#ue4-general

1 messages ยท Page 978 of 1

short pasture
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ok

plush yew
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Why is my buoyancy not working, i added pontoons but my object just falls through the water

short pasture
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thanks for help man

plush yew
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can anyone help with my buoyancy problem please if anyone knows?

tropic anvil
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Can we display full web pages in Unreal?

granite creek
plush yew
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yes

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I wrote my issue earlier like a few messages before

short pasture
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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

granite creek
# plush yew I wrote my issue earlier like a few messages before

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...

โ–ถ Play video
willow trellis
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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"

short pasture
granite creek
short pasture
granite creek
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also try print string to make sure that input axis fires correctly

short pasture
granite creek
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in wheel blueprints and maybe in movement component default values

granite creek
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first check if your vehicle wheels that are supposed to steer are set to wheel front

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then check if wheel front has steering enabled and has correct steering angle

plush yew
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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 doesnโ€™t induce rage while still being unique and exciting

short pasture
granite creek
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games like league of legends and royale games often team you up with bad teammates to make you suffer

plush yew
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yeah but im about to snap my phone in half and now i cant sleep

granite creek
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if you dont suffer it becomes boring

granite creek
plush yew
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Its 1 in the morning and i cant sleep cuz i want to destroy something

short pasture
granite creek
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your vehicle blueprint -> MovementComponent in left panel and defaults will show up in right panel after you click

cinder whale
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Hello

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where did these pages go? Were they moved somewhere? ๐Ÿ™‚ How can I access the information?

granite creek
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click on movement component

short pasture
granite creek
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thats the pawn movement component is in top left window at the end of list

granite creek
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now find the wheel settings

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there is 4 wheels in that settings

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make sure front wheels are using front wheel blueprints

granite creek
short pasture
granite creek
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did you make front wheel bp your self or its the ue4 default front wheel bp?

short pasture
short pasture
granite creek
glacial dawn
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@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.

rigid belfry
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how do i make my projectiles always go in a straight line?

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do i code the projectile logic myself? something like OnTick->setLocation" in the forward direction?

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dont really need all of the fancy stuff from the Projectile component anyway

modest trench
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looks like whatever controls their little sprite's rotation is what's turning and not the projectile itself

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also yeah you could very easily make this yourself

rigid belfry
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the ship's rotation is nothing more than visual after all

modest trench
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when you stopped moving they instantly right themselves

rigid belfry
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its just sprites

modest trench
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do they always need to be in front of the ship even if it moves?

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it looks like they are moving straight from where they spawn, but the sprite rotates

rigid belfry
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yeah they follow their original foward direction but they seem to be attached to the player

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for a a couple frames, that is

modest trench
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I just feel like the sprite is aligned based on screen space velocity or something

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or maybe that's just motion blur

granite creek
modest trench
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oooh, they are tilting down

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I assumed the issue was the rotation

cinder whale
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Hello

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A lot of useful resources from the unreal engine forums appear to be dead links, even though the previews work

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Were these resources moved? ๐Ÿ™‚ Where can I access this informaiton?

modest trench
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bummer they lost some posts though

rigid belfry
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wait

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whats that tick

granite creek
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for a game like that projectile movement component is not recommended

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projectile movement component is for projectile simulation

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thats an arcade game

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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 )

cinder whale
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This link is dead

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but I need the info ๐Ÿ™‚ how can I create a component in C++ that is equivalent to adding a "sphere" component in blueprint ?

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Not spherecollision, sphere default static mesh

modest trench
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click the little arrow and you can get a cached version from google

cinder whale
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๐Ÿ˜ฎ

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Pretty cool! i didn't know this trick

modest trench
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not really a great solution but it's something if they won't restore those links

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it won't store images etc

rigid belfry
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not really sure why this is happening

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wonder whether this only happens with sprites

modest trench
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motion blur must affect that material differently somehow

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beats me

rigid belfry
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this is getting ridiculous

exotic thicket
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are you sure the scale of the object is right?

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it kinda looks like it has a weird scaling applied to it

rigid belfry
modest trench
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TAA related?

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seeing people who just turned motion blur to 0.0 on the camera to fix this on answerhub

exotic thicket
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Yeah I mean it's one of the three: 1) Scale 2) motion blur 3) TAA

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that's in order of how easy it'll be to fix :P

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or I guess it could be also that for some reason the sprite is slightly rotated making it look like that

rigid belfry
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it kinda get too obscured, but the actor has the right direction whereas the sprite flies off

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i think something's happening to the sprite somehow

exotic thicket
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So why don't you start by checking if the sprite is oriented and scaled correctly

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because that's the most obvious cause of this

rigid belfry
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well it is not the scale

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i wanna see what happens if i spawn a static mesh instead

exotic thicket
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worth a try, I guess you could just spawn a cube instead, it definitely shouldn't look like that

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have you tried pausing it after shooting?

