#ue4-general

1 messages Β· Page 993 of 1

drowsy snow
#

Create your own cooldown timer would be a better solution

plush yew
#

i think hoodie guy is sweeney

#

what is PF?

drowsy snow
drowsy snow
plush yew
#

what do you mean?

#

ur from past future?

drowsy snow
#

Let's just say it's about starting a new life in another world.

#

That's all I can say for now.

plush yew
#

O_O you cant be in past and in future at the same time

drowsy snow
#

🐲 πŸ—‘οΈπŸƒβ€β™€οΈ

spare kernel
drowsy snow
#

Did force closing UE4 Editor cause memory leakage?

I think I caused one, because my UE4 process stalled for too long after exiting, tried to End Task it because it caused Hot Reload, but now my memory usage abnormally stuck in high percentages even though there's barely other programs seem to use that high amount of memory.

fickle girder
#

how to fix this error?

drowsy snow
fickle girder
#

I tried to redo and apply the materials in different ways and connection methods in the shaders

prime lintel
#

for some reason, the closer i get to an object, it gets darker. is there a known solution to this?

fickle girder
#

The skylight must have measures that affect the lighting

dapper hatch
#

Anyone know how can I get ride of that alpha opacity mask glitch? Why my edges looks like that?

fickle girder
#
#

the solution

#

for the material landscape error

ocean narwhal
#

would anyone be so gracious as to listen to my incoherent ramblings and help me understand how I can put it into an unreal blueprint? i can kinda think how i would do it, but then my inexperience with the entirety of unreal kinda stomps on that, would love help

drowsy snow
ocean narwhal
#

coolio

#

so lets say, that i wanted to make a moba(basically a Soba since no MP lol). basically just moving around(which is taken care of by the starting off thing you can choose), abilities, stats that influence everything and resource bars. thats the barest of bones, id say. I wanna start small, so lets say I just wanted to make starting stats for a character, and apply it to the player character. then be able to display it? thats a simple thing to start off with

#

i hope this was reasonable

cedar wave
#

Where was the question?

#

How to display character stats?

buoyant graniteBOT
#

:triangular_flag_on_post: Gerard PujadΓ³#6469 received strike 1. As a result, they were muted for 10 minutes.

dire fjord
#

is there a tutorial anywhere for setting up developer only packages on steam so you can push things just to other devs/staff to download and test?

#

is it as simple as using a branch with a password? or is there somewhere we can create branches with specific kinds of access based on user groups?

coral spindle
#

what causes this distortion/artifacting on my metallic object? it looks like this before and after baking lighting, it looks alright in substance painter but not once its in ue4

wintry steeple
#

hey so um i went to learn.unreal and its really confusing

#

im a complete beginner and dont understand anything

#

i found this course

#

can someone tell if this is good?

hasty igloo
#

It's a great course but it goes into C++ that's really hard to grasp when you're a beginner, they have a course on blueprints maybe start with that first?

wintry steeple
#

i do know the basics of c++

#

like just the basics]

hasty igloo
#

Then just go on with the course you'll catch it by the time you finish, they go over some advanced topics such as pointers, polymorphism, delegates... if you do not understand something just ask here or in the cpp channel

wintry steeple
#

and it also teaches c++ from scratch

#

aight

#

thanks'

scenic fox
#

why does my sphere reflection capture make my light look brighter?

pastel ginkgo
#

How do you connect live link face app to unreal via an ethernet cable? I bought an ethernet adapter for my iphone. It was recommended to me to help with jittering face tracking. How do I connect this properly? Does it go iphone > ethernet adapter > ethernet cable> computer? Or does it need to plug into my router?

scenic fox
#

why does my reflection capture make my light brighter

past reef
#

Can somebody share the German shepherd model which was free in April
I added it int the cart but forgot to checkout and now when I wanted a dog model I rembered it .
Plz can anybody share it was technically free So it's not piracy . Right ?

scenic fox
#

It was free, it isn't free anymore

#

so technically it's not free anymore, meaning it's piracy but maybe somebody will not sure though

past reef
scenic fox
#

have you actually got the model when it was free? if so just search your vault for it

past reef
scenic fox
#

Oof

#

Im pretty sure you can pirate it on a site but i don't condone pirating since that might be against the rules on the server but yeah

past reef
scenic fox
#

Ah, if the person has made models on something like SFM or for blender for an example you can probably get the models from there, and port it to ue4

past reef
#

i found a free 3d model but now i need to rig and animate it but better than not having anything

plush yew
#

how do i add some widgets to this? i accidently removed it

drowsy snow
plush yew
plush yew
#

how do i make a button to open a link in google?

#

nvm

#

got it

radiant sun
#

Is there an easy way to make something show through objects? I want to basically have an oscillating marker that the player can see through all static meshes

little breach
#

any automatic way to create a skeletal mesh for each mesh that is assigned to one skeleton?

maiden sonnet
#

has anyone seen this error, is there a fix for it? or at least an idea for a fix?

versed lion
#

Good morning guys, does anyone know a different way for blueprint to hold couple of seconds instead of using the delay node?

worn copper
#

Can anyone help me with Door Open both side away from player....
I made one using box collision but it only opening one side not opening in other side

versed lion
#

Can you provide more details? @worn copper

#

like are you using sequence?, other animation, set actor location node

worn copper
#

Door

versed lion
#

Can you provide any screenshots? of the door blueprint or something?

worn copper
#

Its to big

#

Wait

#

Followed this tutorial.

#

And made duplicate for other side... But not working

#

You can see at last of video

versed lion
#

So you duplicated the door to simulate double door opening right?

worn copper
#

No

#

I duplicateed blueprint for other side

#

Added 2 booleans 1for inside 2for outside

versed lion
#

So I suggest you doing, is using one actor, adding there another static mesh component of the different door, then copy pasting the animation with reverse relative transforms

worn copper
#

In this method there is no animation

#

Its on relative rotation angle

versed lion
#

so relative rotation

#

you can add multiple static meshes components into the actor and use them in the blueprint

#

This is what you have i imagine in the door actor

worn copper
#

Means 2Door Panels for 1 Door

versed lion
#

Yes, 2 doors static meshes components 1 actor

#

this way you can control both in the same blueprint and animate it there

worn copper
#

But how

versed lion
#

Just like you did with the first door

#

You add another mesh

worn copper
#

Means when one door is closed how can we open other

worn copper
#

But when we open 1 door other door can still be closed

#

So not getting how to do this

versed lion
#

If that's what you mean

worn copper
#

Okk trying

versed lion
#

I used set world rotation

#

I know its not animated but just to example it for you of how it would work alike, so you can do it how ever you want in your blueprint @worn copper

hidden minnow
#

hey guys im trying to run a game made with unreal engine (i didnt make the game) but i got in in a folder form and there is a .pak file and a bunch of other things i cant figuer out. can someone help me run this game? please dm me or message me here

topaz kelp
sharp crest
#

good morning

#

woha done as I posted

#

knew it would be a good idea

radiant sun
#

How does one force an actor to spawn at player start?

sharp crest
#

or plug spawnactor to event begin play

radiant sun
#

I have, the problem is that I have added a bunch of stuff to try learn from and I am bashing my keyboard like a monkey xD

#

But the begin play is very helpful, thanks ❀️

plush yew
#

here is the palm

#

and here it is from the button

#

how do i?

drowsy snow
plush yew
#

ok ty

plush yew
drowsy snow
#

I'm not sure if materials can be bulk edited.
@plush yew do you mind cross checking? I'm not in front of UE right now.

#

Welp, sorry about that πŸ™‡

fierce tulip
#

dont just share random links to random things.

hidden minnow
#

it was a link to the game download tho?

#

on a google drive

#

where would i get help for that?

fierce tulip
#

you'll need to sort out errors yourself, and solve those. dont expect someone else to do it for you

runic fern
#

hello guys ..
what is the latest source engine release have HTML5 Package ?

fierce tulip
#

i think .22 or 23

runic fern
#

source code or launcher release ?

fierce tulip
#

iirc they stopped support on both on same engine version

runic fern
#

oh ok thanks

drowsy snow
#

HTML5 in UE4 was a massive hit or miss tbh.
It had to run on Firefox, because of emscripten, and more often than not, it doesn't work.

runic fern
#

i have a project have to be in web app thats why i wanted to release it on html5

drowsy snow
#

If you have to get it running as pure local code web app, I think lightweight engine like Godot is better suited for that.

UE was just too OP for local HTML5 code, and especially after Flash has been fully dead by now. Pixel Streaming is the alternative option, and it works like a cloud gaming service, but you provide it on your own.

