the Learning Modules on Unreal's website.
Do they have cpp tutorials aswell?
They are somewhat tedious, but lay down an extremely solid foundation.
if you dont know the engine/editor, dont try and learn the C++ parts of it
Great question
and yes there are some C++ learn courses
only these
not in the build menu, the solution explorer on the right
you should be building from that
I'll check it out after I can navigate through the editor ofc. I just wanted to know since I am not used to cpp used for gamedev.
yeah i did, but it doesnt work
@dusk echo https://www.unrealengine.com/en-US/onlinelearning-courses these are what I'm referring to.
Thank you man I'll check it out later
it starts "BuildAgent" when i want to launch the thing now
learn how the editor works, learn how stuff in the editor works in the engine using the built in systems and blueprints. then if you feel the need to learn how the engine uses C++, take that knowledge and apply it to C++
i followed the same procedure as always when building the engine
show the solution explorer?
They really hold your hand while going through the basics, I hadn't realized I had some serious foundational knowledge gaps
right click UE4 and "set as startup project"
facepalm ok.. i forgot that xD thank you
๐
what a few months of being outside can do to your brain
yep you had BuildAgent as the startup project (its bold)
Hi there, i've written a lot of movement logic in my maincharacter's class (inherits from ACharater) but i suspect there is a "cleaner" way of doing things ('im a newbie) do you guys have advices? Is a big big class ok or should i split into a few little ones based on their functions?
now i wonder if the default engine changed aswell.. i dont remember UE4 not showing up up there
this here is the nvidia developer branch
@fierce summit all of that is fine, just do it based on your project and how you want it. In the controller? sure. in the character? sure. in components on the character? sure
@drowsy snow what are the downsides to using multiple BTs?
ah there they are, what i wanted ๐
thanks a lot
I can say that it seems to be common for projects once you start cleaning them up and they get larger to break it apart into smaller classes based on their functions. People seem to like to make components that handle "stuff" so they can just add "stuff" to "stuff" lol
@grim ore do you happen to know if there are any downsides to using multiple behavior trees instead of a single one ?
none that I can think of off the top of my head. it seems to make sense if your tree is going to be robust
alternately I know you can have like child and parent nodes and graphs
your top level could just be your "what should I be doing" then it could drop down into the idle graph or the combat one
but yeah almost never anything wrong with reducing bloat ๐
thanks
Im having the weirdest problem on my editor. The meshes that are behind are rendering on top of others.... and this happened from yesterday to today , with no change other than adding the megascan plugin to the engine (which I already removed but nothing changed....). Has anyone encountered something like this?
oop
Also, the engine icons are flat on XY plane !?
you did change something
you changed the near clip plane, dont you remember doing that?
ah, dont yall love hdd
YES
yep it uses the old settings for editor stuff, it wont use your 0 value until the next restart
at that point you could just outsource your HDD to your ISP and get better latencies and read write speeds
๐
lol
gotta love physics
does nvidia have a discord or where could i get help with RTXGI in UE4
for some reason it does... nothing
How do you set emmiter bounds
Is it possible to have an unreal material automatically detect if it's in a packaged build or if it's being played in the editor?
It seems like the editor viewport controls (e.g. QWEASD) still function during PIE and Standalone, is there a way of disabling that input behavior during Play?
it shouldnt. Are you sure its not spawning in a default pawn and your using that?
so some guy on reddit said ue5 on 21.04
i highly doubt it
but you never know ๐คทโโ๏ธ
yep it's definitely coming the 21st
no reason why not to beleive a random person on reddit
I might be using some other pawn.
My GameMode has "A_Player" (my custom pawn BP) saet as the default pawn, though I am unfamiliar with how UE4 chooses which pawn you use when you press Play.
they could have atleast made it a tuesday like all other normal releases, might have been more beleivable
oh ye i didnt check, lemme se
a wednesdaay
hah
also i feel like it wouldnt be out of the blue
@deep viper it uses the default pawn you have set in the game mode or it uses any pawn you have in the world if its set to be possessed
nah knowing epic it would be out of the blue lol
i think they'd announce sth aka "ue5 news on day xz"
but knowing epic it would literally be out of the blue, not "hey guyz I have inside infoz it will be tomorrow trust mez"
hm
fair
apparently one of their marketing manager said during stream that there'll be news mid may
we'll find out i guess
only thing I have seen is someone on a forum mentioning .27 coming out in July I want to say? that atleast seemed to come from epic
yes, that was in a github comment
but it was an estimate from epi
epic
so maybe they had to push it back
well .27 in july seems to make sense. its ~ 2 months or so from preview to release, and its april right now
in the automotive webinar some mid may stuff was allegedly mentioned but i didn't check
yeah
also .27 is mostly bug fixes
GameMode has a spectator class. Can the player possibly use the spectator class in the absence of a Pawn?
I should start by possessing a Pawn in my GameMode BPs BeginPlay graph.
if you tell it to be a spectator yeah but I thought that was for MP.
and there is a ghost pawn and yeah spectator pawn
I read in some google searches that Pawn supposedly has a setting to "disable default bindings", the editor currently no longer reflects those screenshots, so I'm trying to find the source of these invisible editor-like input bindings.
you should be able to eject out and look at the pawn that is being used
the ghost and spectator pawns I beleive are C++ special pawns that have the input inside of them
you could rotate it on import if thats happening
no animation plays at all actually
this is weird, its a new model, and it says imported bone are different from original
https://gyazo.com/8dc2dd3c7228c91b011bf1093ea5dec8
This is what im getting when i setup haircuts
and im not sure whatsoever what im doing wrong
ive tried 3 different tutorials same thing everytime ._.
the left is the tutorial
the right is what i get..
