#ue4-general

1 messages ยท Page 995 of 1

dawn phoenix
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What I have tried in the photo is when it is saved, break the array and save it by parts, separating the variables that the structure contains and when I load it, put it together again and convert it into an array

grim ore
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yep not jumping ahead here. defining the goal first.

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so you have 6 variables, is this all you are saving or is there multiple copies of this STRUCT? like for example 10 items (each a STRUCT) you want to save?

dawn phoenix
plush yew
#

How can I add greenery to the walls?

dawn phoenix
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so this vars corresponds to items created in inventory

grim ore
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ok so each STRUCT is supposed to represent 1 set of data (an item). so how are you storing these items?

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like how is the player keeping track of them

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right now in that code that you are showing nothing should be working right

dawn phoenix
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and now I just want them to stay when exiting the game

grim ore
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so somewhere right now you have an array of these items?

dawn phoenix
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I create it by adding items

grim ore
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yep so somewhere there is an array already created called Inventory Data? where is this at

dawn phoenix
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from this structure

grim ore
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Where is this Inventory Data array at right now? the one in the picture where you add and remove from it

light thunder
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I should totally know this - but why does a break event show a YELLOW picture versus the Red circle?

grim ore
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it hasnt been compiled (the blueprint), its weird...

grim ore
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its when I sorta disables it for no good reason (it has a reason, who knows)

dawn phoenix
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and here is how i add items to it

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maybe im doing all bad and should not use an array

grim ore
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@dawn phoenixthen your save function needs to get this array and save it in the saver game object

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your issue is your not doing that, your save game code is not saving the array to the save game object

native dew
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stupid question: is it possible to download older version of UE4 from epic game launcher?

grim ore
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yes, click the + and then the drop down in the launcher

dawn phoenix
dawn phoenix
grim ore
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You can do whatever you want, it doesnt change the key issue here that you are not saving your array to the save game object

native dew
#

looks like my game launcher bugged out, can't even install latest version lol

grim ore
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what does yours show here?

native dew
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I only have this. I think something wrong happened during installation. Will reinstall.

grim ore
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click on library

native dew
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AHHH thanks!

dawn phoenix
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I am updating the inventory data of the save game

dawn phoenix
grim ore
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assuming that the Inventory Data array on the left is what you are using to store the data then yes, its setting the variable in the save game object to that data then you are saving it to disk

dawn phoenix
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well this is driving me crazy because I am saving the information there but even saving (without receiving errors) when loading the inventory items they still do not appear, I must have some other problem

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but at least I can breathe knowing the proper way to save an array! so thanks

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nvm here is error

modest trench
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(it's a tab on the top row)

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Woops didn't scroll

scenic moon
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anyone knows if there is a device profile for exposure compensation?

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something like r.ExposureCompensation ?

grim ore
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@dawn phoenixyep you need to click on the error lines to go to the node it has an issue with, then debug it. when is it happening

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like I said before your code is not going to work how it was written.

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your loading doesnt need the break and such now if you are saving the entire array, it can just load the save game object from disk then set the local variable in there to the same as the one it loaded from the save game object

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this should be the basics

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loading loads up an existing game, then gets the saved inventory array from it, and sets it to the local inventory array that is in that blueprint

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saving sets the saved inventory array to match the local inventory array and then saves it to disk

timber birch
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Does anyone know this issue? Everytime i remove a mesh from the map, all the foliage is gone temporary aswell. It comes back right away if i sculpt the landscape a bit or wait a long time.

dawn phoenix
coral lotus
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heyo, does anyone know why my DOF has so many artefacts..? DOF is being calculated w/ the camera

coral lotus
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well on the edges of the switches (yellow and red) the DOF seems to be calculating it wrong..? Hang on, i'll find a better image

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This happens when I reduce the aperture to 1.2 @drowsy snow

drowsy snow
coral lotus
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yeah but not like that...

frank jolt
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I could use some advice. I am currently trying to render out a shot that has a pretty simple but large landscape using movie render queue. Every time I go to render, the VRAM maxes out and I get the gpu crash error. In the viewport, the scene is only using about 3gb of VRAM, but when I try to render, VRAM that usage jumps up to 8gb and crashes. Any solutions of making this landcape render work? (Also as a note, the scene is pretty much just the landscape and a few low poly models with 2k textures)

drowsy snow
potent bridge
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is there a quick way to delete all unreferenced assets?