#

I actually tried deploying one HTML5 app with Unreal Engine 4 way back when for enterprise use. Suffice to say, it get messy real quick, and all the effort felt futile once it failed to do anything as intended, like 98% of the time.

runic fern
#

hmm it's something like virtual exhibition so its not heavy like a game

#

but yes still don't know how heavy it is

drowsy snow
#

Again, I'd recommend to go with Godot instead if you want to have HTML5 interactive app in no time. It's capable of 3D stuff.

Oh yeah, UE4 as nativised HTML5 code is heavy. Very heavy. Not to mention long load times when I tested it with bottlenecked local host.

runic fern
#

well i have to download godot but i havent work with it before xD

#

lets see

#

thanks

astral phoenix
#

Hey, i have a problem im trying to make a game where i can mine ''Gold'' with a machine, and take out the ''Gold'' from a different machine, but how can i cast to 2 different actors? πŸ™‚

brittle tundra
#

Get actor of class > cast ?

#

Put an interface on them to talk with it easily ... lots of ways

plush yew
#

Good day.
I am currently studying to become a software engineer, but I realized that this is not mine. I like to play different games with a deep history and I dream that one day I will be able to create something of my own.
I started learning UE4, but I don't know how to do it as fast and as efficiently as possible. Having a hobby is very good, but I need money and I want the hobby to bring money as well.

What advice can you give me?

astral phoenix
#

@brittle tundra Ty very much! πŸ˜„

plush yew
#

How can I show a widget when the fps is lower than 6

grave nebula
#

@plush yewI want the hobby to bring money as well. This is a noble undertaking, but there is no guarantee that working in gamedev will be something you will like either, and when deciding, acount for these risks. Liking playing games does not directly map to liking participating in making them.

plush yew
grave nebula
#

Software engineer is as broad as game programmer. There are tons of specialities, each with completely different flavors. @plush yew

#

you might as well move it to career-chat too

plush yew
#

ty

plush yew
topaz kelp
plush yew
topaz kelp
#

but #blueprint og #umg might be better chats if your looking for specifics

plush yew
spare latch
#

So idk if this is the right chat for this, Im going to university in September for games programming. Ive got a powerful gaming pc at home to develop on but im also looking to buy a laptop. Should I get a gaming laptop or a powerful standard laptop. or do you think it would be a waste to get either ?

plush yew
#

how do i put that into the player POV?

drowsy snow
astral dust
#

guys is there any software which has gone free for unreal engine like quixel bridge/mixer and fmod

gilded needle
#

What kind of software? That is a pretty broad question.

fierce tulip
#

winrar comes to mind

brisk gyro
#

when an object is only one sided the light is going through. Can I disable this so the light is not going through?

umbral ferry
#

Someone can help to make build because i have nothing on my scene and my game size is 1.16GO that isn't normal

west venture
#

any free character maker. to do a game? Metahuman its really good but i have some problem with it

#

Thank u man

#

jajaja dont worry

tired quest
#

Hi ! Someone knows how to avoid this (or what's the name of this problem ?)

#

Due to a GPU bake

west venture
#

"RetargetPoseMedAvgMale_PoseAsset" does anyone know why these file is missing in my MetaHuman exported files

limpid gulch
#

Can I disable autosave?

plush yew
#

how do i convert my maze to static mesh

grim ore
#

how did you create your maze?

#

@limpid gulch did you try looking for the settings?

limpid gulch
#

I did, and I didn't see them

plush yew
#

can anyone solve

limpid gulch
grim ore
#

@plush yew is the ball set for auto destroy? is it going into the KILLZ area? we dont know how your stuff is set up

drowsy snow
#

UE4 should have Lumin / Magic Leap plugins disabled by default smh.

plush yew
plush yew
drowsy snow
grim ore
#

@plush yew so it "falls" and you can see it still in the world after it falls?

grim ore
#

pause it once it disappears and try and find it

#

make sures its actually falling thru the floor and not being shot off into space

grim ore
#

on the collision item for that ball, under collision, turn on Use CCD and see if that helps

plush yew
grim ore
#

yep below that in the advanced section (the little arrow)

#

or search for CCD at the top in the search bar

plush yew
grim ore
#

so with Use CCD checked it still falls thru?

#

you might need to make sure your floors and walls all have good thick collision then

grim ore
#

maybe? look at the collision you have on the meshes and see if they look correct. If they match the size of the walls you should be fine

plush yew
grim ore
#

yep that is not collision, open the static mesh and look at the collision in there

plush yew
grim ore
#

so thats all one mesh and its using the actual mesh as the collider. maybe your floor is too thin

plush yew
#

so how do i scale them its total 1 mesh

grim ore
#

you need to go back in and fix the original mesh, or make it again, or not use 1 mesh

drowsy snow
#

Or use BSPs which you can convert into static mesh later.

grim ore
#

I beleive that is what they did which is the issue

sweet axle
#

chracter creator gives you trial and with daz you can purchase a licence per character for commercial uses. $10 last time i checked and there is a video on yt that shows how to use daz characters for free. Not sure if it will still apply but daz characters are goodquality and $10 isnt much considering yopu get to create animations for that character so it isnt locked to specific setup.

sweet axle
#

You need to clamp your input values. so that the roll maintains itself properly with the collision settings and rotating movements

silent chasm
#

hey guys, does anyone know if there were changes to 4.25 regarding steam? it does not show the overlay anymore in pie or standalone

sweet axle
#

when rotating your world to quickly the ball cant amaintain its position properly and falls through the floor.

sweet axle
#

Clamp your values between -1 and 1. Both x and y. Sorry for the late info. facepalm

ocean narwhal
vale grove
#

Hello - Where can I find the skylight in UE

#

I am trying to follow instructions from here to make my environment dark

plush yew
#

you need to add it in case you did not already

vale grove
#

If I didn't, I don't have to change it right

#

After all I want my scene to be dark

#

Haha

plush yew
#

im not an expert since I am relative young. i dont know how much the skylight effects your scene if you dont add it

vale grove
#

No worries. Thank you

plush yew
#

your welcome

toxic birch
#

Hello! I have a slight issue. So this is my first time importing stuff from Maya to Unreal. I modeled some sort of maze and imported it into unreal but because of collision it's considering the entire maze as a mesh and not just the walls of the maze. How can I make it so only the walls collide and not the entire thing?

#

For further explanation, the character is stuck an unable to go inside as those "invisible walls" are considers within the object.

#

Should I change the export from Maya to unreal? It's currently an FBX and unreal unwrapped the FBX object and turned it into individual actors

#

For me to place

#

I'm still new to Unreal and new to Maya

sweet axle
# toxic birch

Maybe try open the static mesh and in the collision settings use complex collision.

toxic birch
#

okay, let me check

#

My unreal crashed and the assets are gone before I could try it out, give me a few and I'll get back to you on that

sweet axle
#

I'm not so sure about how maya and unreal work together with imports and stuff and i only got like 6 months of ue learning behind me but i would remove all existing collision and then add new from scratch so that its ue4's collision profile on the mesh and not maya's profile. Dont know if thats right though. But thats what i would try.

#

I'd also set it to use complex as simple in the detals tab of the mesh editor window.

sweet axle
#

If i'm wrong then hopefully someone that knows will correct me before we have a lot of collision issues form others that listened to me.

#

The long way is to place the collision boxes one by one on the by yourself. Giving you complete control of where you want collision and where not,

toxic birch
#

How do I do that? The long way

#

Actually, I'll google it so I don't bother

#

Thanks for giving me an idea though! Appreciate it

sweet axle
#

Click add box collision then click on the collision box itself and then you can scale rotate and move. to add another do the same again.

plush yew
#

What are your experiences working on a non character based game in unreal? Is it still (FPS) third person or first person focused? Just curious because i want to work on such one and dont know if unity would be better?

kindred plaza
#

Does anyone know how to fixed the "video memory error trying to allocate a texture" crash?

drowsy snow
plush yew
#

yeah i am having kind of a dilemma now. I like those graphics and features of unreal. But i also like unitys versatility and flexibility to be used on 2d and 3d equally as good.

#

Hello everyone! I have a question. When game is exported, things that are not used will be also exported in the .exe ? Or only things used in the scenes? Could please someone tell me?

grim ore
#

does the flexibility matter if you wont be using it? pick whatever works best for your project

drowsy snow
plush yew
#

well i will be using it. I want an engine thats not focused on anything, but just stay in the middle between 3d and 2d.

plush yew
#

Any easy way to only package what is in the scene?

