#ue4-general
1 messages ยท Page 984 of 1
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
this isn't even someone walking, this is just the ThirdPersonWalk dragged into the scene
"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)
see?
Wtf epic 
https://streamable.com/o7ffoy
i thought it was my fault 
That i screwed something up with my blueprints, i thought there was no way epic screwed this up...
i have to use a quest 2 for work and we're on work from home so i just have to have a facebook device sitting there
:(
which sucks too because i am a fairly security conscious individual
daily driver qubes and all that
turns out there is
the animation is just like that
I don't hard care about it, like I'm not aggressive in my opsec but it is just a bad idea โข๏ธ
i mean, within reason
It's not like one can avoid having a shadow profile
but why give them extra vectors
anyways we risk off topic
Please, if anyone here could help me with an issue I am having with an array, can I PM you about it?
Maybe me, but maybe not.
Hard to tell without any more information
@robust marten ask the question in the channel, if someone can help they will.
btw- general question-
Is it even possible to take unreal4 .fbx animations, and edit them in blender? 
Afaik, blenders fbx import sucks bigtime
it sucks way less than a few years ago
still not neat yet 


at least you can now just import, edit and export meshes, probably same with animations
no axies differences etc.
ye meshes work fine
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
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
Hello guys
If there's anyone who can help me solve a problem in the project game dm me please.
Is there some way to monitor the GameInstance data members during PIE? (I obviously can't see its values through the world outliner).
@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.
Oh ok thank you very much
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?
@woven falcon stop being everywhere
where could i upload a few project as backup? need to clear my drives
thats like 0.1% of a project
git LFS?
literally never checked my project size
I would have on git
Hello?
my project is only 3gigs but its just a scene so
you can print a backup on paper , just need to type it back in when u need it ๐
hello, do somebody knows how i ca resolve this ?
can i zip up the whole project a project file and store that somewhere? would that work
yes, unless the project was made in a source build with modifications. then you need to add that to the zipfile as well
primitive components contain some sorta mesh. yours doesnt have any
if you dont need any mesh at all you could use scene components instead
they're basically the same thing
iirc
i have 2 but i found out what was the problem
i had RVT on a mesh
I Have some "arrows objects" that just spawn, I don't know how to make them spawn with some kind of physical animation.
what kinda animation are we talking about
do you want these arrows to travel like projectiles?
physical animation
whats the difference between physical animation and normal animation?
from the sky to ground
I just want it to work with the physics and the sky to fall to the ground.
make the cupcakes simulate physics
Is there a way to always make a Function spawn with a Branch attached to it?
can you show me a sample please?
if you want a function to return multiple execution pins, maybe try using a macro instead
That's not always spawning with a branch
Not what I mean
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
i dont think thats possible
plus adding a branch takes, quite literally, half a second
its just a B+LeftClick
I tried this but don't work
I know that but it's tedious and would save me time
the overall time you would save from that, you already wasted by having this discussion
its like comparing going 2 steps at the time compared to 3
why does it not work?
Wait I will try it again
Don't tell me what I'm wasting my time doing or that it "only takes half a second". You're belittling me when all I'm doing is asking a question on how to save some key presses and time. I don't care if it only takes half a second, I was asking if it was possible or not, thank you.
these objects its arrows
it was not my intention to belittle you. sorry if i came off that way
this?
@robust marten as in my previous message, you could make use of the macro's capability of returning multiple execution pins. you could then add a function inside the macro and then use that directly
yes
It's alright... Thank you for replying to me about using a Macro
I'm not sure
once you check the Simulate Physics bool, the collision preset changes automatically to PhysicsActor. did you set it to something else?
Can't you just import generic images on controller buttons from the web?
Thank you very very much
โค๏ธ
Guys I need help with something. can you pls look in @oblique stormplayer for what I need help with?
do you know how multiplayer works?
just getting started
the images dont size properly on a screen
if you cant repeat the compendium to the letter(https://cedric-neukirchen.net/), then the answer is no
But now why I can to push these object ๐ฆ and death collision don't work when character is on it:(
you need to anchor them
you can push them because they are simulating physics. death collision doesnt work because the collision preset changed
thanksies so much that really helps โค๏ธ
and how can I fix it?
are they anchored like this
ye
or like this
I need only drop animation from that, nothing else..
why i dont see the moving light in my blueprints when i simulate gameplay
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
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
Yep..that worked..I never used the clamp for UVs like that..
just remember that uv's are also just math :)
does anybody have any info on ue5?
no
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
I heard it's one better than UE4
yeah no I just didn't keep me up to date and hoped for anything new since a couple of months have passed :)
ya lo solucione
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.
