#ue4-general
1 messages Β· Page 991 of 1
It's more simplified compared to ALS V3.
if it saved it with the changes, then it should still have the Undo History. You might be able to open the history and step back
if not, I would presume the original saved asset wasn't marked as dirty so would need a fresh compile before save
TIL how to spawn that small bottom right corner popup in C++
@kindred viper well, i've save it and closed, but on reload it showed up modified
afaik there was a feature that saved version of previous file
cant fine one
asking to ask a question is like farting before taking a dump. Just do it.
first of all how big is the program?
4 GB to 200 GB
Depends on the dependencies and stuff you installed for the engine.
it has opened source and has plugins
my unreal engine build is over 80gb
I remember when it was under 20gb
#oldendays
hmm
well idk much about it, but ik ill want that thing where i can just put and connect squares instead of coding
totally doable
you can make whole game using Blueprints
@plush yew I'm gonna head you off at the pass here. Get the Binary UE4 from the Epic Launcher, then open learn.unrealengine.com and start doing the Introduction courses.
with my internet, that is gonna be a pain to downloda that...
wait i can get unreal engine with epic games? then its more doable
also, how easy is it to import models from like blender to the program? :V
i think it takes less space when downloading...maybe 2-3 times less
it's easy if you have a black belt in Blender
@plush yew asking all these questions is a waste of time. Unreal can do everything, everything is possible. All you need to know is where to learn it by yourself. Which is where learn.unrealengine.com comes into play
Anyone from UE here today please?
nope im from England.
blender is kind with import/export shuffles until you want the Mannequin or some complex bone setup/rig importing. Then it looks like it massacred it π I'm still confused as to why the bone setups are different styles.
i wont export characters, ill export models like houses, streets, cities
well then it will work fine except for materials.
you will need to remake them in unreal
doing what? Floating?
When I attack in the air it repeats the animation of flying
why....why remaking them in unreal :V
different shader languages. They are not compatible really. Different renderers. etc.
In fact, I seldom bothered to create materials in Blender, as I do all the material work in Unreal anyway.
Also huge benefit in Unreal for having instanced material, which is pain in the ass to setup in Blender.
Hey everyone, for Interfaces, I have one added to my character but when I add variables to functions inside the interface they are not reflected in my character blueprint, is this normal?
actually you can do it with one mouse click on the little User ID number next to the material.
@simple meadow Interfaces are definitions of the function/event AND the values it will input/output. If you change that in your blueprint definition you are essentially creating a new non-interfaced function/event or it will be over-ridden by the interfaced version.
If I open up the interface and create some new input variables, save and compile and then open the character blueprint that has that interfaces attached to it it will not show the new variables (unless I go into interface and right click to add the variable while in the character blueprint) Is that normal?
I added the Test Boolean at the bottom in the interface, the above picture is from inside the character blueprint
you should right click the node and refresh it
The new Test Variable doesn't show up unless I right click and add it manually to the list
Hmm, let me try that
Refreshing doesn't update anything, I did a full save and reloaded the project anyways to make sure it wasn't something like that
I'd have to test it gimme a min
ok mine updated automatically.
What unreal version are you using?
4.26
same. Are you sure you are using the implementated interface function?
Its possible it converted to a regular function
Could be that, just checking it
it should be under this detail panel category.
as you can see it can exist in both with the same name
is there anyway to trigger overlap if you go into a wall?
Yeah, they are all in the interfaces
I think I just might have something crossed up, going through everything now
Maybe event Hit instead?
oh hey.. thanks man π
Hm. I have 7 landscape paint layers and whenever I paint one particular layer it removes the textures everywhere on that component..and only painting with the base layer over the entire component resets it. I triple checked and all the textures of all the layers are the same size and compression and are blended all entirely the same using the same function
Hello all, I could need some help. I try to load DataAssets (Based on a CPP Class) via the AssetManager, which doesent work at all. He wont list them when I use GetPrimaryAssetIdList() but when I use GetAssetsByClass it will find them. Why is it like that?
Nevermind. I forgot about the texture memory thing
Nice one π
I think one is a soft reference and will always work, but the other needs the asset to be directly loaded. I presume you are as you said you are loading them, but it appears GetPrimaryAssetIdList works on unloaded assets
so you would make a list of filtered assets, then use that to load them
This link will make more sense perhaps. https://www.ue4community.wiki/using-the-asset-manager-qj38astq
Explanation of the purpose of the Asset Manager and tips for using it
Ok I don't find the solution. A more detailed explanation:
On BeginPlay i add a widget to the viewport, this widget needs a list of type ShipDataAsset to display the informations needed. I registered the path of all ShipDataAssets in the asset manager, then I try to get the PrimaryAssetIdList. Do I have to load something in between these steps?