#

Or not possible?

drowsy snow
plush yew
drowsy snow
plush yew
#

Ohh, thank you so much!

gilded needle
#

@plush yew Unreal works equally well for 2d as it does 3d. I mean it really comes down to your needs and your preference IMO. There are factors we don't know, do you prefer C# or C++, do you want to build in blueprints, etc. Is there something about X engine that would work better for your particular game? Each engine has it's pros and cons. As Mathew said, it comes down to whatever works best for you and your project.

sweet axle
drowsy snow
rugged heath
#

Hello guys, I am a new user of the unreal and I have a problem to solve. When I play the unreal, it goes to 0.0.0. I changed everything I know, but still giving this problem.

plush yew
drowsy snow
sweet axle
kindred viper
#

@plush yew do your own studies. The internet is notoriously wrong most of the time. However the 2d capabilities of Unreal are not as well rounded as other engines, it can do it, just using other methods or manually creating those methods. Since Paper2d was dropped, it's been in limbo for 2d. So everything made is either flipbooks with no real functionality or 2.5d and some shader work.

drowsy snow
exotic thicket
#

I do wonder what those 2D limitations are πŸ€” I've used Paper2D to run sprites in a Doom-style sprite animated shooter thingy and it worked pretty well

kindred viper
#

yeah what is there appears to be functional. I guess it wouldn't be included otherwise.

drowsy snow
# rugged heath

Did you have autopossess on that one Truck pawn you selected?

drowsy snow
kindred viper
#

@exotic thicket I've not had a deep dive into it in a long time (since around flappy bird time) so Im not sure what else they added

#

If it had bone setups for sprites, I'd be happy.

sweet axle
exotic thicket
#

yeah no idea if it has bones for sprites, not something I needed to do :D

drowsy snow
kindred viper
#

at the end of the day, 3d is really just 2d, but displayed really fast πŸ˜„

drowsy snow
sweet axle
#

So 2d is actually 3d really slow. hahahaha

kindred viper
#

you can do magic with NPR style rendering.

exotic thicket
#

the only thing I wanted with Paper sprites was being able to light them from behind so they'd light up on both sides, ie. you have a light --- sprite --- player, in this setup the backside where the player sees the sprite from could be completely dark

#

I tried a whole bunch of things for it but I suspect it'd need some advanced render magic that I can't figure out lol

#

(ie. the lighting behavior would be more like in doom or games like it where the light level of the area applies to the whole sprite instead of "realistic" type lighting)

rugged heath
drowsy snow
#

Looks like Hot Reload wants to have one way relationship with me. It keeps turn on the auto compile and hot reloads everytime I create new C++ class πŸ₯΄

kindred viper
#

@exotic thicket Im surprised about that. With Sprites being materials (essentially) then they should be able to be flagged as 2-sided materials. Im not sure on the lighting though, not my jam.

exotic thicket
#

Yeah I mean 2 sided works just fine, but it lights up only the side facing the light as you would expect :)

#

or actually you know what maybe I didn't do it the right way for that

cedar wave
exotic thicket
#

since if the "front side" of the material faces the light, maybe the "backside" would also light up - I'm pretty sure I had my logic set up such that the front would always face player

#

but even if the front would sometimes face the light I don't think that would fix it because the light could be on either side of the sprite, so you wouldn't know which way it has to face for it to be right

kindred viper
#

hmm yeah its these little thigns that give me the opinion that using Unity or another engine for 2d would be quicker. Having to do workarounds or code solutions is rarely the best option in a "time is money" situation.

sweet axle
exotic thicket
#

It's not really a dealbreaker for me in this case, mostly a minor artstyle issue which could probably be solved if needed via getting someone more experienced in these sortsa things to look at it... if I knew who that person is lol

vapid karma
#

man i wanted to participate in this challenge but it s just to hard ???

#

anyone strugles like this ???

kindred viper
#

@vapid karma which challenge?

vapid karma
#

Animate metaHuman

kindred viper
#

did you do the 3 courses ?

vapid karma
#

Yeee

kindred viper
#

well then what issue are you having?

vapid karma
#

But when I opened metaHuman project it just overwhelmed me

kindred viper
#

Try doing this. Open your project. Create a sequence. Drop the metahuman into the world. Then in the sequencer, select the Metahuman Control Rig (or the face rig). This will highlight the control rig. Then you just select a Control and move it from A to B. You can record these movements by keyframing them. The rest is just grindwork. Move from A to B many times.

vapid karma
#

Thanks man

gilded lichen
#

Hello, Im hoping that you can lead me in the correct direction for a solution. Me and a friend are going to make a game over the summer holidays and for the map of the game, I want it to be randomly generated. The map will be an island that will have mountains and other small islands around the big island. I'm not sure how I would tackle this, my first thoughts were to somehow generate a height map that can be used on the landscape. What do you think? Thank you in advance.

kindred viper
#

its a lot easier if you have mocap obviously. But without it, its just a lot more work.

vapid karma
#

That really helped

#

😁

#

I go try

kindred viper
#

@gilded lichen there is always more than one way to skin a cat (as we say in the UK). You can create dynamic heightmaps and generate landscape tiles. You can also use a Voxel plugin landscape. You can even use a standard static mesh and manipulate it with displacement shaders. But sometimes the best thing to do is just fake it. Make small tiles, use world composition and dynamic level streaming instances and you can build any world you like.

gilded lichen
worn comet
#

i found this in the UE4 documentation "This document is not meant to be a discussion or work in progress, but rather, reflects the state of Epic's current coding standards. Following the coding standards is mandatory." is it mandatory to use epics naming conventions for indie games?

#

it got me confused since its in their public getting started guide and it says its mandatory

grim ore
#

I wouldnt be surprised if that was originally an internal document that they put on the public site and never noticed

#

but the way it is written, since it refers to "At Epic" it's also correct saying its mandatory

steel crest
#

Hey, i have a linetrace spawn, that uses the mouses for rotation input, however the camera also moves while doing this. I tested it in the fpp template, and set a varibale that stopped camera while using it, but im using als and the camera input is handled by a parent base character bp, and the 'portal' spawn is in the child character bp. Pictures below, esentially id like to know the correct set up to use a 'get' variable from different blueprints
this is how the fpp looks

this is the als one, this movement input is inside the base character, and the variable im trying to get is in the child character bp

thick nebula
#

that new vive lookin sickkkkk

autumn grail
#

i created this meme what do you think?

fierce tulip
autumn grail
#

oh sorry

west venture
#

I have 4 PlayerStart and when spawning, i spawn under the floor in 0, 0 ,0

kindred viper
#

are you setting one of them to a player controller for Auto Possess?

random lodge
#

Correct me if I'm wrong, but if I set a game mode in project settings and leave the Game Mode Override in World Settings as "None", then the game mode in project settings should be used?

For some reason I have to set a game mode in World Settings for it to have an effect.

kindred viper
#

I'd set it manually anyway. You can eliminate that as a problem then

random lodge
#

I'm about to, but as a programmer this really drives me nuts. πŸ™‚

plush yew
#

out of video memory trying to allocate a texture

#

help me

kindred viper
#

get a better GPU or use a smaller texture

west venture
kindred viper
#

@west venture that is not how a Player Start works. It has it's own Auto Possess function, which will set it to a Player Controller Index. When you spawn at a Player Start, it's usually by this method unless you use the location of the Player Start and position manually.

west venture
kindred viper
#

In the Player Start object

plush yew
kindred viper
#

I couldn't tell you. I dont know what it is, where it is or anything else.

west venture
kindred viper
#

select the player start, in the detail panel on the right side, scroll down.

west venture
#

oooh ok

#

i was not understanding sorry

kindred viper
#

its ok

west venture
#

i put "4" there

kindred viper
#

0 is your player

west venture
#

and 3 to 1 on the other ones

#

oooooh okkkk

#

thats why

#

thank u

random lodge
torpid adder
#

what the hell man, my projectile was hitting something invisible at a specific spot in the map and i had no idea what, so i set it to print whatever it's hitting

#

w-what??

random lodge
#

Stop shooting at the HUD, you're gonna break it!

distant cobalt
torpid adder
#

how the hell elaKek as funny as that is, does anyone know why this might be happening?

grim ore
#

well what is DB_HUD?

torpid adder
#

it's the hud

#

it's not on the map obviously

grim ore
#

is it a HUD class or widget or BP or ?

torpid adder
#

hud class

grim ore
#

so whats the code you are using to print then on the server?

torpid adder
#

it's in the projectile BP event hit

#

i just put that there at the beginning

grim ore
#

so another question is how is the projectile hitting another projectile?

torpid adder
#

good question , that wasnt supposed to happen either

grim ore
#

put a breakpoint on the print string and make sure its accurate

torpid adder
#

seems accurate, it pauses as soon as it hit, doesnt do the rest of the code

grim ore
#

yep and when you mouse over the Other pin from the Event Hit does it show the correct item?

kindred viper
#

I might just make it for him in a minute. Came back with a new account to get more help πŸ˜„

torpid adder
#

it shows this

grim ore
#

well the hud does spawn in but it shouldnt have collision, did you modify it at all?

torpid adder
#

lemme see

grim ore
#

Haven't used the HUD in so long since its been replaced, makes sense it spawns in tho

fallow hornet
#

Any good free tutorials for creating a better shoreline with Oceans

torpid adder
#

yea, the collision on the hud was set to worlddynamic by default

#

fixed it

#

i had no idea that was a thing

#

thanks for the help!

vale grove
#

Hello, is there a quick and dirty way to add snow over my environment?