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?
Hey, is this the right channel for some help..? I'm having some problems with UE4
For some reason some of shadows disappear on specific angle
Bad angle
Other angles
Can someone help me ? Not sure if it's the right channel for my question or not.
Google doesn't really bring up anything useful... But how would I call a Macro from another Blueprint?
Anyone used the UE4 Vertex Aimation Tool successfully in the past few months?
hey is their any big pro to learning C++ or can i do the same thing with visual scripts
im learning swift right now so i have a little understanding of coding
how should i learn ue4
https://learn.unrealengine.com @quick shell
is the blue arrow the way the characters facing?
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
Use LODS)
Do we have a channel for perf stuff? I'm trying to solve some problems with my level eating up fps
I wanted them to completely offload when not within distance, I thought LODS just lowered the graphic quality
@wintry raptor not really you can just ask here
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.
I have a few hundred instanced foliage actors in the scene as well.
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.
@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.
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.
is there a way to change the editor cursor's color or something? i legitmiatly cannot see it on most of the test backgrounds.
WDYM cursor colour? Mouse pointer?
@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
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.
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.
ok really dumb question
but you said i can use hair bones to simulate and cheese a groom like system
would i use a bone per hair strand or a handful of bones in each area of the hair
and lets say i have hats in my game would this method be a good idea for hats and hoodies ;-;
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?
i thought i could use physics or sumfin so hats just squish down the hair lol xD
Correct.
Well, no.
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.
o-o
so thick meshes in a sense
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
and add bones on the wiggly parts i would presume
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.
ah
so extremely clever work O:
hmmmmmm
that makes alot of sense i guess
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
Hey any tutorials for tipewritter trigerred by a trigger box?
tbh if thats how its setup its infinitely easier than i thought o-o;
Yes, that's the way to go.
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.
O.O
oh thats super smorts
can i also layer this with a swamp of scalp hair material
so the models bald head changes to hair scalp material when switching to any haircut that isnt bald O:
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)
Well, you can put hair scalp mesh below the thicc strands. It's what VRoid did with the models.
oh i created a material slot on the body
wait
i can just slap a scalp mesh under the hair
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.
am i just missing a button or something?
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
yoo I think I'm starting to get Unreal a bit
And it's not heavy on performance too.
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 :/
You could ask this in #cinematics
I need help tho, how do I display text when I enter a trigger box?
Compare if overlapping other actor equals to player pawn, then add a prompt widget to viewport.
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.
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?
make the ball bigger and adjust the torque amount, because that's how physics works.
unless you're doing fake ball rotation.
Oh thanks for that, it worked, I thought that number of rotations and such could be controlled with blueprints...
is it possible to automatically import LODs for a mesh, like mesh.fbx, mesh_LOD1.fbx etc?
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.
Please @ me if you respond ๐
At first I thought you were talking about voice recognition.
In that case, you could use the mic output as a normal audio source coming from the player character, then have the AI certain threshold to differentiate silence noise and voice. Then use the AI's auditory sensing, which is built in to UE4.
Ay thanks thanks. I'll try searching for a tutorial with some words like "auditory sensing" and stuff
Hi
My AI controller duplicates when I use SpawnDefaultController, how to get rid of this?
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
I guess it's your default game mode
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
Use a huge Blocking Volume. It's a proper invisible wall.
Level bounds only signify the bounding box of the entire level.
"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?
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
@stuck scarab I think it detects whether the engine is continuously repeating the same action with no discernible changes
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?
How do i disable a turn animation thats meant for idle when im crouching?
Do you have a condition (bool) that you set when crouching?
how do I get rid of these erroneous entries?
there is nothing I can do about them. not select, no rmb...
After almost 5 years of using UE, it's the first time I see this red Unreal dragon tooltip.
Reload the level
I think it's only now I realise that icon is some kind dragon
Must be some kind of relic from the Unreal days
It is.