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eg. pause it and eject, this should allow you to fly closer to the projectile to have a look at it

rigid belfry
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yeah thats what i did

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actually

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let me see some footage of these kinda games

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because i think this is actually how they should work? i think

exotic thicket
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it depends on what kind of effect you want for it I guess

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if you want the details of your sprite to show then this could obscure it, but it depends on your artstyle

glacial pecan
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anyone have a link to the Unreal 5 64-bit world precision/size thing?

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must have been called something else because my google-fu fails me atm

dawn gull
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Are there any plugins for multi-threading in BP?

viral fractal
glacial pecan
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I swear I saw it

dawn gull
viral fractal
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Me neither... Would be nice if it will get it tho

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Or at least origin shift

glacial pecan
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hrrmmm... I can't have imagined it...

viral fractal
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We dont know a lot about UE5 so far right

dawn gull
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Could be Mandela effect, they may have said something similar

viral fractal
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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 ๐Ÿค” has Something changed there ?

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Can show the error in a second

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i cant get it to show up in english

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its missing the projectfile it says..

plush yew
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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

short pasture
slate thicket
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if my game crashes before the editor even shows up, am i fucked

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at 75% loading it crashes every time

knotty summit
honest vale
glacial pecan
short pasture
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guys i can do a username system to my game in unreal engine?

honest vale
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yes you can if you know how

robust marten
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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.

woven copper
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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)

exotic otter
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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?

knotty moth
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Hello can someone point me to the right channel where i can ask about model problems?

short pasture
viral fractal
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now this is happening when loading deps. for source build

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i can load the file manually.. where the hell does it go in the UE folder ?

inner silo
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@woven copper yea its happend with me too

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why is the only head moving ?

woven copper
inner silo
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@woven copper no its a website problem *the image is fake

woven copper
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But when I open the file with the windows fbx viewer it looks like the one on the website?

ocean grove
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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.

inner silo
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@woven copper but the mesh is fake

pseudo river
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UE 5 when

rocky epoch
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it came out weeks ago

pseudo river
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Lies

plush yew
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its not out for real till later this year, expect during the late year of 2021

pastel yarrow
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Hi, guys is there a way to download the metahuman character as a static mesh?

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I want to use the animations from mixamo, but can't find a way to do it

plush yew
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its downloaded the way it is in quixel bridge

pastel yarrow
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Yeah I know, but they are as blueprint

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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

inner silo
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why cant i move the whole mesh ?

plush yew
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ยฏ_(ใƒ„)_/ยฏ

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welp time to set up the discord game sdk set up in unreal

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this makes total sense

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no stroke here

lament oxide
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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

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these cameras are facing forwards but when placed into a scene they are side on

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and if I rotate the character the cameras remain the same rotation

earnest violet
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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. ๐Ÿ™‚

tawny nacelle
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there is no " stop camera shake " in my unreal engine .. any help how to stop " play world camera shake"

earnest violet
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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! ๐Ÿ™‚

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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

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=/

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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. ๐Ÿ˜ฆ

stable orbit
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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

Unreal Engine is the worldโ€™s most open and advanced real-time 3D creation platform for photoreal visuals and immersive experiences.

tough stream
earnest violet
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@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! ๐Ÿ˜ฆ

tough stream
earnest violet
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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! ๐Ÿ™‚

tough stream
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you can't stop a play sound 2d node, it will play out the sound until it's finished

earnest violet
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@tough stream Okay thx! That helps a lot nice bro. You just saved me hours of torment. Thx once more Kira!

surreal vector
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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?

grim ore
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yes, set up custom channels for collision

surreal vector
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qlright thqnk you

sharp willow
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cheers VS

winter hull
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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?

sullen drift
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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?

winter hull
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it is

sullen drift
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how do u do that

winter hull
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sorry i got that wrong

sullen drift
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oh

winter hull
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its probably not possible in ue4

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in my mind i was in blender joining cubes ๐Ÿ˜„

sullen drift
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oh lol

winter hull
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but why join them at all?

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just use 2x static meshes in your scene?

plush yew
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What's that pfp ๐Ÿ˜ฌ

sullen drift
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because i had like 600 actors in my level

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for just 1 house

winter hull
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uhm

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what are you trying to accomplish?

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destroyable walls?

grim ore
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@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

winter hull
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thanks mathew ๐Ÿ™‚

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love your yt tutorials by the way ๐Ÿ™‚

glossy spruce
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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?

short pasture
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those buttons not working on my car model

short pasture
cedar wave
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Because you're not processing the input on the car

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Literally all I can say without you showing more

gray kindle
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any idea why this could be happening? the grass gets darker the further it gets from the camera

sullen drift
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thats a nice landscape dude

drowsy snow
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I have seen this too many times.