#

It does not have to fall

viral fractal
#

is there any way to perform a global smooth operation for the terrain ?

vale grove
#

I just want to scatter it over my environment

#

That's it

#

Snow/rain/leaves anything will do

steel crest
#

I have a spell im working on that involves spawning two actors with functionailty, however sometimes while im spawning they collide and its sets off thier functions (they are portals), so i eed someway to disable them until they are set. Tried turning the actor to no collision then doing get all actord of class, get a copy, function enable collision, but nothing happened, how would i go about this?

torpid shadow
#

Been working on a project and I want to improve the FPS a bit, its a pretty small map but the frames drop to around 40-60, I have looked around with the optimization viewmodes and everything actually looks pretty good. Like the shaders one everything is green, lighting is all good too, any ideas on how to improve further? Ive reduced textures and stuff like that, not really sure where to go from there.

plush yew
#

hey guys, I wanted to if there is any way to find the flow of a project

#

I have to work on a pre built game but first I have to understand its blueprints flow

#

and its very confusing

#

any easy I could see how the flow of that project works

west venture
#

If i use get player controller, where it says "Player Index" its 0, so if im doing something with a character that will replicate on every character right?

kindred viper
#

@plush yew there is no real solution for that which I have found. Your best bet is to simply go from the start of the logic and follow it. Take notes.

calm pollen
#

Hey whenever I try to package my android game, it gives me this error : UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): ERROR: Unable to compile source files.
PackagingResults: Error: Unable to compile source files.

#

i have looked online and it tells me to update android studio, which I have done I don't know what else to do

kindred viper
#

no they are instanced.

vale grove
#

Thank you

west venture
#

Ok, these is the real question now, i have a variable on the character blueprint, if i spawn another player with same character and i change one of the variables in My Character, would it be affected on the other one right?

#

That was the image

#

sorry

#

So why when i crouch the other player crouch too

#

The only thing i change is that variable

kindred viper
#

you need to broadcast an event that both are bound to

#

or call both referenced functions/events separately (which is not the best way but will work)

#

you can interface it too.

west venture
#

ok the best option which is it?

kindred viper
#

I would go with broadcasting events.

west venture
#

That means create an event and then call it?

kindred viper
#

Event Dispatcher yes

west venture
#

oooh ok

#

thank you

idle dragon
#

What's the easiest way to change the texture position/scale on a static mesh?

kindred viper
#

via a material but you will want to go look it up otherwise someone would have to google it for you or write the code for you and you won't learn a thing.

idle dragon
#

roger

#

Anyone got a decent material tutorial intro?

kindred viper
#

there is a page specifically for this task even

#

the blend and tiling tutorial will also cover it

#

it's not a bug, it's a feature.

#

πŸ˜„

west venture
kindred viper
#

bro.... google it

west venture
#

ok sorry

kindred viper
#

Im only prepared to point out what you need to look for. You need to do the learning. But best of luck.

nimble pumice
#

Hi Quick question: If I wanted to make a car with a steering wheel that can move and in car screens that should have changeable textures and useable buttons, how would I do this? Would I have the car body as actor and everything that belongs to it as "child actor"? (That's how I would do it in Unity atleast)

kindred viper
#

@nimble pumice that depends if you want to use a Vehicle or if you want to just fake it with a HUD.

surreal vector
#

hello everyone, i have a problem with my directional light, every time i change the light intensity, it changes in the editor but not at runtime, and it reset everytime i restart ue4

kindred viper
#

@surreal vector is it a moveable light or a static light? If it is static, you will need to rebuild the lighting.

surreal vector
#

@kindred viper the problem probably come from this i willl rebuild

kindred viper
#

that doesn't really answer the question. Both would be usable but one is a Vehicle Movement Component based system and other is hand made to appear to be a vehicle.

#

If you check out the Vehicle or Advanced Vehicle sample projects, you can find out how to do that version. Otherwise fake it till you make it

nimble pumice
#

Sorry, not sure what you mean by fake it with a HUD? Maybe let me rephrase the question: How would one create vehicles or other objects that contain other actors but once the vehicle/object moves everything inside moves as well. Is there something like a parent/child hierarchy like in Unity?

kindred viper
#

fake it with a HUD means you dont need to make a vehicle. You can use any pawn/character and make it look like they are a vehicle.
But if you want actual vehicles, then the Vehicle Movement Component based system is for you. These can have parent/child architecture like anything else. Check out the vehicle sample projects and then check out UMG widget components which you can add to any actor and project your widget into the 3d worldspace.

nimble pumice
#

Okay, thanks Marc!

surreal vector
#

@kindred viper thank you it works

frozen pond
#

hi, not sure how i should make third person corsair for shooting, just same way as FPS ?

toxic birch
#

What am I doing wrong here? This is an actor with a static mesh component and I assume that upon touching the actor or overlapping then it'll print "Hello". Should this not be in the actor's event graph? What should I look out for

frozen pond
#

@toxic birch your collision's dont generate overlaps

toxic birch
#

oh

#

Well what does generate and overlap then

#

Cause I do have this enabled

#

So I assumed it does

frozen pond
#

your character collision don't like your actor collision

#

also, how do you check overlap?

toxic birch
#

Well.. In the actor event graph I simply do what's in the screenshot above

#

That's all

#

ActorBeginOverlap

frozen pond
#

yes but HOW do you check overlap, do you have box overlap, sphere overlap, or static mesh without collision?

toxic birch
#

What I'm to do is if it overlaps then it ends the game but I'm trying it out with print string first

frozen pond
toxic birch
#

Alright lemme watch that, the answer to your question would be static mesh without collision

frozen pond
#

so you got wrong collision settings

toxic birch
#

Got it, just needed to do "Overlap All"

#

Thanks for the video

frozen pond
#

that simple solution, should work for now

thick nebula
real vortex
#

hello

#

i am kind of new to blueprints

#

and i was wondering how to pick up object but without holding it

#

it disappears and adds to the score

vocal marlin
#

Depends on how you want the player to pick it. If it is just by walking over it, using just overlapping events to add to the score and then using destroy in the object.

#

Recommend going to #blueprint for more questions. This channels is for more general discussions.

dusky mural
#

I'm having an issue that happens every time I use Unreal, no matter what project I'm in. After using Unreal for a few hours it suddenly stops letting me open any menus, upon opening one it closes immediately not letting me click anything, and goes black if I minimize the program

#

I always have to restart whenever this happens and it's getting pretty annoying

unique kraken
#

anyone knows if there is a add on or something with wich i can drag uv vertecis around?

drowsy snow
west venture
#

Someone knows why when its crouched, it starts flying wtf hahahaha

unique kraken
#

im a pretty good blender user, but for specific reasons id like some options in ue4

west venture
#

And that bone

unique kraken
#

yes that sounds like something

#

but i need to do that with specific faces

#

a specific selection of faces

#

yes well thats what i do, but i want to keep adjustability, wich i can only have if im able to move uvs

#

@west venturectrl rig to fix anims? thats what i do. made a libary of 2000+ anims retargeted and targeted, ofc not all work absolutly perfect on each char so i have a custom ctrl rig to fix in place and such stuff

west venture
#

how can i open control rig?

unique kraken
#

u need to enable it in plug ins

west venture
#

oooh ok thanks

#

i have it enabled

#

so how do i open it

unique kraken
#

well u need to creat one, i have a yt series on it if u want that

west venture
#

whats your yt channel

#

same name as discord?

unique kraken
#

i can send u a link in prvt if thats okey with u

west venture
#

yeah

merry gazelle
#

quick question but this CMD is blocking the timeline on my sequencer, how do I hide it?

merry gazelle
dusky mural
#

@drowsy snow that may fix the flickering issue, but the main issue I'm having is the menus appearing and then disappearing, those don't flicker, just immediately disappear upon trying to open them

#

it only happens after having the program open for a prolonged amount of time and only happens in Unreal

unique kraken
#

i see u talking about a flickering issue, i only have that in blender sometimes, whole screen goes darker and brighter

dusky mural
#

thanks, I'll try it out now

distant cobalt
#

Does EOS also work in UE 4.26? or only in 4.27

subtle hatch
#

Hello, got a problem with a game controller that was once working in ue4 editor where when I simulate game it functioned properly but now the gamepad input stays in the UI editor and doesnt go to the in "simulate" Any fixes? Thanks.

kindred viper
distant cobalt
#

but 4.27 not in epicgames aviable

#

but i not will build the engine

#

my pc is bad

drowsy snow
#

We're have yet to get the preview builds of 4.27 anyway.

distant cobalt
#

but its buggy or?

