#ue4-general

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vale grove
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I will read that first

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Haha

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Although I am sure I will have more questions later ...lol

kind dew
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i have a minigame thats completely in UI. I want to make it so the widget never loses focus until the player presses a certain key. But the player can click anywhere and the widget will lose focus so the player character assumes controls and the player's input no longer affects the minigame. How do I ignore those clicks?

grim ore
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you need to define what is happening. first, what input mode is set? Game, Game and UI, UI only? second are they losing focus because the game is taking the mouse control over or something else?

kind dew
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should game and UI

grim ore
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assuming you only want the UI to be doing stuff, setting the input mode to UI only would fix it

rigid belfry
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is that an endless runner?

rigid belfry
# rigid belfry is that an endless runner?

if it is, you probably already have logic that decides where the player should go(left, middle, right). using those concepts, simply call "Spawn Actor from class" and spawn the Actor thats supposed to block the player

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if it isn't, you still need a reference to the location where you'd want the cubes to spawn

teal parcel
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Anyone got a recommendation for learning C++ for use with nDisplay?

vale grove
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It is not an endless runner

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There is an end to it

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Let me give a better example real quick

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I believe the end is visible from here

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So I jus

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Ok this is a better picture

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I want to make similar boxes along the long tunnel

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That's it

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One way would be to keep copying the boxes in front of me and manually placing them in the tunnel

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Since the tunnel is long, I have to keep going ahead real slow

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I am sure there's a better way to do it

grim ore
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yes, look at using blueprints and construction scripts to lay them out for you

vale grove
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The blueprint tab is full of weird options, which doesn't make any sense ...lol

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Could you please elaborate a little @grim ore

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I am really sorry, for the dumb question

grim ore
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@vale grove your asking for help to do something you dont know how to do. you need to learn the engine

vale grove
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You're right ๐Ÿ˜ฆ

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I don't want to spend time learning since this is how far my project goes. Once it is done, the project is done ...haha

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But I am understand your point

grim ore
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then just do it by hand the one time

latent sonnet
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Does anyone know how I can change the a flipbook animation based on how fast I am going?

candid grail
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Visual Studios auto format shortcut is: "Ctrl+K, Ctrl+F". I am pretty sure you need an add-on to auto format on save.

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You might be talking about VS Code, which has auto formatting out of the box?

rigid belfry
candid grail
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You pressing CTRL+F

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xD

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If you want to auto format

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You need to press CTRL+K followed by CTRL+F

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Idk, check your settings

latent sonnet
rigid belfry
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yep

latent sonnet
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Ight thanks.

fierce forge
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hello, how i can load the levels from world composition ?

light thunder
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Can anyone recommend any resource/workflow example for how to delete a critical piece (in my case, it's the pawn) - I want to be able to start using another one that has better functionality - but this pawn has so many things referencing it - I know i can use the content browser to replace it so that every other thing refers to it - is that the general process? then I just find what variables are missing on it that other blueprints are trying to access/change, and I recreate those there?

Any other best practices (aside from pushing everything listed in that (this actor references this pawn) to source control, and making a backup of the pawn (so I can view it easily for recreating functionality)

latent sonnet
rigid belfry
latent sonnet
rigid belfry
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no idea what the dash engine is, but as long as you're using the character movement component, the get velocity will return the actual velocity of the RootComponent

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check if it is indeed printing anything at all

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also it is quite surprising to see so many nodes attached to tick

vivid vessel
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Anywhere to get some help with the eu4 editor here?

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This eludes me, why have I got this retched shadow looking thing around me

cedar wave
latent sonnet
rigid belfry
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print the actual velocity length

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maybe you're simply not going fast enough?

latent sonnet
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It's saying I'm in the 3000's

rigid belfry
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thats quite fast

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you dont need to go fast to feel fast

latent sonnet
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Understandable, but these most of this wasn't made by me, I just wanted to try and build upon it.

rigid belfry
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i see. well by default the logic i said earlier must work. something must be happening in the background thats preventing your logic to run smoothly

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use a breakpoint(F9 by default) on the set Flipbook node and see if it is even firing at all

rigid belfry
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this is what i am using in my game

vivid vessel
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Well this was a useless use of my time

rigid belfry
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lounge is not supposed to be a place where you ask for help btw

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watch out for the bot

grim ore
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12:49 to 1:07. less than a minute spent asking a question, and less than 20 minutes hoping for a response without much details.... thats just silly

rigid belfry
vivid ether
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Hello everyone, lovely to join a nice UE community. May I ask what would be the ideal channel to ask for help regarding Metahumans and setting up custom Morph Targets/Blend shapes?

grim ore
vivid ether
latent sonnet
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I still am baffled on the other thing though, why wasn't it reading my speed?

rigid belfry
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without knowing anything about your project, i know that having 10 different sequences on tick is a bit of a ๐Ÿคจ moment

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why would you need so much usage of the update function

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if you're new, maybe see if it would be possible to move some logic to events

rigid belfry
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since theres so much stuff running, maybe you're having code conflict with each other

latent sonnet
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I guess this is why. I didn't really want to mess with any of the coding here since it works perfectly with the premade player.

latent sonnet
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What's it supposed to do?

rigid belfry
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if the event gets called, the game pauses

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and it takes you to the event graph directly

latent sonnet
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Oh, well nothing seems to be happening.

rigid belfry
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so it is not getting called

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if you were to attach a print string to the false pin and add a breakpoint to that, then it would probably pause

latent sonnet
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So attach something to false and press f9?

rigid belfry
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yeah

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i mean, we already know that the branch is returning false, right?

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theres no other option, since its not true

latent sonnet
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Ot

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It's still not doing anything...

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Besides making the screen flicker.

rigid belfry
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i dont think thats how it works?

latent sonnet
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OH WAIT

knotty heron
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wait how do you color comments lol

latent sonnet
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I need to actually add the Breakpoint in blueprints.

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Sorry I'm a little slow

rigid belfry
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well yes

light thunder
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Any idea how to fix this? - I have a line trace that needs to hit components inside of an actor - but not the actor itself - (think, you want to be using a laser pointer inside of a house, at certain objects, but not on the walls or the house itself -

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but I can't make it toggle visibility of this laser pointer when the pointer itself is looking at the house itself

latent sonnet
rigid belfry
# latent sonnet Sorry I'm a little slow

just to drive the point further. my current pawn is using a character movement component, yet as you can see the get velocity always returns 0. reason being is that in my player movement logic, i am adding an offset, rather than calling the "add movement input"

rigid belfry
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but, just my guess, theres other logic running thats also setting it to something else

latent sonnet
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Ok so it's working.... in reverse....

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I switch the animations and he runs when standing and stands when running.

latent sonnet
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I mixed up the less then/greater than signs.

hexed eagle
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evening everyone

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quick question, I feel I'm making a very bad design decision here

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Doing a c++ project

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have a character, that has a AWeaponBase* CurrentWeapon; property on it

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I need to display that current weapons ammo to the hud

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and obviously update the hud, every time the ammo updates

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is it wise, to do a .Broadcast() from the AWeaponBase class?

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and if it's fine to do that, then how do I access that delegate from the hud?

UPROPERTY(BlueprintAssignable)
FOnWeaponUpdate OnWeaponUpdate;
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^ this method is sitting in the AWeaponBase class

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note: the CurrentWeapon is null when the game starts. only gets populated if you pickup one

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how should I approach this?

spare kernel
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well the player knows when he has picked the weapon up

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you can just have a delegate that fires when the CurrentWeapon changes

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its pretty simple

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this can sit on the pawn or on the controller, does not matter, controller is better cause HUD is created after the controller

hexed eagle
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so a delegate on the controller to fire when the currentweapon updates, and that will in turn tell the hud it needs to start listening to the weapon delegate?

spare kernel
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well the HUD will update its stuff, to the new weapon, and grab the new weapons ammo, etc

terse wyvern
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You could also just move the OnWeaponUpdate to the character or controller and call it from the weapon to save you the unbinding and rebinding of the event every time you change weapon

spare kernel
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bind to whatever delegates it needs, etc

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i like to keep things abstract, i have a delegate that is fired whenever the weapon changes (not just for HUD use, i use it for Rep Graph also)

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HUD just listens to this, and adjusts itself to the new weapon

hexed eagle
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makes sense

spare kernel
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this is actually a static delegate

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meaning i can bind it without the pawn even being spawned

hexed eagle
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hmmm, very clever

knotty heron
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Is there really no way to animate a progress bar background image Opacity?

hexed eagle
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I did have the OnWeaponUpdate on the character, but the way I setup the weapon is, it has a StartFire() which starts a timer, a Fire() method which does the actual ray tracing, and a StopFire() to kill the timer. The character class will just tell the weapon class to start and stop firing

spare kernel
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@knotty heron can do it via material

hexed eagle
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so that is why I moved the delegate back to the weapon

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ok, let me play around

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thanks guys

knotty heron
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But i would just need it to fade in

lyric arch
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Hey Guys! I'm packaging a map and I keep getting a cook error:
Log.WriteException: ERROR: Cook failed.
Log.WriteException: (see /home/ue4/Library/Logs/Unreal Engine/LocalBuildLogs/Log.txt for full exception trace)

But I can't seem to find what is causing the issue. Even after following all the error logs and the Cook error log. How do I pinpoint the issue?

spare kernel
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    /** Global notification when a pawn changes weapon. Needed for replication graph. */
    static FOnKaosPawnWeaponChanged OnPawnWeaponChanged;
``` then i just broadcast it via ```    OnPawnWeaponChanged.Broadcast(this, CurrentWeapon, PrevWeapon);
``` @hexed eagle
abstract frigate
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I have downloaded version 4.26.2 and I'm experiencing an annoying bug

hexed eagle
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@spare kernel epic. thanks man

abstract frigate
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The screen occasionally glitches to the left in a glance then return to its position

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It's like it's bugged or something

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Can i fix it?

polar badge
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Hey ! Does anyone know why a packed project I am receiving from someone doesn't have the same BPs inside it than the ones the sender has.

