#ue4-general

1 messages ยท Page 984 of 1

woven falcon
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and i've just looked at the third person walking animation

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is it supposed to have this stutter? rooWtf

jaunty cedar
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i've had that before, i think it's just something to do with how the walk/run/etc animations blend when you're at certain speeds

woven falcon
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this isn't even someone walking, this is just the ThirdPersonWalk dragged into the scene

jaunty cedar
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oh

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..huh

worn granite
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"avoid"

I don't trust them to not mess with the hardware. I'm talking bios level hackery you can't bypass with custom firmware (also ewwww custom firmware to make a headset not feel sketch)

woven falcon
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i thought it was my fault rooMad
That i screwed something up with my blueprints, i thought there was no way epic screwed this up...

jaunty cedar
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:(

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which sucks too because i am a fairly security conscious individual

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daily driver qubes and all that

jaunty cedar
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the animation is just like that

woven falcon
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weird

worn granite
jaunty cedar
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i mean, within reason

worn granite
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It's not like one can avoid having a shadow profile

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but why give them extra vectors

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anyways we risk off topic

jaunty cedar
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true

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damn was about to go on a spiel about opsec in the modern age

worn granite
robust marten
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Please, if anyone here could help me with an issue I am having with an array, can I PM you about it?

maiden sundial
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Maybe me, but maybe not.
Hard to tell without any more information

spare kernel
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@robust marten ask the question in the channel, if someone can help they will.

woven falcon
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btw- general question-
Is it even possible to take unreal4 .fbx animations, and edit them in blender? rooThink1

Afaik, blenders fbx import sucks bigtime

twilit hill
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it sucks way less than a few years ago

woven falcon
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still not neat yet rooMadTrainFasterrooMadTrainFasterrooMadTrainFaster

twilit hill
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at least you can now just import, edit and export meshes, probably same with animations

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no axies differences etc.

woven falcon
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ye meshes work fine

cerulean geyser
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hey guys, is there any way to change settings from a post process using BPs? I cant seem to find a way to change them ..wanted to animate the vignette settings

twilit hill
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i know what you mean tho, editing animations is a huge pain no matter what you use for it, but in theory you can do all of that in just ue4

plush yew
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Hello guys
If there's anyone who can help me solve a problem in the project game dm me please.

deep viper
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Is there some way to monitor the GameInstance data members during PIE? (I obviously can't see its values through the world outliner).

spare kernel
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@plush yew no one is going to randomly DM you and offer you help if they do not know what the problem is. Ask the question here.

buoyant oar
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Hello, I wanted to mask my landscape with Height, but when I brush with a texture, the whole tile becomes transparent with it. Can someone help?

worldly cipher
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@woven falcon stop being everywhere

rigid belfry
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where could i upload a few project as backup? need to clear my drives

worldly cipher
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google drive

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15gb of free space

fierce tulip
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thats like 0.1% of a project

timid gust
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git LFS?

worldly cipher
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literally never checked my project size

timid gust
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I would have on git

fierce tulip
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@buoyant oar #rules
done repeat the same question or bump them please :) thanks

worldly cipher
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my project is only 3gigs but its just a scene so

obsidian nimbus
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you can print a backup on paper , just need to type it back in when u need it ๐Ÿ˜›

rigid belfry
fierce forge
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hello, do somebody knows how i ca resolve this ?

rigid belfry
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can i zip up the whole project a project file and store that somewhere? would that work

obsidian nimbus
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test it b4 u store it

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but should work

fierce tulip
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yes, unless the project was made in a source build with modifications. then you need to add that to the zipfile as well

rigid belfry
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if you dont need any mesh at all you could use scene components instead

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they're basically the same thing

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iirc

fierce forge
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i had RVT on a mesh

plush yew
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I Have some "arrows objects" that just spawn, I don't know how to make them spawn with some kind of physical animation.

rigid belfry
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do you want these arrows to travel like projectiles?

plush yew
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physical animation

rigid belfry
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whats the difference between physical animation and normal animation?

plush yew
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from the sky to ground

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I just want it to work with the physics and the sky to fall to the ground.

rigid belfry
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make the cupcakes simulate physics

robust marten
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Is there a way to always make a Function spawn with a Branch attached to it?

rigid belfry
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yes

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you create a function, the press B and left click

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and you create a branch

plush yew
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can you show me a sample please?

rigid belfry
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if you want a function to return multiple execution pins, maybe try using a macro instead

robust marten
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That's not always spawning with a branch

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Not what I mean

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I mean, I mean is there a way to have my function, which has an output of a boolean, automatically spawn with the branch attached

rigid belfry
rigid belfry
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plus adding a branch takes, quite literally, half a second

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its just a B+LeftClick

plush yew
robust marten
rigid belfry
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its like comparing going 2 steps at the time compared to 3

rigid belfry
plush yew
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Wait I will try it again

robust marten
plush yew
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these objects its arrows

rigid belfry
plush yew
rigid belfry
rigid belfry
robust marten
plush yew
rigid belfry
plush yew
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I'm not sure

plush yew
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But I'm not sure

dense knoll
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Is there a font that includes COntroler input icons?

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like X Y A B

rigid belfry
# plush yew collision?

once you check the Simulate Physics bool, the collision preset changes automatically to PhysicsActor. did you set it to something else?

merry bison
plush yew
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โค๏ธ

midnight wren
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Guys I need help with something. can you pls look in @oblique stormplayer for what I need help with?

rigid belfry
midnight wren
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just getting started

dense knoll
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the images dont size properly on a screen

rigid belfry
plush yew
dense knoll
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it works fine in editors native res

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but in any higher res the image moves

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drifts*

rigid belfry
rigid belfry
prime willow
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thanksies so much that really helps โค๏ธ

rigid belfry
dense knoll
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ye

rigid belfry
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or like this

plush yew
pure sorrel
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why i dont see the moving light in my blueprints when i simulate gameplay

narrow mauve
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I have an interesting challenge. You can have the texture tiled or clamped..but how would you be able to tile it a specified number of times before clamping .....ahhh

fierce tulip
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if you use a clamp node (or saturate node) you clamp a texture, just set the number of a clamp to X and you clamp after X

narrow mauve
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Yep..that worked..I never used the clamp for UVs like that..

fierce tulip
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just remember that uv's are also just math :)

rapid ridge
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does anybody have any info on ue5?

gaunt abyss
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no

exotic thicket
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nobody here has any secret information that you couldn't find yourself, or if they do, they probably aren't allowed to disclose it :P

kindred viper
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I heard it's one better than UE4

plush yew
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Why does the ambient occlusion appear? : /

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forget it, i soled the problem

rapid ridge
plush yew
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ya lo solucione

unreal comet
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is there a way to make the level tab stay on the left side while in the editor? It drives me crazy when it somehow magically gets put in the middle of a bunch of my open blueprint tabs.

barren flume
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Uhh can't seem to open my level at all anymore any ideas on a fix?

halcyon flame
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I updated my project to 4.26 and I'm getting serious hitches when I try to AsyncLoadAsset (specifically music track WAVs) as well as a very long time to start PIE.

was this issue present in 4.25 as well?

coral lotus
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Hey, is this the right channel for some help..? I'm having some problems with UE4

lucid grove
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For some reason some of shadows disappear on specific angle

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Bad angle

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Other angles

devout whale
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Can someone help me ? Not sure if it's the right channel for my question or not.

robust marten
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Google doesn't really bring up anything useful... But how would I call a Macro from another Blueprint?

faint cedar
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Anyone used the UE4 Vertex Aimation Tool successfully in the past few months?

jovial kettle
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hey is their any big pro to learning C++ or can i do the same thing with visual scripts

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im learning swift right now so i have a little understanding of coding

quick shell
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how should i learn ue4

spare kernel
quick shell
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is the blue arrow the way the characters facing?

spare kernel
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yes

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normally you want to rotate it 270 or -90

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either one

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(the skeletal mesh)

torpid shadow
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I am looking to make a large map but I am wondering how to go about doing this without ruining FPS, I know you can use world composition to load levels in.
Is this how you load in trees and stuff too? Like to have them offload when not near and then load in that "chunk" of the map as you get closer? still new to the map making part

wintry raptor
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Do we have a channel for perf stuff? I'm trying to solve some problems with my level eating up fps

torpid shadow
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I wanted them to completely offload when not within distance, I thought LODS just lowered the graphic quality

spare kernel
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@wintry raptor not really you can just ask here

wintry raptor
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So I'm looking at the GPU visualizer and it says ShadowDepths are taking 13ms to complete. The problem is these - which I assume are the entire scene somehow being split up. The map is 1 large landscape. I'm very new to lighting so I'm not clear on what exactly is going on. I have 2 directional lights in the scene (1 is from the parent level, and 1 is for this level that gets streamed in) so that's probably an issue, but is it possible there's something else? Both of the directional lights are marked as Stationary with default settings.

