#ue4-general
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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?
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?
should game and UI
assuming you only want the UI to be doing stuff, setting the input mode to UI only would fix it
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
if it isn't, you still need a reference to the location where you'd want the cubes to spawn
Anyone got a recommendation for learning C++ for use with nDisplay?
Hey Righy
It is not an endless runner
There is an end to it
Let me give a better example real quick
I believe the end is visible from here
So I jus
Ok this is a better picture
I want to make similar boxes along the long tunnel
That's it
One way would be to keep copying the boxes in front of me and manually placing them in the tunnel
Since the tunnel is long, I have to keep going ahead real slow
I am sure there's a better way to do it
yes, look at using blueprints and construction scripts to lay them out for you
The blueprint tab is full of weird options, which doesn't make any sense ...lol
Could you please elaborate a little @grim ore
I am really sorry, for the dumb question
@vale grove your asking for help to do something you dont know how to do. you need to learn the engine
You're right ๐ฆ
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
But I am understand your point
then just do it by hand the one time
Does anyone know how I can change the a flipbook animation based on how fast I am going?
Visual Studios auto format shortcut is: "Ctrl+K, Ctrl+F". I am pretty sure you need an add-on to auto format on save.
You might be talking about VS Code, which has auto formatting out of the box?
tick->if velocity length = X -> stuff
You pressing CTRL+F
xD
If you want to auto format
You need to press CTRL+K followed by CTRL+F
Idk, check your settings
By "Get velocity length" you mean get velocity > VectorLength?
yep
Ight thanks.
hello, how i can load the levels from world composition ?
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)
Did I do it right? It doesn't seem to be doing anything.
is this actor using physics or using the character movement component?
90% sure it's using the Character Movement, but I am using the Dash Engine and it's blueprints are a little hard to understand so I could be wrong.
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
check if it is indeed printing anything at all
also it is quite surprising to see so many nodes attached to tick
Anywhere to get some help with the eu4 editor here?
This eludes me, why have I got this retched shadow looking thing around me
I need Bluedrake to be my hype man ๐คฃ
Slow is being printed, fast is not no matter how fast I seem to go.
It's saying I'm in the 3000's
thats quite fast
you dont need to go fast to feel fast
Understandable, but these most of this wasn't made by me, I just wanted to try and build upon it.
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
use a breakpoint(F9 by default) on the set Flipbook node and see if it is even firing at all
i just now noticed that the flipbooks are called "idle" and what i think is "run". in that case, theres a slightly better simple setup(imo) for handling sprite animation
this is what i am using in my game
Well this was a useless use of my time
lounge is not supposed to be a place where you ask for help btw
watch out for the bot
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
just to show you that it works as expected
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?
#metahumans or #animation ?
Thank you very much Mathew
This looks very well done, I'll try to see if I can set it up like that without interfering with already set code.
I still am baffled on the other thing though, why wasn't it reading my speed?
without knowing anything about your project, i know that having 10 different sequences on tick is a bit of a ๐คจ moment
why would you need so much usage of the update function
if you're new, maybe see if it would be possible to move some logic to events
did you add a breakpoint? maybe it was firing but it was getting instantly set back to something else
since theres so much stuff running, maybe you're having code conflict with each other
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.
Lemme do that.
What's it supposed to do?
if the event gets called, the game pauses
and it takes you to the event graph directly
Oh, well nothing seems to be happening.
so it is not getting called
if you were to attach a print string to the false pin and add a breakpoint to that, then it would probably pause
So attach something to false and press f9?
yeah
i mean, we already know that the branch is returning false, right?
theres no other option, since its not true
i dont think thats how it works?
OH WAIT
wait how do you color comments lol
well yes
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 -
but I can't make it toggle visibility of this laser pointer when the pointer itself is looking at the house itself
Well the breakpoint is getting call on true instead of false...
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"
so the vector length is greater than the value? then it should also set the flipbook
but, just my guess, theres other logic running thats also setting it to something else
Ok so it's working.... in reverse....
I switch the animations and he runs when standing and stands when running.
Holy smokes dude... that one time I fell asleep in first grade came back and bit me in the butt.
I mixed up the less then/greater than signs.
evening everyone
quick question, I feel I'm making a very bad design decision here
Doing a c++ project
have a character, that has a AWeaponBase* CurrentWeapon; property on it
I need to display that current weapons ammo to the hud
and obviously update the hud, every time the ammo updates
is it wise, to do a .Broadcast() from the AWeaponBase class?
and if it's fine to do that, then how do I access that delegate from the hud?