#

but the 4.27 buggy or not?

drowsy snow
#

We don't even have preview builds for 4.27 ready yet. It's obvious if it's buggy or not as of now.

distant cobalt
#

so i have to build the whole engine myself 😭

kindred viper
#

@distant cobalt Github. 4.27 branch.

drowsy snow
#

Unless you have very very specific needs for 4.27 or EOS, you can implement it yourself in 4.26 or work on other important aspect of your game.

distant cobalt
#

but i must build it or?

kindred viper
#

yes

distant cobalt
#

how long it need?

kindred viper
#

how long is a piece of string?

#

twice as long as half of it.

drowsy snow
# distant cobalt how long it need?

2 to 24 hours, depending on your system.
Unless you're going to contribute to the engine, you'd better wait for the production ready release version of 4.27

kindred viper
#

it should be fine if you keep up with the commits.

#

its in the master build atm so its gonna build ok.

#

you could even just take the folders from the build for the EOS shared and plugin folders. It will probably work.

#

you would just have to make sure you rebuild the binaries

kindred viper
#

4.27 build on Github. Take the relevant EOS folders. Move them to 4.26 and rebuild

distant cobalt
#

can i make it with epic version

kindred viper
#

no guarantees it will work. But if it has no specific 4.27 dependencies, it should.

distant cobalt
#

or must i build the engine always

kindred viper
#

no its a source thing.

drowsy snow
#

Since it's a C++ plugin, it has higher chance to be backwards compatible with 4.26.

Meanwhile Niagara simulation Stage is uasset only, so I have no idea if it works in 4.26

distant cobalt
#

also i cant make it with the epic version

kindred viper
#

the thing is, you don't want to avoid using source builds if you want to have control over your engine. The binary builds are nice and all when you dont want to mess with the engine, but I don't use them when I have a choice. Source > binary

drowsy snow
#

Honestly binary version only useful for downloading juicy engine plugins from marketplace πŸ˜›

kindred viper
#

yeah

distant cobalt
#

also what i must make?

#

say it me

kindred viper
#

even though you can switch it to a source version now as long as it relates to the relevant build

distant cobalt
#

can i use the 26 with eos but not rebuild the engine

kindred viper
#

Nils are you blind? We have just been telling you this and I told you hours ago.

#

its like people dont want to do the work or something...

drowsy snow
distant cobalt
#

yes but it say its from other engine version

#

and will rebuild

#

and say then cannot rebuild

kindred viper
#

slams head on table

distant cobalt
#

here

drowsy snow
#

Try building your 4.26 engine or project in Visual Studio (DON'T REBUILD UNLESS YOU KNOW WHAT YOU'RE DOING) and see the output log.

kindred viper
#

if only the error message told you how to solve the issue.

drowsy snow
# distant cobalt

To quote the error message:

Engine modules cannot be compiled at runtime. Please build through your IDE.

distant cobalt
#
1>D:/UnrealEngine/MyProject4/Plugins/EOSShared/Source/EOSShared/Private/EOSSDKManager.cpp(28): error C2838: 'RealTimeCommunications': illegal qualified name in member declaration
1>D:/UnrealEngine/MyProject4/Plugins/EOSShared/Source/EOSShared/Private/EOSSDKManager.cpp(28): error C2065: 'RealTimeCommunications': undeclared identifier
1>D:/UnrealEngine/MyProject4/Plugins/EOSShared/Source/EOSShared/Private/EOSSDKManager.cpp(34): error C2838: 'RealTimeCommunications': illegal qualified name in member declaration
1>D:/UnrealEngine/MyProject4/Plugins/EOSShared/Source/EOSShared/Private/EOSSDKManager.cpp(34): error C2065: 'RealTimeCommunications': undeclared identifier
1>D:/UnrealEngine/MyProject4/Plugins/EOSShared/Source/EOSShared/Private/EOSSDKManager.cpp(40): error C2838: 'RealTimeCommunications': illegal qualified name in member declaration
1>D:/UnrealEngine/MyProject4/Plugins/EOSShared/Source/EOSShared/Private/EOSSDKManager.cpp(40): error C2065: 'RealTimeCommunications': undeclared identifier
#

is that critical @drowsy snow?

drowsy snow
#

I assume RTC wasn't included on per project basis by default. Consider moving the EOS plugins folders into the engine's Plugins folder, not the project's folder.

distant cobalt
#

ok

#

so?

#

and this in this?

#

it dosnt work

long sedge
#

Does anyone here have hydroneer and have knowledge that can help me I just started'

drowsy snow
#

This is UE4 server, not Hydroneer server.

long sedge
#

I cant find the hydroneer server also hydroneer is an unreal game

#

sorry I'll go

drowsy snow
distant cobalt
#

when i build the source build

#

comes that @drowsy snow

#

why

mellow sluice
#

Why in the scene not all components are shown?

drowsy snow
# long sedge I cant find the hydroneer server also hydroneer is an unreal game

Don't get me wrong, I'm a modder myself, and support modding and machinima making in my own space. But this server also has other game developers and some of them may condemn modding. For all we know, the devs might be hanging around here too.
We also do not give any instructions on asset ripping, as those should be left to individuals who wanted them.

However, if what you're going to ask is recreating certain aspect from the game to be implemented in your own UE4 project, and you're stuck on certain part of it, feel free to ask it.

distant cobalt
fallen orchid
#

so this isnt so much a unreal question as a work flow question.
so you create a unreal project and throw that in to source control. Add assets and and code over time all going into commits. but what do i do with WIP files texure and model etc... what the bast way to store them and keep trap of them.

pulsar fractal
#

ERROR ITMS-90725: "SDK Version Issue. This app was built with the iOS 13.2 SDK. All iOS apps submitted to the App Store must be built with the iOS 14 SDK or later, included in Xcode 12 or later."

#

anyone solve this BS yet?

drowsy snow
pulsar fractal
#

thank you

#

πŸ˜„

toxic lily
#

need some help

#

my epic launcher is not showing UE 4.26 as installed, but its installed on my system and i can launch direclty from the executable file

#

anyway to fix this?

drowsy snow
# toxic lily my epic launcher is not showing UE 4.26 as installed, but its installed on my sy...

Simply create a shortcut of the UE4Editor.exe and UE4 will work like normal.

Unless you're going to install marketplace engine plugins, that is. If that's the case, you can trick the launcher by redownloading the engine, wait for it to actually downloading after initialising, then End Task it via Task Manager. Once you done that, move the engine files that already downloaded into the directory you define when redownloading, and relaunch the launcher to force it verify the installation.

livid verge
#

Wishing everyone the best, I'm wondering if there's a solution for the MegaScansPlugin after 4.22? I can't seem to launch 4.26 now that I have it installed and was curious to know if anyone has had a similar experience. Thank you for your time πŸ™‚

drowsy snow
idle dragon
#

Am I missing something here? I'm following this tutorial and it says to call an event from another blueprint, but I just can't replicate it.

#

Shouldn't it be an event dispatch or something?

#

Basically, how to I signal an event from one blueprint in another blueprint?

west venture
#

[2021.05.12-02.52.15:261][583]LogPlayerManagement: Error: Failed to Create Player: A local player already exists for controller ID 0.
My game auto crash when opening it, what im supous to do?

true ridge
#

When creating different widget components are you supposed to delete the canvas panel for each one? I've seen it in a few tutorials, but it's never really explained why anyone would do that.

fair crest
#

Searched some Thai fonts because UE4 seems to not support this language, but none seems to work, there is something I missed to localize to Thai and UE4 recognize the language? Thanks in advance.

drowsy snow
drowsy snow
fair crest
#

@drowsy snow Thanks, helped me a lot!

plush yew
#

how can i solved that texture error?

dire fjord
#

I don't get unreal math. How is 2-1=0?

drowsy snow
dire fjord
#

It looks like it is a debug error or something. Sometimes when I break on a node, anythign plugged into a node will show the correct value. Sometimes It seems I have to go one step further to see the correct value

#

When I went a step further down the line it then reported 1 as the correct value

west venture
steel crest
#

Could someone give me advice on how to generate collision/overlaps after an actor is spawned in, then placed down? Have a bp that spawns then places then rotates an item, twice, the bp has functionality, but sometimes it sets off while im placing and rotating it, i tried setting it to nocollision by default then adding a generate actor overlap node or something similiar but it may have been the wrong one or used incorrectly, any advice?

surreal eagle
#

does anyone know why i cant play animations from the animstarterpack,but can play litterally anything else

vital parcel
#

I'm rendering a scene with 15 characters, and based on my math and the LOD's there should be around 88k triangles in the scene (~176k with the shadow pass). However 'stat RHI' displays me 1.7m vertices. Any idea on how to get a detailed breakdown of those rendered vertices to see exactly where the issue is?

drowsy snow
vital parcel
astral dust
#

Do people use DMX for their game projects?

surreal eagle
#

how do i weld bones to eachothr

vital parcel
hearty jetty
#

Hey guys, if this isn’t the right channel, then please let me know where I need to go!