First seen in the '95/'96 tech demo when Unreal was meant to be pure dark fantasy before going sci-fi.
Also remastered in UE4 for the default billboard sprite.
This icon design dates back to 1995, where it was the default actor icon in Unreal Engine 1. It was created by Dan Cook along with the other original Unreal Editor icons. Why is it a dragon head? Well, thatโs another story that goes back to the very early days, where the game Unreal arose from combining James Schmalzโ early 3D prototype work ...
quick question:
If i can override individual bones with new animations using "Layered blend per bone" like this
then what is the point of making these montage animation slots?
why do i need a montage animation slot that limits itself to upper body - if i can just override it using this node?

these things
oh right
??? UE4 the best! ๐ ๐ Thank you.
how do i disable crouching when player in air? atm i have this set up
kinda simp-y but okay, no probs.
yeah as long as your level is small... why do people put up with so much crap? I hope UE5 is better at that.
https://gyazo.com/fd2b7838ed1fce28d4fa7af294a382de So im getting this
and all i did was make copies of the folders that my textures are from
is that a really bad call i should avoid or sumfin?
Are you referring to the landscape or something else?
models
i made copies in the content folder and now the warning is popping up
nothings changed in the actual editor or map ;-;
...what kind of warning? the Texture Pool Size thing?
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.
Yes, unless that message appears consistently everytime you load the level.
Worst case scenario will be like Final Fantasy VII Remake's infamous low mipmap door texture.
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.
Ok I tried again, it works for 1.77, but not any more than that
it disappeared :3
Yup. ๐
That's reassuring. Your texture stuff should be fine then
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.
Have you guys tried out Metahuman?
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.
I figured that was specifically for asking for help, not just talking about it
I swore they used this icon for godrays a few years ago
probably texture breaking based on the animation?
but i dont know lol
the model might also be being stretched
a tiny bit past its limit o-o
@prime willow forgot to add - character is modular so body is a different SK from Legs
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..
How can I do it?
How to set a delay when a player can press the same inmput key again?
@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
I presume this is your problem.
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?
or does it not matter?
Doesn't really matter IMO
Plugins have their own base classes and stuff, and applicable to any projects.
might be easier to add it to git from a blank project
@drowsy snow I don't follow? modular characters are common practice and dont tend to have gaps
What I mean is that your animBP don't sync up with each other.
hello everybody ๐ . 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
Anyone able to tell me why I am missing the 'New C++ Class' option when I right click in my Content Browser?
I assume it's a modular character set, but the bone orientations don't match up.
Does it missing in File menu bar?
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.
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.
@drowsy snow Thanks!! So is this a change in 4.26 or?
It's getting more context aware.
The option won't appear if you're in Content folder.
hi all i have Two problem in my project if someone can help me it will be really cool
The first is the artefact with the distance and antialiasing it cause lot of flickering
and the second I made a Projector effect with a spot but when i'm far my vidรฉo projection disappear
if someone can help me it will be really cooool
Try asking it on #graphics
Thanks @drowsy snow
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?
I can't seem to find the official github project to download the Unreal Engine source from, is it down or something?
Is your GitHub account enlisted in EpicGames organisation?
The UE repo is set to private, and only those enlisted in EpicGames organisation can see it.
https://www.unrealengine.com/en-US/ue4-on-github
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?
this little bugger here
no worries if no one knows, even the ue4 documentation cant clear this up
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
its not frame accurate but framerate wont matter for a delay
how can i run unreal editor with flags? i mean, where do i add the flags to run?
delay of 0 should be 1 frame tho
damnit, that's what I was worried about
Do you mean commandline args?
yes
hey guys i need some help, does anybody know how to make something happen at a specific time (for a live event)
i'd like to run the editor with that flag -nullrhi but i don't know where to put it
I should mention the delay is actually 4 seconds and it's meant to be triggered after a button press D:
so I'm in a bit of a kerfuffle here
how accurate should it be?
Eh, not really that accurate, but it would be nice i guess
I'm just paranoid that a low framerate will make a 4 second delay like 8 seconds or something
wont happen
if it's just a >1 second difference I dont care
oh thanks
unless it takes 8 sec to render a frame
but u should be more like 60 frames a sec
You could either run the uproject from CMD or create shortcut and adding the args after the file name. Something like this:
"D:\Unreal Projects\Isekai\Isekai.uproject" -dx11
Note that your project's DefaultEngine.ini or WindowsEngine.ini can bypass some of the commandline args you put in, especially in regards to RHI.