It seems like more forum post didn't survive the Discourse change than what we thought.

gray kindle
sullen drift
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i made this with only starter contents, cubes, and textures from quixel

misty wharf
vale silo
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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 ?

shell hamlet
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anyone here that have knowledge about Daz3D to Unreal plugin?

vale silo
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right, but does it make sense ?

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what are the downsides to using multiple BTs?

viral fractal
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What program should i select when building from source now ?? It doesnt Display BlankProgram or UE4 anymore

dusk echo
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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?

ocean grove
viral fractal
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Jump into the editor and make yourself comfortable with the UI, try to do the stuff you used to do in unity

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Once you did that, look at Tutorials ConcernedFroge

ocean grove
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I strongly disagree.

viral fractal
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A learning by doing approach always worked best for me

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I recommend what has proven to work for me

grim ore
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@viral fractal building from source? it should show UE4 on the top right you build from that

viral fractal
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Yeah it used to do, but Not anymore

grim ore
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what does your show in the solution manager?

ocean grove
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Oh no that definitely works for some people, but I really think people should be pointed to the Learning Modules on Unreal's website.

dusk echo
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Do they have cpp tutorials aswell?

ocean grove
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They are somewhat tedious, but lay down an extremely solid foundation.

grim ore
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if you dont know the engine/editor, dont try and learn the C++ parts of it

ocean grove
grim ore
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and yes there are some C++ learn courses

viral fractal
grim ore
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not in the build menu, the solution explorer on the right

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you should be building from that

dusk echo
viral fractal
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yeah i did, but it doesnt work

ocean grove
dusk echo
viral fractal
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it starts "BuildAgent" when i want to launch the thing now

grim ore
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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++

viral fractal
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i followed the same procedure as always when building the engine

grim ore
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show the solution explorer?

viral fractal
ocean grove
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They really hold your hand while going through the basics, I hadn't realized I had some serious foundational knowledge gaps

grim ore
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right click UE4 and "set as startup project"

viral fractal
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facepalm ok.. i forgot that xD thank you

grim ore
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๐Ÿ™‚

viral fractal
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what a few months of being outside can do to your brain

grim ore
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yep you had BuildAgent as the startup project (its bold)

viral fractal
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it auto selected that

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ah finally it works

fierce summit
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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?

viral fractal
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now i wonder if the default engine changed aswell.. i dont remember UE4 not showing up up there

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this here is the nvidia developer branch

grim ore
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@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

vale silo
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@drowsy snow what are the downsides to using multiple BTs?

viral fractal
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ah there they are, what i wanted ๐Ÿ‘€

grim ore
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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

vale silo
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@grim ore do you happen to know if there are any downsides to using multiple behavior trees instead of a single one ?

grim ore
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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

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alternately I know you can have like child and parent nodes and graphs

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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

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but yeah almost never anything wrong with reducing bloat ๐Ÿ™‚

vale silo
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thanks

night stirrup
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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?

plush yew
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oop

night stirrup
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Also, the engine icons are flat on XY plane !?

grim ore
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you did change something

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you changed the near clip plane, dont you remember doing that?

night stirrup
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holyshi

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yes

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i did

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but when I did it was working fine

plush yew
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ah, dont yall love hdd

night stirrup
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YES

grim ore
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yep it uses the old settings for editor stuff, it wont use your 0 value until the next restart

night stirrup
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THANKS @grim ore

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Also, love the WTF is and HTF videos :D! Thank you for that too

honest vale
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๐Ÿ˜„

plush yew
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lol

mild belfry
viral fractal
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does nvidia have a discord or where could i get help with RTXGI in UE4

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for some reason it does... nothing

dense knoll
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How do you set emmiter bounds

glacial pecan
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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?

deep viper
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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?

grim ore
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it shouldnt. Are you sure its not spawning in a default pawn and your using that?

storm burrow
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so some guy on reddit said ue5 on 21.04

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i highly doubt it

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but you never know ๐Ÿคทโ€โ™‚๏ธ

grim ore
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yep it's definitely coming the 21st

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no reason why not to beleive a random person on reddit

storm burrow
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oh, i'm with you kek

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but let's see how our comments age

deep viper
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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.

storm burrow
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maybe we need to eat our words

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๐Ÿ˜„

grim ore
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they could have atleast made it a tuesday like all other normal releases, might have been more beleivable

storm burrow
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oh ye i didnt check, lemme se

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a wednesdaay

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hah

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also i feel like it wouldnt be out of the blue

grim ore
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@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

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nah knowing epic it would be out of the blue lol

storm burrow
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i think they'd announce sth aka "ue5 news on day xz"

grim ore
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but knowing epic it would literally be out of the blue, not "hey guyz I have inside infoz it will be tomorrow trust mez"

storm burrow
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hm

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fair

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apparently one of their marketing manager said during stream that there'll be news mid may

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we'll find out i guess

grim ore
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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

storm burrow
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yes, that was in a github comment

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but it was an estimate from epi

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epic

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so maybe they had to push it back

grim ore
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well .27 in july seems to make sense. its ~ 2 months or so from preview to release, and its april right now

storm burrow
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in the automotive webinar some mid may stuff was allegedly mentioned but i didn't check

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yeah

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also .27 is mostly bug fixes

deep viper
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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.

grim ore
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if you tell it to be a spectator yeah but I thought that was for MP.