I originally packed the project and send them, they modified it and are trying to send it back but when opening it nothing has changed compared to what I sent.

I deleted the old project I sent to avoid opening it by accident and it doesn't work still.

Thanks in advance ^^

modest island
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Hello everyone ^^
so i created a project in unreal , added an actor in my scene also a component โ€œc++โ€ wrote this line of code , also my actor cant show up while i am playing
UE_LOG(LogTemp , Error , TEXT("Hello" ));

so instead of showing me Hello it shows me this whole text :/

light thunder
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How do I make the test for collision occur AGAIN- it won't look for an item on the inside of an actor, because it is colliding with the actor itself (meaning, I'm in a house, and it won't look for items IN the house, because it is saying "LastHitActor = house" (basically)

kindred viper
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test if it's within the bounds of the LastHitActor

light thunder
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My main problem is not wanting to ignore this "house" actor

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Okay, it was another actor that I didn't necessarily need any collision on, so I just disabled it on that one

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This was my Changelog I just updated - ```Fixed Laser Pointer not showing (removed collision of Fire Rollup Door, which was blocking it since we start in that Actor's path )

winged shuttle
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hey guys, im a 2nd year programming student and my main language is C++. I would like to learn unreal without blueprint is there and tutorial i can follow that explains unreals tools and not C++ thanks

weary basalt
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There are alot of tools in Unreal Engine, you need to be a bit more narrow about what ones you want to learn about and in what order.

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A good place to start is the Documentation.

winged shuttle
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well for now id like to learn how to create a 2d scrolling game with jumping and thats it

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id also not like to use the default character

narrow mauve
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Whom do I speak with to put up a contract job

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Or to hire a whole team.. I need something very specific. I went over the hire a studio and free lancer areas..but I can't find anyone that promotes themselves with networking. I need a team that can do networking and server related stuff.

spare kernel
narrow mauve
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OKIE DOKIE

plush yew
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I have a canvas render target that is used to draw a set of triangles on, in multiplayer it looks like the canvas has only one shape/instance, is that correct? only one client seems to have influence of which triangles are drawn to the canvas

or a better question to make would be how to make a global post process material that can be fed triangles and not apply post-processing in the area of the triangles in world space

ebon garnet
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hi guys, why should I use action mapping and functions, instead of just how I have it below ??? to achieve running

devout whale
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Hello, can someone link me to a video; or explain how does co-op multiplayer works? It is expensive? Cheap? Thanks. Please @ me of you reply ๐Ÿ™Œ๐Ÿฝ

drowsy snow
ebon garnet
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@drowsy snow thanks now I know why I would need them!!

cobalt kelp
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Hey would anyone be able to help, my jump function just doesn't do anything when its called

polar verge
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I have an interesting scenario when I attach and actor to actor. The target actor(person) is attaching to the vehicle, but when the vehicle moves the person moves freely within the vehicle. He isn't "sticking" to the vehicle. Should I be disabling collision or physics? Gravity maybe? I'm not sure why this happens.

winter hull
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I hope this isnt the wrong channel but ive got a problem which is probably caused by colission of my static mesh

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the collision is somehow under my actor and under my static mesh

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you can that its the simple collision of the mesh by the form of the navmesh exclusion zone

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*see

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does anybody know how to fix that?

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this is the pawn setup

grim ore
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@winged shuttle your trying to make it harder on yourself if you are learning the engine. Unreal uses blueprints, it uses templates and characters. Learn how the engine works and all the pieces go together, including these, and then expand into learning how it uses C++. You are purposely handicapping yourself with "without blueprint" and not using the default character

winged shuttle
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i HATE the thought of using bluepritns lool

grim ore
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@winter hull load up the mesh you re using and show the collision

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@winged shuttle don't use UE4 then, use another engine or code your own. not being an ass but being honest and realistic

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Blueprints are part of the engine, quite a few things are designed around this feature of the engine.

winter hull
grim ore
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its like saying "I want to use UE4 but not the rendering part, I want to use my own"

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@winter hull looks fine then. I am guessing it is the height part of nav meshes, they prevent your pawn from getting stuck "under" objets (your tank in this case) so your seeing it block navigation below this object

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do a simple test, grab the cube and put it in the scene and move it up and see what happens

polar verge
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Should I be attaching actor to actor every tick?

grim ore
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no?

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unless you are detaching it every tick for some reason

tropic anvil
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Hello, is there something similar to Unity's Remote Config for Unreal?

grim ore
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out of the box? no

winter hull
grim ore
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yep its based on the pawn height you allow to walk on the nav mesh, you can adjust that if you need to for some reason

tropic anvil
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@grim ore are their any plugins?

polar verge
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I see what's happening. Actor is snapping to actor, but not following the target actors rotation.

grim ore
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it looks like Playfab might be able to do it @tropic anvil

polar verge
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So when the parent rotates, the child does what it wants. I need to get them to attach and be "glued" together.

winter hull
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@polar verge i think theres an option for that

grim ore
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if it attaches it should honor the parents stuff when the parent does stuff, are you perhaps preventing the child from doing that? like setting it manually or locking it or something?

tropic anvil
polar verge
winter hull
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@grim ore It seems to be another problem. I raised the Agents Height of the Mesh to 500 but nothing changed. When i lowered it got better but now i am at 1 with this result:

grim ore
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ok so whats the actual issue, what are you trying to do or not to?

polar verge
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I figured it out. I just need to match the rotation of the player with the parent on event tick. Not sure why, but that solves it.

winter hull
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I want to have ai controlled rts style tank movement for my game (with turn in place etc). So i created a custom aicontroller, a custom crowdfollowingcomp and a custom movement controller (derived from floatingpawnmovement) in c++. i added the custom crowdfollowing comp to the movement controller and added the movement controller to a fresh pawn blueprint.

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@grim ore

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Problems started once i added the crowdmanager for avoidance

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probably because of the same problem i encounter with the navmesh

grim ore
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have you tried to use it yet? even if it shows that its an obstacle it should still work

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I think characters just have some special setup as to why they dont get marked as an obstacle on the nav mesh

winter hull
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yeah i tried once the units are above the navmesh it works

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if theyre close enough to grey out the navmesh log returns blocked

grim ore
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yeah that blank space is just the area where no valid mesh is at that time

winter hull
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yup

grim ore
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but it should still work,. I dropped a pawn, added a static mesh to it, added the nav mesh volume, and then had it do a simple move to the middle of the map and it moved fine

winter hull
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i can upload my project if youd be so kind to take a look at it

grim ore
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I dont know if i can but the issue is the one on the left doesnt move?

winter hull
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yes

grim ore
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hmmm.

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so those are both the same pawns, just one is off the ground higher and it works?

winter hull
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yes

grim ore
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is it possible that other one cant get there since something is in the way?

winter hull
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as if the collision box were under it

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no

grim ore
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well if it was the default settings should pop the collision box up out of the ground

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push it halfway down into the ground and hit play and see if it pops out

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maybe screenshot the code you are using to move the item? or the key part of it.

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I can say just in a simple test a basic pawn with a movement component should work, it will show the blocking area below it because it blocks the area it occupies but it should work, atleast for a simple move to

winter hull
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I also sent you the full project via pm @grim ore

grim ore
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I dont have pms enabled ๐Ÿ˜ฆ and yeah the ones in the ground move up like they should.

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if you delete that top left one, duplicate another one, move it up, hit the END key so it drops to the surface, does it go to the surface? does it work?

grim ore
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i mean that looks right?

winter hull
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it does but they really do not avoid each other the correct way

grim ore
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they look like you have collision disabled on them

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wait I know why

grim ore
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your root has no collision

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your root is what is used to detect collision, you need to make the mesh the root

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drag the static mesh up to the default scene root and replace it

winter hull
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it works

grim ore
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this i why for a character it has a capsule as the root

winter hull
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i had that tried before

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but now it works

grim ore
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progress!

winter hull
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Thanks so much Mathew ๐Ÿ™‚

glass rapids
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I don't know if this is easy to implement but, I am trying to make a recoil recovery system where the control rotation goes back to where it was on the first shot and I have figured it out sort of but when the player looks downwards the pitch is 360 - 270 not -1 -90 and it makes it hard to lerp. What would help that?

winter hull
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Id like to buy you a beer

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got a donation paypal or sth? ๐Ÿ™‚

grim ore
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nopers, just help someone else out when you can ๐Ÿ™‚

winter hull
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i'll try my best!