The F8 possession hotkey works the first time (and doesn't work the 2nd time and onwards), I can possess my pawn manually with the PIE hotkey, but my BP possess node does not posses the pawn (the BP path reaches a string that is successfully printed to console, so the code is taking place).
I know I need to successfully possess the pawn at least in order to get the player camera to match.
Does the Metahuman creator rig the model for you?
well thats normal since they have to split off .27 from the main branch
just means .27 might be coming soon
ohhh goood.
that def makes sense, but i liked my theory better ๐
I'm getting this error on startup. 4.25.4
UE4Editor_RenderCore!DispatchCheckVerify<void,<lambda_3eaf9d41760c8cfd32c61d857509485f> >() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Misc\AssertionMacros.h:161]
UE4Editor_RenderCore!FVertexFactory::GetStreams() [D:\Build\++UE4\Sync\Engine\Source\Runtime\RenderCore\Private\VertexFactory.cpp:209]
UE4Editor_Renderer!FMeshPassProcessor::BuildMeshDrawCommands<TMeshProcessorShaders<TBasePassVertexShaderPolicyParamType<FUniformLightMapPolicy>,FBaseHS,FBaseDS,TBasePassPixelShaderPolicyParamType<FUniformLightMapPolicy>,FMeshMaterialShader,FMeshMaterialShade() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Renderer\Public\MeshPassProcessor.inl:57]```
first time using Dialogs https://docs.unrealengine.com/en-US/InteractiveExperiences/Dialogue/index.html
does anyone know if those are customizable? in case i want to show the subtitles in a box etc.
hi! I need help to open my project. I startet to get this error today/ I've tried multiple stuff like regenerating the binaries folder and clonning the repor again but it didnt work. My temammates can open the project with no further issue though. Does anybody know what is going on?
how to prevent my character from going faster while moving diagonally?
@digital anchor the built in subtitle system is not, you can create you own tho using the same basic setup and UMG
Is there a way to reparent a data asset?
why cant i multiply a float with a vector inside the math expression node?
I am having this weird problem where my landscape spline mesh has gaps. I found no solution on the internet and I searched a lot. I have done this over 10 times and the result is same nonetheless. Someone said to keep the origin of the mesh at center/ at the end in the modelling software (mine being blender) and I did that too with no result. Can anyone please help me?
does this look proper? it fixes my problem but maybe there are better solutions
i also wanted to collapse it in a math expression node but i dont really know how that works
a bunch of parentheses later, and it works. wonder why it was giving me error with both [ and { parentheses thought ๐ค
Hello everyone, hope this is the right space to chat. I'm very new to all of this and was wondering if anyone could get me started in the right direction of learning, or hiring someone to make a stage that i can be green screened in realtime with moving camera angles. this video best describes what id be looking for! https://www.youtube.com/watch?v=df8GZphBxmE
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can i convert a sprite into a texture in editor?
So im looking to make a crappy version of swbf2 or similar for a game idea. its not a serious project, are their any good free mass multiplayer templates out there? The only one I know of is the Shooter game template, which i think is pretty outa date and is made for more arena shooters.
Hello everyone, I wanted to ask you how I can create an animation for the wheels to move?
multiplayer templates are useless if you dont know how networking works
and if you do, you dont need multiplayer templates
i know the basics but its more that I have severe ADHD and so cutting out the boring work really helps me with hobbies. Replicating a lot of the basic things and the doing the project "chores" kinda stops me from finishing a lot of projects
Hi Everyone, I am wanting to use ALS V4 and create a combat system from it. I am decent at Unreal and Animations BP but looking through some of the Base class and Animation BP there is a ton of complexity to it. Does anyone have some tips in order to cut down the learning curve haha? Thanks ๐
Either animate the mesh in your modeling software and reexport it or separate the wheel and animate them via either a bluprint (if you don't care about performance you can just use the rotating component) or via the sequencer as you seem to want to do here.
Thanks! I I'll do this and add abilities and keep the core motions in and I think that would be great ๐
tips on making the transition smoother?
its a bit scuffed, but i could teleport the player just out of vision, so even if theres some small jitter, the player will never notice it
how do i spawn a specific amount of ai characters from a float variable
maybe a For Loop?
yeah was just thinking that
dang it, just found a bug when i was about to go to sleep
problem is the value is coming from a different map
save it on the game instance
ok
since thats a persistent actor
you can store most data there and never lose it while changing levels
also makes it easier to save the game
does anyone know how to use the same timeline node for two different blueprint control paths?
Making two identical timelines means twice the effort, I'd like to have multiple BP logic paths reference the one timeline.
I need help. I have clouds I've simulated in Houdini with pyro and created volume textures out of them. I want to be able to add each 'cloud' as its own 'actor' in the scene..not just put into one texture that tiles over the entire sky. Does anyone know how this would be achieved
Two instances of the timeline, ticking independently? Or two paths using the same timeline instance
Two paths using the same timeline instance. My goal is to have two paths using the same float curve for their timeline.