I’m looking to find a price quote on how much it’d cost to hire someone to just do my main character’s control rig for me, with a little documentation on the process so I can follow it for later characters. I’m having too much trouble as a first-timer, and the lack of quadruped-based tutorials is hurting since I’m not a hands-on learner at first

surreal eagle
hearty jetty
#

I’m just looking to see how much it’d cost for now, I’m not sure if I have the funds or not since I know these things can be expensive

#

As for control rig, its one of the features we got with 4.26

lean kernel
#

Hey...

I have an animated character. Animations are handled by a StateMachine.
I'd like to achieve a random (from a predefined list) animation when attacking.

So I like to know what is the best/simplest way to achieve this?

Like:
Player presses Attack button.
CharacterBP stores it inside variable isAttacking
now it should play randomly either Attack1_Animation or Attack2_Animation (as long as isAttacking == true)

Should I use multiple states in my statemachine (with additional variables, storing the animation to play)?
Or can this be achieved using Animation Montage?
Or can I somehow use RandomSequencePlayer

I tried to achieve it with the RandomSequencePlayer but it doesn't give me the "Remaining Animation Time" for the Transition Rule (So it is not transitioning back from my Attack State).

Can anyone give me a hint or point me into the right direction

hearty jetty
hearty jetty
#

Alright, thank you then

surreal eagle
hearty jetty
surreal eagle
hearty jetty
#

Thanks, I hope you find your answer soon

surreal eagle
#

same

regal mulch
modest trench
#

I have decided that I prefer my context examples all in one place

#

you don't say?

sharp willow
#

How do I limit how many instances of a soundcue can be played at once?

#

I have a laser rifle that's triggering like 20 soundcue calls per second

limpid elk
#

Im totally new to UE. Ive been looking through a lot of tutorials about motion graphics and sometimes the workflow is through a 3d software like blender or c4d and sometimes it seems to be built directly in UE. How do I know when to use a 3d software and not?

silk ivy
#

When you migrate something from unreal and open it in another project, all the materials are always unattatched . And you have to link together Material instance to the master material again. How do you avoid this?

sudden olive
#

So I created an Enemy

#

this is how blueprint looks like

#

and this is blueprint projectile

#

how do i make any damage to my character when im hit by that

paper sphinx
#

Hey guys. quick question. How do I pre-warm a cloth sim in Movie Render Queue?

hearty jetty
merry bison
#

Hey guys. It's a beautiful day today. Sunny and warm. πŸ™‚

rugged heath
mild phoenix
#

Hey everyone who know how can I change default weapon menu in ALS to Radial menu?

drowsy snow
plush yew
#
Unreal Engine

In this course, you’ll learn how to build a fully playable 3D space, from initial planning in 2D and rough blocking out using primitive Static Meshes, through adding more detailed geometry and final refinements like lighting and collisions.

merry bison
shell surge
#

hey guys

#

why is my media player not giving me an option to play a sound ?

#

just a video

sly goblet
#

Hello, how i can fix this? I made mission component and it works fine with character component but won't work with the Advanced vehicle system pawn

#

Mission blueprint

#

Widget

old nimbus
#

Honlo guys

#

What is up

plush yew
#

hello guys i just made one mesh of so many meshes is there any way i dismantle the mesh again except ctrl+z

twin jetty
#

Hey, quick question : Is there a way to display a streaming level only through a scene capture 2D ?

plush yew
lean kernel
untold yacht
#

hello guys, anyone know a seperate discord or room for best tutorial helping ?

tropic anvil
#

hello, does anyone know of ways to push updates to already released packages?

plush yew
#

how do i change the direction of directional light

untold yacht
#

oh thanks, so your saying this server is the best one out there for rookies ?

#

even if im looking for active devs to help me that "want to help"

untold yacht
#

ok thanks

#

wich # is best for helpings ?

plush yew
#

there is no browse option

#

can anyone help me

kindred viper
#

you have to write it in manually

merry bison
thick knoll
#

anyone know why this data fails to export into UE4? I have converted it to a CSV which looks right, but it just fails to import

mellow sluice
#

Silly question, but how can I add a LevelScriptActor to an scene? I dragged the blueprint to the scene and didn't notice anything

#

Ohh, didn't know Levels were actually blueprints πŸ‘€

plush yew
#

how do i remove default crouching

grim ore
#

There should be no default crouching

fierce notch
#

does anyone know if it is possible to bind a retarget setup by animation and not by skeleton?
or, as an alternative, to change the retargeting setup at runtime?
Thanks!

fierce forge
#

why is the emissive so intense on Android ES3.1 ?

#

and on shader model 5 is ok

thick knoll
#

@fierce forge I don't know for sure but there may not be any way around that, it's a different rendering pipeline and this might just be something to consider when going from mobile to other platforms

fierce forge
fierce tulip
fair copper
#

Hi I just exported a metahuman into UE4 and after loading the blueprint, I dragged the model into the viewport; and then it crashed. Does anyone know why? Thanks!

mossy nymph
#

you can't do few other things in blueprint functions

#

like Timeline, adding an Event inside it...

#

but they are generally interchangeable

untold yacht
#

hey guys is there a way to makew the Ue4 engine to compile shaders faster ?? takes forever each time ?=

untold yacht
#

he i figured that

#

so thers no settings to improve it then it is what it is .Γ…

#

πŸ˜›

drowsy snow
#

No. UE4's ShaderCompileWorker works its best under the mercy of your CPU clock speed and thread count.

untold yacht
#

ah ok, but it seems its compiling the same shaders over and over again

#

even without changes to the "blueprint".

#

or when "applying" it dose that by default ?

drowsy snow
#

It occasionally recompiles some shaders. It normally happens in editor.

untold yacht
#

oh okey, good to know

astral phoenix
drowsy snow
fair copper
drowsy snow
untold yacht
#

@plush yew oh okey but that wont remove something from the game ?

drowsy snow
untold yacht
#

yeah but not from the acctual game when playing ?

kindred viper
#

@fierce notch that's not how retargetting works. It's retargetting anims from Skeleton setup to Skeleton setup. It needs bones to work, you can't retarget animation to animation. That makes no logical sense in this circumstance.

drowsy snow
untold yacht
#

oh then i dont really wanna remove the stuffs :/

drowsy snow
#

My projects uses 100% dynamic lighting, so I disable those by default.

dusky cypress
#

I want to add grass on a large scale terrain but when I press fill in the foliage editor it puts only grass on the spline actor layer for my road,

untold yacht
#

oh okey imma try

#

worst case is that i just have to enable them and it will "recompile" i suppose ?

#

ah okey

#

ty

tribal sapphire
#

which would be easier to make for a new dev...cutting down trees that were placed using terrain painting, a crafting system, or (i'm assuming this is advanced) npc characters that for now just walk around?

vocal marlin
#

kind of an odd question, but how you deal with the tendency for the docs to be more frustrating than helpful?

fair copper
toxic chasm
#

guys, does anyone here used c# in unreal?, is it worth it?

kindred viper
#

@vocal marlin an example for me would be when I had to make a detail panel customisation when the only information available was from a community member. Before I found that information though I was deep diving into the source code to follow the logic and understand it.

#

@toxic chasm sure is. But I don't use it. I'm a real programmer :p

#

thats a joke. just being pseudo-elitist πŸ˜„

vocal marlin
kindred viper
#

well you don't have to read every line of code. You just need to search.

mossy nymph
#

no, there is such a thing as too much clutter

kindred viper
#

ctrl-F is your friend πŸ˜„

mossy nymph
#

you can use functions to greatly improve readability of your code

#

instead of doing 4 branches, and 8 comparisons to see if you can do some action, you put it into function that is called CanDoAction()

vocal marlin
#

is like three weeks ago that I realised I can ctrl-F everything and I've been programming for 7 years.

kindred viper
#

there is the alternate side to that too. You can encapsulate too much and end up with duplicate code

ruby crystal
#

Hello. I have a driving vehicle. On keyboard i have blueprinted it so that i press A to play turnleft animation and D to turn right animation. But on gamepad i only have a gamepad left thumbstick axis for turning both ways so how can i set it up so that i will the turnleft animation on turning left and the turn right animation for turn right on gamepad?

kindred viper
#

@vocal marlin I dont use intellisense or VAX or Rider or anything. So a lot of the time I have to know the keywords or at least find them

ruby crystal
kindred viper
#

Axis values range from -1 to 1 so you can work it out that way PS1 Ron

vocal marlin
#

I remember that I was learning the usefulness of ctrl-F because I was learning how to use Emacs, but for circumstances I ended taking a sabbatical year and forgetting that important detail.