What would the difference be if I theoretically went down to 10FPS for a few seconds?
for like a 4 second delay
if its in the middle nothing
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?
I'll test it now, wish me luck
Yes.
Not sure in widget bp though
menu stuff
ah
umg can go all sorts of odd on ya ๐
I swear if you guys are wrong about this I'm calling you out in my credits when I release this game.
As DISCORD BAIT-AND-SWITCHER please.
I am going to take a class to learn unreal!
have fun!
I'd love to buy the physical hard cover print of the Groom asset white paper ๐
Itโs a complete beginner, I never did unreal
Wdym
i mean a stackoverflow for unreal
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
Donโt understand
Enterprise solution for all your Social Q&A needs.
Do the timer in your server.
You could do it locally with launcher running in background, but it'll be prone to system time tampering.
stackoverflow is for unreal ๐
Open the answerhub home page again. The thing usually don't redirect after OAuth page.
yeah the time change thing is what im trying to avoid lol, how would I make the other option where it runs individually rather than going off the player's device settings?
i see xP funny anyways xD
If you don't want/unable to setup dedicated servers, you could fetch time data from internet time website instead. Usually those website have some minimalistic API to parse the actual time in Unix Epoch timestamp. But then most online games that have daily gift system has dedicated servers to keep track and validate the time passage.
ahh gotcha, what kind of internet time websites are there though? Are they dedicated to being used for stuff like this or is it just something like https://time.is/ where the time is always shown?
Internet time sites are mostly used for non-games, though.
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.
ok ill look into it for sure, thanks so much for your help ๐
@drowsy snow dont those servers cost money though?
Yes, but for mobage purposes, perhaps you could run away with cloud server providers like Linode or AWS.
ok ill check those out, thanks again ๐
@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?
Yes. Get Time of Day fetch the time data from local system.
alright
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?
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?
Hey, i was wondering if anyone would help me with a simple BP pawn sensing problem ๐
@ember shadow whats the problem?
What is the best way to make your third person character play a particle affect with a button press
Any rumors or ETA on UE5?
@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.
@idle dragon I sent you a DM
So its a animal want like a cloud affect to play when button is pressed like to escape
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.
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
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
@vernal matrix https://gyazo.com/6455dd750076fffbe1012152fc3ecaa3
This is the texture set up
Event button press > spawn emitter at location > get socket location and add that to the location pin
However, it seems like the roughness map isn't working quite as it should, as in SP, this is how reflective it is
If you cant get socket location, attach a small invisible mesh component to the socket at get the location of that
anyone? pls?
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
alright
Anyone here know a good resource for free explosion and weapon sound fx? I'm currently looking through http://sonniss.com/gameaudiogdc#1605030813191-c5a1f3d0-8baf audio bundles but it's like finding needles in a haystack
most of the audio is stuff i just don't need
can i take a screen shot of my game when i'm running it in off screen render mode?
You could try using the highresscreenshot console command, but I'm not sure if it'll work
what is more expensive - having skin and cloth in separate materials (so 2 drawcalls) OR making 1 material and just giving clothes 0 subsurf?
i would want to, but as i'm running in off screen render mode i don't have access to the editor console
the game is just basically running in background, then i want to take a screen shot of it
Can you use the "execute console command" blueprint node?
Anyone aware of what was added to the Content Examples? Just noticed it needs an update.
(as of today)
https://i.imgur.com/aorJegn.png when I do it, certain animation defined in animBP state starts cycling endless, can anybody explain why it happens?
@odd fractal Maybe a Do Once node somewhere? or implement a boolean branch check that turns off when it cycles once?
ใฎ
ๅพ ใฃใฆใใ
Invert the roughness map with one minus node
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.
Is there a channel here in this server for tutorials online?
@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 :/
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?
depends on the game, what is doing the rendering and where the bottlenecks are.
it's actually pretty simple, i'm just running the basic example of UE, the one with two chairs and a table
is that an optimised scene? It never felt like it to me. But yeah... that does sound conspicuous
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?
whats the latest version that still supports html5 packaging? 4.23?