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or does project packing do that?

kindred viper
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asset cleaner plugin on the marketplace

compact holly
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hey guys. How to drag a body in unreal? I have a socket on a hand of the NPC that I want the player character to attach to with ragdoll enabled. It snaps to the location but when the NPC character walks away the Players body just jerks around on the floor and isnt dragged by the NPC. I am using the AttachActorToActor. Target is the player... parent is the NPC with the socket as the right hand socket

maiden swan
opaque wing
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Question: How to reduce texture memory when you dont have many textures (less than 200) & most of them 2k foliage is 500 rocks are 2k & trees are 4k

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im using 7000mb

timber birch
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@opaque wing You can ask yourself does that Foliage really need 2k textures. etc. etc., That is one of the options.

native dew
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does this happen every time a level is loaded? Or just the first time?

modest trench
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just the fist time loaded until something changes that requires all shaders to be recompiled

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all shaders will need recompilation if you change to forward rendering/dx12/raytracing etc

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new content imported to the project will also need to be compiled on first load (marketplace assets etc)

native dew
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aha, but if I add meshes/textures etc it's all good?

modest trench
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if their materials are already compiled nothing will need to be compiled

native dew
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ok thanks!

modest trench
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compiling shaders is one case where having a lot of CPU cores can really help but realistically you won't need to recompile everything that often

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at least I don't lol

native dew
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yeah my 5600x 6 core is 100% utilized lool

opaque wing
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?

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What is that if you dont mind

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Ah ok, im using brushify & they do wind control & fading, still think it would work?

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ok, thanks

distant cobalt
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Can you tell UE4 to push automatically on source control? and not have to go into the git gui and push that first.

grand cradle
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Anyone know how to toggle off the red/green axis lines in the viewport?

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NM I found it: this is the snapgrid lines, which I had set to 1,000. Setting it smaller makes the lines thinner.

edgy coral
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anyone mind helping me?

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ive been trying for a couple days now to work on getting camera rotation with my middle mouse button

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ive pretty much removed any camera rotation / zoom i had in my blueprints because i got triggered

strong crag
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What would be the appropriate channel to ask about taking a complex mesh and baking it to a much simpler one for use in Unreal?

eager phoenix
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Hello everyone, I'm new to Unreal and had a quick question: Is it possible to get the bounds of another object inside of a material? There is Object Bounds, but I'd like to grab the bounds of a specific actor in my shader. I see there is the GetActorBounds node in Blueprints but that is not available in the the material context. Thank you.

kindred viper
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@eager phoenix There is an Object Bounds node in materials.

dreamy schooner
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I don't suppose any of you happen to be absolute lovers of VR and specifically how to hook the rumble to static meshes that don't have physics?
I was imagining an collision box rumble effect but I'm an absolute noob.
Can trade 10 minute doodle of whatever your heart desires.

light thunder
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What would cause a render target to add this blue hue to it? first picture is the original, second is the RT

light thunder
drowsy snow
fallow hornet
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Anyone know of a free vehicle auto rig plugin/script for Maya or Max?

dreamy schooner
rare skiff
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Excuse me, somebody know what other steps i need to check to have physics bones working on run time? i already checked the flag simulate physics and looks correctly on the physics asset view

eager phoenix
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Hi @kindred viper thanks I'm already using the Object Bounds node. It's close but not quite there. Basically I'm trying to use world position coordinates to drive UVs. It works perfectly when manually feeding the world coordinates, but when I use Object Bounds there is a little hickup. Because my geometry is instances coming from Houdini Engine (a tiled floor pattern) it picks up small offsets from these individual tiles somehow and basically gives me jittered-looking UVs. That's why I was wondering if it was possible to grab the bounds of a different object into the material context.