Hi wondering if anyone has got UE4 working with vscode intellisense? Literally bricking my PC at this point
My visual studio 2019 intellisense is slow AF too, my project and visual studio are running on an SSD. Seems normal at this point I would say
Hi testing IM new. Is this the official Unreal Discord?
the unofficial one
hello all. is there a way to create a component in a blueprint that can be passed as either a static mesh or skeletal mesh?
(As far as I know)
ughhh that is so annoying.
yep
@random violet a component is not a static mesh or anything else. Its a component. You need to get the child actor from it first.
A lot of fun is the following fact, it doesent even do imports. I have to google each header
There's one extension for VSCode to setup Intellisense for UE4, but it's worthless for me since I'm stuck in 4.26.0 and not on later hotfixes.
Maybe this will be useful for you:
https://github.com/boocs/ue4-intellisense-fixes
is it quicker than using like C/C++ intellisense?
like i was using that and it just tanks VScode for 30 seconds?
it's cause Blender can't understand forward axes that are different from default...in maya and ue4 you can set any axis as forward, and if you load this model in blender it will look like a cr*p
I work on vscode not vs19 (community)
you can set force that, but I believe the main difference is Blender bones are Head + Tail where Unreal bones are Head only. Orientation is a user error.
heyo, is there a way to slowly move a value with the cursor in unreal? I keep trying to change values with my cursor but keep moving it really far..
divide the input value by a factor
i moved the engine's folder location to another directory and now the epic games client is asking me to install the engine. is there a way to repair it?
i can still launch unreal engine by opening the exe directly but having the client is more convenient
You could create shortcut of it and send it to desktop or pin it in the taskbar...
Is there a setting somewhere for the "open previous assets" or whatever that's called when the editor prompts if you want to open the files you had open the last time?
That was a handy feature but for some reason it stopped doing that randomly at some point
should be in the project settings right?
Maybe you could set to always open last tabs in the Editor settings
it will only work next time you do it I guess
Yeah I mean I restarted, opened files, closed, and nope
It just somehow stopped saving what I had open at some point and I have no idea why :D
Why my material is getting transparent in that area?
is it normal for ue4 to crash and getting video tdr failure blue screen
like always run out of memory
yo does anyone know where I could get a character model for free, I am making a 3D third person game and need like a normal looking character, i've tried multiple but none of them work (at least for me, I am still new to unreal engine)
I'm new also. But I've been browsing the unreal store on their main website, and there are tons of assets, some free, some cheapish. And it can directly import into your current project
i've tried that, but most free ones aren't what i'm looking for. this is the character I have tried so far, but I'm not sure how to actually get it working from the file
i'm pretty sure it's me because I have no idea how to import a character
I got it from free3d.com
Possibly, only 2 options are wait for someone here to be kind enough to explain it, or search for a YouTube tutorial on importing character assets
do you know if makehuman 1.2.0 would work to make characters
i imported it into content>characters> main character
When I bought other assets like tables, I just dragged them up into the main area
But if its your "main" character not m
Like an npc probably different
I've only heard of blender so far to make characters, but I'm like 2 days new sure lots of stuff to make character models
this is what happens when I import it
Does anyone here know how to fix this? I have looked up how to fix it and done everything like set unreal to use nvidia graphics drivers, uninstalled and reinstalled both unreal and my graphics drivers, and even change settings like battery boost and things but nothing has worked. Thanks
also hope this is in the right chat
the best advice i can give you is backtrack
the last time i saw errors like this, were in ue4 and unreal engine games
@clever marsh those characters generally aren't rigged and are just meshes. You need to learn the Skeletal Mesh workflow
and it was caused by an unstable gpu overclock
what state was your project in that was viaable @thick jackal
and single out whatever is causing the issue
if you cant even start up the project
@thick jackal that error is the TDR error (timeout delay response). There is a hack with the registry but you need to figure out what causes it really. Often you are doing too much for your GPU to handle
well the things is i recently upgraded my drive on my laptop and before i did it was working just fine
i personally recommend though it isnt advised to go into the content folder and delete the last thing you did before the constant crash
as i said for me it was down to an unstable gpu overclock
if you post the log you can find more information
^ that too
in ue4 it would also say something about lost grahpics device
is your gpu overheating maybe?
i dont believe so
get gpuz and check
I had to upgrade my drive cause of space and everything worked fine. unreal didnt crash and i didnt have to fiddle with settings so this is all new to me
could be the gpu doing something, throttling and ue4 is losing the device....but this is only based on my past experience
oh yeah it says in your screenshot
d3d device being lost
it can also be caused by a slow disk drive not feeding information into the GPU fast enough but thats rare
yeah
same error i had in unreal engine and ue games at the time
do you have a cpu overclock?
any overclocks at all?