@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 ๐
does the github repository have more features compared to unreal's? i wonder ๐ค
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!
@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. ๐
@plush yew plug a value into Specularity and drop it to 0
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!
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
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 :/
Thank you for your answer. Did you mean something like this ? It didn"t do anything I'm afraid
Super noob question but how would I properly cast to a widget to get a variable from it?
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.
Constant 1 is what you want to use which I don't think you are?
Hello
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
Ah I also tried it but still nothing ๐ฆ
What specs do you use for unreal? Im planning to buy a machine.
get all widgets of class and get 0 is prolly gunna work if there is only 1, but there is prolly a better way
I'm still a bit confused. If I create the widget reference, how would I set it?
Thanks
you dont need to cast to a widget
you already have a reference when you are creating it
yea u can prolly get a ref when u create it, and than cast to whatever owns it
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...
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 ๐ 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...
But I get an Access None error when I try to use the reference without setting it
when you do "create widget" off the return value you promote that to a variable
and you now have a reference to the widget
sorry, is there an animation import/retargeting place i can get some advice?Never used discord
Thank you very much for your help. It seems that 0.5 improves it but only very little. I'll watch that video now and hopefully I can improve it more. THanks a gain
thanks marc, tried there but not very busy, hopefully get replies soon, appreciate it
That would only create the variable within that blueprint though, right? I need to access another widgets variable from within a second, separate widget blueprint
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.
How to use hdri, sir
How do I set up a system so I can essentially "paint on" textures to the landscape? (I am very new to Unreal Engine)
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...
Dang that's awsome, thanks!
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
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 ๐
When working on a project, do you write your own movement component or just adapt the CMC to your needs?
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
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?
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
How do i make it so both inputs must be active in order for the code to continue without making a bunch of booleans?
https://i.imgur.com/O1ynM6S.png
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
Use input actions instead of keys and then you only need one boolean
you mean like that?
I thought this was a list of OR
not AND
now i can either press W, or Shift
checkbox on the right
oh lol
select shift
xd
Does anybody know how to reduce aliasing? This is ridiculous. I already have temporalAA on. Link to full screen image https://i.ibb.co/DDhQ7VH/Screenshot-60.png
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
Coming from a Unity background experience (Roughly 6 yearsish), does Unreal support prefabs instances of model and meshes?
It doesn't strictly look aliased, but it looks like it's rendering at a reduced resolution
It's not a render it's just from my viewport.
Check the scaling settings and such
So it isn't slashing your output resolution in half
Scaling at epic. 100% resolution scale.
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

Isn't that due to the Tonemapper setting supplied in the project...
Hmm no probably not, its pretty low actually
r.TemporalAACatmullRom=1
r.TemporalAA.Upsampling=False
r.Tonemapper.Sharpen=0.5```
wheres best to ask about blendspaces, using als?
@steel crest Sorry...
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
thanks, new to ue4 and discord i didnt know what sub was most appropriate
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
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?
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?
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.
if I want to sell it and I model him as one of his characters he cant sue me?
he cant technically because he doesnt own that character, the franchise or parent studio owns it. And you dont want studios coming after you.
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
off course I don't, just wanted to know how it works...
There is actually a great livestream on the UE4 official channel, with the EG lawyer as a guest. In short: do not mess with Texas. Or do not trust some random people on the Discord, and please feel free to watch it! ๐
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?
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?
Yea, Project Settings > Maps and Modes
Change editor startup map
got it thanx
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
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
Question, was Niagara supposed to be some sort of replacement for the original particle effect creation system in UE4?
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
ah, thanks
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
There's PSD2UMG plugin in marketplace, IIRC its free
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
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?
ill check it out ty
"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
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
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?
I think thats what im trying to do? I want to just use those layers in the photoshop file for the different elements in game. And possibly have them update as I make changes in photoshop?
that plugin is the closest thing then, ue doesn't do psd natively
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?
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!
@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
What is going on with the shadows here?
how should i prepare wall this big for ue4
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
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
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.
what happend to my content browser??
Not quite sure what the libary are trying to tell me here. Any ideas?