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I have a few hundred instanced foliage actors in the scene as well.

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I tried adding a cull distance volume in but it was acting very strange with the instanced foliage actors. Either culling them all or none.

drowsy snow
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@coral lotus and @devout whale , please post your questions right away. If you both only write a vague "Can someone help me?" and not write the question right away, people won't be able to respond, and it's not a good practice.

In the case of wrong channel, others will point you into the right one.

drowsy snow
# wintry raptor So I'm looking at the GPU visualizer and it says ShadowDepths are taking 13ms to...

Are both of your directional lights pointing downwards? In my case, I have 2 movable directional lights counteracting each other for day night cycle, and have no problems with the framerate. Both on persistent level, so the sublevels only have other type of lights. Maybe having two series of stationary light is the issue.

As for the foliage, my trick is to have split instanced foliage groups every few mยฒ or so. Instanced foliages are treated as one mesh instead of each tree being its own mesh entity, hence the behaviour with cull distance volume.

muted crater
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is there a way to change the editor cursor's color or something? i legitmiatly cannot see it on most of the test backgrounds.

drowsy snow
muted crater
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@drowsy snow Howdy, i mean the crosshair you use in the editor to click on stuff. it seems to usually be a kind of off-white but it's color seems to changed backed on what it's over? (like it turns red when it's over blue text, white on some grey, ect" but on alot of the starter template test map stuff it turns into this nearly invisible Grey-On-Grey

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now i admit my monitor is a bit butt, however it still seems like soemthing you'd be able to adjust, esp given that they went to the effort of including colorblind/visual imparement options in the editor itself.

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for now i've just had to change alot of the mats to see it properly. which i mean, does solve the problem i suppose, but i'm more curious than anything as again it seems like an odd oversight to not have that given that they PUT and clearly coded a unique and dyniamc cursor.

prime willow
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but you said i can use hair bones to simulate and cheese a groom like system

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would i use a bone per hair strand or a handful of bones in each area of the hair

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and lets say i have hats in my game would this method be a good idea for hats and hoodies ;-;

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oh i can setup the same kind of haircut and just switch it in back parts or top for when hats or hoodies are worn?

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i thought i could use physics or sumfin so hats just squish down the hair lol xD

drowsy snow
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Correct.

prime willow
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wait i can

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O.O

prime willow
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o-o

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so i need to setup alt haircuts for the same kind of hair for hoodie versions

drowsy snow
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In my case, I don't use hair strands. Sort of.

The strands aren't really strand, they're just thicc strands to represent anime hair.

prime willow
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o-o

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so thick meshes in a sense

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so setup haircut, than setup same haircut for each hat type or hoodie/etc and just swamp the hair mesh with hoods or hats of any kind of the similar kind are worn o-o

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and add bones on the wiggly parts i would presume

drowsy snow
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Because I'm having animation where the character wear their caps, I swap the hair mesh with the similar one, except the top part is thinner and the physics bone started much further from the root. Not that it started exactly on the root to begin with.

prime willow
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ah

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so extremely clever work O:

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hmmmmmm

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that makes alot of sense i guess

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so make hair mesh, and variations versions for masks, hats and hoods, put bones in chunks of it where they can move and arent constranded and slap on some smexy physics in engine? @drowsy snow

rapid linden
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Hey any tutorials for tipewritter trigerred by a trigger box?

prime willow
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tbh if thats how its setup its infinitely easier than i thought o-o;

drowsy snow
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Also, to save on nodes, I deployed a trick I learned when creating Million Live machinimas:
Parent your hair bone roots into one single "weightless" bone, attached to the head. This way, you only need one Anim Dynamics/Kawaii Physics to propagate the physics into the rest of the hair bone.

prime willow
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O.O

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oh thats super smorts

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can i also layer this with a swamp of scalp hair material

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so the models bald head changes to hair scalp material when switching to any haircut that isnt bald O:

drowsy snow
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Not only this save on nodes, but also you can apply the same exact anim post process BP into the other characters, seamlessly (as long as your hair bones are rooted to that dummy control bone)

prime willow
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O.O

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dang thats really good

drowsy snow
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Well, you can put hair scalp mesh below the thicc strands. It's what VRoid did with the models.

prime willow
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oh i created a material slot on the body

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wait

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i can just slap a scalp mesh under the hair

muted crater
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Is there any way to change the order of animations inside of a sequencer actor? they seem to just be placed in random heirarchy orders and i can work with their weights liek this but wow i want them actually ordered.

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am i just missing a button or something?

prime willow
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and just layer them like a sandwich

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dang thats really dumb smart

muted crater
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A screenshot of my issue, i'd like to reorder these, apologies for multi-messaging i can't edit the previous post with this screenie

old nimbus
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yoo I think I'm starting to get Unreal a bit

drowsy snow
prime willow
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;O;

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this is so much better than what i was going to do

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this is so good

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yay!

muted crater
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Okay the best i can seem to do is rename them to stuff like 1/2/3 and close/reopen it and it'll go in alphabetical order. which i guess works but again, that seems like an odd workaround for a MoveUp/Down button that i'd expect to be here :/

rapid linden
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I need help tho, how do I display text when I enter a trigger box?

drowsy snow
muted crater
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Fair enough, i assumed it was a generalized Unreal question given that it was more about a system function than a specific technique, but i might go do that.

primal tendon
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So I was trying Ball Rolling template, the ball rotates way too much for the acceleration it does, is it possible to make the rotations of ball less but yet keep the acceleration of the ball same?

drowsy snow
primal tendon
steel shell
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is it possible to automatically import LODs for a mesh, like mesh.fbx, mesh_LOD1.fbx etc?

devout whale
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Hello, how hard would it be to make a blueprint that controls ai with voice? Like a horror game and the ai will come to you when you talk through a mic or something similar to this.

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Please @ me if you respond ๐Ÿ™‚

drowsy snow
devout whale
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Ay thanks thanks. I'll try searching for a tutorial with some words like "auditory sensing" and stuff

odd fractal
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Hi

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My AI controller duplicates when I use SpawnDefaultController, how to get rid of this?

dense kayak
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hello guys
i always using unreal engine source from github master branch, but its been 18 days since last commit, my question is, am i limited and cant see the updates
or every body else is like me

drowsy snow
primal tendon
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I thought level bounds will also restrict player movement to be only inside the box, but I could go out of it... what to do so that I can make player only be inside a particular place and not go outside it

drowsy snow
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Level bounds only signify the bounding box of the entire level.

stuck scarab
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"Infinite Loop detected" doesnt always have to be actually infinite, is that correct?
I feel like if its just to much or too long to compute it gives you this error as well, am I right?

kindred laurel
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could someone help clean up my projectiles? theyre very large and clunky and will randomly fly different directions when it collides with anything like the floor, walls or other actors

tame marsh
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@stuck scarab I think it detects whether the engine is continuously repeating the same action with no discernible changes

royal stirrup
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Hey, guys! I have a problem, which happen repeatedly.. "Swarm is failed to kick off" when I trying to Build lighting. And it's usually one mesh in the scene, which by a some reason causing this problem. And I must find this mesh in pretty big scene ) So I select half of meshed, delete - check if it fixes the problem, if it does - delete other half from it etc... until I find one mesh ) but it's so annoying... why does this may happen? And there's a easier way to fix it?

proud dome
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How do i disable a turn animation thats meant for idle when im crouching?

drowsy snow
odd coral
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how do I get rid of these erroneous entries?
there is nothing I can do about them. not select, no rmb...

drowsy snow
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After almost 5 years of using UE, it's the first time I see this red Unreal dragon tooltip.

tame marsh
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Must be some kind of relic from the Unreal days

drowsy snow
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woven falcon
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quick question:
If i can override individual bones with new animations using "Layered blend per bone" like this

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then what is the point of making these montage animation slots?

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why do i need a montage animation slot that limits itself to upper body - if i can just override it using this node?