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If that was possible I would just generate auxiliary geo that matches the bounds of my tiled floor and use that to drive the UVs

kindred viper
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ah I wouldn't know about that. I actually had to ask some friends to answer the previous question ๐Ÿ™‚

eager phoenix
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No worries, i appreciate it. Its not a showstopper, ultimately the geometry isnt moving and I can just feed it specific world coords.

plush yew
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I return!

light thunder
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regular game view -

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then when I play through a render target

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What am I missing there, why is it BLUE ?

drowsy snow
drowsy snow
light thunder
drowsy snow
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VR

Yep, I'm afraid I can only help you that far. God knows if there's VR only quirk with Render Targets.

acoustic comet
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hi, when i use vs2019 debug attach the ue4 project server, it crushed, the ue4 server project run under WSL ubuntu

icy egret
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hi, I have a small question
If I want "Location" and "Rotation", which node will be light?
Transform node will be heavier cost than two nodes?

drowsy snow
subtle saffron
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Hi All! I am trying to animate the intensity of the HDRI backdrop that is lighting my scene. I added the HDRI Backdrop in the sequencer by clicking the green "+ Track" button but the HDRI backdrop doesn't have any options that I can add keyframes on.

How can I animate the intensity?

kindred viper
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@subtle saffroncreate a blueprint actor which will act as basically an Event manager for it. So in the event, you handle the intensity value. Then you use the sequencer to trigger the event.

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you can use this method for anything that can't be handled/doesn't show up in sequencer

subtle saffron
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Ah ok. I don't have much experience with the blueprints but I will look into it now

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Thankyou

kindred viper
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shouldn't take too long. Just for this purpose. ๐Ÿ™‚

subtle saffron
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Tried to look for it but couldn't figure out how to do it

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is it the Add Component button or the Edit Blueprint button

drowsy snow
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Edit Blueprint, then mark the Intensity variable as Exposed to Cinematics.

subtle saffron
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Pretty sure I am missing some critical component in the graph...I created a set intensity node and checked the xposed to cinematics but it doesn't work

old nimbus
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I'm looking for a friend who I can learn Unreal Engine with

untold yacht
icy egret
#

Hi again
sorry for asking noob question
How to get AI controller's owner actor?
"Get parent actor" and "Get Owner" node always say "Accessed None", so I can't get the character references...

drowsy snow
icy egret
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I find "Get controlled pawn" node and it works fine, thanks

strong crag
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Ok, major problem. I keep clearing out space on my Boot Drive, then I start messing with Unreal and my boot drive goes from 12-15 GBs free to 2 in a few hours. I've uninstalled unnecessary Windows apps, cleaned out Junk files with Revo Uninstaller and even removed another Windows Profile I had after moving the important files from it to my D drive (Games and Storage). Also, I even have all my projects saved on my D drive, not C (Windows Boot Drive). For the last 4 days I've been really struggling with this and now I don't know what the hell to do.

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I've also scanned for viruses and malware and there is nothing.

old nimbus
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How much is 100 Intensity converted into Candela?

drowsy snow
old nimbus
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thank

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So this means I should set it to less than 1 cd?

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0.16 cd to be precise

drowsy snow
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No, but Slate Brush can take both UTexture and UMaterial.

civic mauve
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Hey guys, i made a scene and i want to render it in 4k in portrait, how can i do that?

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pls help thank you

drowsy snow
civic mauve
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yea, i used sequencer but which option should i change to make it portrait?

drowsy snow
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Change the resolution, and don't forget to change the camera's aspect ratio (or filmback if you use cine camera)

civic mauve
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yea, it worked i think thank you so much

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is this 4k portrait? right?

plush yew
drowsy snow
drowsy snow
civic mauve
drowsy snow
plush yew
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Yeah I've been hibernating lately idk why tho D:

civic mauve
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i set it to 4k and i need it in 4k actually

drowsy snow
civic mauve
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yea

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actually i am making it for a client and he said he need the render in 4k portrait

drowsy snow
civic mauve
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this option right?