UPROPERTY(BlueprintAssignable)
FOnWeaponUpdate OnWeaponUpdate;
^ this method is sitting in the AWeaponBase class
note: the CurrentWeapon is null when the game starts. only gets populated if you pickup one
how should I approach this?
well the player knows when he has picked the weapon up
you can just have a delegate that fires when the CurrentWeapon changes
its pretty simple
this can sit on the pawn or on the controller, does not matter, controller is better cause HUD is created after the controller
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?
well the HUD will update its stuff, to the new weapon, and grab the new weapons ammo, etc
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
bind to whatever delegates it needs, etc
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)
HUD just listens to this, and adjusts itself to the new weapon
makes sense
this is actually a static delegate
meaning i can bind it without the pawn even being spawned
hmmm, very clever
Is there really no way to animate a progress bar background image Opacity?
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
@knotty heron can do it via material
so that is why I moved the delegate back to the weapon
ok, let me play around
thanks guys
But i would just need it to fade in
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?
/** 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
I have downloaded version 4.26.2 and I'm experiencing an annoying bug
@spare kernel epic. thanks man
The screen occasionally glitches to the left in a glance then return to its position
It's like it's bugged or something
Can i fix it?
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 ^^
Hello everyone ^^
so i created a project in unreal , added an actor in my scene also a component โc++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 :/
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)
test if it's within the bounds of the LastHitActor
Get Local Bounds?
My main problem is not wanting to ignore this "house" actor
Okay, it was another actor that I didn't necessarily need any collision on, so I just disabled it on that one
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 )
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
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.
A good place to start is the Documentation.
well for now id like to learn how to create a 2d scrolling game with jumping and thats it
id also not like to use the default character
Whom do I speak with to put up a contract job
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.
OKIE DOKIE
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
hi guys, why should I use action mapping and functions, instead of just how I have it below ??? to achieve running
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 ๐๐ฝ
Why don't you want the ability for player to remap the input?
Also using action mapping can keep things elegant and also allows player to use controller besides keyboard and mouse.
@drowsy snow thanks now I know why I would need them!!
Hey would anyone be able to help, my jump function just doesn't do anything when its called
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.
I hope this isnt the wrong channel but ive got a problem which is probably caused by colission of my static mesh
the collision is somehow under my actor and under my static mesh
you can that its the simple collision of the mesh by the form of the navmesh exclusion zone
*see
does anybody know how to fix that?
this is the pawn setup
@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
i HATE the thought of using bluepritns lool
@winter hull load up the mesh you re using and show the collision
@winged shuttle don't use UE4 then, use another engine or code your own. not being an ass but being honest and realistic
Blueprints are part of the engine, quite a few things are designed around this feature of the engine.
its like saying "I want to use UE4 but not the rendering part, I want to use my own"
@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
do a simple test, grab the cube and put it in the scene and move it up and see what happens
Should I be attaching actor to actor every tick?
Hello, is there something similar to Unity's Remote Config for Unreal?
out of the box? no
@grim ore
You were right its the navemeshs height https://i.gyazo.com/0d9de20eabac9cb3cddc88c527cc145d.mp4
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
@grim ore are their any plugins?
I see what's happening. Actor is snapping to actor, but not following the target actors rotation.
it looks like Playfab might be able to do it @tropic anvil
So when the parent rotates, the child does what it wants. I need to get them to attach and be "glued" together.
@polar verge i think theres an option for that
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?
I'll check it out thank you
I'm not doing anything additionally. Just attaching actor to actor.
@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:
ok so whats the actual issue, what are you trying to do or not to?
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.
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.
@grim ore
Problems started once i added the crowdmanager for avoidance
probably because of the same problem i encounter with the navmesh
have you tried to use it yet? even if it shows that its an obstacle it should still work
I think characters just have some special setup as to why they dont get marked as an obstacle on the nav mesh
yeah i tried once the units are above the navmesh it works
if theyre close enough to grey out the navmesh log returns blocked
yeah that blank space is just the area where no valid mesh is at that time
yup
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
i can upload my project if youd be so kind to take a look at it
I dont know if i can but the issue is the one on the left doesnt move?
yes
hmmm.
so those are both the same pawns, just one is off the ground higher and it works?
yes
is it possible that other one cant get there since something is in the way?
well if it was the default settings should pop the collision box up out of the ground
push it halfway down into the ground and hit play and see if it pops out
maybe screenshot the code you are using to move the item? or the key part of it.