#

and I don't use Emacs anymore.

ruby crystal
#

the print string tells me he is turning left on -1 and right on 1

kindred viper
#

@ruby crystal im not sure that will work right with animations as it will be firing it every frame. Where the keypresses will work OnPressed

#

and On Released obviously

#

A DoOnce node might be worth using. Or another method of locomotion than animation based.

little breach
#

I have this one mesh that keeps making a clone of a bone and it messes up ragdolls and things like that... I have tried exporting it(bone is named correctly in blender) and then reimporting it, and many other things, but it doesn't want to cooperate how do I fix this mess?

ruby crystal
kindred viper
#

@little breach you would have to show the Blender armature tree really. See what is there that its trying to export.

little breach
junior nimbus
#

Having trouble saving/loading actor references from our equipped gear/inventory. Like between levels or on death/reloading. Is it true that you cannot save an array of actor references? Is there no way to do this?

kindred viper
#

You can save them but there is no guarantee they will be rebuilt the same way so you need to capture specific information to rebuild them.

junior nimbus
#

That's miserable lol

kindred viper
#

instancing can be a little random at times. There is no real unique id system beyond the UObject level and you rely on Display Name etc.

#

so the order can change and therefore instance names can change

#

@junior nimbus the best option is to serialize objects and rebuild them from the serialized data. Save Game data is usually serialised by default (I believe, but its been a while and it might need to be enabled as a flag, but im pretty confident its serialized).

junior nimbus
#

seems like there should be a better/easier way lol

kindred viper
#

@little breach something tells me its not a bone that is duplicated. Although its using the name. The icon is different and I'm not sure what the circle means in all honesty.

#

@junior nimbus Well I'm pretty sure Epic put a lot of thought into it. But then what you are trying to do isn't impossible with the system that is there. I have learned one thing in the time I've spent fanboying Epic. And that is they are almost always right when it comes to the engine. And who am I to question it? πŸ˜„

vocal marlin
#

I was thinking on a different way, but thinking more on it, I realized it would just be a form serialization.

#

and less practical

toxic lily
#

could use some help as well once yall are done

#

similar problem more or less

kindred viper
#

The information you save holds the information you would need to rebuild. Class type, instance name, transform, etc. But it will need to be rebuilt. You can't just dump the reference and then expect the reference to be usable once the engine has shut down. So you rebuild it.

#

It's like saying "I want to save this block of memory and next time I load the editor use it" but the memory might not be able to be allocated in that exact spot. It would cause a crash.

mossy star
#

For a door model would be it better to have the door frame, and door as one model, or two different models?

kindred viper
#

do you want the door to be animated?

mossy star
#

yes

vocal marlin
#

assuming that loading new levels require dumping almost all of it is a very good assumption to make in general.

#

loading screens don't exist because yes

#

why keeping data in a place that is independent(serialization) from the scene is important

kindred viper
#

@mossy star I would have them separately unless I was doing something that required super optimisation techniques. That way I can mess around with it but both methods are viable.

little breach
kindred viper
#

@mossy star one advantage of a single mesh is a single material and a single draw call. So if you can afford two, it makes no difference

mossy star
#

Hey what about the two meshes sharing a texture?

kindred viper
#

its still two materials because each would need a a copy. You could use a material instance but it's still two (unless im mistaken on the instance side).

mossy star
#

Ah okay

#

so I can just texture them separately then

#

and do you know if pivot points from blender save and transfer over to UE4?

#

I have my door pivot point set to the hinge

kindred viper
#

sure do

mossy star
#

awesome

kindred viper
#

you can change them in engine now tho

#

in case you want to adjust it

mossy star
#

oh even better

#

for handles are such how do those work

#

I have my handle as a separate piece will I just need an animation for my door mesh?

kindred viper
#

it would need to be parented to the door, or added as a child component of the door in the engine

mossy star
#

Oh so a separate model too?

kindred viper
#

if you like. I mean, it doesn't need to be. You could have it all in one with an armature so you animate the bones to open the door and use the handle. Or you could have them separate or a combination.

mossy star
#

Okay I'll leave it as one in that

#

case

#

I'm sure there's a tutorial out there for door handle animations

kindred viper
#

just a single bone. rotate

untold yacht
mossy star
#

I'm not very familiar with rigging

kindred viper
#

yes. its not rigging. Its making the skeleton. Rigging is an incorrect term for that if you ask me :p

#

@untold yacht yesh Merge Actors. It will combine all meshes and create a new texture made of all the materials.

#

@mossy star you only need two bones. One for the door to rotate on, and one for the handle to rotate on.

#

no need for a control rig or anything πŸ˜„

mossy star
#

oh okay

#

I don't know how to do that ha

kindred viper
#

its a good way to learn how to do it. Then you will know how to do it.

mossy star
#

What can I look up to find a tutorial for that?

kindred viper
#

making skeletons and rigs isn't hard. It can be complex to make a rig that has many many controls, but you won't need that for this.

#

I would try googling a blender tutorial for armatures

#

you can probably find a door tutorial even

untold yacht
#

@kindred viperah there nice ! altho its creating a new texture so i cant delete that texture and if i use it again i will get all stuffs inside i suppose so in other words if i wanna put 10 x trees i can merge and drag out 10x trees from the new one ?

toxic lily
#

need some help, i cannot seem to get an attack animation to play

#

not sure whats causing the issue

kindred viper
#

@untold yacht aye its basically what it says on the tin. Merges actors. Keeps the original.

untold yacht
#

ah ok

#

ty!"

kindred viper
#

@little breach cool. Let us know when you fix it because we don't have a clue πŸ˜„

little breach
#

you guys are my only hope

untold yacht
kindred viper
#

have you tried Obi-Wan? Seriously though you haven't given us enough information to work it out. You said you are making a modular character but that opens up infinite possibilities. Im sure someone knows what its doing but its rather specific. Might need to check out a channel like #animation or something

#

@untold yacht you have flipped normals or it's made from Planes and doesn't have a backface as it gets culled. So you can either a. add more geometry / solidify modifier to the objects or b. check the normals are facing the right way.

little breach
untold yacht
#

oh, i think its used for extending houses, (its a free mesh)

kindred viper
#

skeletons are the core of animation

#

thats why animation people might know more. They spend all their time with the skeletons and rigs.

little breach
kindred viper
#

thats gonna flip all the normals and his other side will have the same issue.

untold yacht
#

hm okey, i will try that

west venture
#

WHy i have this strange squares in my terrain? how can i delete it?

little breach
#

or ctrl+shift+n

#

you need to recalculate the normals

little breach
kindred viper
#

recalc should do it

west venture
kindred viper
#

it will take the correct normals and orient based on the best guess. But it might not be perfect. it usually is for a box shaped mesh

little breach
#

it fixed me a human mesh before, so it might work in this case too since that mesh in simple enough

untold yacht
#

@west venture rebuild light will fix it

kindred viper
#

it can work, but its not exact. It's always better to select the offending sections and flip them manually. But like I say, the obvious closed mesh stuff like a box will know that the outer faces will point the normals outward, so the inside faces (if any) will reflect the opposite. This isn't always the case with organic meshes.

forest tree
#

Is there a logical reason why a static mesh component hides when you press G?

kindred viper
#

odd. G should only hide billboard objects. Such as the in-editor billboards for objects

forest tree
#

Right πŸ€”

kindred viper
#

maybe because its selected too?

#

shrugs

forest tree
#

Same unselected πŸ€”

#

Never seen this before πŸ˜†

kindred viper
#

plot twist. It's a billboard with an image of a box on it :p

forest tree
#

@kindred viper

#

(β•―Β°β–‘Β°οΌ‰β•―οΈ΅ ┻━┻

#

Idk how that happened πŸ˜†

#

Ghost in the machine...

kindred viper
#

@forest tree it's national Hide and Seek day. Unreal obviously think's it's a playa.

west venture
untold yacht
#

what dose this mean ?

kindred viper
#

probably exactly what it says.

untold yacht
#

ok and for a newbie what dose that mean =?

kindred viper
#

it means what it says. I mean its a literal error message that tells you how to fix it

#

I could say it in French if you like. Might help :p

untold yacht
#

ha

#

well its like my first day with UE4

#

so im abit lost

fierce forge
#

how i can make that "add impulse" to not be affected by the fps ?

kindred viper
#

@untold yacht if I may suggest learn.unrealengine.com . It won't solve this issue but it will help you understand it and how lightmap UVs work.