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i set it to 4k becuase i need it in 4k

drowsy snow
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Swap the width and height.

civic mauve
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oh all right

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wait it worked

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thank you so much my freind

strong crag
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Got it! Got rid of derived data cache and moved it after I was able to get the editor to load again.

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That was a nightmare!

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Anybody got any suggestions on how to make sure that folder gets deleted periodically, after it gets to a certain size?

drowsy snow
solemn wraith
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Hey guys I want to start with ue4 (open world game) and Iโ€™m wondering if 32gb of ram would be enough?

strong crag
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I just deleted it, changed where it was stored and I was able to open up my project. The only hitch was I had to Open In Folder from the Unreal Engine Launcher and run it from Windows Explorer.

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I mean with some kind of external software.

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Yeah, I just watched some videos and found out about that.

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I remembered it from before, I just had a case of the dumbs and didn't think "Hey, maybe UE4 has a way to change where it's stored. Lemme check." Lol!

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I was also scared I was going to break something by deleting it. Nope, it's fine.

solemn wraith
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Hey Xanti do you mind tell whatโ€™s your ram memory?

strong crag
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32 GB System, 6 GB Video.

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I'll tell ya' my PC runs sooooo much better now that I got rid of that and moved it.

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The DDC.

honest vale
strong crag
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Powershell. Ok.

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So, uhhhh, me no super-user. Me kinda' dumb. How me do?

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I found something about making a .bat file and using Scheduler to run it periodically.

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Alright, got it.

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I just made a .bat file and used Task Scheduler to do it every few days.

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I'll look into Power Shell later.

versed lion
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Hey guys, quick question, i have a particle system attached to a projectile but as soon as the projectile shoots the particle system starts flashing in a weird way

serene peak
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where do i learn how to use unreal engine?

prime willow
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or youtube channels tbh

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the epic games launcher also has a learn tab

serene peak
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like which ones are good?

prime willow
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all of them

serene peak
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so many are outdated

prime willow
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most still stand for whast they teach

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and some require a tiny bit of google searching to adjust to the changes

serene peak
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like where did you learn?

prime willow
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ive used youtube channel videos

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and the learn tab

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however the learn engine webpage and tab is better than youtubing for your education imo

dreamy schooner
# serene peak like where did you learn?

haha im learning Unreal at the moment too. There's no one good resource for it. You basically start and then from there you google your questions as they come up. The first video I watched was 4 hours long and was great for learning fundamentals.

prime willow
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^

dreamy schooner
#

Unreal Engine tutorial for beginners! In this free tutorial we will go over everything you need to know to get started in Unreal Engine 4. You will learn how to install Unreal Engine, navigate the 3D viewport, create materials and worlds, sculpt landscapes, paint foliage, program in Unreal using Blueprints, and end with creating a photorealistic...

โ–ถ Play video
serene peak
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oh ok thanks

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thanks everyone imma start now

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๐Ÿ˜›

prime willow
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my best advice is, youtube/learn tab your questions or issues followed by forum searching if none of those help come here for help though understand its not the best to rely on peoplke here for help

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as its a more if they can and want

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but it helps you have more sources than one for your needs

dreamy schooner
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enjoy your first step! ๐Ÿ™‚

serene peak
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thanks cant wait

prime willow
compact holly
dreamy schooner
prime willow
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yeah his content is amazing and i still reference the video from time to time :3

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i sat through it in a day but repeated a bunch of its steps for nearly 8 hours sdfgh

serene peak
prime willow
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youll be vlearning unreal for years before you really get to a point where you can whip your mouse and games are forged elegantly lol

serene peak
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yea i know but when i get to that point itll be amazing

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๐Ÿ™‚

prime willow
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yesh :3

coral lotus
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hey, been tackling this problem for a few days, anyone know why these artefacts are appearing with my DOF..?

plush yew
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and how does this work where you control camera with smartphone?