Editor got stuck in the "Rearrange Window" mode. Grab some other tab and drag it over it. Then place the Tab back to where you grabbed it from. Or just restart the editor.
thanks, i closed the content broweser and opend it up again, seemed to work
Maybe the Chaos branch when you try to add a new engine version
No, i tried installing it and made no difference. so uninstalled it again. also just tried restarted the epic launcherr with no effects
Hm, does it say anything if you hover the dot?
I didn't know you could that. It said Update available. but then i clicked the dot and it disappeared. thanks
how do i decide minimum and recommended system requirements for my game?
I play tested my game on lower spec setups.
I made a VR game while my low spec setup is just below minimum required for oculus rift. still did a steady 90FPS so I just cheated and followed the recommended and minimum for oculus rift
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 ?
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
Not to be confused with me.
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)
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
Overview Author: () Dear Community, In this tutorial I am giving you the code I used to enable a python script to communicate with UE4 over a TCP socket! That's right! I am just straight up giving ...
Also man, Rama, I don't know who they are but they were a shining beacon in my early days of UE4 development
Does anyone knows a way to detect what CPU a player is using to be able to set personalized auto-performance settings ?
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.
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
Who's messed around with Speech Binding? It can understand 'one' and 'jump', but not 'two', 'three', etc.
anyone have a better experience
?
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
is anyone familiar with this issue? my game works in editor but not packaged
can you add fpsk for free next month
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?
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
top down will help reduce the workload
Could you please elaborate? So that I can give a more convincing answer to my team members?
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.
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
๐
that's all, haha ๐
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
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?
well what are you using to do that?
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
that would work, sphere overlap actors is another option instead of spawning a sphere
should be the same result depending on your settings
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
like this one ? Im confused. because previously it wasn't working
yep that was the issue
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
But if the sphere spawn overlapping aleready an actor it doesn't return it
im gonna try thank you
what could i do to reduce memory usage for lightmap baking?
lower lightmap resolution, lower the amount of stuff being baked
well... is there any way to break the baking into chunks?
using lightmass volumes might help, otherwise using different levels but then they wont blend together well
hm, it's a small city environment with currently ~4k objects, already using lightmass importance volume to limit it to the main area
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?
hi
guess i'll have to deal with it and might have to upgrade my pc soon or later ๐ญ
actually it should be sufficient if you copy the project directory to your new user projects directory, the launcher should then list the project
How to lock camera rotation?
Yes but I cant copy everything it gives me error on some files like shadows...
And I cant find my .uproject either
what kind of errors? the uproject file is in the project directory
Like derived cache is missing and I cant copy some files from Build folder
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
And do you know where can I find my .uproject?
in your project directory
I just dont see it only .exe file of that game
maybe on windows it wont show the extension if it gets linked to unreal
thank you. rn im fixing the spawn location
it seems it's harder than what i thought
lol
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
I copied the actual project
show the folder contents?
your trying to spawn it in front of you?
infront of the camera
get your location, get a forward vector of it, multiply the forward vectory by a float, then you have your forward location
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
@pine glade the .uproject would be there, you didnt copy it
^, beside of that it's the correct stuff
isn't this what i have done?
@finite lark no your getting the values and doing math on them which is bad
I did Ive seen it on my old laptop but I cant see it there
Never heard something like that before...
Maybe someday, but i dunno how much hdd space it will take from everyone
this gives you a location 1000 units forward of the camera
@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
its already there in one game vr-chat that available on steam for free and users can add there custom characters on it
you would just have to reenable all plugins which you enabled additional before
I cant copy it again because I deleted unreal on my laptop so yeah
@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
Ok but ty for help guys
even if unreal is not on the laptop if the project is still there you are fine, otherwise make a new .uproject file
once i tried to compile some cool Niagara fx, but failed. it works while debugging, but does not works in release build
that kind of thing isn't trivial to add
can i automatically import textures for lods of my mesh?
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
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
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 ๐
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
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
sorry i didn understand that last thinbg.whats a dialogue action? ..
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
im not a programmer ^_^<;; not entirely sure what you mean
which part is unclear?