#

@fierce forge thats impossible. Everything physics based in regulated by the framerate and substepping. If you mean you want it to run consistently across all framerates (such as you would be applying delta time to animations) then I would look into what is causing the hitch with the profiler. It should be running smooth as your framerate but there are ways to interpolate it between substeps.

untold yacht
#

oh okey ill look into that

sudden olive
#

My project is like 6gb

#

Is there any possibility get rid of unused assets?

kindred viper
#

asset cleaner helps.

#

@sudden olive

idle dragon
#

not free

#

goddammit!

#

No disrespect to the developer for selling their items, of course. I guess I'm just spoiled by all the free content I've gotten already.

kindred viper
#

its $7.99 or something. Developer has to eat.

#

If you want to code it yourself, save the money.

spare kernel
#

I wish everything in life was free, but imagine if it was?

kindred viper
#

That person probably has to sell 100 of them to even make half a week's time worth it. Lets say they put 100 hours into it. You know the rest.

idle dragon
#

It's cheap fo course, my personal thought process is that Unreal should throw money at the developer to make that content free, considering how useful it is.

kindred viper
#

This isn't Blender Foundation.

clear isle
#

Hi guys I have one problem, why appears this black shadow at megascans assets in the ue4 scene when I'm moving near the asset, but when I go away desappears

kindred viper
#

It's probably the LOD setup not liking it

#

I find megascans a bit iffy sometimes with LOD and 8k

clear isle
#

so, this is a problem from the asset not from lightning

kindred viper
#

perhaps a combo of both. Im not entirely sure. The shape looks to change though so im guessing lods, tessellation or something of that area.

plush yew
#

anybody got a good car tutiorial for ue4

#

For a racing game

clear isle
#

I will try with a lowest resolution from the same asset

idle dragon
#

@plush yewTake it from me, UE4 isn't in a good spot for cars unless you use a pre existing pack from the shop

#

FGear is the best one on offer right now.

clear isle
#

If i turn off the castshadow it works but...

idle dragon
#

Source: Been trying to make a simcade using UE4 for the past 6 months

plush yew
idle dragon
#

Once Chaos physics are in a better place you might be able to pull it off

#

Unity is better for that, yes

plush yew
#

ok

#

What about a game with drivable cars that are not the focus

#

like Gta or 2077

idle dragon
#

Um, not quite as bad then. It's quite easy to get a simple car setup running, just don't expect the physics to be all that good

#

the worst part is trying to get decent drifting and robust physics that isn't unreliable

kindred viper
#

@idle dragon chaos for vehicles is fine right now

#

in fact its almost exactly the same as it was before

idle dragon
#

Define "fine"

#

It's decent as long as actual cars isn't the main focus

fierce notch
# kindred viper <@!714042304004096070> that's not how retargetting works. It's retargetting anim...

Hey Marc. Well it does, since some of the animations are shared, and some of them are unique to the character. So I want to treat these two groups of animations with different retarget presets at runtime (pure animation when the animation belong to the original scale) and skeletal + animscaled in hip and anim in root when is inherit by another skeleton with the same hierarchy but different hip height.

idle dragon
#

If you're looking to making something more robust, Chaos still needs more time and documentation

kindred viper
#

sorry it wasn't a discussion @fierce notch . I was trying to help you learn that retargetting is from skel-2-skel and you were asking about anim to anim. Thats not how it works unless you want to retarget vertex anims to exactly comperable vertexes of another mesh.

fierce tulip
#

^

fierce notch
#

Appreciate your help

kindred viper
#

@idle dragon sorry but that is wrong. It works fine compered to the PhysX version and has more power now because of it's ability to be destructible and affected by chaos. I ran this test out to see what changed and nothing had except extra functionality and the obvious physics interface change to chaos. If you interact with other things in the engine, those may break but the vehicles are fine.

untold yacht
#

hm i accidently removed a "map file" from my project and it crashed, now it wont open again stuck at 39% :/ any tips ?

stuck glacier
#

quick question how do i tell what level a actor is placed in

#

does it show somewhere

kindred viper
#

@fierce notch ahh you described it different in the first post. Im not sure about realtime retargetting as it's an Editor function so it can't be exported. It might be possible with custom code, probably is. But yes you are right. The anim-graph and its associated animations will be freely available. You can probably associate those anims with the animgraph at runtime someway. You can also create Conduits to alter logic in the State Machine. I did this to load different, associated anims for a dynamic fighting game system.

idle dragon
#

Perhaps you have more experience than me, I've been banging my head against the wall with havok and chaos trying to make decent simcade physics for a while, and it just doesn't seem there yet unless you have some incredible command over blueprints/C++.

kindred viper
#

@idle dragon I've done some things man.... and some stuff πŸ˜„

idle dragon
#

cries in beginner

kindred viper
#

Havok physics btw?

fierce tulip
#

@untold yacht just revert the map with version control

idle dragon
kindred viper
#

ahh. I used to use Havok back in the day. Thought you might have implemented it as an alternative due to chaos issues.

idle dragon
#

Got any quickfire tips or starter documentation for implementing chaos vehicles?

#

It's been about 4 months since I last tried.

kindred viper
#

Yeah. Get the Epic documentation and follow it verbatim. Word for word. Letter for letter. Otherwise it will break.

fierce notch
fierce notch
#

Damn!

#

wow

spare kernel
#

still wish there was more docs for it

#

or maybe some video tutorial on it

#

like a live stream

heady galleon
#

If I wanted to work on a community oriented project, where almost all of the content comes from steam workshop, how would I use it? I haven't had much luck finding info on how to use/search/enable mods, aside from Tom Looman's article, but that didn't seem to apply to workshop content.

If it helps, I have no issue with c++ or compiling the engine from source if needed. I'm not really new to unreal, I just don't know how to utilize external content/code

honest vale
#

with the anim sharing plugin are all the anims in perfect sync across all skeletal meshes (that share the anims)?

#

wouldn't that look bad?

west venture
#

How can i remove that sun lightning on the grass?

runic fern
#

is it possible to execute custom event through webpage ?

#

like when someone click a button fire a custom event in project ?

plush salmon
plush salmon
#

no, just ranting at the amazingness of UE Docs

runic fern
#

oh ok xD

kindred viper
#

@runic fern its possible with a few methods. You could use VARest plugin, which would be easiest but its a specific purpose. You could also use the community HTML5 plugin. Or via the Web Browser widget.

runic fern
kindred viper
#

@plush salmon yeah something real wrong there.

#

Might be worth mentioning in a bug report perhaps?

plush salmon
#

oh hey Marc. I didn't know you were also on this server; had just seen you on the FB group.

Ye, I might report it

kindred viper
#

Yeah I get around, like Corona πŸ˜„

#

having a week off the FB group tho... not because im banned for another 4 days or anything Β¬_Β¬

plush salmon
#

What did you do this time

kindred viper
#

someone insulted me so I insulted them worse.

#

typical me tbh

#

@runic fern I think the web browser widget approach might be ok just for a button to update from the web. It's not really that useful for much.

runic fern
#

Yes specially when the client using a custom panel i have to find a way to expose a function and some variables through an api

kindred viper
#

you can use json/VARest to call a PHP function for anything like that. But if you want something inside the engine it can be from anything that uses that approach. The web browser widget might not even be necessary. I have to understand a little better about the logic flow. However between those two approaches it should cover whatever you need for UE -> Web interfacing. Unless you want to go further into socket connections directly.

plush yew
#

Does anyone know how I can set up a FPS cam so that the player can’t see the rest of the body besides the hands? Thx in advance.

kindred viper
#

Sure. Check out the first person project. Its got just hand models and a camera

#

*hands and arms. But you can replace it with just hands

runic fern
kindred viper
#

VR project had some hands too I believe and works the same way except with the VR Cam setup (which is almost the same)

idle dragon
#

Question: is there any good Chaos vehicle tutorials for after you've read the unreal documentation?

kindred viper
#

@runic fern If I was updating to many people I would probably use a socket connection and keep it persistent and write some NOSQL to feed it to people. PHP has that support and works nice with SQL/NOSQL setups. But if you just want to limit it to every so often for one or two people, the way you call it should be fine.

#

@idle dragon I would look at the old ones for PhysX. They are exactly the same. It's all about the settings of the Vehicle Movement Component at that point. There was a vehicle training stream once that was great.

runic fern
idle dragon
#

Got a link to the vehicle training stream?

kindred viper
#

no im not google. Try google. It handles all the links πŸ˜„

#

Auto-google is Β£25/h at my current googling rate.

idle dragon
#

It's really not yeilding any results

kindred viper
#

I bet you say that to all the boys.

idle dragon
#

I do

kindred viper
#

its old but its still relevant to a degree