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how do i set that as the player hands?

vocal herald
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Why when i double click on blueprint nodes or click "go to definition" it finishes reading C++ symbols and nothing happens after that

drowsy snow
radiant sun
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Is it wise to always add a player start, even if you manage everything yourself and you don't set a game mode?

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Like, you use possess instead of player start

drowsy snow
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I'd argue that PlayerStart is Unreal's remnant of its first person shooter engine roots.

plush yew
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TY!

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i have a border.....

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how do i remove it?

radiant sun
plush yew
verbal urchin
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hi im really new to unreal, looked up a tutorial for buoyancy, copied it but my raft keeps flipping upside down when it hits the water and floats upside down instead, why is this?

robust marten
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I don't suppose anyone here has any experience with Mobile Development, do they? On Clicked works with all my UI elements but if I try to use On Clicked on say, a characters Capsule Component, it only works on PC, tapping the capsule does nothing on mobile. Just curious as to why that is.....

vestal goblet
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Does anyone know what might be causing an animation montage to just, not play sections at all?

plush yew
#

what is difference between rider and visual studio

kindred viper
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one will charge you after a trial. The other will annoy you with intellisense until you find an alternative

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Rider is good by all accounts, but so is Visual Studio. It depends how much of the VS slow-motion lookups for syntax/refs/includes you can put up with.

plush yew
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so what is your reference

kindred viper
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my preference is visual studio because I don't get charged for it. However I can't seem to get Visual Assist (VAX) working and my intellisense is slower than my bank balance rising. I have used it for years though and I know how to use it without any of that.

pastel ginkgo
kindred viper
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perhaps #graphics people will know more. I'd take a guess and saw the material/object doesn't have the RTX flag enabled or something.

versed pier
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May have asked this in the wrong channel, thinking it goes here.

If I'm exporting a design to fbx, then importing it to unreal, what settings do I use to keep the design in one piece? When I import the items I just get individual parts [for example, if I'm building a chair I just want to export then import the finished product, but what I'm getting is 4 legs a seat and a backrest. Obviously I'm missing something)

kindred viper
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Combine Meshes

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you can also combine meshes within the engine too

long thicket
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so, if im not mistaken, ue5 is supposed to release in preview in early 2021, we're in mid 2021 and I cant find any news about it

kindred viper
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thats because there is no news to hear

versed pier
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Aaaaah hidden away. I missed it thanks

kindred viper
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The thing is, its gonna be one of the biggest game dev event days in 7 or 8 years when it lands. You will know when we do

fallow hornet
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Anyone ever have the ocean disappear in the standalone. If I do a play test within the editor it's there but if I do a play test in the standalone it's gone.

long thicket
kindred viper
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thats a bit presumptuous really. They are not required to keep us informed of anything. It's a case of "when it's ready, we will know".

long thicket
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never said they're required, but if you make a claim, you should be able to clarify why you couldnt live up to that claim

kindred viper
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lol

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that is presumptuous too

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anyway. When we hear something, we will email you personally

long thicket
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fine, my bad, I came off presumptious, all i meant is, they could have easily announced a delay to the project, without explaining why. Because right now when I search on google, it says early 2021 when we're past that

thick herald
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Thing is, we all know delays happen. So if it's not out yet in preview, then it's been delayed. Having someone official point out it's been delayed is a bit redundant ๐Ÿ™‚

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The old saying of "It's ready when it's ready" applies ๐Ÿ™‚

kindred viper
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@long thicketits all good. But software sometimes needs extra time, especially with an all-in-one industry suite like UE5. Not to mention it has revolutionary new tech. It's gonna be worth the wait and the longer it takes, the better the software will be. Have faith in Epic. But if you want more news, sign up to the newsletter and you will find out when we do. Or you can join a studio willing to license the engine and perhaps will get it early.

versed burrow
#

Ayo Marc remember me ๐Ÿ‘‹๐Ÿพ

long thicket
kindred viper
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I barely remember my own name half the time. Also there are many Joshuas and not all of them are biblical trees ๐Ÿ™‚

versed burrow
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.