I'll have to take think about this again. I'm misunderstanding this for sure.
i am trying to get this node added to my bp but its not showing up for some reason
i have the plugin installed
I think you can so it either way @deep viper
just a matter of what you're actually trying to do
I am using a 1 second linear timeline for rotating either 60 degree Clockwise or CCW.
the node is not required to use a timeline, you can interact with a component directly
you can just bind events to the delegates manually
So you could clone a timeline at runtime and bind the events as needed
or you could bind many things to one timeline
look in "My Variables" and find the component named the same as your timeline node
So I would be building the timeline's BP graph at runtime?
well UTimelineComponent is basically a wrapper for FTimeline, so you could also do some stuff in C++ in your own wrapper, like i don't know, making a BPAsync Task node ?
this is true, but I assumed we were exploring BP only stuff
I might just be confusing timelines with float curves. I don't mind using more than 1 timeline, I just want to use the same curve for my rotation animation.
Edit: Thanks guys, I'll try external curve option in the timelines.
use external curve then i am sure its possible with timeline comp node
if its not, welp..
anyone know how to get this node
if its UObject
not an Actor(Component)
you;'ll need to override its GetWorld()
to get it
I got my actor to spin like 60 times instead of rotating it 60 degrees. I forgot how much I underestimated rotators.
whenever you right click on event graph
unreal calls GetWorld() on the CDO of that class
if it returns something unusable
you can't use functions that require world context to work
and if you're not using c++, there isn't much you can do about it
this is in the level bp tho
ok so im using the spawn ai node but the ai that its spawning doesnt move like it should
heres my bp
can i use the character bp for the ai as the behavior tree?
nvm fixed it
anyone having this issue lately with the editor where menus are dissapearing? looks like a redraw problem
@dark stag check pinned messages, you'll need to downgrade your nvidia drivers
or just use 4.26.0
I still use UE4.26.0, mainly because I'm using custom build one
Upgrading in the hotfix would be a massive time loss
yeah same
happens to me a lot and we are on 4.25.4
still not 100 percent sure what is causing it, and why Epic have not fixed it, cause i mean a lot of people must be experiencing it right?
only time it never happens if i only use a single monitor
Im having this issue too
Hello
Yeah its the new version its here now
thing is if it starts happening on one screen, i can move the UE4 to another screen and continue just fine, menus don't flicker.
๐คทโโ๏ธ
Are they a popular person or what?
I think I missed something here
ah TY, didnt see it up there
its not the place to discuss someones business
does not matter if it is "deadmau5" or someone use that name. it is irrelevant.
guys i made garrys mod 2
Did you know? By dragging a return value onto the function call in #UE4, you can spawn a return node and add that type as output. https://t.co/viwFg8JPtf
194
#work-in-progress please.
oops sorry
does 4.26 support html5 still?
Sphere/Line Trace vs Collision, which one is cheaper?
a SphereCollision uses a Sphere Sweep to check for collisions
so, same thing
Planning on using for bullet drop...
I set the number of players to two in the editor, but when I run the project it still gives me one screen
Is there a reason for that?
Only in standalone game though
No, it doesn't
Probably for the good reason, web browsers are still bottlenecking performance, you'd better have cloud gaming like solution.
and if so is it possible to add that to my existing ue4 download?
Weird, I have one specific character that when dies it goes flying with the sky like crazy with physics activated. The others goes fine. No components with collisions. To solve it I had to give again collision and immediately remove it. Just for one character. Any thoughts? Thanks on advance.
Does anyone know how I can have volume materials that use the volumetrics system but can be placed as individual actors in the world..and not as one single actor spanning the entire sky
Assign the material on a mesh instead.
I do that but it doesn't work..
Am I supoosed to be able to apply them to meshes if I want..because it never works
it's always totally translucent
how can i processing the input on the car
Gotta love when you use an old UE4, and text wrapping doesn't even work. lol
yesterday i implemented teleporting borders and while i think they work "okay", they also added 1 or 2 bugs. before i start fixing stuff, i just wanted to know whether it'd be better to simply put collision boxes without the teleporting stuff
are you doing a 2d game?
ye thats the goal
i have to ask is this map is good to be in my racing game?
It's free so why not try it out?
ok i am to try it
it trying to crash my laptop
Anyone know a good way to find the specific array index of 1 of a specific BP in the level?
:triangular_flag_on_post: mrprogames#0602 received strike 2. As a result, they were muted for 1 hour.
^ Whut
hey does anyone have like a shortkey list for the sequenzer?
for example completely randomly i found ctrl g for reseting transformations.
i would like to know all there is for example a "paste fliped pose" or something would be nice
yeno
this seems directly to be inside the sequenzer window.
while the viewport is also related to the sequenzer
but this might be helpfull to some extend i guess so thx
I was working on the Converting Blueprint to C++ Tutorial and for some reason when I try to open the project now I get always a crash report:
Is there a way to recover this - I didn't have this under version control
Does anyone has any experience with NFTs?
so i'm having a bit of a problem
i have this command window at the bottom of my editor and can't seem to get rid of it
Hit the ~ tilde button
Your Welcome! I did it once about 7 years ago, lol!
lmao #neverforget?