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
I dont have pms enabled ๐ฆ and yeah the ones in the ground move up like they should.
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?
i mean that looks right?
it does but they really do not avoid each other the correct way
your root has no collision
your root is what is used to detect collision, you need to make the mesh the root
drag the static mesh up to the default scene root and replace it
it works
this i why for a character it has a capsule as the root
progress!
Thanks so much Mathew ๐
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?
nopers, just help someone else out when you can ๐
Is it possible to get marketplace plugins to work with compiled versions of UE4
The plugin I need shows up for 4.26 but not for the "other"
@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
@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
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
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
I was using this, I should try putting it on the timeline
I wonder if its your make rotator doing it
this is REALLY ugly but I took the default FPS template and added this to the end of the firing
so every 0.2 it just repeats the firing code and adds random pitch input
here is what I do when the fire is released (to reset back to original)
and when first fired, on pressed, I just store the original rotation
I'm going to be honest I didn't know that lerp node existed. I'm kinda new to making stuff like this.
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)
okay, I will try to make that right now.
When I set the control rotation is seems to be doing a full 360 to get to the rotation
once it goes to the 270 - 360
which is looking down right?
yeah
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
yeah
use the fancy lerp node then ๐
let someone else smarter than us figure it out, lerp (rotator) with the shortest path checked
okay, let me try that. Thank you
that one technically does the entire rotation which is funny to watch, might be what you wanted anyways
yeah this one still seems to do the flip
did you check the checkbox?
thats the magic part of the node lol
this works, thank you so much.
I didn't know about this node at all
I've never seen it
there are quite a few helper nodes hidden here and there
yeah, this one is really simple but works really well
quite.. like i dunno couple thousand lol
thank you
does anyone have an issue wth 4.26.2 not shwoing up in the epiclauncher to install?
Err anyone else getting this screen when trying to add a project or update a plugin?
@cinder cradle I got that earlier.
Did you accept? I guess the various Is replaced with Ls in the top header or whatever is making me a bit paranoid lmao
@cinder cradle Yep
Ok ;p
Is there a way to make skeletal meshes play animation while in the editor?
yes set the animation mode on the skeletal mesh to play the single asset
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?
Omg Mike your profile pic / gif or whatever is hilarious ๐
What's your opinion : Is using Data Tables the way to go with setting up weapon info?
I'm kinda confused on what I want to do...
What's the point in writing a whole survival game system when there's an asset out there that does it all
networking and everything
Makes me wonder why I do what I do
I wanna learn obviously
but I doubt that it's easy to write code that's on par in terms of quality with these pro grade packages.
@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.
And it terms of writing quality code, there's only one way to progress, and that's to just learn and keep trying
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.
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
so I'll keep working at it I suppose
yeah man, just keep learning. Write a project, delete it, and do it again. the 2nd time will be better
then delete and do it again
you'll soon see you can get something up and running within a week
easy
then you take it a step further, and learn Blender or something like that
Create your own models, import it into UE, and boom, you have your own game
the tools are there for you, and they're all free.
Okay guys so I have a problem
I am following this youtube tut and it showed me how to make a level selector
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
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
What do you mean by that?
As in not create a function?
guys. I want to ask abit about automating the editor using python. Which is the appropriate channel for this?
I guess #automation
Thank you
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. ๐ฆ Can anyone please help me?
Atmospheric Fog?
Atmosphere/ Fog Sun Light
@maiden swift tried messaging manny to post a job listing, but he wont accept DMs?
option
There is an atmospheric fog option there
click on the eye in the right and uncheck filters if you have selected
nope, still nothing
yes, I have that already, but I'm supposed to find Atmosphere/ Sun Light option to check in the Details search panel
that option atmosphere/fog sun should be in the Light category if you click the expand arrow, try to find it that way
Send me the tutorial
hm... maybe that changed in 4.26 and got removed ? in 4.25 the option is there
It got a name change
oh
atmosphere sun light now
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
check if DBuffer is enabled in your project settings
@maiden swift well I fixed it, but it seems like if you have block messages from server members, you cant send them either
it is, it is also set in the material itself, ive looked online a few people said something about a fade option but i dont see it at all
Otherwise try increasing its size, or you'll need to decrease Fade Screen Size value of the decals.
ah ok thats what i was seeing, ill try to figure out how to do that i appreciate the help
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
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
How can i make an objective system that's in order?