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these things

woven falcon
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oh right

odd coral
proud dome
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how do i disable crouching when player in air? atm i have this set up

drowsy snow
odd coral
prime willow
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and all i did was make copies of the folders that my textures are from

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is that a really bad call i should avoid or sumfin?

drowsy snow
prime willow
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models

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i made copies in the content folder and now the warning is popping up

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nothings changed in the actual editor or map ;-;

drowsy snow
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...what kind of warning? the Texture Pool Size thing?

prime willow
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yes ;-;

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will this cause issues when making my game

drowsy snow
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Not really. If it disappears after a while, it shouldn't be a problem.
It's just mean that the total size of textures loaded in VRAM in that moment exceeds certain limit, which is dependant on the hardware.

prime willow
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oh

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so this wont be an issue in gameplay or when making strides in my project o.o

drowsy snow
primal tendon
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After I scaled a ball to 2 physics stopped working on it (I'm trying the ball rolling template). I keep the ball at air it doesn't fall down at all. And also snap to ground (End button) doesn't work. Any idea why this is happening.

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Ok I tried again, it works for 1.77, but not any more than that

drowsy snow
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That's reassuring. Your texture stuff should be fine then

normal kraken
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Hello everyone! having some funky pixelated shadows everywhere, not sure what is causing it since the lightmap uvs and lightmap density is fine. I've been playing around with light/ shadow settings for some time but nothing seems to change. FYI the lights are static, thank you.

gray sage
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Have you guys tried out Metahuman?

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I got early access last night and i was messing with it and was just astonished, not only by how good it looked, but how easy it was to use.

spare kernel
gray sage
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I figured that was specifically for asking for help, not just talking about it

modest trench
prime willow
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probably texture breaking based on the animation?

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but i dont know lol

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the model might also be being stretched

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a tiny bit past its limit o-o

faint juniper
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@prime willow forgot to add - character is modular so body is a different SK from Legs

prime willow
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o-o

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than i am really confused lol

royal stirrup
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Guys, seems like I need to build UnrealLighmass to fix my problem. But I don't have a UE4.sln file. I have engine with sources installed..

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How can I do it?

proud dome
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How to set a delay when a player can press the same inmput key again?

faint juniper
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@proud dome I'm far from expert on this however what I would do is have some logic at the end of your KeyPress event. That will have a Bool that sets to True and a delay (time you want button to be deactivated) then Bool set to false once delay is over. Back on your KeyPress, Branch > Is Bool True or false, if true (do nothing or warn player that they cannot press again) IF false, allow to press

drowsy snow
upbeat tendon
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odd question, i am going to write a plugin, i think it might be useful for people so i thought eventually i would open source it, would it be better to create the plugin in a blank project?

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or does it not matter?

drowsy snow
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Doesn't really matter IMO
Plugins have their own base classes and stuff, and applicable to any projects.

upbeat tendon
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might be easier to add it to git from a blank project

faint juniper
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@drowsy snow I don't follow? modular characters are common practice and dont tend to have gaps

drowsy snow
ashen tundra
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hello everybody ๐Ÿ˜Š . Anyone can tell me please why my char is distorted like in a bad physic asset when used Set Master Pose Component ? Thanks in advance

warm hornet
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Anyone able to tell me why I am missing the 'New C++ Class' option when I right click in my Content Browser?

drowsy snow
drowsy snow
ashen tundra
# drowsy snow I assume it's a modular character set, but the bone orientations don't match up.

hmmm, in fact, actually it's for my custom character used on the ALS asset. One method is to use Set Master Pose instead of the long process of retargeting or the like. I tested on no less than ten characters from the marketplace, the method works perfectly. But on my character which comes from CC3, correctly scaled to epic skeleton, the set master poses distorts the character and the visual looks exactly like the distortion of the ragdoll of this character.

burnt lichen
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Hello, can I ask for a 5 minute conversation with an advanced UE programmer to clarify if an idea of a project I have is doable/ how hard to figure out with the knowledge I have of the engine? Due to the amount of context needed to understand my point I'd prefer in private msg. Thank you.

warm hornet
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@drowsy snow Thanks!! So is this a change in 4.26 or?

drowsy snow
echo phoenix
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hi all i have Two problem in my project if someone can help me it will be really cool

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The first is the artefact with the distance and antialiasing it cause lot of flickering

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and the second I made a Projector effect with a spot but when i'm far my vidรฉo projection disappear

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if someone can help me it will be really cooool

tired escarp
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Hi

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Humans of discord

drowsy snow
echo phoenix
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Thanks @drowsy snow

quaint snow
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i'd like to render my project in headless mode

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how could i do that?

hard quarry
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I have a audio component inside an actor.
I call it manually by blueprint , but I can only hear the sound, when it is set to looped.
Any ideas why?

mighty hearth
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I can't seem to find the official github project to download the Unreal Engine source from, is it down or something?

drowsy snow
mighty hearth
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what

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Ohhh I might not be signed in mb

drowsy snow
mighty hearth
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It says the account is connected

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Ah nvm

idle dragon
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Hey, is Delay in blueprint tied to deltatime by default? Meaning if there's a lower framerate it's still basically the same, or will I need to add more functionality on top of it to take into account framerates?

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this little bugger here

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no worries if no one knows, even the ue4 documentation cant clear this up

drowsy snow
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Delay is real time operation, not framerate dependant.
If you want to have framerate dependant delay, you could create your own countdown timer gate with Event Tick

obsidian nimbus
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its not frame accurate but framerate wont matter for a delay

quaint snow
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how can i run unreal editor with flags? i mean, where do i add the flags to run?

obsidian nimbus
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delay of 0 should be 1 frame tho

idle dragon
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damnit, that's what I was worried about

drowsy snow
quaint snow
plush yew
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hey guys i need some help, does anybody know how to make something happen at a specific time (for a live event)

quaint snow
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i'd like to run the editor with that flag -nullrhi but i don't know where to put it

idle dragon
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so I'm in a bit of a kerfuffle here

obsidian nimbus
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how accurate should it be?

idle dragon
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Eh, not really that accurate, but it would be nice i guess

obsidian nimbus
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1 tick on 4 sec is not much

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well i sure hope its not ๐Ÿ™‚

idle dragon
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I'm just paranoid that a low framerate will make a 4 second delay like 8 seconds or something

obsidian nimbus
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wont happen

idle dragon
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if it's just a >1 second difference I dont care

idle dragon
obsidian nimbus
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unless it takes 8 sec to render a frame

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but u should be more like 60 frames a sec

drowsy snow
idle dragon
#

What would the difference be if I theoretically went down to 10FPS for a few seconds?

#

for like a 4 second delay

obsidian nimbus
#

if its in the middle nothing

idle dragon
#

ok cool, thanks

#

I'll not give a shit about it for now haha

obsidian nimbus
#

u shouldnt

#

10 fps wil give a few ms discrepancy

#

in worst case

idle dragon
#

a few ms = broken game

#

/s

#

Nah thanks for assuring me though, it's nice not to worry about that shit now

#

However...

#

Does delay take into account pause screens?

obsidian nimbus
#

yea i think so

#

not 100% sure

idle dragon
#

I'll test it now, wish me luck

drowsy snow
idle dragon
#

UMG?

#

hmmm

obsidian nimbus
#

menu stuff

idle dragon
#

ah

drowsy snow
#

Unreal Motion Graphics

#

I was meant to say Widget BPs.

obsidian nimbus
#

umg can go all sorts of odd on ya ๐Ÿ˜›

idle dragon
#

I swear if you guys are wrong about this I'm calling you out in my credits when I release this game.

drowsy snow
#

As DISCORD BAIT-AND-SWITCHER please.

lusty crypt
#

I am going to take a class to learn unreal!

idle dragon
drowsy snow
#

I'd love to buy the physical hard cover print of the Groom asset white paper ๐Ÿ˜›

lusty crypt
#

Itโ€™s a complete beginner, I never did unreal

plush yew
#

is there a forum for people with null point exceptions? xD

#

i mean support

lusty crypt
#

Wdym

plush yew
#

i mean a stackoverflow for unreal

calm pollen
#

hey how would I make a timer that keeps counting down even when the app is closed? im trying to make a daily gidft sort of thing

lusty crypt
#

Donโ€™t understand

drowsy snow
plush yew
#

hmm, thx

#

is there a forum for forum support? XDD

drowsy snow
obsidian nimbus
#

stackoverflow is for unreal ๐Ÿ˜›

drowsy snow
calm pollen
drowsy snow
calm pollen
drowsy snow
#

Again, you should do the daily gift validation in server instead of client.
One can still tamper with the variable in memory (Cheat Engine stuff) and go through certain date in the future to collect the rewards

#

If you do all the time and validation in dedicated server, your daily gift program is less susceptible to tampering.

calm pollen
#

ok ill look into it for sure, thanks so much for your help ๐Ÿ˜„

#

@drowsy snow dont those servers cost money though?

drowsy snow
calm pollen
#

@drowsy snow one more thing, if I used the "GetTimeOfDay" node, that could be tampered with by changing the time on the player's device right?

drowsy snow
dusky folio
#

hello, i got problems with moving, rotating and scaling objects for ex: when i try move something the arrow will move but object not, any help please?

thorny coral
#

i have a problem, if i enter the first level here through the main menu, i cant move but if i open the first level through the content browser, i can move normally, what is going on?

ember shadow
#

Hey, i was wondering if anyone would help me with a simple BP pawn sensing problem ๐Ÿ™‚

idle dragon
#

@ember shadow whats the problem?

vernal matrix
#

What is the best way to make your third person character play a particle affect with a button press

young mirage
#

Any rumors or ETA on UE5?

idle dragon
#

@vernal matrix where is the particle effect happening?