I loaded dbd up a little time ago to make sure when i started up the game my data wasnt lost after upgrading the drive and it didnt crash bt i only had it open for a few minutes
not sure where to go to check or change overclock
does this error happen right as you open a project or after a while?
thats something ive been seeing to do but im like i dont even know hot to ddo that
after a while
and if you dont know how to check for an overclock
then chances are you didnt overclock:P
my screens start freaking out and flash black until unreal dies
thats not a good sign
great
get gpuz
yeah. I'd first try some new drivers. Make sure you use a driver cleaner first
and check
yeah and that
and if it started after a recent driver update, roll back to an older one
but certainly use DDU (display driver uninstaller)
ok
the fact your screens are freaking out anf flashing says to me, the gpu is shutting down peridoically for some reason
weird
couple with the d3d device lost error
got them set to not do antyhing while my laptop is plugged in or if im on battery
but maybe thats not enough
could be a driver isseue, could be an overclock issue, could be a dieing gpu
oh youre on laptop?
have you disabled all power saving features?
just set the power plan to high performance. i beleive on laptops i allows you to set it so its only like that when plugged in
ok so i have downloaded and installed gpuz
yes it does
ok gpu temp 71.8 degrees right now
thats very high then
71.8 idle in a laptop is probably the fan being blocked
yeah
but it can safely go upto 100 deg and be fine
get a vaccum on the fan, give it a good suck out
yeah safeley, but high temps cause throttling and other stuff
85 is usually the auto step down point but with a custom setup you get it further
ok
could be causing the gpu to cut out and ue4 to lose the device
yeah
71 idle though, when youre doing something graphically intensive
i could see that hitting 100+
which is bad
could fry an egg on it
make sure all your lapotops orrifices are cleare
clear
man typos galore
ok
theres a few errors there, top one wrong number of arguments in...
idk i have build it also my project with server.target.cs
im not experienced in that:(
so this is the code that causes the error?
comment out the 3 statements and see if it compiles
bro i must compile it 3 hours ooof
wtf
shit
cant you seperate this from the engine build itself?
i think no idk
its why i never likes to customize the engine source, heh
How to set up and package a dedicated server for your project.
just takes too long
i have make all here
add stuff through plugins
as this says, its for building a dedicated server for your project
are you building ue4 from source code?
yes
if so you dont need to do that for a start
unless youre wanting to make changes to the engine itself
come private chat
here is fine man
ok
then we make it here
wait i create a new project
i just don't want to build the whole engine
yeah you shouldnt have to
just download a prebuilt version on the epic launcher
ok
to compile a dedicated server?
sorry man this is out of my depth....afaik you dont need to have an engine built from source to build a dedicated server
xD
ok so i just tried creating a new power plan cause the only one i had was balanced and thought i had changed it. i have now create a plan that is for high performance
4 years
nope
use the laptop in bed?
xD
nope
xD
oh
smoke?
xDD
nope
well still probably clogged
@neon bough best
i am a non smoker and non drinker luckliy XD
do you use it in a sandbox?
haha
lol
not a sandbox but on the beach XD
also in the ocean?
do you put paper towels over the "holes" when youre looking at your special websites?
do you even lift bro?
I'm trying to do it again now with the dedicated server I hope it doesn't take him to actually build the engine
xd
no lol
you shouldnt have to rebuild the engine each time i think
you should use towels man
idk
you should only have to build your project
yes
but he somehow builds the engine then with xd
ue4 engine source booom
xD
so big i hate ittt
193GB here....
ok
right click and build just the project
depends what youre doing, but generally yeah development editor
yeah right click and build
jo
i think the problem was that i used Build > Build Solution
okay builded
so
now i add the server.target shit
yeah, the solution is the engine, the project is just part of it
i think
xddd
ok im lost
i waiting 3 hours for it and failed xd
you dont need to build what hasnt changed
your enot changing the engine
Hey everyone π was just wondering if anyone knew how to attach a light to a camera with camera shake, so the light gets the camera shake effect?