Is someone able to help with writing a config file for nDisplay please. I'm massively struggling
hello, do somebody knows how i can optimize an open world game without world composition ?
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.
Hey guys, does anyone know how to fix an empty viewport? I cant see anything
try window > load > default
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
thanks @digital anchor that worked
i can't use it for more reasons, it's a multiplayer game without dedicated servers and after a part of the landscape is loaded again, the foliages will be like at the beginning
Hello. Is it possible to use visual logger when running standalone game from editor?
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?
Hello someone can help me please?
hi. in bridge when i click on export, ue crash.
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
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.
who said i'm making a game like gta online or a mmo ?
i'm making a game like "The Forest" at multiplayer
so you can play with your friends on you server
The fundamentals are still the same.
wdym, in "The Forest" the server is peer-to-peer
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.
Even then you don't really need world origin rebasing for MP.
Unless your map is as big as Elder Scrolls 2 or the entire UK in 1:1 scale, that is.
it's a 4km2 map
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)
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.
@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
@plush yew do you know if UE5 is supposed to make multiplayer easier?
Yeah, nobody except the devs do rn probably
Even then I'm 101% sure UE5 multiplayer will be the same as UE4, as it's not a total rewrite like from UE3 to UE4.
Otherwise Fortnite updates will be halted right now.
i have a very trivial question, is it possible to cut and paste in the content browser instead of copy and pasting?
Dang, cause I donโt want to have to rebuild the engine from source for multiplayer dedicated servers anymore
It's possible, but you can just drag them into a folder in tree view.
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 ๐
Hai
I don't get the concern with UE5 stuff at all, and UE4 still aged fine, arguably even better than UE3 aging.
Because Iโm going to want to switch to UE5 for the new technology
Whens ue5 comming out
And (hopefully) better performance
Most of the new technology promised in UE5 already present in UE4 anyway.
Elaborate
Not lumin though, or the crazy high poly voodoo magic
We need more magic!
Hello
Hai
Both of which will make the games look better
Bruh
Would anyone know how to give my game a VHS effect?
๐ช๐ป๐๐ช๐ป
Big man
๐๐ป๐๐๐ป
๐๐ ๐
I brought u guys this ๐ช
Thank u
Np i made alot
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
Can I have one
What about lumin or the high poly count technology? Those were my main wants
๐ฐ๐๐ป๐๐ป
Nom
Im at the store, wat do u guys want?
Beans
Black or pinto?
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
pinto
I got u
Also please talk random in #lounge
I am very new to Unreal and I don't know how to put it on the camera
Post process volume maybe?
Put your post process material inside the blendables of the camera/post FX volume. You can use the search bar in the Details panel to search for the setting with the camera or post FX volume selected
Ok thank you
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?
Use the grouping and sort order feature.
ahh okay, i'll look into that ๐
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?
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?
I made blutilites to load up reference images right inside the editor.
Reducing disk footprint, yes, but it'll be decompressed in RAM anyway.
the compressed video will be lighter in disk space for sure
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
Although don't overdo the compression. 3 Mbps bitrate (NOT MB/s) already falls apart image quality wise above 720p resolution.
@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 ?
Yeah, it doesn't really matter memory footprint wise.
unreal 5 when
After UE4.30 
Master branch is in UE4.28, just so you know
That is for the release, we will have some time before a stable release I guess.
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.
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?
no
easiest way is to search for the tooltip text in engine code
and see what the UI is bound to
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
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?
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
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.
is there any function to switch on executions when the array contains a name? instead of making a bunch of clusterspaghetti of branches?
Is attaching the Niagara particle into the projectile object isn't sufficient? Even with setting the Hidden in Game flag for the ball mesh?
What about this?
The other options is that you can consolidate them into either a Macro or a single Node.
i need to call different functions depending if its food or enemy, i just found out about 'switch on string' node , thanks!
@wooden forge have you considered GameplayTags? They have a switch node as well, but are generally more capable than plain FNames
But I hesitate to recommend using tagging over a component or perhaps even actor types for such broad differences
What if you have an eatable enemy?
Maybe NVIDIA driver issue, which is on pinned message
Similar symptoms is flickering menu, which caused by "Enable Window Animations"
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
Use this just to make sure.