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โค๏ธ ๐Ÿ™‚

tropic anvil
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Is it possible to get marketplace plugins to work with compiled versions of UE4

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The plugin I need shows up for 4.26 but not for the "other"

grim ore
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@glass rapids it shouldnt be an issue, you store the original rotator for the control rotation when you start the fire, then the current control rotation when you end the fire then lerp between the 2

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@tropic anvil it should be especially if there is source for the plugin (included with it normally). If not the .uplugin normally has the version it supports

glass rapids
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I was having an issue where the player would look down and it would go to the 270 - 360 range and it would try to go up not down because it is positive

grim ore
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maybe show code? but my basic test seemed to be fine I can look down, hold down fire which will randomly add pitch to the rotation, and when I release it lerps back to the starting pitch over 0.5 seconds using a timeline

glass rapids
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I was using this, I should try putting it on the timeline

grim ore
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I wonder if its your make rotator doing it

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this is REALLY ugly but I took the default FPS template and added this to the end of the firing

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so every 0.2 it just repeats the firing code and adds random pitch input

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here is what I do when the fire is released (to reset back to original)

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and when first fired, on pressed, I just store the original rotation

glass rapids
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I'm going to be honest I didn't know that lerp node existed. I'm kinda new to making stuff like this.

grim ore
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so the goal is when its done you lerp from the orginal to the current using a lerp and the timeline (just changing the pitch)

glass rapids
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okay, I will try to make that right now.

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When I set the control rotation is seems to be doing a full 360 to get to the rotation

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once it goes to the 270 - 360

grim ore
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which is looking down right?

glass rapids
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yeah

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if it is in its own range it is fine, but once it goes from either 0 - 90 or 270 - 360 it does a flip

grim ore
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ah ok gotcha

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when it crosses the threshold

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like 355 to 10

glass rapids
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yeah

grim ore
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use the fancy lerp node then ๐Ÿ˜‰

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let someone else smarter than us figure it out, lerp (rotator) with the shortest path checked

glass rapids
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okay, let me try that. Thank you

grim ore
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that one technically does the entire rotation which is funny to watch, might be what you wanted anyways

glass rapids
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yeah this one still seems to do the flip

grim ore
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did you check the checkbox?

glass rapids
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oops

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let me try again

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sorry

grim ore
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thats the magic part of the node lol

glass rapids
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this works, thank you so much.

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I didn't know about this node at all

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I've never seen it

grim ore
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there are quite a few helper nodes hidden here and there

glass rapids
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yeah, this one is really simple but works really well

grim ore
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quite.. like i dunno couple thousand lol

glass rapids
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thank you

grim ore
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๐Ÿ™‚

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just glad random stuff works

ivory hearth
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does anyone have an issue wth 4.26.2 not shwoing up in the epiclauncher to install?

cinder cradle
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Err anyone else getting this screen when trying to add a project or update a plugin?

coarse wigeon
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@cinder cradle I got that earlier.

cinder cradle
coarse wigeon
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@cinder cradle Yep

cinder cradle
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Ok ;p

wise knot
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Is there a way to make skeletal meshes play animation while in the editor?

grim ore
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yes set the animation mode on the skeletal mesh to play the single asset

scarlet birch
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Is there documentation somewhere that covers everything that can be used inside the .uproject file? Things like WhitelistPlatforms , LoadingPhase etc... or if conditional statements are possible in one?

cinder cradle
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Omg Mike your profile pic / gif or whatever is hilarious ๐Ÿ˜„

hexed eagle
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What's your opinion : Is using Data Tables the way to go with setting up weapon info?

round quiver
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I'm kinda confused on what I want to do...

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What's the point in writing a whole survival game system when there's an asset out there that does it all

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networking and everything

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Makes me wonder why I do what I do

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I wanna learn obviously

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but I doubt that it's easy to write code that's on par in terms of quality with these pro grade packages.

hexed eagle
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@round quiver one thing I've noticed, is that there will always be something there that you want to create. It's easy to just buy a plugin, and boom, done, but like you said, you won't learn.

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And it terms of writing quality code, there's only one way to progress, and that's to just learn and keep trying

round quiver
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Yeah, I'm just surprised there aren't a lot more shitty pump and dump games... Like there are already a lot, but I guess the learning curve of learning Unreal/game engines in general makes it difficult to take an asset and make something sellable.

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I've been interested in making a game similar to valheim for some years now, but I know I'm lacking UE knowledge to make it happen

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so I'll keep working at it I suppose

hexed eagle
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yeah man, just keep learning. Write a project, delete it, and do it again. the 2nd time will be better

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then delete and do it again

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you'll soon see you can get something up and running within a week

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easy

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then you take it a step further, and learn Blender or something like that

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Create your own models, import it into UE, and boom, you have your own game

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the tools are there for you, and they're all free.

plush yew
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Okay guys so I have a problem

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I am following this youtube tut and it showed me how to make a level selector

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Now if you see here we bind two custom events to event dispatchers which are activated through a widget with buttons

#

Now the problem rises, I tried changing this whole functionality into a function so that I can easily access this level selector through a single key press

#

But apparently I can't bind custom events in functions so it doesn't work

#

Any tips?

#

Here is how I am handling it atm

round quiver
#

have the function attached to the event in the main blueprint @plush yew

#

I'm pretty sure it's not allowed for a few good reasons

#

but I'm new so I'm not sure

#

I'm assuming they don't allow it because they want all the calls to the blueprint to occur in the main class, rather than possibly having to go hunting for an event inside a function

#

and functions are meant to be small pieces of reusable code, so they aren't meant to be attached to events directly

#

they should be hooked up in the main method

#

it's all for cleaner code

plush yew
#

As in not create a function?

whole cobalt
#

guys. I want to ask abit about automating the editor using python. Which is the appropriate channel for this?

plush yew
whole cobalt
#

Thank you

old nimbus
#

In the Unreal official tutorial, it says I should be finding an Atmosphere/Sunlight fog Option to check in here, but there seems to be no option like that here. ๐Ÿ˜ฆ Can anyone please help me?

plush yew
#

Atmospheric Fog?

old nimbus
#

Atmosphere/ Fog Sun Light

dim arch
#

@maiden swift tried messaging manny to post a job listing, but he wont accept DMs?

old nimbus
#

option

plush yew
old nimbus
#

Where?

#

It should have popped up when I search fog

silent chasm
#

click on the eye in the right and uncheck filters if you have selected

old nimbus
#

It popped up in the tutorial

#

ok I try

plush yew
old nimbus
# plush yew

yes, I have that already, but I'm supposed to find Atmosphere/ Sun Light option to check in the Details search panel

silent chasm
#

that option atmosphere/fog sun should be in the Light category if you click the expand arrow, try to find it that way

old nimbus
#

tried that too

#

still nothing

plush yew
#

Send me the tutorial

silent chasm
#

hm... maybe that changed in 4.26 and got removed ? in 4.25 the option is there

plush yew
#

It got a name change

old nimbus
#

oh

plush yew
#

atmosphere sun light now

old nimbus
#

ok I try

#

yeah it kinda worked I think

#

Thanks a lot

opal glade
#

quick question hopefully this isnt in wrong spot dont really know where it fits xD im spawning decal (bullet hole) and it only renders when you are close to it, i cannot figure out how to get it to render from futher away, if i scale the decal size it shows from further away but im not sure how i would shrink the material to make up for it

plush yew
dim arch
#

@maiden swift well I fixed it, but it seems like if you have block messages from server members, you cant send them either

opal glade
plush yew
opal glade
#

ah ok thats what i was seeing, ill try to figure out how to do that i appreciate the help

austere whale
#

i dont understand epic games launcher

#

everytime i pick the photos that are trains planes or whatever it just fails to login

#

ID: 2a0a39b0-a40f-11eb-ae9b-ab09cd01f1bb

thick nebula
#

is there a magic secret to getting a widget to display inside of another canvas, while maintain its formatting? blurs, borders, and alignments do not display

scenic fox
#

How can i make an objective system that's in order?

teal parcel
#

Is someone able to help with writing a config file for nDisplay please. I'm massively struggling

fierce forge
#

hello, do somebody knows how i can optimize an open world game without world composition ?

drowsy snow
# fierce forge hello, do somebody knows how i can optimize an open world game without world com...