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The one that was asking for help with BP and all

kindred viper
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ahh yeah I remember that one time I helped someone. seemed so long ago ๐Ÿ˜„ Honestly im joking but I help many people daily.

long thicket
versed burrow
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..

kindred viper
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im with you on that. I want to get the heads up and learn it ASAP

true ridge
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Is there a type of "OnPossess" node for actors? Something triggered when an actor is possessed?

kindred viper
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@true ridge yes but it's an over-ridden event. So in your Pawn blueprint goto the function panel, drop down the "Override" and its there

cedar wave
kindred viper
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its called Unreal Verse and will be crap like python. That's all I know ๐Ÿ˜„ Seriously Im sure it will have great usage but it looks awful.

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Tim isn't a dummy though. He's been plotting this out with his teams for a long time.

cedar wave
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Yeah - I was NOT a fan of skookumscripts sytanx choice. But I'm holding my thoughts until I see more of it instead of a quick (possibly accidental) glimpse.

kindred viper
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yeah time will tell on that one. Hopefully it helps everyone, including the deep dive C++ coders

solemn wraith
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I have a question whos making a game on ue4, what cpu do you use?

cedar wave
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๐Ÿค”

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"whos making a game on ue4" - uhhhh all of us?

kindred viper
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@solemn wraith I used an AMD Thunderbird 600mhz single core with 128mb of ram and a 40gb hard drive.

limpid arch
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๐Ÿ˜‚

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damn i hope this is irony or just slap me

kindred viper
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well that was the spec of my first PC and frankly, it would still be usable, just slow :p

limpid arch
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ah okay i thought about older developments

kindred viper
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the GPU would need SM5 but hey... cant have everything right? ๐Ÿ˜„

limpid arch
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To answer it, I'm using one machine with a ryzen 5 3600x and another with an intel core... dang forgot the name

kindred viper
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I remember having to upgrade my GPU during UDK development because they switched to a higher base shader model for the rendering of gridlines, so I went months with no grid. That was nice :/

limpid arch
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oh damn

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where do i post UE4 errors

kindred viper
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you can post in here. But its better to post on Pastebin and link it

limpid arch
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its just a small screenshot

kindred viper
#

it may require a log file to get to the bottom of the error tbh. The usual error messages are more of the result, not the cause

limpid arch
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I'd describe what causes the error

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i mean i know which blueprint causes it

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I'll post the whole error if needed

kindred viper
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tickle it

limpid arch
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This one comes up for one BP class I'm editing... I tried rebuilding the BP completely and it always comes back. I suspect the spawn actor nodes because it always happens after using those, but I'm not sure

kindred viper
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@plush yewyou dont say if its physics or animation or a flat world location or interped. Some more info would help

limpid arch
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i use impulses for movements if you wanna move it with BP ๐Ÿค”

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oh you wanna "steer" it

honest vale
#

could be that your torque amount is too small

kindred viper
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@plush yewahh this is the issue you have been trying to fix since last night. I'd say take the advice people gave you already and figure it out. There is obviously something you are doing wrong. Perhaps use the template project to get an idea.

honest vale
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as in you're multiplying it with 0

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multiply it with something large like 50000 or so

solemn wraith
kindred viper
#

@limpid arch it looks like a solid error message. It needs a fully qualified path. Can you show the path?

solemn wraith
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Oh sorry, I thought itโ€™s unity discord

kindred viper
#

you took me for a fool !

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You swindled me !

limpid arch
kindred viper
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thats why I asked for a log file.