Hi everyone, can't really find anything similar anywhere but, coming from Unity, I'm accustomed to combined translate/rotate/scale widget that doesn't seem to exist in UE. Is there something like this or can it be coded? ๐ค
I have map with many villages and evry village have around 20-30 Houses.
Should Merge Complete Village in one?
Is it Good or bad for performance?
hey guys
who is good with Lua Bindings please ?
(in c++ / ue4)
i have a question about states

hi, whats the best tools or method to rig a game character? - I use 3dsmax. ( already scoured the web and there is way too much information, I need someone experienced to simplify it for me please. Thank you
The one you find the best for your skills and workflow
Try different ones, stay with what feels best
Many people praise mayas rigging stuff
I should have explained it clearly. - Say I use CAT in max, now am I animating each move by hand or am I using mocap. I tried mixamo, but as my character isn't actual human size, I am getting deformation.
So its about animating and not rigging ?
so I assume, each move, ( walk, run, jump, shoot, ) are separate hand made animation, that have to be combined in Ue4 right?
Has anyone had their Nav Mesh randomly stop working? I've even replaced the nav mesh with a new one but my AI doesn't move at all. It was working yesterday but now when I booted it up today they stopped moving. I've checked their behavior and nothing has changed, and I never updated the engine or moved any files or anything. SOLVED: Had to delete the recast and readd it when adding new nav mesh
its probably both at the end output
I have to rig to create an animation to be used in Ue4. I am just trying to understand the process
no
pie is slightly slower
while using cpp, and the difference when using blueprint is significant
there's a video comparison somewhere on yt uploaded
Is it possible to launch a external program?
hey everyone, quick question which seems like it should be easy to fix but couldn't find a solution in forums. when i save as a map, all the actors on a level animation sequence go red and have to replace them one by one. there is no easy way to replace them all, right? it is a bit silly as one 'save as' to be safe and have to overcome this ๐
Oh dear, just found fix bindings in the advanced menu, but leaving the comment as it might come handy ๐
qualche italiano?
Hello everyone, quick question. I have three lighting setup for a sense.how to preset three lighting setup in web control server?
I have a widget blueprint "B" inside another widget blueprint "A". When I edit "B", compile, save -> it doesn't update in "A". Is there a way to force it to refresh or something?
Found a forum post about the same issue, can confirm restarting engine fixed it for me. I guess it's a bug in 4.26? https://forums.unrealengine.com/t/umg-user-created-widget-not-updating-until-engine-restart/224312
pretty sure it should be refreshing on its own
say you change the name for example, that should be updated on a successful compile
@rigid belfry That's what I thought too but sometimes it just doesn't work. I just restarted and it's working like you say now.
I need help understanding something about Volume materials. I have tried to setup the most basic volume material and apply it to a mesh..a cube..a plane..a sphere..just to see if there is any result..but it is always completely translucent..I am not sure where to apply a volume material to see its result.
The only thing on Volume materials I can find is from Ryan brucks a couple years back..and it doesn't work. Everything else is using the volume material for the volumetric clouds..not one single use case can I find it anywhere else
GunCheck,MeleeCheck,AimCheck...smh should've used a BrainCheck
hello
I am getting started with unreal..
need advise.
I am self thought unemployed hobbyist
who makes games in his garage...
I like c++ alot.
I previously struggled with Dirext X,Cryengine
and now I am doing pixel engine.
Struggled with various degrees of success.
Eh should I buy a new computer to run unreal
or continue with the skills I already got?
Yeah it can get messy very quickly. Some tricks to make it cleaner are putting some info for similar anims in montages, using sub anim instances and a few others node.
Some Epic Games Japan guy made a presentation about this, check from slide 77 to the end in particular. It's in japanese but there are a lot of screenshots so you can grab a thing or two https://www.slideshare.net/EpicGamesJapan/ue4animation-blueprint
while i cannot personally give you any recommendations, if you do end up needing hardware recommendations, check out #hardware
thank you but.. what about the cost investment?
My goal is to sell my own games ..self employed.
One man production..
So my resourses are limited..
sorry to be harsh but... you say you've previously made games in your garage, yet you've not been successful. what makes you think ue4 will make you achieve your goals
if your resources are so limited, maybe get a side job instead
You are not being harsh, at all.
Well I never before intended to finnish any game either.
As a self thought guy I always game games at the side or other things
and this year I am unemployed and spend more and more time on game making
Getting a job aside is not a bad advise..
but that might slow down my work
i mean, i work 160-ish hours a month and can still do some coding just fine
its not like i'd be coding 8 hours a day if i were unemployed anyway
I dont need unreal for my games....
Should I jump on this new technology or not?
its mostly the pressure from people.. why don't you switch to the best possible new technology
No seriously .. getting a job aside might be something I am seriously considering
You aren't making any sense. Why are you asking us what you should do? Makes no sense..we can't answer this for you..
study the engine first, study how much challenge it would be for you to do it this fulltime, do some math, estimates, and then decide if its worth investing, etc
i mean...you could do much more and faster in unity as a solo guy if we're being honest
but the scope of ue4 is so, so much bigger
is there something similiar to a Paper_Pawn? i need to create a couple of enemies but i dont really need a Paper_Character
Eh its cool I got some answers I was looking for.
I was asking if it was worth switching to this new platform
if was economically worth it and in how time consuming..
sukebi-scotty? If I dont know about Unreal ??