Nothing is inheriting the camera shake at all atm
if it does you should just be able to add the light to the camera as a child
no it doesnt effect the transforms π¦
idk why ooof
oh
I tried parenting it but still doesnt work
Nils im sorry, i dont know any more:(
ok
last time i worked with engine source was back when ue4 first came out
xd
and i had so many problems i just gave up and used prebuilds
just get a prebuild of the engine on the launcher, in the options for it select engine source
make your game
and when it comes to building for a server, select the server as the build target in that dropdown
yeah but your problems might be caused by other things, if you get a prebuild version of the engine from the epic launcher
you should be fine
just in the download options make sure to include engine source
and c++ debugging symbols
Hello guys, Iβm trying to develop my first dedicated server, and I donβt know what else to try to resolve this error. I performed the documentation procedure, I am using version 4.25.3 of unreal, I downloaded release 4.25.3 from github, visual studio 2019, but I still have this error. Can someone help me?
here stay it
from github
So i changed the battery plan to high performance and it still crashed. im gonna go clean my fans but before i do is there anything else you guys can think of that could be causing this?
well the error says lost d3d device
something is causing the d3d device to stop for a moment
and, your temps suggest it could be overheating and failing
right
basically means your gpu is unstable for some reson
great
as i said for me, it was an unstable overclock
Hello guys welcome to another tutorial. Today I will show you guys how to compile a dedicated server for your own game. This will allow you to host your own server, and have anyone join it from across the world. I demonstrate this by putting the packaged final game on a usb and running it from my laptop on a mobile hotspot. I join the dedicated ...
here
ok what did you change your overclock to?
i dont recall having the screen flicker
dunno i jusy added like 100mhz to the core
its not a very overclockable card
its already factory overclocked too
hmmmm
this particualr card just doesnt like to be overclocked
@amber dune show please he build the engine i think or?
turned off so you dont go breaking the fan:P
xd
i will. thanks. hopefully it works
Nils, i really dont know now. i didnt know building a dedicated server took all this work
afaik, you have the engine, you create a project
whether c++ or blueprint
why?
are you modding the engine?
maybe someone else can clarify, i dont see why you need to build the engine yourself to be able to build a dedicated server
idk why
while its not the server version or so idk
for server targets
the version is not supported for that
i dont will build the complete engine
here is an alternative view. Why even bother using binary build when it limits you. Just use source all the time. This tip was sponsored by Me.
it takes 40 mins or os
what you mean
hey try being a programmer and using Binary builds. You cant :p
why wtf
i will make a dedicated server wow
because you need source. Binary builds are fine if you dont touch code. But if you do, they are a hinderance
you can do most stuff in plugins
how is it a hindrance? youre not gonna be rebuilding the engine unless yorue making changes to the engine source
if you build it yourself and then never have to build it again, then its pointless to have...except for maybe nightly builds
You need source engine build (i.e. GitHub source code download) to do it. Installed builds (from Editor) donβt include everything you need.
ok
i need the github source
and must build it
meh ok
Its not pointless at all. How do you debug in a binary build?
lol good night
i build the engine source
include the engine source in your installation
no
i must build it
it stay in the docs
and then i must use it
while the default epicgames engine not all have
@kindred viper how is a binary build a hindrance?
dont tag me I said good night
xD
you cant just make claims then go to bed:P
I can do whatever I like. I'm a pro
true
good night
how he wins arguments
yeah not a pro...
only been doing this for 11 years but you know.... enjoy the silence
FrazUK is right, so....
I can no longer see my way through this
you can debug binary builds if you have the linker files for that binary
been doing it longer, i dont see why, with ue4, a binary build would be a hindrance
yes which you can download
true
I need some help.
My game on my phone is horizontal and I want it to be played vertically on the screen. What am I supposed to do?
however there might be a problem with code that gets compiled at runtime
like pretty much everything that you do π
well as long as you keep everything in your project space, you should be fine
I need the code from github because otherwise I can not make the multiplayer dedicated server so it is also in every documentation.
@plush yew you are supposed to turn your phone
xd
Yeah I did but don't work
but ok i build the source from github 4.26.2 over the night
ooof 2 hours waiting i hope it works
the linker files are actually the largest part of the installation
like 18 gig or something
yes
its a fucking nightmare to debug things without them
but i need the ue4 from source code on git for the dedicated
its so weird
and then i must make the server version to the builded source from git
that was the way oof
so long
but also that compiling always has to take so long
you should just be able to add that server build target to your solution
yes
regardless of where the engine comes from
Nevertheless, compiling the source from git takes an absolutely long time
maybe it is needed, i dont know, but it certainly isnt needed during development
just make your game
and worry about that later
during development not no. but for the dedicated server later yes.