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the error messages it spits out are the result, not the cause. It takes logs to get the proper information from the callstack and such

limpid arch
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Alrighty I'll have a look then, haven't worked with log files in UE4 yet, is that in the game folder somewhere or engine folder

kindred viper
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saved/logs

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in your project folder

limpid arch
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ah there

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okay then i'll send a download link

distant cobalt
#
[2021.05.14-14.39.38:705][  0]LogWindows: Windows GetLastError: The operation was completed successfully. (0)
[2021.05.14-14.40.38:726][  0]LogWindows: Error: === Critical error: ===
[2021.05.14-14.40.38:726][  0]LogWindows: Error: 
[2021.05.14-14.40.38:726][  0]LogWindows: Error: Assertion failed: Module [File:D:/UnrealEngine/UnrealEngine-4.26.2-release/Engine/Source/Runtime/Core/Private/Modules/ModuleManager.cpp] [Line: 359] 
[2021.05.14-14.40.38:726][  0]LogWindows: Error: WebBrowser
[2021.05.14-14.40.38:726][  0]LogWindows: Error: 
[2021.05.14-14.40.38:726][  0]LogWindows: Error: 
[2021.05.14-14.40.38:726][  0]LogWindows: Error: 
[2021.05.14-14.40.39:085][  0]LogExit: Executing StaticShutdownAfterError
[2021.05.14-14.40.40:045][  0]LogWindows: FPlatformMisc::RequestExit(1)
[2021.05.14-14.40.40:045][  0]LogCore: Engine exit requested (reason: Win RequestExit)
[2021.05.14-14.40.40:100][  0]Log file closed, 05/14/21 16:40:40
#

why i get this error?

#

UE 4.26.2

kindred viper
#

because you triggered an assertion. It means it expected something that HAS to be valid. And it wasn't. So it failed.

distant cobalt
#

meh ok

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and how can fix it?

kindred viper
#

make whatever it was valid

distant cobalt
#

i use the redpoint games eos

kindred viper
#

no

distant cobalt
#
[2021.05.14-14.39.38:442][  0]LogNativeClassHierarchy: Verbose: Native class hierarchy updated for 'AddContentDialog' in 0.0004 seconds. Added 0 classes and 0 folders.
[2021.05.14-14.39.38:448][  0]LogNativeClassHierarchy: Verbose: Native class hierarchy updated for 'SceneOutliner' in 0.0003 seconds. Added 2 classes and 0 folders.
[2021.05.14-14.39.38:472][  0]LogSlate: Took 0.000287 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' (155K)
[2021.05.14-14.39.38:474][  0]LogSlate: Took 0.000199 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Bold.ttf' (160K)
[2021.05.14-14.39.38:479][  0]LogSlate: Took 0.000255 seconds to synchronously load lazily loaded font '../../../Engine/Content/Editor/Slate/Fonts/FontAwesome.ttf' (139K)
[2021.05.14-14.39.38:481][  0]LogSlate: Took 0.000192 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/DroidSansMono.ttf' (77K)
[2021.05.14-14.39.38:619][  0]LogRenderer: Reallocating scene render targets to support 2428x572 Format 10 NumSamples 1 (Frame:1).
[2021.05.14-14.39.38:705][  0]LogModuleManager: Warning: ModuleManager: Unable to load module 'WebBrowser'  - 0 instances of that module name found.
[2021.05.14-14.39.38:705][  0]LogOutputDevice: Warning: 

kindred viper
#

post it to pastebin please

limpid arch
#

okay i was lazy sorry xD

kindred viper
#

@distant cobalt looks like you need to make sure the web browser module is added to your target build cs file

distant cobalt
#

ah ok nice

limpid arch
distant cobalt
#

this is in there

limpid arch
#

problem begins in 729

#

I'm not getting the error if i remove the blueprint i suspect

native dew
#

I just wanna say thank god that UE4 build from source worked perfectly. :) took 50min!

kindred viper
#

@plush yewdude you can barely get a physics ball to move. I'd start with some learn.unrealengine.com courses first

plush yew
kindred viper
#

@plush yew what is the question?

limpid arch
kindred viper
#

@plush yewYOU didn't get it. Someone else told you how to do it. YOU wasted time not being able to do it when you could do basic courses or look in the example projects. Im not trying to insult you by saying this. Its fact.

plush yew
kindred viper
#

dont bruuuh me. That makes you sound dumb.