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and there is a ghost pawn and yeah spectator pawn

deep viper
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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.

grim ore
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you should be able to eject out and look at the pawn that is being used

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the ghost and spectator pawns I beleive are C++ special pawns that have the input inside of them

potent bridge
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Anyone know why when I import an animation from mixamo, its flat on the ground?

grim ore
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you could rotate it on import if thats happening

potent bridge
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no animation plays at all actually

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this is weird, its a new model, and it says imported bone are different from original

prime willow
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and im not sure whatsoever what im doing wrong

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ive tried 3 different tutorials same thing everytime ._.

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the left is the tutorial

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the right is what i get..

deep viper
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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.

dusk echo
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Does the Metahuman creator rig the model for you?

storm burrow
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4.28 confirmed ๐Ÿ˜‚

grim ore
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well thats normal since they have to split off .27 from the main branch

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just means .27 might be coming soon

thick nebula
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ohhh goood.

storm burrow
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that def makes sense, but i liked my theory better ๐Ÿ˜‚

kind dew
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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]```
digital anchor
clear coyote
#

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?

rigid belfry
#

how to prevent my character from going faster while moving diagonally?

grim ore
#

@digital anchor the built in subtitle system is not, you can create you own tho using the same basic setup and UMG

plush salmon
#

Is there a way to reparent a data asset?

rigid belfry
#

why cant i multiply a float with a vector inside the math expression node?

mild dew
#

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?

rigid belfry
#

i also wanted to collapse it in a math expression node but i dont really know how that works

rigid belfry
#

a bunch of parentheses later, and it works. wonder why it was giving me error with both [ and { parentheses thought ๐Ÿค”

cold helm
#

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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rigid belfry
#

can i convert a sprite into a texture in editor?

dawn laurel
#

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.

plush yew
#

Hello everyone, I wanted to ask you how I can create an animation for the wheels to move?

rigid belfry
#

and if you do, you dont need multiplayer templates

dawn laurel
#

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

weary willow
#

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 ๐Ÿ™‚

warm plover
plush yew
#

how can i wxporte the model

#

?

#

this is a model of marketplace

weary willow
#

Thanks! I I'll do this and add abilities and keep the core motions in and I think that would be great ๐Ÿ™‚

rigid belfry
#

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

radiant jasper
#

how do i spawn a specific amount of ai characters from a float variable

radiant jasper
#

yeah was just thinking that

rigid belfry
#

dang it, just found a bug when i was about to go to sleep

radiant jasper
#

problem is the value is coming from a different map

rigid belfry
radiant jasper
#

ok

rigid belfry
#

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

deep viper
#

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.

narrow mauve
#

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

worn granite
deep viper
#

Two paths using the same timeline instance. My goal is to have two paths using the same float curve for their timeline.

worn granite
#

But it's the same timeline

#

right?

deep viper
#

I'll have to take think about this again. I'm misunderstanding this for sure.

radiant jasper
#

i am trying to get this node added to my bp but its not showing up for some reason

#

i have the plugin installed

worn granite
#

I think you can so it either way @deep viper

#

just a matter of what you're actually trying to do

deep viper
#

I am using a 1 second linear timeline for rotating either 60 degree Clockwise or CCW.

worn granite
#

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

deep viper
#

So I would be building the timeline's BP graph at runtime?

spare kernel
#

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 ?

worn granite
#

You can use external curves as well

#

might make it easier to set all this up

worn granite
deep viper
#

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.

spare kernel
#

use external curve then i am sure its possible with timeline comp node

#

if its not, welp..

radiant jasper
mossy nymph
#

if its UObject

#

not an Actor(Component)

#

you;'ll need to override its GetWorld()

#

to get it

radiant jasper
#

i am trying to spawn a character

#

like its a bp

deep viper
#

I got my actor to spin like 60 times instead of rotating it 60 degrees. I forgot how much I underestimated rotators.

mossy nymph
#

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

radiant jasper
#

this is in the level bp tho

radiant jasper
#

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?

radiant jasper
#

nvm fixed it

dark stag
#

anyone having this issue lately with the editor where menus are dissapearing? looks like a redraw problem

restive eagle
#

@dark stag check pinned messages, you'll need to downgrade your nvidia drivers

radiant jasper
#

or just use 4.26.0

drowsy snow
#

Upgrading in the hotfix would be a massive time loss

radiant jasper
#

yeah same

spare kernel
#

that happens in4.25 also

#

so your 4.26 is not immune

radiant jasper
#

oh

#

weird

spare kernel
#

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

radiant jasper
#

doesnt happen to me

#

i have 2 monitors

spare kernel
#

i have 3

#

but even if i use just 2, it still happens

tender parcel
#

Hello

tender parcel
spare kernel
#

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.

tender parcel
#

i dont think its the real

#

how do you know ?