I know a little. I can learn blueprints or c# ..its not hard to switch languages
it is difficult to compare Unreal to Unity ..it all seems
like the difference is what you get used to use
how many people have metahuman access
whats a good way of handling projectile damage?
I'm getting this crash on startup:
ShaderParameterStruct.cpp] [Line: 285] Shader FHairClusterAABBCS, permutation 0 has unbound parameters not represented in the parameter struct: HairStrandsVF_CullingIndirectBuffer
any ideas?
whats better, spawning each projectile individually or use a for each loop and spawn projectiles that way?
also, i have only 1 event thats called when shooting, and i always check weather i can or cannot multishot. would i be better to have different events for each shooting variant, or is the performance hit irrelevant for just one/two if statements?
let me see if i understand this right, i want a player to select a character before spawning, so I have them spawn in as a spectator, then once they are ready, I should then destroy ? kill the spectator pawn and then that will switch me to calling the default pawn?
no 2 different levels. Character selection level, and then your game level
Hey, is anyone free to answer some landscape questions over voice?
if someones interested, please pm me when convient. Thanks!
Ehhh... is it just me or did someone flub a 4.26.2 warning screen?
I need some solution where I can add individual volumes in the sky using the cloud rendering system. Not a volume that tiles and spans the entire sky..but volumes bounded in a box. I have some volumes I've created in Houdini and exported them as slices. I can add them tiled to span the entire sky but this is utterly useless to me. They are meant to be individual components of a larger picture. If anyone could please help me on this.
Which type of assets?
why
it looks like the wire goes past (behind) the cast node... ๐
now i fix by myself ok
hello people
i come with the need of help
so you see this car right
for some reason the physics for wheels is just
go n e
i cant change the wheel's hitbox
does anyone know why?
is there a way to make this repeat a specific number of times instead of looping infinitely?
Maybe each time it fires add a + 1 to an index..and have it close the loop after it becomes == to number of times you want
idk
@short pasture please do not be rude, you might not have intended for it to be rude, but what you said could come across as rude.
oh yes additional things that might help with debugging hopefully
uh
this is during the mesh
and skelton tab
this is during physics tba
this is weird
How do you assign text to an Text Message Reference?
This is UMG... does the set need to be done by binding?
Wouldnt it be SetText(Message 222)? - it looks like you are trying to set the text box itself, you need to be setting the text variable on it.
from the Text widget, drag from the blue pin and type "set text"
Thanks... you're are right. I was thinking the variable was to the value of the text box.
Found it.... Thanks!
@kind dew why would i have a character selection level? that would mean players would have to join/rejoin every time they respawned
Is there a way to check how long a button has been pressed? I have an input axis for the accelerator, and i want to check if the player has held it down for a single second
any tips?
forgive me if this is a dumbass question
Can anyone explain why the model is not loading in properly?
@plush yew thanks a bunch dude, this seems like what i need <3
Maybe the normals are flipped?
Ugh :/ looks like I cant use that asset in ue4 then :(
Anyone know hot to use a MetaHuman with 3rd person blueprints? My trouble is that all the skeletal meshes are separate per body parts....
Using this code - why can I not escape a crouch by letting go of the key?
Hi Iam very new to Unreal how can I start it and I very new in game dev so please help me out.
Thanks in advance โค๏ธ
is there any video or tuto??
they're all tutorials
New question
how do I do an action on a button's release
since the Released pin doesn't appear to do anything(?)
`
I've already tried it
in runtime, it does nothing on release
and I just get stuck in either sprint or crouch/crawl
Is there a way to attach actors to landscape? Like if i move landscape actors move with it
I'm using it, it works fine?
Your class probably doesn't accept input.
What blueprint are you using.
Did you try a print statement to see if it working?
Controller, other BP and Inputs inside project settings can override it
wait I'm gonna try something
FIXED!
old method was using any key + a shift/ctrl modifier
now it responds properly
is the hud disabled if the player is specating?
Can I attach an anim trail to an object that only moves within the actor or level sequence and still have the trail show?
Oh sorry I didn't see you mention the part where this is after the player dies. I thought you meant like a character select screen before an rpg starts, since that's by far the most common use-case, not the battlefront style change-class-after-you-die screen.
then yea you'd have a camera for just the UI when you die, switch to that when the player dies, theyd choose a character, which would all be children of the same base character class, and then you'd spawn them in manually
Does someone know how to achieve this effect using only a material no PP or Wireframe(Double Model) ? https://i.imgur.com/8Zxopuc.png
Hey! Do you have few minutes to check something with me
is there like an offline version of the ue4 documentation
hello, i made a nav mesh to make an ai be able to reach the Target Point by it self, the issue is that it gets really close to the wall and sometimes gets stuck, is there any way to make it go a little bit farther from the wall?
Does the AI character has a collision? maybe that would help
nvm i found out theres an object called navmodifiervolume
so i just shrink the path and it should not touch the wall
Is there a marketplace plugin or free community addon that can do physical audio stuff? Eg play sound effects on various physics interactions? Like how source engine does it?
okay so i really hate asking to ask
but does anyone know car physics and stuff
just dm me if you do 3:
Hey, is there any place where I can get sound libraries?