only I'm upset because I've been trying for 2 days and now had to build the engine 2 times and never went anything
and all takes so long
all 2 hours or so
one have take 4 hours
literally no reason to build the engine each time, its just a build target
well you can build a multiplayer game with dedicated servers in pure blueprint cant you?
and alone that it must always be so fat
it dosnt work xd
not dedicated
xd
i have check it
you need the source from git to make it
i see
2:50 a clock in the night ooof
you can select build configurations within the engine
and server isnt there by default
ik
yes
and for that i need the source from git
the normal version from epicgames does not have everything.
i dont think you need source, just the custom build target file
idk i must change the project version to the engine build from git
tell ue4 to build for the server, exclude anything but simulation logig
that is the thing
i need to look more into it m8
xd
cos its something i need in the future
got this grand idea for retro style action rpg
with coop and counter coop
targeting speed runners
as soon as you don't understand something, you are just laughed at anyway i hate it
its so in developer world
i hate it
easy with dedicated server is nice π
well i dont need a dedicated server for it tbh
if you see speedrunners now, playing all these retro games
in a race format
im going to do that, but the players are connected and can warp into eachotehrs worlds
plant traps, slow eachother down
I do not know how that works with multiple maps on a dedicated server I have no plan haha
currently I have a lobby and a map. but I do not know yet how to do with more. and then the status of the server that the and the map is played. I think that will still be hard for me
idk
as long as you replicate the function
with state?
say load map or whatever
ok
ue4 takes out a lot of the hassle
you just need to mark it as replicated
well for a server browser
you need your own server
yes
which handles things like matchmaking/connected players/registered servers etc
you can literally build that in html and php
yeah but that server needs to notify something
a middle man
i would like to end up running individual games on the dedicated server to run multiple games.
yes
but idk if it hard
i will see it
depends really, what your programming experience?
have quite good experience. do not only make c++
i just imported a character, but it auto generates a sample one, how do I link the character to be the one you spawn as?
if you know a single language, and know how to interface between different systems, you pretty much know any language:D
just syntaxical differences mainly
in the mainstream languages
and as youve found, setting up build environments is the worst part
sure i know how to interface and contact haha been backend developer 3 years then started game dev
ok so i go to bed
it takes 1 hour i think
but my cpu is meh
i have a ryzen 5 2600x
with 6 cores and 3.6Hz
Ok looked at my fans and they seem fine
I have doors setup like this in a blueprint, but when I put the blueprint into the level and press play... this happens
the doors suddenly appear like this
in the default import position
I don't understand why
?
no
what do you mean it looks weird
its unreal-engine channel pls go to #blueprint for help
Wonβt I have problem gaming if I had a problem with my graphics card?
@amber dune xD
4392
i go sleep
byebye
mehh it was a screen to say it makes so much
not that its cpp xd
its not code yeah

Hey fellas, got a conundrum for you.
I'm lighting my scene using emissive materials, but when I use my Master Material, for some reason the materials just go all black.
Here's the corridor piece using a simple material with the textures plugged straight into the nodes
Here it is with an instanced material, same textures
Oh wait I think I got it
hey guys I have a question about multiplayer games, I was wanting to make my game multiplayer but I don't know how, I know everything, but I am not sure if I have to run a dedicated server on my pc, if I can make players run their own dedicated server easily through a simple UI, or if there is a service that can host the server for me, thanks!
@fresh iron you need to rebuild it with the current version of your engine in visual studio
@clever marsh learn.unrealengine.com and look for the introduction to multiplayer courses. Also check out Cedric's Network Compendium
and im still crashing
did you post the log?:
no not yet. was cleaning fans
yeah always worth doing. I do mine every 6 months when I notice its idling at higher temps
do you know where i can find the log file. i cant remember
saved/logs
wont you want the one under saved/crashes?
how i can make it?
just the regular log would be good
ok there are several errors previous to the crash that could be causing the Distance Fields to fail or take longer because of trying to access null values or whatever. It's not entirely clear but I would fix up the errors first.
what about this line
Error: Result failed
at D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Viewport.cpp:423
with error DXGI_ERROR_DEVICE_REMOVED 00000000
yo so I imported a new character, how do I possess it
that is the symptom not the cause
its what happens before that which is helping to cause it
hmmm ok
I am in 3rd person 3d if u need that info
the thing is other people are on this same project but dont have a problem like this
they dont have your computer though. It can be very sensitive to the timing of how long it takes to access. There is a timeout delay on the GPU driver that will only wait so long before it safely crashes itself in order to avoid a full system video crash
oh. gotcha. as you can tell im not very knowledgeable about computers lol
you can try modifying the registry with the TDR value but its not really a true fix, more of a workaround. And chances are it will still crash. I'd fix up those errors though, because they shouldn't be happening either way. Ill get you a link for the TDR value
ok cool thanks
me and my lead are lost on how to fix the errors since its just me have an issue
do you use source control? Also are you on the same build? ie. Did you do any works whilst checked out that they dont have?