#

thats cool haha

drowsy snow
#

My problem would be flickering menus instead

#

Wait
Who's deadmau5?

restive eagle
#

๐Ÿคทโ€โ™‚๏ธ

drowsy snow
#

Are they a popular person or what?
I think I missed something here

restive eagle
#

its not the place to discuss someones business

spare kernel
#

does not matter if it is "deadmau5" or someone use that name. it is irrelevant.

tender parcel
#

guys i made garrys mod 2

modest trench
spare kernel
#

#work-in-progress please.

tender parcel
#

oops sorry

radiant jasper
#

does 4.26 support html5 still?

fleet sparrow
#

Sphere/Line Trace vs Collision, which one is cheaper?

digital anchor
#

so, same thing

fleet sparrow
#

Planning on using for bullet drop...

fresh shore
#

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

drowsy snow
radiant jasper
#

i mean like the separate html5 branch

#

does that still work with 4.26 or no

radiant jasper
#

and if so is it possible to add that to my existing ue4 download?

glacial dawn
#

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.

narrow mauve
#

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

drowsy snow
narrow mauve
#

I do that but it doesn't work..

narrow mauve
#

Am I supoosed to be able to apply them to meshes if I want..because it never works

#

it's always totally translucent

short pasture
solar gorge
#

Gotta love when you use an old UE4, and text wrapping doesn't even work. lol

rigid belfry
#

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

rigid belfry
short pasture
#

i have to ask is this map is good to be in my racing game?

modest trench
#

It's free so why not try it out?

short pasture
#

it trying to crash my laptop

vernal thicket
#

Anyone know a good way to find the specific array index of 1 of a specific BP in the level?

buoyant graniteBOT
#

:triangular_flag_on_post: mrprogames#0602 received strike 2. As a result, they were muted for 1 hour.

drowsy snow
#

^ Whut

unique kraken
#

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

unique kraken
#

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

inner dagger
#

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

pearl sentinel
#

Does anyone has any experience with NFTs?

vestal goblet
#

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

vestal goblet
#

i always forget the friggen tilde exists on my keyboard

#

thanks man

fluid meteor
#

Your Welcome! I did it once about 7 years ago, lol!

vestal goblet
#

lmao #neverforget?

fluid meteor
#

HEHE!

#

I forget things daily, lol!

static zealot
#

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? ๐Ÿค”

worn copper
#

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?

tender parcel
#

hey guys

#

who is good with Lua Bindings please ?

#

(in c++ / ue4)

#

i have a question about states

glossy spruce
summer yew
#

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

viral fractal
#

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

summer yew
#

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.

viral fractal
#

So its about animating and not rigging ?

summer yew
#

so I assume, each move, ( walk, run, jump, shoot, ) are separate hand made animation, that have to be combined in Ue4 right?

robust marten
#

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

summer yew
#

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

rigid belfry
#

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

dire crescent
#

Is it possible to launch a external program?

glad comet
#

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 ๐Ÿ˜„

#

Oh dear, just found fix bindings in the advanced menu, but leaving the comment as it might come handy ๐Ÿ™‚

autumn bluff
#

qualche italiano?

white kelp
#

Hello everyone, quick question. I have three lighting setup for a sense.how to preset three lighting setup in web control server?

idle stump
#

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?

rigid belfry
#

say you change the name for example, that should be updated on a successful compile

idle stump
#

@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.

narrow mauve
#

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

rigid belfry
#

GunCheck,MeleeCheck,AimCheck...smh should've used a BrainCheck

plush yew
#

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?

runic iron
#

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

rigid belfry
plush yew
rigid belfry
#

if your resources are so limited, maybe get a side job instead

plush yew
#

Getting a job aside is not a bad advise..
but that might slow down my work

rigid belfry
#

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

plush yew
#

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

narrow mauve
#

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..

fierce tulip
#

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

rigid belfry
#

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

plush yew
#

it is difficult to compare Unreal to Unity ..it all seems
like the difference is what you get used to use

vagrant hornet
#

how many people have metahuman access

rigid belfry
#

whats a good way of handling projectile damage?

kind dew
#

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?

rigid belfry
#

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?

upbeat tendon
#

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?

kind dew
mighty fiber
#

Hey, is anyone free to answer some landscape questions over voice?