#

is it a gun or just on the character?

#

Usually the easiest way is to "spawn emitter at location"; with the location usually being a socket on the character.

ember shadow
#

@idle dragon I sent you a DM

vernal matrix
#

So its a animal want like a cloud affect to play when button is pressed like to escape

modest agate
#

How can I make an object to be movable just by being hit by a bullet?
I mean, when the character touches it, the object must stay static, but when the bullet touches it, it must move.

vernal matrix
#

So it would come from its body since its a lizard

#

@idle dragon so just make a socket then do button press connect to spawn emitter and make a socket?

#

I was trying that last night didnt do the socket part

coral lotus
#

Hey, somewhat new to Unreal, having some problems w/ my PBR textures....I've got this sign, that I've imorted into UE4, which I textured in Substance painter...This is my texture set up

idle dragon
coral lotus
#

This is the texture set up

idle dragon
#

Event button press > spawn emitter at location > get socket location and add that to the location pin

coral lotus
#

However, it seems like the roughness map isn't working quite as it should, as in SP, this is how reflective it is

idle dragon
#

If you cant get socket location, attach a small invisible mesh component to the socket at get the location of that

idle dragon
#

And make sure your specify the emitter template

#

@thorny coral try posting a thread on the ue4 forums at reddit if no one answers here too dude.

#

just incase

thorny coral
#

alright

idle dragon
#

most of the audio is stuff i just don't need

quaint snow
#

can i take a screen shot of my game when i'm running it in off screen render mode?

inner vine
#

You could try using the highresscreenshot console command, but I'm not sure if it'll work

spare sun
#

what is more expensive - having skin and cloth in separate materials (so 2 drawcalls) OR making 1 material and just giving clothes 0 subsurf?

ember shadow
#

This all looks correct right?

quaint snow
#

the game is just basically running in background, then i want to take a screen shot of it

inner vine
#

Can you use the "execute console command" blueprint node?

wicked sparrow
#

Anyone aware of what was added to the Content Examples? Just noticed it needs an update.

#

(as of today)

odd fractal
idle dragon
#

@odd fractal Maybe a Do Once node somewhere? or implement a boolean branch check that turns off when it cycles once?

drowsy snow
young mirage
#

ๅพ…ใฃใฆใ„ใ‚‹

drowsy snow
lusty stratus
#

I might be interested in hiring a team to make a game for me, but i have no idea what a realistic pay is. Could someone give me an estimation in DM's?

#

Of what i should post for.

lavish forge
#

Is there a channel here in this server for tutorials online?

kindred viper
#

@lusty stratus That's an impossible question to answer. I'd break it down into what you need and ask in #career-chat perhaps. You will get so many variable answers based on all your variables that you won't get the same answer twice :/

quaint snow
#

i'm running my game in headless mode and its simply spending same amount of resources as if running in default mode

#

shouldn't it be spending less resources due to cutting rendering off?

kindred viper
#

depends on the game, what is doing the rendering and where the bottlenecks are.

quaint snow
kindred viper
#

is that an optimised scene? It never felt like it to me. But yeah... that does sound conspicuous

quaint snow
#

just running it as it is, haven't changed nothing tbh

#

if it was a more complex project, would rendering off screen make notable difference right?

rigid belfry
#

whats the latest version that still supports html5 packaging? 4.23?

kindred viper
#

@quaint snow yeah because logic still flows and memory access/processing is still occurring. I'm not sure but perhaps some scenes have a requirement based on it actually rendering something too. I can't say for sure.

#

@rigid belfry I believe so. But that barely supports it which is why it's a community project now ๐Ÿ™‚

rigid belfry
#

does the github repository have more features compared to unreal's? i wonder ๐Ÿค”

plush yew
#

Hi all, quick question regarding materials. Would anyone know why my materials look weird in UE compared to Substance Painter?

#

I have albedo, metallic, normal and roughness maps. I pluged them all into a new UE material, but didn't change anything else. Am I missing some settings somewhere ?

#

As you can see the metal on the plane looks almost wet!

kindred viper
#

@rigid belfry I'd honestly use the community HTML5 setup if I were to use it these days. Or... just make a game in HTML5. ๐Ÿ˜„

#

@plush yew plug a value into Specularity and drop it to 0

warm knot
#

Anyone know why this is happening after building my scene? It was fine before i did a production build and now all of a sudden this has happened, uv's are fine and lightmap is all green on quality. any help would be much appreciated!

kindred viper
#

looks like messed up UVs. Perhaps it never had a lightmap channel when imported.

#

it tends to use channel 1 for lightmaps where the original uv would be on 0

#

just a guess

warm knot
#

I have set up lightmaps for the mesh and set the engine to look at the right channel, like i mentioned it was fine when i built on high but it has only happened since doing a production build :/

plush yew
robust marten
#

Super noob question but how would I properly cast to a widget to get a variable from it?

kindred viper
#

yeah thats what I meant. It should have killed the wet look

#

@robust marten first you need a reference to a widget instance. Then you cast it to the type of widget that has the variable in it. If it succeeds then you can get access to the variable.

warm knot
plush yew
#

Hello

steel crest
#

Sorry to bother you guys, looking for advice on issues importing mixamo anims to use in advanced loco system, where is best to ask? new to discord and ue4 i dont want to be spamming wrong places

plush yew
#

What specs do you use for unreal? Im planning to buy a machine.

obsidian nimbus
#

get all widgets of class and get 0 is prolly gunna work if there is only 1, but there is prolly a better way

robust marten
plush yew
#

Thanks

rigid belfry
#

you already have a reference when you are creating it

obsidian nimbus
#

yea u can prolly get a ref when u create it, and than cast to whatever owns it

warm knot
# plush yew Ah I also tried it but still nothing ๐Ÿ˜ฆ

try set it to .5 ? It's what I tend to do also you have a sphere capture in the scene? for the metallic? also when texturing in painter it isn't exactly the same as UE4 , Try this for when your texturing in substance for UE4 https://www.youtube.com/watch?v=Yu8wR4df0IE

In this video we will be taking a look at how to use the ACES lut to get a better color match between Substance Painter and UE4. A lot of people have asked me why their textures don't look the same between programs, and this is why, along with how to fix it!

The default linear-space viewport in Substance Painter is very washed out, and has clip...

โ–ถ Play video
kindred viper
#

yeah you can store that @rigid belfry but sometimes you want to store them as the base Widget class and cast. So it's a good habit to know

#

@robust marten I highly recommend this video. It will turn you into a blueprint god in 2 hours ๐Ÿ˜„ https://www.youtube.com/watch?v=EM_HYqQdToE

Announce Post: https://forums.unrealengine.com/showthread.php?101051

This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'll take a look at the different ways to make Blueprints talk to one an...

โ–ถ Play video
robust marten
rigid belfry
#

and you now have a reference to the widget

steel crest
#

sorry, is there an animation import/retargeting place i can get some advice?Never used discord

kindred viper
plush yew
steel crest
#

thanks marc, tried there but not very busy, hopefully get replies soon, appreciate it

robust marten
kindred viper
#

yeah some channels are kinda dead

#

@robust marten the video I posted will clear up all issues you have. I don't highly recommend many videos but that one... it's golden.

warped wasp
#

How to use hdri, sir

pure path
#

How do I set up a system so I can essentially "paint on" textures to the landscape? (I am very new to Unreal Engine)

warm knot
# pure path How do I set up a system so I can essentially "paint on" textures to the landsca...

Download it here. IMPORTANT: use code "UNREAL5" at checkout to make it FREE!
https://gumroad.com/unrealsensei#gubEb

Checkout the tutorial on how to use this material:
https://youtu.be/3hmRN8bXMM0

Signup for the Unreal Sensei NewsLetter for UE5 News and exclusive tutorials:
http://unrealsensei.com/signup

Hopefully in the next week this landsca...