Write your own level streaming and LOD management codes in C++

That's the only way avoiding World Composition (which itself is actually well optimised if you work around it)

Don't believe me? Try break GTA V as much as you can with mods and figure out how the level streaming works. Which, if your open world is modern city and not using Unreal's built in landscape creation tools at all, you can divide your world by district chunks and what not.

scenic swift
#

Hey guys, does anyone know how to fix an empty viewport? I cant see anything

digital anchor
#

try window > load > default

teal parcel
#

Hey Guys could anyone help with getting my nDisplay working at all. I've been struggling with it for a couple of days. Need all the help I can get. Many thanks

scenic swift
#

thanks @digital anchor that worked

fierce forge
fiery sage
#

Hello. Is it possible to use visual logger when running standalone game from editor?

next dome
#

hey guys, im having issue with foliage paint tool, when i try to paint lets say pebbles on a static mesh, nothing paints, any ideas why?

idle mantle
#

Hello someone can help me please?

plush yew
#

hi. in bridge when i click on export, ue crash.

idle mantle
#

Hello one question please

#

for the breast of my character Im confused

#

I need to make a high version of this model:

#

but I wanted to make high version

#

and there are triangle not good for the sculpt version

fierce forge
#

why?

#

i hope so

idle mantle
#

I tried but failed I think

#

I will make triangle breast but with more poly ..

fierce forge
drowsy snow
# fierce forge well

If you want to go GTA Online with it's peer-to-peer merit (including the lack of hypervisors preventing cheating), then it's all yours. I'm not authorised to stop you, not even your potential customers.

Consider that MMOs like Final Fantasy XIV still operates on a split level design (kinda similar to FFXII), which means the part of the map will load when the character passed through a loading trigger and the dedicated server translates the position data in that map. The absolute position coordinates only operates on client side - the server only knows which part of the map the player is in and calculate the position in that map.

fierce forge
#

i'm making a game like "The Forest" at multiplayer

#

so you can play with your friends on you server

drowsy snow
#

The fundamentals are still the same.

fierce forge
#

wdym, in "The Forest" the server is peer-to-peer

brisk peak
#

Hi has anyone seen anything like this? When I package my project I am having a sphere with the default material appear that is not apparently in the level as I have deleted every actor one by one and it still remains only when I package the project but does not appear when I preview in the editor.

drowsy snow
fierce forge
#

but too many trees

#

also, is there any way to make the foliage to be the same, after the level is loaded again ? (world composition)

drowsy snow
#

I have 6x6 km (36 kmยฒ) map size that work without origin rebasing, and i think the limit is around 10x10 km

As for the foliages, I kinda cheated by putting them in a way filling half-ish of each level chunk, and it worked just fine.

next dome
#

@plush yew 3 of them is checked by default, i tried unchecking and checking them 1 by 1 aswell, still same issue

#

its like, im painting, but it paints on another mesh that is under it, its like the mesh i want to paint the foliage on is transparent or something, it just goes through

dawn gull
#

@plush yew do you know if UE5 is supposed to make multiplayer easier?

#

Yeah, nobody except the devs do rn probably

drowsy snow
cosmic nexus
#

i have a very trivial question, is it possible to cut and paste in the content browser instead of copy and pasting?

dawn gull
drowsy snow
cosmic nexus
#

ahh okay, that could work, just sometimes a folder is buried under a lot of folders and a quick ctrl c and ctrl v would be easier ๐Ÿ™‚

crisp thicket
#

Hai

drowsy snow
dawn gull
#

Because Iโ€™m going to want to switch to UE5 for the new technology

crisp thicket
#

Whens ue5 comming out

dawn gull
#

And (hopefully) better performance

drowsy snow
#

Most of the new technology promised in UE5 already present in UE4 anyway.

crisp thicket
#

Elaborate

dawn gull
#

Not lumin though, or the crazy high poly voodoo magic

crisp thicket
#

We need more magic!

patent bluff
#

Hello

crisp thicket
#

Hai

dawn gull
#

Both of which will make the games look better

crisp thicket
#

Bruh

patent bluff
#

Would anyone know how to give my game a VHS effect?

crisp thicket
#

๐Ÿ’ช๐Ÿป๐Ÿ˜Ž๐Ÿ’ช๐Ÿป

patent bluff
crisp thicket
#

๐Ÿ‘‰๐Ÿป๐Ÿ˜Ž๐Ÿ‘‰๐Ÿป

patent bluff
#

๐Ÿ‘ˆ๐Ÿ˜Ž ๐Ÿ‘ˆ

crisp thicket
#

I brought u guys this ๐Ÿช

patent bluff
#

Thank u

crisp thicket
#

Np i made alot

drowsy snow
# crisp thicket Elaborate

Chaos, the new physics system, is getting perfected for UE4. Maybe even UE4.28 it's production ready
Groom, the strand based hair system, already production ready in UE4.26
Next-gen console loading, already present in around UE4.25 (or UE4.26)
Selective ray tracing, already production ready in UE4.23
Niagara, the new particle system, already production ready in UE4.26

dawn gull
#

Can I have one

crisp thicket
#

Nope

#

Jk here ๐Ÿช

dawn gull
crisp thicket
#

๐Ÿ˜ฐ๐Ÿ‘‰๐Ÿป๐Ÿ‘ˆ๐Ÿป

dawn gull
crisp thicket
#

Im at the store, wat do u guys want?

patent bluff
#

Beans

crisp thicket
#

Black or pinto?

drowsy snow
# patent bluff Would anyone know how to give my game a VHS effect?

Try to learn how VHS distortion worked. Find footages of test bars recorded in VHS.

Give the edges a soft border, and give an excessive grain all over the screen.

If you want Betamax quality one, just make the colour washed out using UE's colour correction in the post FX settings

patent bluff
#

pinto

crisp thicket
#

I got u

drowsy snow
crisp thicket
#

๐Ÿ˜ฐ๐Ÿ‘‰๐Ÿป๐Ÿ‘ˆ๐Ÿป

#

๐Ÿคฎ

patent bluff
dawn gull
drowsy snow
patent bluff
#

Ok thank you

cosmic nexus
#

When making parametres in a material, is it possible to change the location of those parametres in the material instance interface so it's further up or down?

drowsy snow
cosmic nexus
#

ahh okay, i'll look into that ๐Ÿ™‚

rigid belfry
#

anybody has wrote blutilities? i am considering setting up a nice workspace for an artist and i was wondering whether blutility is functional, or if i am better off working hand in hand with the artist directly?

blazing dock
#

hey everyone I have a question.. I want to play a short video (3 seconds max) in a loading screen, imagine that that video is 8mb. If I compress that video to 1 mb will the compressed video be "lighter" in memory aspects?

drowsy snow
drowsy snow
blazing dock
#

the compressed video will be lighter in disk space for sure

robust marten
#

I'm trying to get my widget to display a graphic. I'm using this BP as a binding for the image. I've set the image in the proper actor but only Name and Description work, I can't get the image to show up lol

drowsy snow
blazing dock
#

@drowsy snow so what you are saying is that a video of 8mb and a video of 1mb will still be heavy in terms of ram ?

drowsy snow
blazing dock
#

Yes for sure, im asking in terms of memory aspects

#

thanks man ๐Ÿ™‚

pseudo river
#

unreal 5 when

drowsy snow
#

Master branch is in UE4.28, just so you know

plush yew
#

That is for the release, we will have some time before a stable release I guess.

drowsy snow
#

Also everyone won't be using UE5 until Fortnite does anyway

#

If there's the very first game that uses UE5, it's Fortnite.

Using it in a shipping ready game helps Epic make sure a feature works as intended in production scenario, of which if UE5 isn't battle tested in Fortnite and general public already using it, it'll affect UE reputation as a whole.

warm swallow
#

I don't know what channel to put this into.

#

Is there a way i can quickly pull up the code of editor functions?

#

Say i click the player button, is there a tool or plugin that will tell me exactly what function calls happen for the editor?

surreal viper
#

no

#

easiest way is to search for the tooltip text in engine code

#

and see what the UI is bound to

warm swallow
#

Alright thanks

#

Im trying to figure out how companies build custom dedicated servers that can host a UE4 Map, does the server or anyone have resources for that, or ideas. I was figuring I'd go through source code of the editor and see how they do it for Epic

onyx rivet
#

Hey everyone I have a problem i'm running into. I want to bake my lighting in a level, on a blueprint full of static meshes is that possible?

manic wren
#

Has anyone ever run into an issue like this when attempting to generate PSO caching information? (in my case for DX12) It's discarding approximately half of our potential cached PSOs due to "inconsistent vertex format", which isn't very clear what we would do to fix it.