I am a newbie and I don't even know where to start
you can purchase them on the asset store, alternative have a look through here ๐ http://sonniss.com/gameaudiogdc
thanks, I am looking for specific ones, so I would prefer to get it from websites
Hey guys, I am brand new to the engine and doing the unreal course, however it's action rpgs I am interested in, and jrpgs. Is the action rpg sample too hard for a beginner to learn from? Should I really start with arcade games?
I've done a bit of stuff in unity, mainly canvas stuff and made a tamagotchi.
RPG's are definitely one of the more complex genre due to all the systems required. If you want to develop your skills you'd possibly be better off starting with something a bit simpler, or find a good tutorial series to follow along with
Okay would something like gauntlet still be too complex?
everything is relatively complex in games dev. Especially when you are looking at the whole picture. If you take it one step at a time, it's not so complex. The ARPG sample is a great place to start. You have, at least, a framework as an example. So any questions you might have should be answered there. However you have to assess it based on the game you want to make. It might be unsuitable for purpose.
My particle emitter is not at all following my characters rotation even though I attached it properly with snap to target rotation? Doing the same thing with a basic cube works fine
I put the particle emitter as a component and activate it instead of spawning
You can do it with Surface channels on materials and line traces.
How do assets work, I am thinking about buying dungeon architect but it's 200$, is that per seat?
Or per team?
--Tests
local script = {}
function script:onPropSpawned( prop )
--ignite( prop )
end
function script:onKeyPressed( Ply, Key )
if Key == "Right Mouse Button" then
local Pos = toVec(Ply.position)
local Forward = toVec(Ply.forward)
local myProp = propSpawn(Pos + Forward * 250)
end
end
return script
Successfully integrated lua with ue4 ! ๐ ( https://github.com/rdeioris/LuaMachine/ )
I found it the license is per team
Hello, has anyone had luck getting Metahuman working through Blender or do you know if its possible?
Anyone know of a way to invert the y-axis on a gamepad for working in the editor?
Maybe you need to use quixel bridge to push it to blender @crisp turtle
you can only push to maya but ill give it a shot
is custom time dilation only supposed to affect timelines?
My actor rotates based off a function that runs every tick. When I set its custom time dilation to anything else the rotation stays the same
I have a scene capture 2d component that on a timer recaptures the volumetric clouds and make a mask out of it..which is then read and any UV that is equal to 1 gets rain... but its extremely slow and lags a few seconds everytime it runs. Anyone think of how I might go about it more efficiently
Here the mask is used so I know where to spawn the rain particle system. However the lag it causes to draw to the material, read the uvs and know where to spawn the particles is very slow and lags. Any help would be greatly appreciated
Try to get creative with your texture/UV mapping. Using wireframe effect ad hoc in material would result in a lot of triangles instead of your desired quads.
For starters, you can separate the lightmap UV map from the texture UV map.
can some one please help me im about to loose my mind and throw my computer across the room
lol whats wrong
i hope this is the right place i asked for help in level design but no one is there ATM im trying to just paint a landscape and it wont let me weight layer blend i just get a red paint brush
@radiant jasper i had it working before but now its not at all
uh have u tried restarting ue4
yeah like when i click on the + to add layer wieght it says to browse to asset in content browser @radiant jasper
Looking at the page, I think you can save cost by prototyping the levels in classic Doom or blocking one inside Unreal. If you stick with prototyping in Doom, you can make use of procedural level generators like OBLIGE (or ObAddon)
yeah idk ive never done what ur trying to do before lol
do you know of anyone else that might be able to help
yeah but i dont wanna just @ ppl lol
@ MathewW is pretty good at ue4 idk if hes still active here tho
i understand
Oh so generate the levels for gauntlet in doom?
Setting up materials to work with Landscape terrains
here is the documentation on it
Yeah, and then you improvise the maps in Unreal with your assets and whatnot.
Coming from Doom modding myself, I use this method all the time
might help @silent kiln
This is so crazy haha. I never would have thought of that. Nice idea haha.
just realised this exists https://www.unrealengine.com/en-US/onlinelearning-courses
aight ill try that thx
hi guys how can i disable character visibility for ai perception i set actor hidden in game but it dont work
Just recently watched an Animusic video, and I thought of giving it my own twist in UE4
(Animusic themselves actually used UE4, but I want to make a more open script for that)
surface channels & line traces? sounds pretty expensive to do line trace just to play sound effects
I wrote my own a while ago in C++ that's why i'm asking, wondering if it would make a good tutorial
What's good for animating for ue4?
blender
hi
Is Epic back in office? Have no idea about state of covid there
Control Rig
Also, can you vibrate cable component like a guitar string?
can anyone tell me the major differences between Custom events and Functions? it seems like custom events continue even with no function output node, for example X_x, which I eventually concluded as probable by accident.
for your eyes
Hey, so I will pay ยฃ30 (paypal only) to whoever will work through with me through text + screenshots, to solve the problems Iโm having to try and get my zipped project file that I made in windows, running on my Macbook Air M1 2020 (Big Sur) and packaged without any errors so all Mac users can play my game. The money will be paid when it is working like this. Should be familiar with debugging log errors, Mac OS, ue4 and XCode (or I can download visual studio; anything to make it work). DM me if you're interested in helping me, thank you!
are commercial advertisements allowed here ? I was 2 percent considering to try his flat graph theme, until I saw a price tag. thank god it wasnt even 20 percent considering.
ill be sure to come back and sell my game if so X_x
Where can I find the max brightness in the post process volume ?
look like you allready found max
Greetings guys! How do you guys handle working with source and launcher versions of the engine in a team regarding the "EngineAssociation" (in the .uproject file) so it doesn't rebuild after every pull from Perforce? I can set a custom association just fine with my source build but my colleague (with a launcher build) gets prompted for the engine version by the Unreal Selector Tool and then the custom association in the registry gets deleted and replaced in the .uproject file with "4.26" again (which causes a rebuild ofc) :-(
can unexperienced people use rtxdi?