โ–ถ Play video
pure path
#

Dang that's awsome, thanks!

autumn grail
#

Is it possible to set master pose component on child actors containing skeletal meshes

#

it looks like the skel meshes dont move with the anim BP of the character

#

they are armor pieces

upbeat tendon
#

i am trying to setup FileLogging Analytics, I created an actor and tried to write an event, this doesn't seem to have worked as no json file was written, does the session start up have to be called somewhere other than an actor

#

oh i fixed it ๐Ÿ™‚

ionic oxide
#

When working on a project, do you write your own movement component or just adapt the CMC to your needs?

exotic thicket
#

CMC is extremely powerful so if you can adapt it, it makes sense to use it

#

but it can be pretty tricky to customize depending on what you need

kind dew
#

how would one go about making a vehicle with different "modules" (engine, wheels, transmission, etc) that could be upgraded that would effect the stats of the vehicle?

#

would it be a vehicle blueprints with child actor blueprints for each module?

exotic thicket
#

It kinda depends on exactly how you'd wanna make it work

#

The simplest possible way would probably just be to have separate static meshes per each component which you swap out based on which modules is attached

woven falcon
#

i already have like a list of 20 variables in my blueprint, and i don't wanna use up a bunch of booleans that are only ever gonna be used once

modern root
timid gust
#

check the events in project settings

#

input action events

woven falcon
#

you mean like that?

#

I thought this was a list of OR

#

not AND

#

now i can either press W, or Shift

timid gust
#

checkbox on the right

woven falcon
#

oh lol

timid gust
#

select shift

woven falcon
#

i'm blind

#

lmao

timid gust
#

xd

woven falcon
#

thanks

pastel ginkgo
analog spindle
#

Hey folks does anyone get an issue with editor windows opening up to be completely black, not opening or opening to show the window behind them and then fixes itself with an editor restart? It usually starts after 10/20 minutes with the editor open

gleaming lagoon
#

Coming from a Unity background experience (Roughly 6 yearsish), does Unreal support prefabs instances of model and meshes?

south ridge
pastel ginkgo
south ridge
#

Check the scaling settings and such

#

So it isn't slashing your output resolution in half

pastel ginkgo
deep pond
#

Alright, and hi everyone! Sorry about asking it here, but there is no sub-sections related to this... Has anyone had any problems with the APK uploaded via OneDrive, changing it's hash apparently in some time, so i'm getting this error (please do not mind the APK's build name, it's for some testing purposes): https://i.gyazo.com/9d910c5eddce9e858002a6eca66d0297.png

timber birch
#

Hmm no probably not, its pretty low actually

#
r.TemporalAACatmullRom=1
r.TemporalAA.Upsampling=False
r.Tonemapper.Sharpen=0.5```
steel crest
#

wheres best to ask about blendspaces, using als?

deep pond
#

@steel crest Sorry...

steel crest
deep pond
# steel crest what for

For saying there is a tab on the left side, with some sub-sections, and the one of them is starting with "A" - Animation

steel crest
plush yew
#

I don't really know where to ask but how would I get a widget with different text and image each time to appear at random

tall kiln
#

Does anyone know of a good place to look for tutorials on making Unreal Engine lighting similar to whats found in the World of Warcraft Engine?

warm delta
#

Hello, I have theoretical question, if I model famous actor, lets say Henry Cavill, he can sue me right? and if I change his hair to long white and make him look like his Witcher character, now The Witcher owners can sue me? but not Henry?

tall kiln
#

only if you sell it.

#

usually based on intent. Do you intend to make money off it? then yes. If its a portfolio piece that you are simply studying your skills then no. Otherwise the world would be sued over everything.

warm delta
#

if I want to sell it and I model him as one of his characters he cant sue me?

tall kiln
#

he cant technically because he doesnt own that character, the franchise or parent studio owns it. And you dont want studios coming after you.

warm delta
#

I thought so...

deep pond
# warm delta I thought so...

You probably do not want to mess with the court and the law, even at that part of it that is inclining to some property owner, and who can and willing to defend their right against some others

warm delta
#

off course I don't, just wanted to know how it works...

deep pond
somber rover
#

Quick question, bought a char off marketplace, it's rigged to UE mannequin with a few extra facial bones. When I retarget it to the UE skeleton then click on the mesh it says "such and such bones are required, add them now?" so I click on OK and everything works fine. But it breaks the AI characters because they are using the UE skeleton, so when I click on the AI meshes it says "Such and such bones are missing, add them now?" so I click on OK and the AI works but it breaks the player char again.

Can I just duplicate the UE skeleton and have each one use a diff UE skeleton?

vast pawn
#

Is there a way in UE4 where I open my own project and start off editing on the level I am currently working at instead of the default one?

somber rover
#

Change editor startup map

vast pawn
#

got it thanx

next dome
#

hi guys, when i disable ray traced shadows inside a point light, my fps goes from 8-9 down to 1 fps and its super laggy, any idea why is that? should it not be the other way around? since disabling ray traced shadows should increase performance, not decrease

steel crest
#

Anyone want to help a brother out with a blendspace that works in preview and not in game, followed guide to a T and nothing, need a keener eye than mine to know whats wrong

#

And it turns out the blendspace is fine, but it only activates after right click for the slightly zoomed camera...wtf

idle dragon
#

Question, was Niagara supposed to be some sort of replacement for the original particle effect creation system in UE4?

warm delta
#

The Niagara VFX System is one of two tools you can use to create and adjust visual effects (VFX) inside Unreal Engine 4 (UE4). Before Niagara, the primary way to create and edit visual effects in UE4 was to use Cascade. While Niagara has many of the same of particle manipulation methods that Cascade offers, the way you interact and build visual effects with Niagara is vastly different.

#

from docs

idle dragon
#

ah, thanks

olive ginkgo
#

can i use a psd file with visual scripting and create nodes for seperate layers?

#

like if I make a mockup of my UI in photoshop, can I then use that mockup to assign code or something to each photoshop layer

drowsy snow
worn granite
#

And if it doesn't work you could, in theory, make what you want

#

not in visual script though

#

since you'd be building out everything

olive ginkgo
#

i havent done much c++ or other stuff mainly just visual scripting, but in theory wouldn't that be an easy way of coding seperate elements?

olive ginkgo
worn granite
#

"easy"?

#

Depending on what you mean, probably not

#

are you saying you'd do nodework in photoshop? hide layers to remove the logic?

#

That's not easy at all, it would be easier to just do a layers feature in the engine

#

If you mean you change the psd and it auto imports and maybe you can create types of widget classes and associate it with layers (by name) - yeah you can set that up

#

it's harder than you're thinking, but it would make sense if your game has lots of UI

tardy basin
#

Have any if you guys made first person shooters before
And if so, have you made any scripts/blueprints for picking up guns off the ground

charred plume
#

Hi, I have question. I imported this month free market place asset "Low Poly Cat" into my project but they are not smooth shaded. Is there option in UE to enable smooth shading?

olive ginkgo
worn granite
#

that plugin is the closest thing then, ue doesn't do psd natively

olive ginkgo
#

do you know if youd be able to do something with that plugin that is similar to this fake code?

        show layer 1
    if pet = tier_2 
        show layer 2
    if pet = tier_3 
        show layer 3
  else idk how to code lol

so based off which tier the pet is, i can turn on/off layers in the photoshop file which then update in game?

worn wasp
#

How to make a vehicle drive itself from point A to B?

#

Luckily the road is straight so i dont think using splines is necessary.

#

But if still it is, please tell me how to. Thanks in advance!

quiet token
#

@olive ginkgo an array of Layers, then if pet is tier0 u just get array index0, and it will be layer1.
only 2 lines of code no matter how many layers or tiers

#

Layer* someLayer = ArrayOfLayers.IsValidIndex(PetTeir) ? ArrayOfLayers[PetTier] : nullptr; or somethin idk

olive ginkgo
#

Iโ€™ll look into that ty ๐Ÿ™‚

#

Arrays is something I can kinda do

pastel ginkgo
outer cosmos
#

how should i prepare wall this big for ue4

vital dagger
#

Please give me details about how to attach mobile touch input in UE4 PC project? Like fire, crouch,prone, inventory...etc buttons??? Please give me details and blueprints

upbeat tendon
#

I remember years ago the old ue4 wiki had a great page on how to write a tcp client in c++ written by someone called Rama, what happened to the wiki it seems to have gone

royal stirrup
#

Guys, does anyone have a problem with "Swarm is failed to kick off."? I tried all possible solutions I found at google, but nothing helps... I build engine from sources, rebuild lightmass, cleared lightmass cache - nothing works out for me.

violet goblet
#

what happend to my content browser??

plush yew
#

Not quite sure what the libary are trying to tell me here. Any ideas?

regal mulch
violet goblet
#

thanks, i closed the content broweser and opend it up again, seemed to work

regal mulch
plush yew
regal mulch
#

Hm, does it say anything if you hover the dot?

plush yew
#

I didn't know you could that. It said Update available. but then i clicked the dot and it disappeared. thanks

amber shuttle
#

how do i decide minimum and recommended system requirements for my game?

plush yew
blazing dock
#

I dont know if I should ask this here but.. I play a video on the loading screen of my game, but, before the video starts, the background stays black for like half a second. What can be causing this issue? Is the video taking a little longer to load ?

steel shell
#

how do i import a lods texture automatically?