#

UATHelper: Packaging (Windows (64-bit)): LogShaderPipelineCacheTools: Display: Running sanity check (consistency of vertex format).
UATHelper: Packaging (Windows (64-bit)): LogShaderPipelineCacheTools: Display: 13 vertex shaders are used with an inconsistent vertex format
UATHelper: Packaging (Windows (64-bit)): LogShaderPipelineCacheTools: Display: The following inconsistencies were noticed:
UATHelper: Packaging (Windows (64-bit)): LogShaderPipelineCacheTools: Display: 124 times one PSO used the vertex shader with VET_PackedNormal (5), another VET_Short4N (14) (we don't know VS signature so assume it needs the larger type)
UATHelper: Packaging (Windows (64-bit)): LogShaderPipelineCacheTools: Display: These vertex shaders are used with an inconsistent vertex format:
...
UATHelper: Packaging (Windows (64-bit)): LogShaderPipelineCacheTools: Display: === Sanitizing results ===
UATHelper: Packaging (Windows (64-bit)): LogShaderPipelineCacheTools: Display: Before sanitization: .................................................................... 1976 PSOs
UATHelper: Packaging (Windows (64-bit)): LogShaderPipelineCacheTools: Display: Filtered out due to inconsistent vertex declaration for the same vertex shader:.......... 1025 PSOs
UATHelper: Packaging (Windows (64-bit)): LogShaderPipelineCacheTools: Display: Filtered out due to VS being possibly incompatible with an empty vertex declaration:..... 0 PSOs
UATHelper: Packaging (Windows (64-bit)): LogShaderPipelineCacheTools: Display: -----
UATHelper: Packaging (Windows (64-bit)): LogShaderPipelineCacheTools: Display: Number of PSOs after sanity checks:...................................................... 951 PSOs

idle dragon
#

Yo, does anyone actually know how to turn a Niagra effect into a projectile? Or a good tutorial to one? I've made a tracer in niagra but I want to replace the first person BP projectile with it.

wooden forge
#

is there any function to switch on executions when the array contains a name? instead of making a bunch of clusterspaghetti of branches?

drowsy snow
drowsy snow
#

The other options is that you can consolidate them into either a Macro or a single Node.

wooden forge
worn granite
#

@wooden forge have you considered GameplayTags? They have a switch node as well, but are generally more capable than plain FNames

worn granite
#

What if you have an eatable enemy?

drowsy snow
#

Maybe NVIDIA driver issue, which is on pinned message

#

Similar symptoms is flickering menu, which caused by "Enable Window Animations"

sharp violet
#

hi can someone help me ihave no idea why my code is not working

#

the error is " Set pickup already exists another one cannot be generated

#

ok

#

nah

#

not in this nor in any bp

drowsy snow
#

Use this just to make sure.

sharp violet
#

ok

#

here it is showing only one node of this form

drowsy snow
#

Try search for "Set Pickup"

sharp violet
#

ok

#

there are variable

drowsy snow
#

This looks fishy...
By any chance, is your player_Char BP parented to INT_Survival_character?

sharp violet
#

its an implemented interface

drowsy snow
#

So it's parented to base Character class alone?

#

Also, do you mind screenshotting the full compiler results of the BP?

sharp violet
#

yes

#

yes

#

mind the watermark

drowsy snow
#

I know something fishy with the recurring Set Pickup thing.
You already override the Set Pickup function.

You can't define a function twice in the same class.

#

Consider setting the Pickup variable in the function override you already made instead of defining it via Event again

sharp violet
#

deletes set pickup it did not do anthing

#

i am actuallly following a tuotorial

#

no shit he compiled

drowsy snow
#

What's the tutorial?

sharp violet
#

can i dm you the link

#

i did dm

tender dome
#

hey did anyone faced similar issue where mouse buttons stops working when in standalone gamemode even though it works in PIE?

faint juniper
#

Is there a way to cull the character mesh under clothing?

warm hornet
#

Total noob question but as I keep having to ask myself this thought I would post here.
When is it appropriate to use 'Levels' and when is it appropriate to use 'Maps'?
I see both used interchangeably in tutorials and it gets confusing sometimes.
And for some tutorials focusing exclusively on Cinematics I see 'Shots' or 'Scenes' used instead.

grim ore
#

Levels and Maps for the most part are interchangeable is the issue

#

same with shots or scenes, its differing lingo. UE4 unfortunately names the same thing a map or a level based on what is using it lol

merry gazelle
#

If I use BP seed to generate a procedural model, can I then export that various component mesh into a static mesh?

#

E.g convert BP_Robot (blueprint) into SM_robot (mesh)

exotic thicket
#

I'm not sure if it's possible with procedural meshes specifically

#

But you can create a static mesh from a static mesh descriptor, which should be possible to save into an asset

#

this is not exposed into BP's though as far as I know

steel shell
#

when i spawn a mesh asynchronously via blueprint there is a performance drop whole the mesh loads / is spawned. Its like a hickup.

#

does someone have a performance optimization idea?

hard quarry
#

where can I find the profiler and logger in the engine?

devout whale
#

Hello, can someone link me to a video; or explain how does co-op multiplayer works? It is expensive? Cheap? Thanks. Please @ me of you reply ๐Ÿ™Œ๐Ÿฝ

devout whale
#

Blue print

rigid belfry
devout whale
#

Oh never mind, not split screen. Just a multiplayer game I suppose

#

Must if misheard when I was watching YouTube video

#

Thanks anyways ๐Ÿ™Œ๐Ÿฝ๐Ÿ™Œ๐Ÿฝ

rigid belfry
#

i just want to advise you that multiplayer is hard. check the pinned messages in #multiplayer for something that might interests you

wheat lynx
#

Greetings folks. New to the server. Nice to meet you all.

hard quarry
#

If my Draw time is at 0,39 ms does this mean, that the amount of polygons in my scene are no problem?

I only have 24 FPS in my scene, and I really dont know why. The combined Polygons in this scene are at 6.9 million.

rigid belfry
#

i guess this is more of a broad question... but, what does make a game feel good?

grim ore
#

@rigid belfry juice, juice a game and it feels good

#

@hard quarry open the profiler and profile a frame or section of frame and see what is doing what

plush yew
#

since materials export WITH the mesh, should I have folders for each mesh's set of textures?

spring rapids
#

how do i edit a .sav file?

fierce tulip
#

@rigid belfry
When pressing a button feels like fun

gilded needle
#

@rigid belfry My opinion is that is a very subjective question. Some people think CoD is a good game and some think it is garbage. It really seems like it would depend on your target audience.

plush yew
#

since materials export WITH the mesh, should I have folders for each mesh's set of textures?

spring rapids
#

i need tools to edit an unreal .sav file

#

i cant find any

grim ore
#

you wont find one

gilded needle
#

What purpose would you have for wanting to edit a .sav file?

plush yew
#

bruh no help, people were right with no support

#

lol

spring rapids
#

debugging

gilded needle
#

Folder structure is your own choice. Do what makes you happy.

lucid grove
#

Hey fellas

#

I have this error when compile project

#

UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: begin: stack for UAT
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: === Critical error: ===
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: Fatal error!
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000070
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ff8de7b0d7c UE4Editor-Engine.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ff8de7adc84 UE4Editor-Engine.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ff8de77dadc UE4Editor-Engine.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ff8df212080 UE4Editor-Engine.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ff8df21329a UE4Editor-Engine.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ff8e1336742 UE4Editor-CoreUObject.dll!UnknownFunction []
PackagingResults: Error: begin: stack for UAT
PackagingResults: Error: === Critical error: ===
PackagingResults: Error: Fatal error!

#

Cant find anything on the forums

grim ore
#

you need to install the debugging symbols and crash it again

#

you wont find anything, there is no usable crash there

lucid grove
gilded needle
#

Is this your first time trying to Package the game @lucid grove or have you previously packaged it and it just stopped working?

near pine
#

im using the 2d side scroller template and i cant figure out how to use my jump animation

grim ore
obsidian nimbus
#

i heared debugging symbols on binary are kinda limited

lucid grove
obsidian nimbus
#

think i heared it from shaddowriver and ill take his word for it ๐Ÿ˜›

near pine
#

im using the 2d side scroller template and i cant figure out how to use my jump animation

rigid belfry
#

damn thats too fast

grim ore
#

I was serious on what I said, look up Juicing your game

near pine
#

but i need jum

#

jump

rigid belfry
proud dome
#

how to fix this?

grim ore
#

@near pine it uses other animations right now right? do the same thing when it plays the move animations but when you jump

near pine
grim ore
#

have you looked at how characters work and the animation system works in UE?

rigid belfry
#

what are you not understanding?

near pine
#

how the template changes animation

#

so i can add animations

grim ore
#

did you look at the section literally called "Handle Animation"

near pine
grim ore
#

yes, thats how it handles it

rigid belfry
#

is that the default template? never opened that up

grim ore
#

it is

near pine
#

default template

potent bridge
#

Is it possible to have particle effects in UI? I'm trying to make it so special enemies have this on their nametag.

grim ore
#

if the character is moving, use the running animation otherwise use the idle animation. that is what it says

#

read it left to right

near pine
#

OOH

#

i see now

rigid belfry
# near pine im trying to understand how it updates animation

every frame, get the actor velocity only on the X axis and compares it to 0. if this velocity is greater than 0, it means you are moving right. since you'd be going 1,2,3,4. since you go right, you rotate the controller to the right(or forward).
if the velocity is less than 0, you are going left, hence the controller being flipped (controller at 180 about the Z axis)