@kindred viper how i can solve this?
are you using a source build?
yes we are using source control
I wonder if something you did different from the last working build has been the cause
i did work that i have checked out that they dont have but when it crashes i shelve those changes
i dont think so
https://imgur.com/lTbeEz8
Is there a way to align the projectile to the center other than making the start point the camera?
ok so i loaded up a different project i have and still go the crash after sitting for a while and then after hittings play and getting into game it crashed. heres the log:
@grim seal where do you want it to come from?
same place but i want it to hit the same linetrace hit
@thick jackal have you tried setting your screen resolution to an actual resolution that is supported? I know this might sound like it's not an issue, but it seems to be an odd resolution
[2021.05.09-02.22.28:691][490]LogRHI: Error: SwapChainDesc.BufferDesc.Height 1056``` seems strange to me
@grim seal im not sure what you mean, but you can take any component or actor take its forward vector
and use that
rather than the camera
i can try
or do you want it to shoot at the camer forward vector, from another position?
yes thats what i'm trying to do
@thick jackal Another possibility is this that I saw on a post related to LogRHI: Error: SyncInterval 0.
just set the start position to something on your character
maybe even a scene component
on his head
and use the forward vector og the camer for the directio
+n
+a
-g+f
or camera forward vector * 10000000
for the end point
i'm doing somthing like that if you check my bp
but there is something causing the offset that i didn't find
my computers resolution is 1920x1080
yes, but the projectile should come out of the players body
but in a TPS
so that is weird
yes
you need to set that start position to where you want it to come from on your player
set a scene component and attatch it to a bone or something
take the vector from that as your start position
take the camer forward vector, normalize it and multiply it by the distance you want
it will
@thick jackal you might have your desktop set to that but it seems you are running in windowed mode which is causes an odd resolution. I'd try make sure it's an actual resolution. It might not be the issue, but it seems odd to me from the logs. If that is not the case, then the TDR fix might be the only option other than a driver cleaner and new drivers. Or rollback drivers. Perhaps even use the studio drivers
come out of the player body
thats how i'm trying to do it
i just told you how
ok
first off
normalize frst
and i dont get what this has to do with what youre saying
shows nothing
this gives me the transform of the projectile
why you you multiply a vector and then normalize it?
thats insane
take a vector, normalize it
then do all your maths
it doesn't work if i normalize before multiplying
what?
a normalized vector is a clean input, its 3 axis between -1 and 1
its literally the same to normalize then multiply as multiply then normalize
but its cleaner to normalize first
tis mathematically the same
Guys I'm desperate for some help if possible. Google has no answers because I think this problem is weird. My default third person character is spawning at 0,0,0 in the world no matter where I put him to spawn. Have no idea why but this is driving me crazy
sorry for interrupting
i know
has anyone had this issue before?
@somber stump try adding a player start and setting the player controller value for it. Then place the player start where you want to spawn. Or spawn and transform the location immediately.
I'm sorry I'm a bit new.. Thank for the help I'll do this right now
I've just been putting the blueprint of the 3rd person character into my scene
yeah its not really the best way to do it. Player Start is a ideal way
Where is the player controller value sorry?
i thnk its called Auto Possess in the detail panel
Thanks π I totally forgot about it and when I deleted my other character I must have deleted the player start too
ah nice one thanks
it's working now
this is why google couldn't get my any results, what a stupid thing to forget hahaha
have a nice night guys!
these little things
can break you
anyone up for testing my action rpg mechanics? not right now but soon
Any news on ue5? It's almost halfway through the year now
We really should see something. Anything at all news related
Hey guys, hope you are having a great night, I would like to ask if someone knows how to cowork in UE4 I hear something about Multi-User or something like that but I think its more local, I'm working with a friend that I know him in real life, lives in the same country but his a bit far from my house, we want to create blueprints together and that stuff, it's there any kind of tool to do that?
If you can send me a DM
I was thinking of attaching gun (static mesh component) to the NPC's hand (socket) on anim notify in runtime. Someone said not to do that because (re)attaching components in runtime is too "expensive". Is it true ?
big problem guys... If I deleted a folder via the engine editor, is there any way I can get the contents back? (no source control)
Or is it just gone-gone
maybe look in saved folder otherwise no idea
... fuck I found the autosave folder... Nope gone
Has anyone noticed that 'set texture parameter value' node is missing?