Try search for "Set Pickup"
This looks fishy...
By any chance, is your player_Char BP parented to INT_Survival_character?
its an implemented interface
So it's parented to base Character class alone?
Also, do you mind screenshotting the full compiler results of the BP?
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
deletes set pickup it did not do anthing
i am actuallly following a tuotorial
no shit he compiled
What's the tutorial?
hey did anyone faced similar issue where mouse buttons stops working when in standalone gamemode even though it works in PIE?
Is there a way to cull the character mesh under clothing?
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.
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
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)
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
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?
where can I find the profiler and logger in the engine?
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 ๐๐ฝ
blueprint or cpp?
Blue print
what do you mean by co-op? split screen?
Oh never mind, not split screen. Just a multiplayer game I suppose
Must if misheard when I was watching YouTube video
Thanks anyways ๐๐ฝ๐๐ฝ
i just want to advise you that multiplayer is hard. check the pinned messages in #multiplayer for something that might interests you
Greetings folks. New to the server. Nice to meet you all.
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.
i guess this is more of a broad question... but, what does make a game feel good?
@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
since materials export WITH the mesh, should I have folders for each mesh's set of textures?
how do i edit a .sav file?
@rigid belfry
When pressing a button feels like fun
@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.
since materials export WITH the mesh, should I have folders for each mesh's set of textures?
you wont find one
What purpose would you have for wanting to edit a .sav file?
debugging
Folder structure is your own choice. Do what makes you happy.
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
you need to install the debugging symbols and crash it again
you wont find anything, there is no usable crash there
How can i do that?
Is this your first time trying to Package the game @lucid grove or have you previously packaged it and it just stopped working?
im using the 2d side scroller template and i cant figure out how to use my jump animation
i heared debugging symbols on binary are kinda limited
Yeah, i was really caution when adding new elements to project and all was fine. But since then i did a lot of stuff when optimised stuff and tried to get Water plugin working ๐
think i heared it from shaddowriver and ill take his word for it ๐
im using the 2d side scroller template and i cant figure out how to use my jump animation
damn thats too fast
I was serious on what I said, look up Juicing your game
easy. just dont ๐
i was reading about that ๐ gonna crush this ludum dare
how to fix this?
@near pine it uses other animations right now right? do the same thing when it plays the move animations but when you jump
im trying to understand how it updates animation
have you looked at how characters work and the animation system works in UE?
thats not complicated at all
what are you not understanding?
did you look at the section literally called "Handle Animation"
ye
yes, thats how it handles it
is that the default template? never opened that up
it is
default template
Is it possible to have particle effects in UI? I'm trying to make it so special enemies have this on their nametag.
if the character is moving, use the running animation otherwise use the idle animation. that is what it says
read it left to right
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
Done, now i got this:
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
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
maybe puit the entire log on pastebin or somewhere, the actual issue is elsewhere
Sure
yep gonna need to paste it somewhere like pastebin
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
.. 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
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
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)"
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
Hm
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
I have removed other assets and know have full picture
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Btw i have enabled Distance Field Shadows recently and see something about it in log
Hi folks, Iโm 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
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?
@lucid grove my first thought is to try cooking it all and not going right to package
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
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
you can look into using AND or OR nodes instead of multiple branches
oh yeha
Same error
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
And same error again
ugh ๐ฆ im sorta out of ideas. The crash log is weird
Last thing i have in mind disable distance field
hello, do somebody knows how i can make more "instancedfoliageactor" ? like one for grass, a another one for trees and so one
can someone help with something really simple
if its really simple, do you really need help?
yes im stupid
how do i make a vr map in which i can shape the terrain
that is not a really simple question
Is there not a preset in which I can just load in and add/remove terrain?
nope
๏ฟผ๏ฟผdamn
Well, disabling Distance Field Mesh helped
But i need it, where should i dig now?
it fixed the cooking?
Yep
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
after cooking, turn it back on and cook again maybe it was a weird issue?
Sure, why not
Yep, same crash
well the cook is the project so yeah it might be something else in there
Visual Studio, attaching the debugger so when it crashes you can see which asset its processing
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
yeah its a dark art
Can guide me how to attach debugger?
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 ๐ฆ 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
For example if i just cut off part of content and then cook > add > cook will that help?
maybe just migrate over that map into a new project and see if it cooks
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
Just a little clue, when i enabled some of options in rendering my viewport cutting splines
I have to move camera away to see it
That cant be related to this problem?