#

if you are equal to 0, means you are idle, so simple checks whether you previously where left or right, then properly flips you to that direction

#

also all of the UE's templates should be using some form of character movement, so you could be calling the jump function off of all the characters

kind dew
#

i have a master foliage actor that plays a sound whenever a player runs through it. I'm trying to trigger a "report Noise event" in that foliage blueprint when it plays the sound. And I have an AI controller that is in range that doesn't respond at all to the noise event. On Perception Updated just doesn't get called

grim ore
#

usually a cook error has the issue above the cook failed part

lucid grove
# grim ore usually a cook error has the issue above the cook failed part

CommandUtils.Run: Took 119,7207431s to run UE4Editor-Cmd.exe, ExitCode=3
InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\konda\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Epic+Games+UE_4.26\Cook-2021.04.23-21.11.19.txt
InternalUtils.SafeCopyFile: SafeCopyFile D:\Epic Games\UE_4.26\Engine\Programs\AutomationTool\Saved\Cook-2021.04.23-21.09.19.txt C:\Users\konda\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Epic+Games+UE_4.26\Cook-2021.04.23-21.11.19.txt
InternalUtils.SafeDeleteFile: SafeDeleteFile D:\Epic Games\UE_4.26\Engine\Programs\AutomationTool\Saved\Cook-2021.04.23-21.09.19.txt

#

aha

#

It seems like its plugin

#

SafeDelete

#

But its not enabled

#

Or its not

grim ore
#

maybe puit the entire log on pastebin or somewhere, the actual issue is elsewhere

lucid grove
grim ore
#

yep gonna need to paste it somewhere like pastebin

lucid grove
grim ore
#

.. part of that seems missing, the entire cook part and error

#

like clear the output log, run the cook, and copy paste the output log

lucid grove
grim ore
#

whats in the full log? "C:\Users\konda\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Epic+Games+UE_4.26\Log.txt for full exception trace)"

lucid grove
#

thats the one

#

When i installed those symbols error log now showing me this:

UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: begin: stack for UAT
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: === Critical error: ===
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: Fatal error!
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: end: stack for UAT

#

But log.txt is there, i pasted it

#

It seems like its now showing now

proud orchid
#

Hm

lucid grove
# grim ore whats in the full log? "C:\Users\konda\AppData\Roaming\Unreal Engine\AutomationT...

I guess here should be explanation about this error, but its empty

ProcessResult.StdOut: LogShaderCompilers: Display: Worker (5/13): shaders left to compile 5696
ProcessResult.StdOut: LogWindows: Error: begin: stack for UAT
ProcessResult.StdOut: LogWindows: Error: === Critical error: ===
ProcessResult.StdOut: LogWindows: Error:
ProcessResult.StdOut: LogWindows: Error: Fatal error!
ProcessResult.StdOut: LogWindows: Error:
ProcessResult.StdOut: LogWindows: Error:
ProcessResult.StdOut: LogWindows: Error: end: stack for UAT
ProcessResult.StdOut: LogShaderCompilers: Display: Worker (9/13): shaders left to compile 5686

lucid grove
lucid grove
mild karma
#

Hi folks, Iโ€™m new to UE4. Whenever I try to build in VSCode, it hangs right after the process begins. The terminal outputs:
Running UnrealBuildTools.exe GameEditor Mac Development ../Game.up rohe the -waitmutex.
In order to continue the build, I always have to kill a process in a separate terminal window called:
/bin/ps -eaw -o pid,comm
This is really frustrating, any help would be greatly appreciated

rigid belfry
#

is there a way to make this event only fire if the key being pressed is not a modifier nor is it a windows key?

grim ore
#

@lucid grove my first thought is to try cooking it all and not going right to package

rigid belfry
#

do i run checks to see whether the key is one i dont want? what if the player spams keys? there'll be a bunch of branches firing off at once

grim ore
#

that event will run from start to end each time you press a key

#

event runs -> is it a key I want / is it a key I dont want -> do whatever. doesnt matter how many you press

rigid belfry
#

is it fine to nest so many branches?

#

or are these not considered many?

grim ore
#

you can look into using AND or OR nodes instead of multiple branches

rigid belfry
#

oh yeha

grim ore
#

so its a problem with cooking some of the assets, not packaging

#

so maybe delete your intermediate folder in the project and try again

#

you can make a material and re use it sure

#

if you already have materials, you would have to combine them by hand which is probably a pain

lucid grove
grim ore
#

ugh ๐Ÿ˜ฆ im sorta out of ideas. The crash log is weird

lucid grove
#

Last thing i have in mind disable distance field

fierce forge
#

hello, do somebody knows how i can make more "instancedfoliageactor" ? like one for grass, a another one for trees and so one

dry oar
#

can someone help with something really simple

grim ore
#

if its really simple, do you really need help?

dry oar
#

yes im stupid

dry oar
grim ore
#

that is not a really simple question

dry oar
grim ore
#

nope

dry oar
#

๏ฟผ๏ฟผdamn

lucid grove
#

But i need it, where should i dig now?

grim ore
#

it fixed the cooking?

lucid grove
#

Yep

lucid grove
# grim ore it fixed the cooking?

Those error had Distance Field text in it

[D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\DistanceFieldAtlas.cpp:1282]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ff8e0bfdadc UE4Editor-Engine.dll!FDistanceFieldAsyncQueue::BlockUntilBuildComplete() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\DistanceFieldAtlas.cpp:1157]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ff8e1692080 UE4Editor-Engine.dll!FStaticMeshRenderData::Serialize() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:1524]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ff8e169329a UE4Editor-Engine.dll!UStaticMesh::Serialize() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp:4699]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ff8e37b6742 UE4Editor-CoreUObject.dll!FArchiveSaveTagExports::ProcessTaggedObjects()

#

So i disabled it just to check and it worked

grim ore
#

after cooking, turn it back on and cook again maybe it was a weird issue?

lucid grove
#

Sure, why not

grim ore
#

๐Ÿ˜ฆ

#

would have to try and figure out which mesh is causing the issue using VS maybe

lucid grove
#

im rendering clean field

#

but it might be using some assets behind it

grim ore
#

well the cook is the project so yeah it might be something else in there

lucid grove
#

Whats VS?
using VS maybe

#

Versa?

grim ore
#

Visual Studio, attaching the debugger so when it crashes you can see which asset its processing

lucid grove
#

Thats sound just what i needed, since its crashing on exact same shader compiling

#

But i have no idea how to do that

#

VS is kinda dark forest for me

grim ore
#

yeah its a dark art

lucid grove
grim ore
#

its nothing specific to UE4, the normal instructions for it would work

#

considering the issue is not in UE4 tho you might have an issue without a source build ๐Ÿ˜ฆ its going to be a mess

#

maybe remove what you're not using, or start moving stuff to a new project. It s really hard to determine this issue without lots of debugging

lucid grove
#

For example if i just cut off part of content and then cook > add > cook will that help?

grim ore
#

maybe just migrate over that map into a new project and see if it cooks

lucid grove
#

Damn you are right, why should i crop all content if migrating only takes the needed ones. Thank you, those simple things always get out of my mind

lucid grove
#

I have to move camera away to see it

#

That cant be related to this problem?

grim ore
#

to see the roads? that seems like just normal near view clipping

#

if you were to move backwards in the top screenshot would it start drawing more of it

lucid grove
#

That started to happen after distance field was enabled, but imn not sure

#

Yeah but its really far

grim ore
#

is it fixed with DF disabled?

lucid grove
#

Not sure, but it started to happen at the same day i enabled DS

#

I did some tweaks in rendering options

grim ore
#

ah... im not experienced enough with that part to even guess ๐Ÿ˜ฆ but migrating over and seeing what happens might help eliminate. you could turn stuff back on and cook after each one lol

lucid grove
#

Empty map that i was cooking and migrated (without lots of assets) seems to cooking just fine

#

Now the big one

lucid grove
grim ore
#

so maybe it was one of the settings you changed?

lucid grove
#

Maybe. If asset not in use but in content folder could it cause problems?

grim ore
#

it could if cooking yeah

lucid grove
#

I have always thought it took only assets referenced in map i choosed

grim ore
#

depends. for packaging yes, but I think it still cooks it all

lucid grove
#

Now i have it

near pine
#

im trying to make a line trace on 2d and its doing this

#

this is the code

lucid grove
strange pilot
#

$portfolio command.

woven falcon
#

so i've played around with the unreal4 default third person character-

#

And i forgot to back it up

#

so i'd like to get a new default third person character without making an entirely new project

#

is there a neat way to do this? rooThink1

#

oh nvm, i just made a new project, and copied the uasset into my old one shrugakko

robust smelt
#

how do I remove this guys?:

#

not sure how I got this to display to my screen. if someone knows, please mention my usersname @robust smelt

thick nebula
#

i have a question about viewports and canvases: when i try to display a widget inside of another widget's canvas, none of the formatting comes through. it seems that i have to anchor the viewport of the widget i want displayed inside of the canvas on the top left, but i usually I set the anchor as the entire widget, and then try to make them responsible by using XY positions in the anchors.