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
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
This seems like its only valid for things in the Content directory. What about UMAPS in plugins?
thats what Ben meant by cheating
yea it could, but it could also lead to unexpected behavior
so you can't for example remove this task
as the function is executed within the next tick and not within the actual execution stack (if im not wrong)
well, you kinda can with the timer handle that it returns, but i guess he never wants to remove it anyways
hmm
should i put some number in the timer?
i only want to call a function once
or event
what you are actually trying to do?
dialogue system that can send events/functions
no, 0 is correct
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
imm gonna try it like this and see if i run into problems. But thank you so much you guys been very helpful ๐
oh interasting
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
the advanced version of that would be the UObject solution ๐
yeah this like i said was easiest but... man it can get ugly
but if you dont need a ton why not
whats an uobject solution?
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
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)?
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
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?
i think the way to go for that is the data table one, which you can then export to csv and back into UE, that way you can edit it pretty much anywhere
this is something ill have a ton of(dialogue/text
i think data tables would be good ๐
oh man this gonna be a ton of ๐ 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
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
indeed
I use data tables for most of the stuff, but not all of it, but thinking now, isn't it simpler to just have it string tables anyway then? instead of creating new data structure for such DT that would do the same thing anway?
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
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
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 ^^
are you using the same game mode for both maps?
Yeah
so
lets fix that ๐
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
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 โค๏ธ
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
- Create an AI
- Gives a BPI to the AI
- 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?
the actors to ignore? or the object types?
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.
the object types
it's basically tracking what ?
the collision settings basically on which objects you want to overlap with
@random slate try switching to metal for the shader preview type
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 ?
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
gotcha
usually you would do the former, custom object channels to make tracing easier
so basically ALL AI will track different thing
isn't it easier to make the player track the enmies instead ?
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
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
well what is the goal of the above?
yeah thats for the AI to lock onto the player
thats why that code was written like that
oh.. im dumb then
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
hmm however here it's showing the player locking on
you might have similar code for the Player sure
so, it's better to have this function into the player
well that code wont lock onto the enemy, its for the ai -> player
you would adjust it if you want it in the player
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
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
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"
so they send it only when the AI are in the radius
that seems like yeah if the AI is near the player it locks onto the player (the code you pasted)
hey you are learning, thats a plus ๐
Looking for experienced people to help with a mobile game
#instructions is where you want to go @cloud juniper
anyone for this please?
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?
yeah you can fuse them together in blender
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??
Thank you
I cant talk in #volunteer-projects
Ok I will
oh wow, didn't know THE MatthewW is here
I have this question: https://answers.unrealengine.com/questions/1027010/please-help-cannot-see-phone-when-using-live-link.html
would greatly appreciate it if someone knows how to fix it ๐ It's a simple connection problem but can't get it to work. I think I'm doing everything right...
is live link enabled in the project?
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?
It seems like you can make them static, it will change the mobility of the parent
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 ๐
yay
Hi @grim ore , yes it is
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
ok will try now n see if it works!
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
So i've done as you said, but unfortunately still does not work ๐ฆ
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
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
Yeahh...i opened the app and project anew but still the same ๐
its something on your machine or router then
router should just let stuff thru, your machine if firewall is off shouldnt be blocking it
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
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
yes, shows up as the same
also its sorta silly but if you have seperate SSID's are they both on the same?
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..
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
I do indeed have another pc i could test with, couldn't get it working with that one either ๐
I believe I did manage to last time though!
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?
nopee i don't have other anti-virus software, just Windows defender..current computer I'm trying to run on is Windows professional if that makes a difference..other is home
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 ๐ฆ
Yupp experienced that one last time!
It is indeed frustrating ๐
It should be a simple thing which should just work
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
That's why I'm a bit stumped...
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?
I never noticed lol, is it 5 1's?
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?
I believe so!
I highly highly doubt its anything to do with the engine version but you are getting it running with .26.2?
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
yupp same here
err...let me see how to check and check XD
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
Yes, I believe I only have one for wi-fi
ughh....
and that is the one I am using
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
how can i know what texture is being rendered on a mesh?
you probably cant? you can find out what material is being used
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
how can i find that out?
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... ๐
Open the mesh and you can see the materials on it in the details panel
Click the magnifying glass icon to browse to the material
but if the material changes on runtime, i cannot see it like that
In run-time maybe just get material inst and connect it to print string?
Your IP can be switched in your network, make sure to double check ipconfig when connecting
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
A question for @grim ore why do you have tomatoes? at the start of your videos? ๐
@naive dune it's a play on words for Tutorials
anyone know how to use them ?
I see! ๐