#

if someones interested, please pm me when convient. Thanks!

glacial pecan
#

Ehhh... is it just me or did someone flub a 4.26.2 warning screen?

narrow mauve
#

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?

short pasture
glacial pecan
short pasture
warped wasp
#

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?

shell zephyr
#

is there a way to make this repeat a specific number of times instead of looping infinitely?

narrow mauve
#

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

spare kernel
#

@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.

warped wasp
#

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

soft fiber
#

How do you assign text to an Text Message Reference?

#

This is UMG... does the set need to be done by binding?

tropic mason
rigid belfry
#

from the Text widget, drag from the blue pin and type "set text"

soft fiber
soft fiber
warped wasp
#

hi @knotty slate :D

#

oh I need to got o bc lounge

#

My bad

upbeat tendon
#

@kind dew why would i have a character selection level? that would mean players would have to join/rejoin every time they respawned

idle dragon
#

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

finite dew
#

Can anyone explain why the model is not loading in properly?

idle dragon
#

@plush yew thanks a bunch dude, this seems like what i need <3

soft fiber
finite dew
#

Ugh :/ looks like I cant use that asset in ue4 then :(

placid dirge
#

Anyone know hot to use a MetaHuman with 3rd person blueprints? My trouble is that all the skeletal meshes are separate per body parts....

hearty walrus
#

Using this code - why can I not escape a crouch by letting go of the key?

dull bison
#

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 โค๏ธ

#

is there any video or tuto??

hearty walrus
#

they're all tutorials

hearty walrus
#

how do I do an action on a button's release

#

since the Released pin doesn't appear to do anything(?)

sullen drift
#

`

soft fiber
hearty walrus
#

in runtime, it does nothing on release

#

and I just get stuck in either sprint or crouch/crawl

lucid grove
#

Is there a way to attach actors to landscape? Like if i move landscape actors move with it

soft fiber
hearty walrus
#

right after crouching

soft fiber
#

Your class probably doesn't accept input.

hearty walrus
#

even without the button pressed, I remain crouching

soft fiber
hearty walrus
#

it's the default First person character template

soft fiber
#

What blueprint are you using.

hearty walrus
#

huh

#

hold on

#

yeah

soft fiber
#

Did you try a print statement to see if it working?

hearty walrus
#

just did

#

and there's no print when the button is let go

soft fiber
#

It possible the input is received elsewhere first.

#

I've had that problem before.

hearty walrus
#

I don't think anything else is wanting input

#

considering this is the entire map

lucid grove
# hearty walrus

Controller, other BP and Inputs inside project settings can override it

hearty walrus
#

wait I'm gonna try something

#

FIXED!

#

old method was using any key + a shift/ctrl modifier

#

now it responds properly

upbeat tendon
#

is the hud disabled if the player is specating?

plush yew
#

Can I attach an anim trail to an object that only moves within the actor or level sequence and still have the trail show?

kind dew
#

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

radiant haven
lucid grove
#

Hey! Do you have few minutes to check something with me

indigo escarp
#

is there like an offline version of the ue4 documentation

shell zephyr
#

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?

abstract frigate
shell zephyr
#

nvm i found out theres an object called navmodifiervolume

#

so i just shrink the path and it should not touch the wall

vocal plank
#

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?

warped wasp
#

okay so i really hate asking to ask

#

but does anyone know car physics and stuff

#

just dm me if you do 3:

pastel yarrow
#

Hey, is there any place where I can get sound libraries?

#

I am a newbie and I don't even know where to start

echo star
pastel yarrow
#

thanks, I am looking for specific ones, so I would prefer to get it from websites

calm sedge
#

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.

echo star
#

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

calm sedge
#

Okay would something like gauntlet still be too complex?

kindred viper
#

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.

knotty heron
#

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

kindred viper
#

can you show the code you used?

#

hmm isn't that supposed to take two components?

knotty heron
#

I put the particle emitter as a component and activate it instead of spawning

silk pebble
calm sedge
#

How do assets work, I am thinking about buying dungeon architect but it's 200$, is that per seat?

#

Or per team?

tender parcel
#
--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 ! ๐Ÿ˜„ ( https://github.com/rdeioris/LuaMachine/ )

calm sedge
#

I found it the license is per team

crisp turtle
#

Hello, has anyone had luck getting Metahuman working through Blender or do you know if its possible?

pastel ginkgo
#

Anyone know of a way to invert the y-axis on a gamepad for working in the editor?