#

is there a way to make it so i can anchor around the child widget? so it displays responsively?

#

this forces me to make it so the largest box is my heading, and i would like to use "fill" instead of "auto" on an XY anchored position so it displays a bigger widget

drowsy snow
robust smelt
#

@drowsy snow you are my hero

wicked hemlock
#

can I change the icon of a component?

midnight wren
#

how do I import blueprints into my project?

knotty slate
drowsy snow
midnight wren
quick shell
#

what are the problems with updating your games engine verison?

merry gazelle
slender spruce
#

Hi I am new here, ( Well since yesterday ) where is the main chat for all that I can speak into?

plush yew
#

Hi, I just lost my project, how can I get it back?

autumn hazel
#

Heyy someone more experienced in Unreal Engine 4 here? I just recently picked it up and am having trouble importing my smoothed mesh into the scene, without having errors like holes in the mesh(you can see the settings I use to export in the screenshots) Tried everything from triangulating the whole mesh and doing a cleanup but that didn't help too. Also in terms of Uvs there's no overlapping on the face part, only the eye and arm+hand uv islands are overlapping. I'd appreciate any help ๐Ÿ™‚
Some verticies f.ex. on the outer eyelid are a bit closer togethter maybe thats why? I'm really confused

#

also there seems to be no problem with the mesh when I export it completely unsmoothed

prime willow
#

does a hair mesh need bones ;-;

autumn hazel
arctic path
#

im working on a massive layer blend and i seem to hit a bump in the road. can anyone help me out? When i paint my layer, its coming out with triangular corners?

dense knoll
#

How do you pre compile shaders as a file on disk for better performance and lower file size?

#

the shaders are compiled on the first launch

shut olive
#

I don't know if this counts as coding or level design...
So my question is.

Can I somehow create levels in UE4, like I would with tilemaps, but in 3D?

grim ore
#

@merry gazelle from the docs above that "Project Setup: In order to use either of the UV channel generation methods outlined below, you must install the Polygon Editing Plugin for your Unreal Engine project."

drowsy snow
drowsy snow
# prime willow does a hair mesh need bones ;-;

I use hair bones.

In fact, it's a common practice to fake hair physics with physics driven bones, especially with anime models. It's way cheaper and you can preserve the thiccness of your hair mesh compared to ad hoc cloth physics.

drowsy snow
# quick shell what are the problems with updating your games engine verison?
  • Incompatibility with assets made in newer versions. If you worked with your team, you have to make sure your team uses the exact same version, otherwise they can't load the assets in older versions. Rebuilding stuff is not quick, and progress can be halted from upgrading UE4 version.
  • Compatibility issues with C++ code. Unreal Engine 4 made several API changes every few version or so, some of your plugins can broke in newer versions.
  • Some API changes can also broke certain Blueprint functions.
tough stream
#

<@&213101288538374145>

#

dude posted it in multiple channels

grim ore
#

I think every channel lol

polar verge
#

He did post it in several places. Interesting how that crashes discord.

grim ore
#

app? Im on the website no issues

broken stream
#

Hi im trying to get a information on spawn from a Enum but it want let me get it from the basseplayer controller so it get rep on to the client and server, any help on this ? Trying to get it from a BP on spawn.

#

from my widget i pres a button to add the right Enum name so i can get it when i spawn

halcyon flame
#

what folder inside of a project's 'Saved' folder would store stuff like which color folders inside of content should have in the content browser?
I deleted saved and I want to know what I need to recover

broken stream
arctic path
#

10 hours later.......

twin swallow
#

This question might be a bit off topic.
How do I go about finding system requirements for my project?
Are there 3rd party software that can benchmark and give suggestive requirements?

arctic path
#

@twin swallow the only to way to dothis is to build your project and test it yourself

twin swallow
arctic path
#

yeah its all trial and error ๐Ÿ™‚

#

imagine the fps lag this is going to cause lol

scenic bolt
#

Hey guys! Is someone know how to add your game to youtube gaming system? I mean this field at the screenshot below.

p.s. I know that this is not directly related to UE4, so sorry if it's a wrong channel for this kind of question

drowsy snow
rigid belfry
#

has anyone made train rails that follow a spline? cant seem to make them work ๐Ÿค”

scenic bolt
drowsy snow
steep mantle
#

Is this the right server to ask doubts and questions?>

lofty sandal
#

hi, noobie here
I downloaded a plugin 'Horror Engine' and now I'm having trouble with animating a character I added into the first person viewport. I can't seem to get him to play the 'running animation' while MoveForward is true

#

I've added him in the viewport here

steep mantle
#

Can anyone tell how to add the string node to widget as shown here?

drowsy snow
worn wasp
#

Hello guys, is there anyone experienced with Vehicles? I imported a car, it works fine, its wheels work too, but idk why it is floating as if the wheels were that big. Someone help please. You can refer to the screenshot to see the problem

neon bough
#

either your car actor or the ground have their collision not set up correctly

steep mantle
thick nebula
#

is it possible to turn of "always on top" for this application? or make is so one active foreground window doesn't activate them all?

#

i'm trying to squeeze two full-size windows on one monitor so i don't alt-tab and it's really starting to hurt brain

sonic granite
#

just started learning unreal, was wondering if there's a way to set focal lengths on the lens? i've done some googling but not satisfied with what i've found

dim merlin
#

Hi, ive set my foliage trees to complex and simple:

worn wasp
#

This is the physics asset of the car

dim merlin
#

but my character does not use complex, how can i change that?

worn wasp
dim merlin
#

it uses the simple one

worn wasp
#

IMO you shouldn't use complex for foilage

dim merlin
#

basically i want my character to react on complex, but also want to trace on simple

worn wasp
#

Tick this

#

@dim merlin

neon bough
dim merlin
#

I know, but the character does not use complex..

worn wasp
#

Single convex hull thingy

dim merlin
#

however so, u got a point about not use complex for foliage

neon bough
dim merlin
#

basically i need to fix the simple collisions then

worn wasp
neon bough
#

indeed, just make some simple collisions for the tree trunk, as long as your character can't fly you dont have to care about the crown

#

and for the character, you probably have to set your capsule to overlap all, and enable collision on the mesh component, but i'm not 100% sure about that

amber ibex
#

Hello, I have an array of structs, and the structs have an integer called Count. How could I ,,modify" that integer in a blueprint? For example, if I pick up a item I already have in that array, how could I add 1 to the Count Integer of that item?

stray ruin
robust spoke
#

Hiho someone can explain me the different between
Game mode - game mode Base
Game Instance - game Instance base
Game state - Game State Base

Is the Game Mode/instance/state the main Blueprint for all, but the Base version is for the rules ?

amber ibex
robust spoke
#

Whats the different between the Normal Game X,Y,Z and the Base version?

stray ruin
trail sleet
#

Hey , have anyone know which is better ?

  1. an actor has two static mesh
  2. two actors has one static mesh separately
#

or they are the same?

robust spoke
#

In the Ark Dev Kit is are 3 different Player BPยดs
Player BP Main
Player BP Woman and Men

The Woman and Man BP have 5 different Meshes into one BP
The Base, Men normal, Men editable and 2 Meshes that function i dont know ^^

trail sleet
#

Oh, I see.

neon bough
#

what's the best place to do game init stuff? e.g. load user settings

trail sleet
#

I want to use the static mesh instancing to create a lot of trees. They are different kinds. I tried to change its static mesh. Unreal is crushed in the end. I am trying to compara that which is better.

#

Btw, thx a lot

neon bough
#

why dont you just use the foliage tool, which covers all of that for you?

robust spoke
#

In the Foliage tool you can set settings like harvestable or not, so its the best way to do that.

trail sleet
#

Tree is an example. My project need to have a lot of different building.

trail sleet
robust spoke
#

I dont know exactly but i think to combine different meshes for examble to build a house or ruine is to combine it to one mesh an load this mesh into your UE

neon bough
#

i don't know, never got HISM working properly and went with ISM for my buildings

robust spoke
#

A very big point about mehses is the performence. If you try to build a big tower with 100 Meshes its not good for the performence. So you should build the whole tower in one mesh or step by step

drowsy snow
robust spoke
#

thats what i mean with step by step ^^

neon bough
#

that's the whole point of using (H)ISM, while i think it's not certainly necessary to use ISM at all, as unreal does instancing under the hood now

trail sleet
robust spoke
#

you can walk into the buildings?

trail sleet
#

No, Fly in the sky.

robust spoke
#

like in 7 days the big hotels?

#

ah you will only fly about them?

#

Than you should build 1 mesh per house

trail sleet
#

Yes

neon bough
#

in theory you can also places buildings with foliage tool

#

which also grants you access to distance culling, cluster rendering, etc.

robust spoke
#

ok than im out ^^

robust spoke
#

do you try to create a game like Age of empires ?