Mp working
I don't understand! Why no one ever considered to create a DC Flash Superhero game. yeah, I mean SOLO FLASH GAME. (just like spiderman). Was just learning locomotion for third person character in unreal. Then I just bumped the max movement speed, just like that! Trust me! I really had fun! I was in speed force for while!
Procedural Landscape ma...
This really amazing
I really want to know
How to make like the animation
go faster with the speed
nvm got it
Just change the animation speed rate
match with the speed
is there a bool to make sound loop?
aww this looks cool. Only want to ask the question: Why? Bored or just don't like the default design this much? lol
Events are basically functions, but functions are not events.
In bp graph the only notable difference is that Events can use latent nodes (Eg, Delay) while functions can't.
Also events have a delegate pin which you can assign to dispatcher. So the added logic is that.
thx ! because flat is beautiful XD
Yeah it was work :/
maybe i'll drop down a little bit the price
hello i tryed making a basic health bar but for some reasons it just remains grey when i press play, i can't figure out what i did wrong
you have a character named "hud"?
the thing is that in this game there is no controllable characters, so i added one and called it hud
https://www.youtube.com/watch?v=9o_37nQ_93c have happy learning
you dont even need the cast anyway
Is there any particular reason that a SkyLight just wont show up?
'Affects World' is checked
try removing and adding it back, also it seems to only work together with fog
in your widget, add a "hud" actor object reference variable, set it to instance editable and exposed on spawn. when you create widget, you can plug in a reference of self to the newly made variable
and you get rid of the cast node
Is the cable component good for creating animatable guitar strings?
is it worth the performance cost?
and the time spent implementing such feature?
Nah, it's more for machinima rendering
No dice. Still doesn't show anything
you can make a vibrating animation for each string and play that based on what string is being plugged
in your 3d modelling software
Well, I want it to be semi procedural. Animating 4 minutes of guitar strings manually would take too long.
I do most of the animations in Unreal with Control Rig
Nothing weird here, right?
make the strings out of mini strings, create 1 vibrating animation and tell a piece of string to play based on hand position
or maybe make the guitar a skeletal mesh and add tiny bones that you can then procedurally animate with control rig
I do most of the stuff in Unreal, including animation making.
Guys why another layout appears after selecting mesh (Size)
@drowsy snow guitar strings... totally do that in material
vertex offset
well animating it is an option
are images or links broken?
link ?
can you guys help me how to attach a gun to a third person
in unreal engine 4
i have the gun and character
attach it to a socket on the pawn
downloaded what game?
unreal engine*
ok
also the learning there will show you how to do it ๐
thing is no point saying about sockets and attach to if you they don't know what either of them means
always best to go learn some of the fundamentals
when the build is finished I have this error
LogPlayLevel: Error: ERROR: cmd.exe failed with args
someone has a solution plz
What are the advantages in unreal engine compared to unity?
Megascans. MetaHumans. Advanced compression tech via RAD Tools. Anything else is probably down to personal taste and experience.
Blueprints! @thick herald
How hard is unreal to learn?
is there a way to make this dark part, more brighter ?
how are you making it dark?
whats all this?
hard
That's disappointing, how do I make sure I succeed.
it is just dark, i just exported it
1 million dollar question
- do you have light in your level? 2.does the object have any UVs
- yes 2. yes
but the light is coming from up to down
if i put a light under the tree, everything is fine
pikachuface.jpg
set dark tones higher inside the post process material
i dont know
is there a way to have a txt file inside the engine? i wanna save stuff thats come to my mind inside the editor directly
Do you mean for saving data to be read by code, or just notes? If it's just notes then it's best to just use a separate text file or word document or such.
That might be handy but it requires a custom asset type for it afaik
There might be a plugin on the marketplace, but haven't looked. I just jot down my notes in OneNote for Win10 which works pretty well :)
Just write a editor widget and store it, probably possible?
(With a text box of course)
Yeah I mean you would need a custom asset type to be able to save it unless you're saving it into a property in an actor or whatever
Okay here's a better question @rigid belfry where do I start
Possible, yes, but it really doesn't work as well as a dedicated note taking app
Is the save system exposed to Editor Widget Blueprints? :D
Hey guys, apologies for interrupting anything, I have an interview tomorrow and my entire project is crashing repeatedly, the crash was caused by Houdini plugin and Ue
this is the error that's fucking me over :
Assertion failed: Export.ObjectName!=NAME_None || !(Export.ObjectFlags&RF_Public [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp] [Line: 4293]```
Bild is the HDA that I used and that's causing the error
it had a Niagra SOP node inside it and ue4 didn't like it
now it's crashing everytime I open it
I really need the help and I'd super appreciate it if someone can help
I tried removing the entire Bild_stuff folder
It's probably a bit late for this piece of advice, but make sure you use source control and regularly commit to avoid problems like this :)
I realized fuck me
It's a project I've been chipping in for a year or so
is there any way to disable a plugin without opening the project or anything?