#

i have mesh_LOD1.fbx with mesh_LOD1_u1_v1.png

#

if i import mesh_LOD0.fbx with auto lod import, it imports all lod meshes correctly but assigns only the lod0 texture to all lods

plush yew
#

Hi guys, not sure if it's the right channel, but anyways i hope u can help me.
I'm currently working with RoadRunner and trying to import OpenDrive and .fbx files to Unreal.
Anytime I'm trying to import, i get the following Error. Can't find any helpful infos.
Would it help to reinstall? Or any other suggestions? Thx anyways. (working on Ubuntu)

tame marsh
# upbeat tendon I remember years ago the old ue4 wiki had a great page on how to write a tcp cli...

UE4 Wiki is now offline, but some resources have been migrated to a community led website. I thinky ou might be referring to this? https://ue4community.wiki/legacy/tcp-socket-listener-receive-binary-data-from-an-ip/port-into-ue4-(full-code-sample)-1eefbvdk

#

Also man, Rama, I don't know who they are but they were a shining beacon in my early days of UE4 development

plush yew
#

Does anyone knows a way to detect what CPU a player is using to be able to set personalized auto-performance settings ?

weary basalt
# plush yew Does anyone knows a way to detect what CPU a player is using to be able to set p...
    FString OSSubversion = FString();
    FPlatformMisc::GetOSVersions(OSVersion, OSSubversion);

    const FString OperatingSystemBitsize = FPlatformMisc::Is64bitOperatingSystem() ? "64-bit" : "32-bit";
    const FString OperatingSystemVersion = OSVersion + "(" + OperatingSystemBitsize + ")";

    const FString CPUBrand = FPlatformMisc::GetCPUBrand();
    const FString CPUChipset = FPlatformMisc::GetCPUChipset();
    const FString CPUVendor = FPlatformMisc::GetCPUVendor();
    const FString CPUCores = FString::FromInt(FPlatformMisc::NumberOfCores());

    const FString GPUBrand = FPlatformMisc::GetPrimaryGPUBrand();
    const FString GPUDriverInfo = GRHIAdapterUserDriverVersion;

    const FString Memory = FString::FromInt(FPlatformMemory::GetPhysicalGBRam());

    const FString DefaultLanguage = FPlatformMisc::GetDefaultLanguage();
#

Not sure if device info is accessible in Blueprint.

plush yew
#

I never touched C++ but I guess this was just a matter of time until I had to get my hands dirty

#

thank you for that

fallen flower
#

Who's messed around with Speech Binding? It can understand 'one' and 'jump', but not 'two', 'three', etc.

#

anyone have a better experience

#

?

neon bough
#

what's the main influence for memory usage in light baking?

#

currently when baking my map, it's using ~100gb of memory, and i would like to cut that down

viral carbon
#

is anyone familiar with this issue? my game works in editor but not packaged

valid sun
#

can you add fpsk for free next month

fierce summit
#

Hi there, i did not found a way to modify the axis around which the "Swing limits" in a constraints for a physics asset are limited. Can anyone help please?

fair turret
#

Hey, could someone comment on which perspective is better for an Indie platformer + fighting + story based game?
Third person or top down?

#

I'm personally biased towards top-down as I think it could help in reducing effort

serene drift
#

top down will help reduce the workload

fair turret
#

Could you please elaborate? So that I can give a more convincing answer to my team members?

serene drift
#

top down focuses the camera without any rotation, you don't need to show the horizon, you don't need to think about draw distances, etc.

#

models can be simpler/arcadeyer because you can't see the models up close anyway.

#

combat and interactions will be simpler to make too.

#

because you just need to think of less stuff in general

#

compare snes zelda to zelda breath of the wild. besides the graphics being nicer, there's so much more required to make that game feel complete.

fair turret
#

Please carry on, I'm finding lots of great words coinciding for what my trail of thought was

#

Or well, if that's all. Thanks a lot

#

๐Ÿ˜

serene drift
#

that's all, haha ๐Ÿ™‚

fair turret
#

Ty

#

Would anyone else also like to give an opinion? I'd appreciate more feedback

exotic otter
#

hi maybe someone can help me. When rendering a viewfamily given a canvas and viewFamily, the rendertarget I render to has full white in A. while I only want objects that are actually in the scene being rendered white, the rest needs to be translucent

finite lark
#

Im trying to make a Lock On System.
Want to spawn an area around the character that return an array with all the AI inside but it doesn't work

#

who can help me out?

grim ore
#

well what are you using to do that?

finite lark
#

im spawning an actor ( a sphere ) infront of the character that returns all the overlapping elements

#

so im not sure if "being overlapped " it's correct or not

grim ore
#

that would work, sphere overlap actors is another option instead of spawning a sphere

#

should be the same result depending on your settings

neon bough
#

do you spawn the sphere in a place where it overlaps already with the actor? because, if im not wrong, it wont list the actor then

finite lark
#

like this one ? Im confused. because previously it wasn't working

finite lark
#

the character spawn the sphere infront of him self and then i want it to return an array with all the AI inside, getting the closer one in order to lock on into it

grim ore
#

if you use the sphere overlap actors node you dont have to use another component

finite lark
#

But if the sphere spawn overlapping aleready an actor it doesn't return it

neon bough
#

what could i do to reduce memory usage for lightmap baking?

grim ore
#

lower lightmap resolution, lower the amount of stuff being baked

neon bough
#

well... is there any way to break the baking into chunks?

grim ore
#

using lightmass volumes might help, otherwise using different levels but then they wont blend together well

neon bough
#

hm, it's a small city environment with currently ~4k objects, already using lightmass importance volume to limit it to the main area

pine glade
#

Hey I have a question. I was making a game on my old laptop but by the time I got a new PC so I saved my work on USB and now I dont know how to transfer my project to unreal Engine can anyone help me please?

plush yew
#

hi

neon bough
#

guess i'll have to deal with it and might have to upgrade my pc soon or later ๐Ÿ˜ญ

neon bough
tough pagoda
#

How to lock camera rotation?

pine glade
#

And I cant find my .uproject either

neon bough
#

what kind of errors? the uproject file is in the project directory

plush yew
#

@tough pagoda UseControllerRotationYaw and Pitch

#

or setup in camera options

pine glade
grim ore
#

@finite lark so this is agiant mess of code but....

neon bough
#

well, the important ones are Content, Source, Config and your uproject file, the build folder isn't necessary

#

it would rebuild the stuff in there

pine glade
#

And do you know where can I find my .uproject?

neon bough
#

in your project directory

pine glade
#

I just dont see it only .exe file of that game

neon bough
#

maybe on windows it wont show the extension if it gets linked to unreal

finite lark
#

it seems it's harder than what i thought

#

lol

grim ore
#

did you copy the built version of the project or the actual project? if you have an .exe its not the source files @pine glade

grim ore
#

show the folder contents?

finite lark
#

it keep spawning in the same point somehow

grim ore
#

your trying to spawn it in front of you?

finite lark
#

infront of the camera

pine glade
grim ore
#

get your location, get a forward vector of it, multiply the forward vectory by a float, then you have your forward location

golden fossil
#

Hello I am making a game and i want that users can add there own character in my game. so can anyone tell how can i do that

grim ore
#

@pine glade the .uproject would be there, you didnt copy it

neon bough
finite lark
#

isn't this what i have done?

grim ore
#

@finite lark no your getting the values and doing math on them which is bad

pine glade
plush yew
#

Maybe someday, but i dunno how much hdd space it will take from everyone

grim ore
#

this gives you a location 1000 units forward of the camera

finite lark
#

ok ty mathew โค๏ธ

#

i apprectiate it alot

neon bough
#

@pine glade i would just copy it again, on the other hand you can probably just create a new project and copy all that stuff into the new projects directory

golden fossil
#

its already there in one game vr-chat that available on steam for free and users can add there custom characters on it

neon bough
#

you would just have to reenable all plugins which you enabled additional before

pine glade
grim ore
#

@finite lark your might end up with an issue since the camera is behind the player so you might need to make the Z fixed forward

pine glade
#

Ok but ty for help guys

grim ore
#

even if unreal is not on the laptop if the project is still there you are fine, otherwise make a new .uproject file

plush yew
#

once i tried to compile some cool Niagara fx, but failed. it works while debugging, but does not works in release build

neon bough
steel shell
#

can i automatically import textures for lods of my mesh?

cerulean geyser
#

is it possible to call a function by name?