calm sedge
#

Maybe you need to use quixel bridge to push it to blender @crisp turtle

crisp turtle
#

you can only push to maya but ill give it a shot

plush yew
#

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

narrow mauve
#

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

narrow mauve
#

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

drowsy snow
silent kiln
#

can some one please help me im about to loose my mind and throw my computer across the room

silent kiln
# radiant jasper 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

radiant jasper
#

uh have u tried restarting ue4

silent kiln
#

yeah like when i click on the + to add layer wieght it says to browse to asset in content browser @radiant jasper

drowsy snow
radiant jasper
silent kiln
radiant jasper
#

yeah but i dont wanna just @ ppl lol

#

@ MathewW is pretty good at ue4 idk if hes still active here tho

silent kiln
#

i understand

calm sedge
#

Oh so generate the levels for gauntlet in doom?

radiant jasper
#

here is the documentation on it

drowsy snow
#

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

radiant jasper
#

might help @silent kiln

calm sedge
#

This is so crazy haha. I never would have thought of that. Nice idea haha.

plush yew
timid frost
#

hi guys how can i disable character visibility for ai perception i set actor hidden in game but it dont work

drowsy snow
#

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)

vocal plank
#

I wrote my own a while ago in C++ that's why i'm asking, wondering if it would make a good tutorial

plush yew
#

What's good for animating for ue4?

vocal plank
#

blender

sullen quarry
#

hi

mint sequoia
#

Is Epic back in office? Have no idea about state of covid there

drowsy snow
#

Also, can you vibrate cable component like a guitar string?

rancid lynx
#

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.

tender parcel
#

for your eyes

forest tree
tender parcel
#

Sorry

#

And thx

marsh cove
#

Hey, so I will pay ยฃ30 (paypal only) to whoever will work through with me through text + screenshots, to solve the problems Iโ€™m 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!

rancid lynx
#

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

finite dew
#

Where can I find the max brightness in the post process volume ?

obsidian nimbus
#

look like you allready found max

static arch
#

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) :-(

plush yew
#

can unexperienced people use rtxdi?

finite dew
#

Mp working

gritty halo
#

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

plush yew
#

@finite dew no way you made their mouth go extend fully like a snake

#

very nice

rigid belfry
#

is there a bool to make sound loop?

vocal plank
#

aww this looks cool. Only want to ask the question: Why? Bored or just don't like the default design this much? lol

vocal plank
tender parcel
tender parcel
#

maybe i'll drop down a little bit the price

shell zephyr
#

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

rigid belfry
#

you have a character named "hud"?

shell zephyr
#

the thing is that in this game there is no controllable characters, so i added one and called it hud

rigid belfry
#

you dont even need the cast anyway

tawdry sable
#

Is there any particular reason that a SkyLight just wont show up?

#

'Affects World' is checked

vocal plank
rigid belfry
# shell zephyr

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

drowsy snow
#

Is the cable component good for creating animatable guitar strings?

rigid belfry
#

and the time spent implementing such feature?

drowsy snow
tawdry sable
rigid belfry
#

you can make a vibrating animation for each string and play that based on what string is being plugged

#

in your 3d modelling software

drowsy snow
#

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

tawdry sable
#

Nothing weird here, right?

rigid belfry
#

or maybe make the guitar a skeletal mesh and add tiny bones that you can then procedurally animate with control rig

drowsy snow
#

I do most of the stuff in Unreal, including animation making.

lean crater
#

Guys why another layout appears after selecting mesh (Size)

obsidian nimbus
#

@drowsy snow guitar strings... totally do that in material

#

vertex offset

#

well animating it is an option

azure shore
#

are images or links broken?

tender parcel
#

link ?

polar ruin
#

can you guys help me how to attach a gun to a third person

#

in unreal engine 4

#

i have the gun and character

spare kernel
#

attach it to a socket on the pawn

polar ruin
#

how

#

i just downloaded the software

spare kernel
#

downloaded what game?

polar ruin
#

unreal engine*

spare kernel
#

i suggest learning a bit first

polar ruin
#

ok

spare kernel
#

also the learning there will show you how to do it ๐Ÿ™‚

azure shore
#

oh yeah good luck with learning

#

just be prepared to spend a long time with it lol

spare kernel
#

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

sturdy gorge
#

when the build is finished I have this error

#

LogPlayLevel: Error: ERROR: cmd.exe failed with args

#

someone has a solution plz

compact river
#

What are the advantages in unreal engine compared to unity?

thick herald
#

Megascans. MetaHumans. Advanced compression tech via RAD Tools. Anything else is probably down to personal taste and experience.

static arch
#

Blueprints! @thick herald

finite dew
#

How can I remove all thsi ???????

#

This

calm sedge
#

How hard is unreal to learn?

fierce forge
#

is there a way to make this dark part, more brighter ?

rigid belfry
rigid belfry
rigid belfry
calm sedge
#

That's disappointing, how do I make sure I succeed.

fierce forge
rigid belfry
rigid belfry
fierce forge
#

but the light is coming from up to down

#

if i put a light under the tree, everything is fine

rigid belfry
#

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

inner vine
#

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.

exotic thicket
#

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 :)

static arch
#

Just write a editor widget and store it, probably possible?