.uproject file :)
Just a random idea, maybe try copying one of your other materials to the file Bild_PlatformReady.uasset file if it doesn't exist
Is bild Build?
it's a name of a studio
Ah okay.
like copy pasta a random material asset?
Yeah, since it's saying the file is missing that might help, or it might cause it to error out without crashing :P
fuck me, genius idea but didnt work this time
Would've been too easy
I don't even have a /Game folder
I have like one interview on monday and the other on tuesday I'm mad fucked if this actually dies
Do you have source access?
Do you use Unreal from the Epic Launcher?
Did you disable Houdini in the project file already?
No, but you'd be able to see what's causing it and probably be able to fix it on the engine level, at least temporarily
Yes
Open the .uproject file with any text editor of your choice
Then you'll be able to remove the Houdini plugin bracket
...would've been too easy too
(Or the Plugins bracket altogether)
I'll check the source real quick one sec
๐ณ
heh yeah I guess using comment boxes is an option
check pinned messages
Okay I see it, thanks
what have i done
Modding games is one way to start 
I know a tiny bit about unity but I was hoping to learn unreal for unreal 5
Dw - do you remember which asset type it was by any chance?
houdini HDA
In the meantime, try creating an HDA with the same name in another project and copy it over with the exact path and name
good call
Don't even think about UE5 lmao
Learning from UE4 is fine. It's not like back when UDK (UE3) is radically different compared to UE4
If that does not work, consult this:
https://docs.unrealengine.com/en-US/ProgrammingAndScripting/ProgrammingWithCPP/Assets/CoreRedirects/index.html
This at last should fix the issue as long as you point to a valid asset
Core Redirects enable remapping classes, enums, functions, packages, properties, and structs at load time.
Is using unreal instead of unity going to triple my development time? My brain is really small, sorry for the stupid questions.
(Just because of it being harder to use)
If you know the basics and willing to try around with the Blueprint system, then it should be fast.
Of course, considering that you haven't achieved far with your Unity project that is.
You busted your grid scaling - look to the upper edge of the view port - grid size -> 10,000
akh screw me didn't work
youre my hero xd
Try the docs Jad, the look intimidating but it's easy as long as you follow correctly (Link above)
My suggestion: don't be afraid to experiment. Just go for it, YOLO it like there's no tomorrow.
the core redirects?
Exactly
Okay I'll try to do that then
Has saved me regarding missing C++ classes (because dumb be always just renames them), and that breaks everything horribly as well, so no panic please
It's fine if you break stuff along the way, whether it's your BP or accidentally crashing your game somewhere.
Figure out what to do, figure out what to avoid, and then keep trying.
I would add this in, my .uproject text?
Also, Unreal Engine has an official online learning courses that you can learn for free.
Read carefully @crimson lake
Yo, does anyone here know a link to a good tutorial around adding machine guns to tanks or aircraft?
Okay, I will try this course in the pinned section and then if I get stuck I will try the unreal course on learn.unreal
I'm trying to convince myself that I don't have to go screw with the baseEngine.ini
I really think that unreal is the best place for me to be because I'm a programmer not an artist and megascans + metahumans seems like a good basis for game assets.
Haha, I know that feel - project-based DefaultEngine.ini should suffice
You can check the BaseEngine.ini for examples though, Epic uses redirects themselves
Can't give a specific link, but try figuring out with sockets and stuff. Also you want to look on how to make a bone "aiming" at something.
The way it works is that you have both skeletal mesh for the vehicle and another for the weapon.
Ah screw me this is definitely not the best time to do this
Wait
what if
I make a new proj
same ver
copy pasta that shit
Yep, worth a try too
only contents
if you have a game where some player choices could lead up to a different ending, would that be considered an "Interactive storytelling", even thought the choices are not many. for example, refusing to do somthing leads to you being now bad or whatever
Thanks for the pointers :)
the world has a knack of fucking me sometimes

Well yes
I mean, some Visual Novels have very minimal options that matters, but still considered "interactive story"
Pretty sure there's a visual novel style tut in ue4's C++ free tut
Don't worry, engine source broke on me in the middle of a client order yesterday, we're all in this together @crimson lake
It's way overkill tho
Unless it has 3D backdrops/characters or having an exploration mode a la Danganronpa, Ren'Py is the better choice.
Speaking of which, it reminds me of this plugin called Flow.
I think the creator also previously worked on Witcher 3.
yes as soon as I try to load it
I think
everything else
is
salvageable
cause it's a bunch of tech art stuff, not really a full env
a showcase of a lot of bs
You fine like that?
Understandable
it ees what it ees
Mind sending me that level Jad?
i was thinking more about a small dialogue system
Level alone should be fine
Right clicking it crashes my world oof
What happens if you right click the main content folder and fix up all redirectors?
let me reopen, just for reference this is a new proj directory that I just made
I presume the level is corrupted somehow? What about the callstack when it crashes? ๐ค
Ye ye I know
same as before
open the project from the folder directly and share the umap file directly
Unfortunate