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
That started to happen after distance field was enabled, but imn not sure
Yeah but its really far
is it fixed with DF disabled?
Not sure, but it started to happen at the same day i enabled DS
I did some tweaks in rendering options
ah... im not experienced enough with that part to even guess ๐ฆ but migrating over and seeing what happens might help eliminate. you could turn stuff back on and cook after each one lol
Empty map that i was cooking and migrated (without lots of assets) seems to cooking just fine
Now the big one
Well... i just migrated main map with its assets and all working fine
so maybe it was one of the settings you changed?
Maybe. If asset not in use but in content folder could it cause problems?
it could if cooking yeah
I have always thought it took only assets referenced in map i choosed
depends. for packaging yes, but I think it still cooks it all
I have cooked wrong map ha
Now i have it
Probably i found it. Its MetaHuman.
$portfolio command.
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? 
oh nvm, i just made a new project, and copied the uasset into my old one 
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
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
Close any Groom asset you opened
@drowsy snow you are my hero
can I change the icon of a component?
how do I import blueprints into my project?

You can, with C++
Anyone? I'm a beginner
what are the problems with updating your games engine verison?
anyone know why I don't have these "Unwrap UV" options inside my editor?
The role of UV Channels for rendering Static Meshes, and how you can work with them in the Unreal Editor.
Hi I am new here, ( Well since yesterday ) where is the main chat for all that I can speak into?
Hi, I just lost my project, how can I get it back?
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 ๐
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
does a hair mesh need bones ;-;
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?
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
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?
@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."
The shaders are precompiled when you "cook" your game into a standalone executable.
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.
- 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.
I think every channel lol
He did post it in several places. Interesting how that crashes discord.
app? Im on the website no issues
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
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
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?
@twin swallow the only to way to dothis is to build your project and test it yourself
Thxs, will do, thats what I been finding from online search.
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
If your game's famous enough, YouTube will add it.
has anyone made train rails that follow a spline? cant seem to make them work ๐ค
But how does it define this fame? All I found is that the automatic algorithms are based on the existence of Wikipedia page, but maybe there is a way to do everything manually.
The only way to do it manually is YouTube noticing it enough.
Besides, you don't really need to concern about YT's game tags. Make a good (or infamous) enough game, and YouTube will add the metatag and stuff accordingly.
Is this the right server to ask doubts and questions?>
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
Can anyone tell how to add the string node to widget as shown here?
Make sure the variable is Exposed on Spawn
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
either your car actor or the ground have their collision not set up correctly
Can you please clarify it a bit more?
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
Both are set up properly
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
Hi, ive set my foliage trees to complex and simple:
This is the physics asset of the car
but my character does not use complex, how can i change that?
Does it use simple or it doesnt react at all?
it uses the simple one
IMO you shouldn't use complex for foilage
basically i want my character to react on complex, but also want to trace on simple
Use trace complex in the trace node
Tick this
@dim merlin
that looks good to me, is that the simple or complex collision shape?
I know, but the character does not use complex..
Single convex hull thingy
however so, u got a point about not use complex for foliage
then i don't know whats wrong if the floor is fine, too. sorry
basically i need to fix the simple collisions then
Complex will use wayy to much performance if you are using for foilage as there will be many instances to render. You should try using collision mesh maybe
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
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?
drag off the array and choose get(ref) then drag of that and choose set members pretty sure
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 ?
I did that, exposed the Count Integer and did the maths on it. Is that everything or do I have to do something with the output struct on the right?
Whats the different between the Normal Game X,Y,Z and the Base version?
I think that is it dont remember exactly thou
Hey , have anyone know which is better ?
- an actor has two static mesh
- two actors has one static mesh separately
or they are the same?
I think its the same, some Creatures have 2-3 Meshes into one blueprint
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 ^^
Oh, I see.
what's the best place to do game init stuff? e.g. load user settings
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
why dont you just use the foliage tool, which covers all of that for you?
In the Foliage tool you can set settings like harvestable or not, so its the best way to do that.
Tree is an example. My project need to have a lot of different building.
That great . My city also have tree.
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
i don't know, never got HISM working properly and went with ISM for my buildings
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
The other method would be instancing.
thats what i mean with step by step ^^
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
Yes, I am using this method. But it look like can't change different mesh in the one instancing.
you can walk into the buildings?