Just been following some fairly recent tutorials and it's just not there, not even any similar ones
so I can't change textures in-game like character traits etc..
Could just be my build maybe, I'm updating now just to see
Stupid question: When I'm using a persistent level to have two levels loaded at once, why when I hit Play does my level go black, and how do I get it to play the level I'm currently viewing in the viewport?
UPDATE: Ok so apparently "Context Sensitive" filters out tonnes of nodes in the search window.
Sorry Rome I'd help but I'm still learning myself π³
Use Async Load Level
question, if anybody knows at all, no worries if you don't, kind of specific
some games will automatically drop your FPS when you're tabbed out doing something else, is this a thing that you can set in unreal engine for your project, or just something that has to be written in code manually at a lower level, as in directX/vulkan stuff?
It's a thing you can set via single console command:
t.IdleWhenNotForeground
It's actually a CPU threading thing, not a GPU thing. If the game window isn't focused, you can lower the CPU usage, thus dropping your FPS.
If you print out the value of the vector calculated in both cases, what's the difference in value?
Using temp debug print in BP is always a big help
oh nice, thanks for the quick reply! it's just one of those 'game polishing' things i was wondering about, and will definitely add to my project...assuming you can automate that console command for the client
haven't touched console that much so far
Hey, a question about optimising lights: I know there the "Max Draw Distance" so we can distance cull lights, but can we occlude them?
For example when the whole light attenuation is behind a wall or not in the frustrum? Would it even matter?
Right now when I hit a Freezerendering I can see every light is still in place.
anyone working from linux with ue4?
thx
how do i turn live simulation on/off?
Change the debug object to none.
It's in the top toolbar of the anim BP editor
Hey hey, anyone knows a beginner tutorial on how to make an RPG character stats system?
Any good unreal engine beginner books y'all would like to recommend? I heavily prefer reading than watching videos so I'm looking for books that's up to date with the current toolset of UE4
anyone know where I might be able to find how this guy added set initial mouse position?
trying to copy the code but cant seem to be able to set initial mouse position
what's the problem exactly?
he probably just has a FVector2D variable there and then he set the X and Y in that
This month's free marketplace promo has RPG attribute system, you may want to check it out.
Otherwise, there are few tutorial series on YouTube for RPGs.
There's obviously no printed books but the community wiki might fit your need:
The community-driven wiki, providing educational content around the Unreal game engine.
If you were to do it, would you use some DataTable or just add all the stats variables to your character blueprint? (I just know there is Datatable in unreal, i don't know how to use them yet).
I store character specific stats in the Character BP, and player stats in Game Instance BP
Datatable is static, so useful for creating definitions of enemy stats and whatnot.
Also an RPG would have weapons and armors stats, you can easily handle them in each weapon/armor BP instead of datatable
Thanks thanks,
Um
Is there a reason why games dont have multi piece outfits the way we accessorize and dress in real life
Is there a performance reason
Or just not done because
For example 20 piece full outfits plus accessories
Having the outfit layered on top of nude base model is more prone to clipping issues.
Well I know clipping occurs but
Lets say I want top and undershirts/pants socks and or thighbighs, hats and or hoodies, masks, accessories like jewelery or bracelets, shoes coat and sets of undergarments as well
Meaning a typical player is wearing about 15 Or more pieces per player for outfits in said action game
Is there a reason games dont do this o.o
Hi, I may have an easy to solve problem as I wanted to install the UE4
For some reason the epic games launcher has the install button not avilable (grey) and cant click on it
Isvit already installed and or are you logged in \ have a license for it
It's not efficient to create that much of outfit layer, and I don't think FF14 go that far either.
Xiv 14 has about 5 pieces
And 5 accessories slots
Hence why I wondered why gamesbt havent let us go all the way with dolling up as I know mine is a little silly if I do what I want
I wonder what performance or gameplay issues could occur doing So x,.,x
Hypothetically of course lol
I don't think there's much repercussions in that regard, if you can share anim instance to all other skelmesh in the BP, but do you have what it takes to create that much of customisation layers?
For context, I'm allowing for 5 outfit layers, 3 accessories, and double of those for outline meshes, and I have no problems with performance.
Well i dont mind the work if it means a quality game ill do the suffering ;3;
But let's say I had special systems slappdd on the clothing
Per item per layer >_>
Could that be problematic down the line with 20 /30 piece outfits in its entirety
For a terrible example something like transforming clothes lmao
If you want to have sailor moon henshin style transformation, it's just a matter of swapping them normally but with material/VFX tricks
Well I mean something way more costly like a procedural system applied to each clothing on a mesh level x,.,x
Mesh\face level
and named each of the vectors initial mouse position y and x?