#

(im using data tables)

neon bough
#

yes with cheating, but why would you want to do it in the first place?

#

but in 99,9% of cases there's a better solution, e.g.: interfaces

cerulean geyser
#

ummm

#

so here's what im doing

#

im doing data tables for a dialogue system

#

and i want in some cases

#

call a function from some other object

#

from the dialogues

neon bough
#

yea i see, as you can't store a function reference in the data table.... idk what to do in such case, but i'm also interested in a good solution ๐Ÿ˜„

cerulean geyser
#

yeah

#

so i was thinking about putting function name in the table

#

and then cast it to some "function actor" or something

#

in the world

#

that has all the functions

#

or events i guess

#

that could potentially work too

neon bough
#

what you could do is implement an DialogueAction method in your objects, which takes an UObject as parameter

#

that gives you the ability to store pretty much anything as payload

cerulean geyser
#

sorry i didn understand that last thinbg.whats a dialogue action? ..

neon bough
#

a random function name that i made up

#

a function you create which takes an uobject as parameter, then you store the uobject in the data table

#

and keep the function name the same for anything

#

and handle the uobject payload in your actors/whatever to consider what to do with the data

cerulean geyser
#

im not a programmer ^_^<;; not entirely sure what you mean

neon bough
#

which part is unclear?

grim ore
#

the easiest way to do this, which is stupid but again easiest, is to have a function ID# that is in your data table. then you have a master function/event/blueprint somewhere that takes in that # then does the event based on that number that is passed in. You could use function names as well but numbers are smaller lol

proven mauve
#

Hey slackers! Can anybody share the format for launching UE4 with map inside plugin?

#

The example commands I can find are C:\UE4\Engine\Binaries\Win64\UE4Editor.exe C:\MyUE4Project\MyUE4Project.uproject /Game/MyMaps/TestMap01

cerulean geyser
proven mauve
#

This seems like its only valid for things in the Content directory. What about UMAPS in plugins?

cerulean geyser
#

what about this?

#

i mean oops

grim ore
#

thats what Ben meant by cheating

cerulean geyser
#

yeah

#

i think this could work

neon bough
#

yea it could, but it could also lead to unexpected behavior

plush yew
#

so you can't for example remove this task

neon bough
#

as the function is executed within the next tick and not within the actual execution stack (if im not wrong)

neon bough
plush yew
#

hmm

cerulean geyser
#

should i put some number in the timer?

#

i only want to call a function once

#

or event

plush yew
#

what you are actually trying to do?

cerulean geyser
#

dialogue system that can send events/functions

neon bough
#

no, 0 is correct

cerulean geyser
#

like in this line of dialogue, shake camera, or open door

#

,or give item

grim ore
#

0 generally indicates next frame so I think Ben is correct on that possible issue. the alternative is to call it with a unique name/id and use something like a switch on int/string and then call the function from there

plush yew
#

you mean creating array

#

user index

cerulean geyser
#

imm gonna try it like this and see if i run into problems. But thank you so much you guys been very helpful ๐Ÿ™‚

grim ore
cerulean geyser
#

oh interasting

grim ore
#

something like that and you just have the Int as a field in your DT

#

could even use switch on string if you wanted it to be more verbose

neon bough
#

the advanced version of that would be the UObject solution ๐Ÿ˜›

grim ore
#

yeah this like i said was easiest but... man it can get ugly

#

but if you dont need a ton why not

cerulean geyser
#

whats an uobject solution?

neon bough
#

which let's you pretty much pass anything you want, specially if you want to pass items around you will realize that you need item references

hard zinc
#

Hi guys, don't know where to ask this, but cant see any proper section

#

Is there a way to export and bulk edit Texts (along with keys, namespaces and contents) from localization dashboard, modify it and then easily import back without need to regather the text from the game (which would effectively prevent me from using my modified values from exported file anyway)?

neon bough
#

the uobject solution isn't nice either, as it involves try's of casting to the correct object or switch on the class type

#

so it can get messy

hard zinc
#

or should I just do the work, redirect everything to a string table and then it's my only option to have some kind of order and custom keys without need to going through every single asset and setting it by hand in all the Text variables?

neon bough
cerulean geyser
#

this is something ill have a ton of(dialogue/text

#

i think data tables would be good ๐Ÿ˜„

#

oh man this gonna be a ton of ๐Ÿ˜„ now i need to make tables for animation to play on each character and for them to look at the speakr.. .actually that one might be easy...maybe ill just have an actual character reference in the table and everyone looks at that character

neon bough
#

how do you fill the data table with the dialogues? just by hand?

#

i'm also looking forward to add a dialogue system to my game, but i would rather like to have a node based environment to create the dialogues, to keep track of where stuff branches

plush yew
#

takes too much time...

#

creating rpg game alone is kinda hell

neon bough
#

indeed

hard zinc
neon bough
#

so i waited 4 hours for this... LightingResults: Error: Import Volumetric Lightmap failed: Expected 256 tasks, only 0 were reported as completed from Swarm -.-

#

no error in the output log tho

fierce summit
#

Hello,
I'd like to make it so my character cant glitch into walls while prone, i've seen people juste reduce the size of the RootComponent capsule so the character can go under stuff in prone mode but that makes it so the head and the legs are not in the capsule anymore and they can glitch into walls. If possible i'd like to detect and prevent that and i dont really know where to start, any help is welcome

thick prawn
#

Hello,

#

I have a problem with 2D template from the engine and its game mode.
I'm trying to make an entry map which is the menu selector for starting game.
But it always spawns default pawn, and I don't have any idea of how not spawn it.
Because if I select none for default and i try to load it in the next map, camera goes so crazy and i can't play in 2, like it rotates 90ยบ.
Any idea of what can I do?

Thank you so much ^^

grim ore
#

are you using the same game mode for both maps?

thick prawn
#

Yeah

grim ore
#

so

#

lets fix that ๐Ÿ™‚

#

project settings -> default game mode is the default.

#

world settings for each map -> override game mode

#

create a new game mode that has no pawn and use that for the game mode for your main menu map

thick prawn
#

Hmmm, I tried something like that also, lemme try it exactly as you told me, thanks ^^

#

Omg, it works like a charm, thank you so much! I was totally messing around these days because I've never had to edit this
Thank you โค๏ธ

finite lark
#

Following a tutorial on the lock on system ( as it turned out the initial idea with the spawning sphere would have lead to numerous problem ).
The tutorial guy basically

  1. Create an AI
  2. Gives a BPI to the AI
  3. It gives to the AI_BP this function that should calculate the distance to the player.

Now quite easily it take both locations of the player and the ai.
But why it creates an array?

grim ore
#

the actors to ignore? or the object types?

random slate
#

Hey everyone , I have one question.... I installed UE 4.26.2 in my Mac with Big sur OS and it gives me a red blue default screen which I can't change back to normal, however this problem doesn't occur on UE4.24.3 version. I wanna to try Meta Human which is only on the latest version, does anyone know how to fix this blue red lighting.

finite lark
#

it's basically tracking what ?

grim ore
#

the collision settings basically on which objects you want to overlap with

#

@random slate try switching to metal for the shader preview type

finite lark
#

so for each target (pawn) it stores it in an array, check the array of target to ignore and give the output

#

is it right or am i dumb ?

grim ore
#

that nodes does a line trace, part of its setup is deciding which items it should interact with

#

the object responses are those settings

#

so you might want to say make a new object response channel for just enemies and then only trace for enemies

#

or maybe you need to see any walls that are not movable, you might be worldstatic

finite lark
#

gotcha

grim ore
#

usually you would do the former, custom object channels to make tracing easier

finite lark
#

so basically ALL AI will track different thing

#

isn't it easier to make the player track the enmies instead ?

grim ore
#

well that setup above, when that trace runs, says "hey I want to trace against anything that is a pawn and I want to ignore myself in that check"

#

so it would probably find other AI and the player

finite lark
#

As a noob the first thing that comes to my mind is the fact that it's an enormous quantity of calculus