No, Fly in the sky.
like in 7 days the big hotels?
ah you will only fly about them?
Than you should build 1 mesh per house
Yes
in theory you can also places buildings with foliage tool
which also grants you access to distance culling, cluster rendering, etc.
ok than im out ^^
I will try it~
sounds more like mosquito simulator ๐
Haha but mosquitos can place new houses xD
it really depends on what his goal is, if it's pregenerated map for flight simulator or something, the foliage tool will do probably
I am trying to create Paraglider VR game .Haha
i would more focus on landscape then, making a city which won't look like crap takes lot of time
lol and why a paraglider should be able to set new houses? xD
ok that a lot of work xD
that's quite some goal for a paraglide simulator
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?
The project is in the way. I hope I can finish it. thanks guys for your help~
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?
you return false in the completed node
and in the branch of the loop body you return true if it's the same item
Isn't building editor for a paraglider game too redundant?
I'm sorry to interrupt, but if you want to have some kind of level editor, using single mesh buildings is still a good practice.
he never said that he wants to build an editor^
it was about the map generation in the first place
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
Sorry but I didnt really get what you meant?
I will combine all building actors into one actor~
you have to wrap your check in a function, which takes the picked up item as argument, in that function you iterate over your inventory items
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
When I tried to get my burner secondary Epic Account signed in to my Epic Launcher, the Unreal Engine tab shows no difference because my main account already have UE licence and have UE installed.
So is there any other way to verify the licence from other users by myself?
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
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
is there any way to rotate my 2d characters gun to the mouse
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
No, I downloaded the blueprints from github
How to make more of theses? so i can import more animations?
@proud dome does shift click works?
no
or drop an animation
im trying to move this to the mouse and its only going this much up and down
this is my code
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)
Anyone else unable to log in to Epic Store with facebook???
im trying to build from source but for some reason these are the only options I can see now?
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.
use crowd avoidance or rvo avoidance
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?
What is that?
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
I just tested with RVO on and it seems pretty buggy, I'll test out the other method too
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
will unreal engine works on Nvidia Gt 730 4GB ?
yes but slowly
Cool i just want it to run at least
you might get 20fps on low resolution low scalability
oh that's too slow
If my game is going to look something like this: https://imgur.com/a/Xn5DWNL --- would a main menu like this: https://imgur.com/a/i7j5TdQ be smart to do? And is the menu "appealing" or am I totally clueless in the design?
can someone pls help
Hello Guys any good idea for wall painting in runtime something cheap
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
looks cool but the brackets kinda ruin it
The brackets are redundant, as it's not a Japanese toolbar texts.
Also try making the text more readable in smaller screen/large viewing distance.
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
@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?
ah found a command "pxvis collision"
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.
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
The starting game with function keys reminds me of Amiga games lol
lol maybe that's where they come from and the reason why I insist on having them. I played a lot of Amiga games ๐
Okay, I'll remove them completely, I think.
iirc, after you remove a widget from parent, it wont run any more code.
btw while its fine, i dont think having code inside widget is good programming practice
oh, you're right - the code is in the widget itself
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
let me digest this thing you said - i've only been using UE for a week ๐
- from widget->add new variable named GameModeRef->set variable to instance editable and exposed on spawn.
- 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.
- now your Widget has a valid reference to the gamemode without the need of casting.
- 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
One question, I already have a GameMode. Do you mean that I should create a new one or can I use the existing?
every level can have a different game mode. you should have a MainMenuLevel, where you have a MainMenuGameMode
I see
and the gameMode has a custom even that opens a new level, where another gamemode exists.
Okay, I'll go rebuild and re-order stuff.
and the GameModeReference variable should have the MainMenuGameMode as variable type. Have I understood you correctly?
yes
cool, thanks
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
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?
Device Profiles and Feature Level Switch Material node exists for this very reason, so that devs don't need separate project for mobile port and vice versa.
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
so I'm asking how I can put that downloaded file into ue4
Copy paste it inside your Content folder
in what format is it
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.
How do you disable depth test on a sprite?
it's insane how many times UE bugs with the menus stuttering, have to restart it countless times each day
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:
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..
Hello who can help I have an error after packaging Unable to find the Target 'UE4Game'
I assume you build the engine from source?
No
Thanks Mr Hoodie Guy gonna look after those nodes
It's from Epic not compiled
Nice Mathew got me back with some videos on the subject again
forgot to add the widget to the viewport