You mean morph targets?
No something im trying to create that's hard to put into words
I've never seen it before but it seems possible due to new engine plugins xD
Though this does answer my first question tbh
Its just alot of work x,.x
If you mean shader level transformation, no, don't.
Sumfin like that xD
Iwant to twist and mess with the meshes faces in runtime
And wonder how expensive that is with layered outfits
And how layered is too much
Calculating the transformation with WPO could lead to performance and graphical issues.
Unlike instanced foliages, it gets heavy with that many layers of meshes.
Well, if you don't give a shit to consumer hardware, then I won't judge.
Well I dint expect my game to run on potatos
Or even ps4's tbh
If it keeps going the way its going
Especially when I start using the chaos phhysic stuff
I expect my game to run on potatoes, PS4, and even the Nintendo Switch, so keeping shader instructions low is important
So nobody knows why? 
I gave you my best guess dark
Log in
Make an account
Check HD space
Pick a license via website
Yeah, can't wait to have a supercomputer exclusive game yay
Did you try googling it at all?
I did try especially after having two errors i did as i t was said
Honestly I hope I can scale it down so more people can play it tbh
But the systems I want ingame can barely run on ps4's allegedly so idk :c
https://www.epicgames.com/help/en-US/epic-games-store-c73/error-codes-c100/sumdhsh-failed-to-asynchronously-deserialize-a-manifest-a3813
and
https://www.epicgames.com/help/en-US/epic-games-store-c73/error-codes-c100/dp06-client-timeout-trying-to-install-a4658
restart due to new day and now the button is gray instead of yellow and cant do anything anymore
before i could at least clicked to install which got to these errors (one normal and one with epic started through admin)
This error occurs when the launcher tries to asynchronously deserialize a
manifest when there is a mismatched hash value.
WINDOWS
- Exit
This error shows that there is an issue with preparing the target directory for
installation. This can be due to a number of reasons, includ
Unless I cut out huge chunks of the scope and make the game instanced based it most likely wont run oon older pcs or a switch
@burnt phoenix I'm honestly learning unreal as I go as can be seen above asking hoodie guy for advice since he's all knowing and filled with wisdom bless his heart ;3; however I've never seen an issue like that at all
Unreal just worked for me granted a restart might help or reinstall perhaps
ah k, am just as confused as this is a fresh install and i can just install games from epic withotu problem
I wish you the best of luck but im falling asleep lol
good sleep ^^
Dont wait here for a fix its far less reliable than youtube or internet forums
Buttry troubleshooting the issue step by step until you can isolate the possible causes of the issue
If you want to, you could just morph the meshes with chained morph targets or using alembic data.
Once the morphing is done, sneakily swap it with the new mesh.
hey, this might not be related to ue but does anyone have an idea on what might be the issue if all my meshes I load in blender are invisible? π could it be my graphics card?
Two snow appears?
π
Same snow different machine
I use snowie for my tower and game design
Oki ill pm you the idea than nap
Thats the idea
Niiiight o/
help
nvm, just had to update blender
why i cant open the console with ^
Normalizing after multiplying is green, normalizing before mult is red
when i remove the max distance for red i get the same value
thank you for the tip i solved my earlier problem by getting the impact point from the linetrace and setting it as the transform of spawning the projectile. printing actually helps lol
i am confused
With a system for different item types (resources, weapons, potions) I'm wondering if I should make different data tables for each type or make one big one that contains unnecessary rows for some of the types. Does somebody have a suggestion?
what must i select when i will build the game from github source
Development Editor
Hi
when i will connect with client comes this wait
@languid flax
i use git source 4.26.2 release
but the ue version who builded the client also the game is 4.26 but i have in epic store 4.26.2
lol
If you have 4.26.2 installed in the launcher, it will say 4.26 in the dropdown. But it is 4.26.2
No idea about your error tbh
Are you doing this on local drives?
I didn't see the above messages about dedicated server
But you're building Client and Server from source right? Not one from the launcher and one from source
It's tilde key (` or ~)
Not ^ (Shift+6)
Your Intellisense probably didn't know about Unreal's C++ stuff.
Is there build in option to set smooth fade out on decals?
so what to do
is there any option
Just code like normal.
I mean, coders back then don't have Intellisense or custom var syntax highlighting.
in this also weaponrange is not highlighted
but the code will work
Nah, it just instantly removes decal