#

Or Anno, sedler?

neon bough
#

sounds more like mosquito simulator ๐Ÿ˜„

robust spoke
#

Haha but mosquitos can place new houses xD

neon bough
#

it really depends on what his goal is, if it's pregenerated map for flight simulator or something, the foliage tool will do probably

trail sleet
#

I am trying to create Paraglider VR game .Haha

neon bough
#

i would more focus on landscape then, making a city which won't look like crap takes lot of time

robust spoke
#

lol and why a paraglider should be able to set new houses? xD

trail sleet
#

I want to bulid like Hong Kong City

#

๐Ÿ˜†

robust spoke
#

ok that a lot of work xD

neon bough
#

that's quite some goal for a paraglide simulator

drowsy snow
#

Silly question: Are non UE licencees able to access the UE tab in the Epic Games launcher? If they can, how to differentiate them between licencee and non-licencee from the launcher alone? Is there any other method to verify this?

trail sleet
amber ibex
#

Hello, I am currently trying to check whenever I pick up a object if the ID of that object is already existing in my inventory array. I want to do that via a branch after Loop Body (of the for each loop), but how would that work if my array is empty at the beginning?

neon bough
#

and in the branch of the loop body you return true if it's the same item

drowsy snow
neon bough
#

he never said that he wants to build an editor^

#

it was about the map generation in the first place

tribal oak
#

Does someone know why Mobile software occlusion works only on the LOD0 ?

#

I set different LODs as occluder but the result is always the same

amber ibex
trail sleet
neon bough
#

the function needs a succeed boolean as output, and you might want a reference output to your existing inventory item

#

but as you probably want to add the item to the inventory you could do that in the function, too, iterate over all items, if it exists increase the count of the found slot and return from the function, and in the complete node of your for loop you append the item to your inventory

#

it only appends it then, if you didn't return from the function before

drowsy snow
lime hatch
#

hi, not sure where to ask this, not seeing a dedicated 'idiots here' area

Can someone advise me what i need to look for to stop the mesh/material becoming excessively bright as i move the camera away? As such i want it to just stay as it was, without this brightness

rigid belfry
#

how important is it for game jams, to be able to play the game in browser?

#

i reckon tons of people will skip playing a game altogether once they realise they'll have to download up to 500mbs

near pine
#

is there any way to rotate my 2d characters gun to the mouse

robust smelt
#

guys, when I move too fast my groom hair sometimes stay behind and I can see the head scalp

#

any advice on how to fix this issue?

#

for example, when I jump or crouch

midnight wren
#

No, I downloaded the blueprints from github

proud dome
#

How to make more of theses? so i can import more animations?

robust smelt
#

@proud dome does shift click works?

proud dome
#

no

robust smelt
#

or drop an animation

proud dome
#

no

#

it just adds the animation on the existing one

near pine
#

im trying to move this to the mouse and its only going this much up and down

#

this is my code

lucid grove
#

Hey fellas, is there a way to get result as in Set master pose component but with ability to play your own animation on that different skeleton?

#

I have modular body AND head from metahuman

#

SMPC working great but not allowing me to play face animations (since its playing master animations from main mesh)

robust marten
#

Anyone else unable to log in to Epic Store with facebook???

echo star
#

im trying to build from source but for some reason these are the only options I can see now?

robust marten
#

How would you guys solve this issue? Enemies are told to move to the player but they stack in lines. I would like them to preferably 'slide' off each other to simulate swarming the player.

spare kernel
#

use crowd avoidance or rvo avoidance

sage dove
#

I accidentally pressed something on the keyboard while selecting an object in the scene, now it has no baked lighting and lighting doesn't bake for it anymore.. Anyone aware of what this is?

robust marten
spare kernel
#

RVO avoidance is in the Character Movement Component on your enemies, Crowd Avoidance is the special AI controller class called DetourAIController

#

so either reparent your AI Controller to DetourAIController OR turn on RVO Avoidance in the Character Movememnt Component

#

but not both

robust marten
spare kernel
#

RVO is not buggy, it just needs setup and animations that can handle strafing sideways etc

#

also RVO does not care for navmesh so ai can be pushed off the navmesh

queen flume
#

will unreal engine works on Nvidia Gt 730 4GB ?

grim ore
#

yes but slowly

queen flume
#

Cool i just want it to run at least

grim ore
#

you might get 20fps on low resolution low scalability

queen flume
#

oh that's too slow

merry bison
midnight wren
rigid belfry
#

what do you mean by "import blueprints"?

#

you can copy and paste the code

runic fern
#

Hello Guys any good idea for wall painting in runtime something cheap

magic lantern
#

I have a question. can I categorize the spline points like
spline points group 1
Spline points group 2
Than i want to get referance of the nearest spline point group. Can I do this

remote bramble
drowsy snow
blissful wharf
#

is there a console command for showing collisions, but hiding graphics? it seems like the showed collision grid isn't really visible on my mesh

merry bison
#

@drowsy snow @remote bramble Thanks for the feedback. Since I posted that image I removed the brackets and created buttons beneath the text, so it's more readable now. But, question remains, besides from being able to click the buttons - should I also implement key input (hence the brackets) with F1-Fxx, like this or remove it completely and go mouse clicks only?

blissful wharf
#

ah found a command "pxvis collision"

merry bison
#

Isn't this the way to remove a main menu widget, and open a game level?

The only thing working is that the mouse cursor disappears, which it should. But the main menu doesn't go away and the game level doesn't load up.

warped wasp
#

General question, should I use blender to make my race track, or should I use unreal

#

The reason I'm asking is because I'm just gonna be making a typical racetrack that's a bit bumpy

#

But otherwise will be relatively flat

drowsy snow
merry bison
rigid belfry
#

btw while its fine, i dont think having code inside widget is good programming practice

merry bison
#

oh, you're right - the code is in the widget itself

rigid belfry
#

inside your widget, create a gamemoderef, set it to instance editable and exposed on spawn. from the gamemode(where the widget should be created) set that newly created ref to self. then inside the widget, on button clicked->from gamemodeRef-> run logic

#

that way you dont even have to cast to anything

merry bison
rigid belfry
#
  1. from widget->add new variable named GameModeRef->set variable to instance editable and exposed on spawn.
  2. when you create widget(which should be inside a MainMenuGameMode) you will see a new pin which is the variable you created. plug a reference to "self" to that pin.
  3. now your Widget has a valid reference to the gamemode without the need of casting.
#
  1. your MainMenuGameMode should drive all logic. open levels, change settings, use shop etc. you dont want any real logic inside widgets, since its not good programming practice
#

i think its pretty straightforward. let me you if you still dont get it

merry bison
#

One question, I already have a GameMode. Do you mean that I should create a new one or can I use the existing?

proud dome
#

is there a way to export animation from unreal?

#

how then

rigid belfry
rigid belfry
#

and the gameMode has a custom even that opens a new level, where another gamemode exists.

merry bison
merry bison
rigid belfry
#

yes

merry bison
#

cool, thanks

weak sorrel
#

Guys I'm wondering how would you maintain an Unreal Engine 4 game that's both on mobile and Desktop ? Would you make a copy of the mobile project and make it better for PC ? Is there a way to say things like "On PC use this material and this texture here, this water there, and on mobile you do this this and this instead...."

#

on my game lightnings are really different between Desktop and Android renderer on one level

merry bison
#

A question @rigid belfry - I'm a bit stuck. How would I use the reference which was created in the widget, here in the game mode?

drowsy snow
midnight wren
# rigid belfry you can copy and paste the code

its not code I downloaded from github
There is this video with on how to do wallrunning with blueprints, and there is the source code in the description, which is a link that leads to the github code. I downloaded that

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so I'm asking how I can put that downloaded file into ue4

drowsy snow
rigid belfry
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in what format is it

drowsy snow
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Although be wary that you have to copy the folder after the Content, not the .uasset file itself. Otherwise you may get into reference error hell.

knotty heron
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How do you disable depth test on a sprite?

merry bison
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it's insane how many times UE bugs with the menus stuttering, have to restart it countless times each day

rotund jacinth
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Does anyone else regularly see lighting bugs with loading levels? This is simply loading a level multiple times. The missing reflections used to be the most common issue but lately this overbright indirect has been a frequent thing as well:

merry bison
# rigid belfry

Thanks Righy. I've created new BP's, moved and re-ordered much of the code so now the project is kinda broken in many places.

The project shows the main menu at start but there's no mouse cursor in the menu, so can't test the changes. Got to fiddle around a bit..

mild phoenix
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Hello who can help I have an error after packaging Unable to find the Target 'UE4Game'

drowsy snow
mild phoenix
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No

weak sorrel
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Thanks Mr Hoodie Guy gonna look after those nodes

mild phoenix
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It's from Epic not compiled

weak sorrel
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Nice Mathew got me back with some videos on the subject again

rigid belfry
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forgot to add the widget to the viewport