#

(With a text box of course)

exotic thicket
#

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

calm sedge
#

Okay here's a better question @rigid belfry where do I start

inner vine
#

Possible, yes, but it really doesn't work as well as a dedicated note taking app

static arch
#

Is the save system exposed to Editor Widget Blueprints? :D

crimson lake
#

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

exotic thicket
#

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 :)

static arch
#

No source control Jad?

#

Woops, too late to the party

crimson lake
#

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?

static arch
#

.uproject file :)

exotic thicket
#

Just a random idea, maybe try copying one of your other materials to the file Bild_PlatformReady.uasset file if it doesn't exist

calm sedge
#

Is bild Build?

crimson lake
#

it's a name of a studio

calm sedge
#

Ah okay.

crimson lake
static arch
#

Exactly

#

Saved me too

#

Do you remember which asset type it was btw?

exotic thicket
crimson lake
#

fuck me, genius idea but didnt work this time

static arch
#

Would've been too easy

crimson lake
#

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

static arch
#

Do you have source access?

crimson lake
#

source access?

#

oh

#

no c++ bc

static arch
#

Do you use Unreal from the Epic Launcher?

crimson lake
#

who the fuck knows

#

yep

#

would it be any different if I build from source?

static arch
#

Did you disable Houdini in the project file already?

crimson lake
#

can you do that without opening

#

the project?

static arch
#

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

crimson lake
#

...would've been too easy too

static arch
#

(Or the Plugins bracket altogether)

crimson lake
#

put it to false

#

didnt work

#

now deleted it

#

noth

static arch
#

I'll check the source real quick one sec

crimson lake
#

you're a legend thankyou

#

๐Ÿ˜ข

exotic thicket
#

heh yeah I guess using comment boxes is an option

rigid belfry
calm sedge
#

Okay I see it, thanks

shell zephyr
#

what have i done

drowsy snow
calm sedge
#

I know a tiny bit about unity but I was hoping to learn unreal for unreal 5

static arch
crimson lake
#

houdini HDA

static arch
#

In the meantime, try creating an HDA with the same name in another project and copy it over with the exact path and name

crimson lake
#

good call

drowsy snow
static arch
calm sedge
#

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)

drowsy snow
static arch
crimson lake
#

akh screw me didn't work

static arch
#

Try the docs Jad, the look intimidating but it's easy as long as you follow correctly (Link above)

drowsy snow
#

My suggestion: don't be afraid to experiment. Just go for it, YOLO it like there's no tomorrow.

crimson lake
#

the core redirects?

static arch
#

Exactly

calm sedge
#

Okay I'll try to do that then

static arch
#

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

drowsy snow
#

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.

crimson lake
#

I would add this in, my .uproject text?

drowsy snow
#

Also, Unreal Engine has an official online learning courses that you can learn for free.

static arch
#

Read carefully @crimson lake

idle dragon
#

Yo, does anyone here know a link to a good tutorial around adding machine guns to tanks or aircraft?

calm sedge
#

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

crimson lake
calm sedge
#

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.

static arch
#

Haha, I know that feel - project-based DefaultEngine.ini should suffice

static arch
drowsy snow
crimson lake
#

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

static arch
#

Yep, worth a try too

crimson lake
#

only contents

rigid belfry
#

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

crimson lake
#

the world has a knack of fucking me sometimes

spare kernel
drowsy snow
crimson lake
#

Pretty sure there's a visual novel style tut in ue4's C++ free tut

static arch
#

Don't worry, engine source broke on me in the middle of a client order yesterday, we're all in this together @crimson lake

drowsy snow
crimson lake
#

Aite

#

it's the

#

level

#

that has all the nice things in the world

#

that broke

drowsy snow
#

Speaking of which, it reminds me of this plugin called Flow.
I think the creator also previously worked on Witcher 3.

static arch
#

It crashes as soon as you paste the level in?

#

(or load it in)

crimson lake
#

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

static arch
#

You fine like that?

crimson lake
#

not really

#

but

static arch
#

Understandable

crimson lake
#

it ees what it ees

static arch
#

Mind sending me that level Jad?

crimson lake
#

Course I don't

#

Lemme put the entire thing on git

rigid belfry
static arch
#

Level alone should be fine

crimson lake
#

Right clicking it crashes my world oof

static arch
#

What happens if you right click the main content folder and fix up all redirectors?

crimson lake
#

let me reopen, just for reference this is a new proj directory that I just made

drowsy snow
static arch
#

Ye ye I know

crimson lake
#

same as before

rigid belfry
static arch
#

Unfortunate

crimson lake
#

kk lemme put it on my drive

#

because

#

OBVIOUSLY 8.26 mb

hearty walrus
#

okay so

#

I was fucking around with the camera speed and