#

rather than let the player costantly track the ai

#

rather then all the ai tracking everything

grim ore
#

well what is the goal of the above?

finite lark
#

creating a lock on system

#

so the player knows what's the nearest enemy

grim ore
#

yeah thats for the AI to lock onto the player

#

thats why that code was written like that

finite lark
#

oh.. im dumb then

grim ore
#

the start is the actor (the ai), the end is the players location, then it says get any pawns in this trace, then it says also ignore me in that trace. my thought is its looking to see if any other enemies are in the way

finite lark
#

hmm however here it's showing the player locking on

grim ore
#

you might have similar code for the Player sure

finite lark
#

so, it's better to have this function into the player

grim ore
#

well that code wont lock onto the enemy, its for the ai -> player

#

you would adjust it if you want it in the player

finite lark
#

yhe i'll try

#

thanks

grim ore
#

actually, I take it back

#

no I dont lol

#

i thought maybe it was doing a reverse from the enemy to the player for locking onto the enemy

#

but that would be weird

finite lark
#

hmm actually i think to have got what he meant

#

he creates a function from the ai that track the line trace once in the radius of the player

grim ore
#

I know when I did something like this it wasnt very hard. If I hit the "lock on" button, I would line trace forward, see if i hit an AI, set that as my "lock on target", then in the tick if I was "locked on" I would turn to face the "lock on target"

finite lark
#

so they send it only when the AI are in the radius

grim ore
#

that seems like yeah if the AI is near the player it locks onto the player (the code you pasted)

finite lark
#

nice, sorry for the mess

#

still trying to learn

grim ore
#

hey you are learning, thats a plus ๐Ÿ™‚

cloud juniper
#

Looking for experienced people to help with a mobile game

grim ore
plush yew
#

When I import an object, it breaks into a lot of pieces. Is there any way can I import it as a single object mesh?

fierce summit
#

yeah you can fuse them together in blender

narrow mauve
#

I'm in dire need of hiring a studio that does networking/dedicated server stuff..I can't find ANYTHING

#

everywhere it's just 3d modeling, characters, levels...wheres all the networking guys??

plush yew
cloud juniper
plush yew
#

Ok I will

naive dune
#

oh wow, didn't know THE MatthewW is here

grim ore
#

is live link enabled in the project?

deep viper
#

Can PointLight component nested inside an Actor only be Movable? Or can I make them static lights if I don't have the intention of moving the actor at runtime?

grim ore
#

It seems like you can make them static, it will change the mobility of the parent

deep viper
#

Thanks Mathew.
Turns out I was inheriting from a parent blueprint with Movable root component. I set that root of the parent BP to static and now I change my PointLight mobility ๐Ÿ‘

grim ore
#

yay

naive dune
#

Hi @grim ore , yes it is

grim ore
#

go back into your iphone app, remove the .1 target (just leave the .13), and remove the port (leave it at default)

#

should just show a target of 192.168.1.13

naive dune
#

ok will try now n see if it works!

grim ore
#

well do that, then shut down the app and start it back up

#

make sure the app shows your face and the green icon on the bottom right, when that happens it should broadcast to the editor and the live link window should show it as a source and subject

#

if it doesnt then its your machine not taking the broadcast

naive dune
#

So i've done as you said, but unfortunately still does not work ๐Ÿ˜ฆ

#

removed the .1 target so there is only 1 target left

#

The icon is also green at the bottom right, i show the preview mesh as well so it is detecting my face

grim ore
#

yep so then its broadcasting to that machine (the 192.168.1.13)

#

I would make sure you shut down the editor and the app on the phone and then start them both up now that you have the right settings if you havent

#

sometimes it doesnt reconnect to the editor

#

I can say I have mine set up like that, just tested, and nothing is open in the router and nothing special in windows firewall other than the normal letting ue4editor through

naive dune
#

Yeahh...i opened the app and project anew but still the same ๐Ÿ˜”

grim ore
#

its something on your machine or router then

#

router should just let stuff thru, your machine if firewall is off shouldnt be blocking it

naive dune
#

hmmm yea it's strange

#

I tried using different internet source as well, like hotspot on my phone..which gives me a different ip address but even that doesn't work

grim ore
#

I know you did it in command line, but is it showing 192.168.1.13 in networking setting as well?

#

I think it has to be on the same network so it makes sense it wouldnt work

naive dune
#

yes, shows up as the same

grim ore
#

also its sorta silly but if you have seperate SSID's are they both on the same?

naive dune
#

Don't think I have seperate SSIDs..not sure what that is tbh...but its showing the network name I am connected to on my computer

#

and connecting to same network on phone..

grim ore
#

yep the network name, mine is DeathnetWork5 for example but I also have DeathnetWork

#

do you happen to have another pc you could test with? if not ugh. If I ran into this I would see about forwarding 1111 to the pc in the router and just double check to make sure windows firewall is off

#

and its silly but if you have a 3rd party anti virus it might have a firewall

naive dune
#

I do indeed have another pc i could test with, couldn't get it working with that one either ๐Ÿ˜†

#

I believe I did manage to last time though!

grim ore
#

sounds like the router then which is weird

#

like perhaps you forwarded 1111 in the router to a specific machine and its not active anymore?

naive dune
grim ore
#

shouldnt for this, running pro here

#

phone has an ip and a port, phone has it set to broadcast, phone is broadcasting it will show green for facial recognition and then send all that data to that ip and port

#

livelink is enabled on machine, it listens on the default port for anything coming in, if it hears that info it will show it in the live link window and then in this case the phone name and green for active data

#

if it never gets a good facial match then the data never gets sent in the first place, but if it has one and the editor finds that connection it will then just go yellow instead of green in the editor

#

your hitting all the keys so it should be working ๐Ÿ˜ฆ

naive dune
naive dune
#

It should be a simple thing which should just work

grim ore
#

its got to be on the router side if 2 machines are failing is my thought. It could be on the phone end but that would be weird

naive dune
#

and after searching answerhub not much on it but for those which are they talk about permissions

#

How do i 'forward 11111 to the pc in the router'?

#

I'm guessing you mean 11111 instead of 1111?

grim ore
#

I never noticed lol, is it 5 1's?

flint trench
#

anybody figured out a good way to test Steam inviting on 1 machine? I was thinking about a VM but I don't wanna have to package each time I wanna test pref, Is there a way to launch a standalone instance into a VM?

naive dune
#

I highly highly doubt its anything to do with the engine version but you are getting it running with .26.2?

grim ore
#

well on my router it would be port forwarding and I just forward that port to the local machine, but this generally is only an issue for outside -> in and you should be in already

#

do you have more than 1 network adapter on that machine?

#

and yes .26.2

#

im just loading up the metahumans example and the facear example

naive dune
grim ore
#

well right click the network icon in the task bar bottom right, open network settings, go to change adapter option and it should list all adapter

naive dune
#

Yes, I believe I only have one for wi-fi

grim ore
#

ughh....

naive dune
#

and that is the one I am using

grim ore
#

that was my last idea

#

like literally it should just work out of the box, its probably not the machine

#

yep that looks like my setup basically, only one active so it should be the only one used

#

if you really wanted to eliminate them as issues, right click the ones you arent using (the LAN and Bluetooth ones) and disable them but...

#

thats like hoping for a miracle

steel shell
#

how can i know what texture is being rendered on a mesh?

grim ore
#

you probably cant? you can find out what material is being used

naive dune
#

If i connect to a different network, so not through the wi-fi router..should probably work, right?

#

If the cause is most likely coming from the router

steel shell
naive dune
#

I tried using the data on my phone then turned on the hotspot so my PC connects to it so they're both on the same network essentially

#

heck, I even used another phone's hotspot, connected the phone which has the app to that hotspot..and my PC to that hotspot that still didn't work :/ so...might think its the machine not the router

#

but doesn't work with another machine either sooooooooo... ๐Ÿ˜•

naive dune
#

Click the magnifying glass icon to browse to the material

steel shell
naive dune
#

In run-time maybe just get material inst and connect it to print string?

grim ore
#

you can get the current material on the mesh

summer elk
fresh geode
#

hey guys i am using the spawn actor node and i spawn a pushable blueprint. when i interact with that spawned object, its like it spawned 4 instances of it and not only one

naive dune
#

A question for @grim ore why do you have tomatoes? at the start of your videos? ๐Ÿ˜›

plush yew
#

Hi why cant i use stamps anymore? :p

grim ore
#

@naive dune it's a play on words for Tutorials

plush yew
#

anyone know how to use them ?

naive dune
#

I see! ๐Ÿ˜€