#

in fact be gone.

limpid arch
#

Lol wtf did i miss something

kindred viper
#

@plush yew not entirely sure

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@limpid archdont worry about it. Just get stressed with people who waste other people's time.

plush yew
limpid arch
#

ah i understand.. in my case I'll maybe try some stuff and the last thing i'd like to try is remaking my stuff in another version of UE4 since it seems to be a bug :/

kindred viper
#

I dont think that will help as another version will still read the file as nonenone

plush yew
#

i accidentlly removed that map lol

kindred viper
#

Source Control would be the appropriate attempt at reverting it, but if thats not possible I wouldn't know what to say

plush yew
limpid arch
#

"NoneNone" could be searched better, in my case it's just "0" which makes searching in files impossible xD

kindred viper
#

@limpid archIf you have visual studio installed with a source build, you can debug with breakpoints and step through to see exactly what file and where it is.

limpid arch
#

oooh that sounds good

#

I'll try that

#

thanks

plush yew
kindred viper
#

I think it might be something in the map file that loads as default but it could be an object within that map too

#

@plush yewsource control

kindred viper
#

you don't have source control. You should have source control. Unfortunately unless you have an autosaved version of the level, its gone.

plush yew
#

i just do not see any map on my screen

finite dew
#

How can I make my character crack from a egg ? I have the animations I just dont know how to set it up

#

But how could I spawn my character the second the egg breaks

plush yew
finite dew
#

Oh. I'll try that in a bit. I'm quite new lol

plush yew
#

what do i do

finite dew
#

Where can put the location of it ?

faint roost
#

Am I going nuts or did 4.26 start making blueprint nodes transparent when you don't currently have them selected. Like this

dawn phoenix
sand birch
#

Is there a unreal tutorial for a 2d fps like classic doom. I know its probably easier in unity but I love unreal and prefer it

worldly lynx
#

How to change the name of Player in Server and name of Player in Client? I want them to be different, so I can use Linetrace for killing and playing animation montage.

then I can use this line of code : if (Hit.GetActor()->GetName() == "xxx")
{
Dead();
}

dawn phoenix
kindred viper
#

@sand birch you could make DooM in a shader these days. But if you look at how they made the original (or Wolfenstein) they use a fairly simple system of BSP and raycasting based on the info in the map files.

grim ore
#

@worldly lynxtry using tags instead, using names is less reliable

thick nebula
#

hi guys

#

Where should I look to learn making a character and having its animations make his weapons hit enemies?

#

think dark souls, or for honor

#

where do I learn to make something like that

kindred viper
#

there isn't really one place. It's a collection of learning paths. From knowing the core basics of the engine, plus animation workflows and beyond. I'd have to ask how experienced you are with the engine

thick nebula
#

not so much

#

I used a lot of unity

#

I was asking in hopes that you'd have some resources

grim ore
#

the same basics you used in Unity would apply to UE4

golden river
#

hello everybody, what's the current wisdom for blender to UE4 scale thing?I'm using blender 2.92 and ue4.26 and without changing units or anything things seem to work fine...mostly...except when they don't...and sometimes i get axis switches without changing any settings anywhere. So, uh, anybody?

kindred viper
#

the rule is use the default millimetres with 0.01

#

sorry metres.

#

You can leave the default values if you want, but you will have to scale your objects by a factor of 100 to get them right and nobody wants that as you are better have a 1.0, 1.0, 1.0 scale on entry

sand birch
#

@dawn phoenix if im not mistaken thats not a tutorial. I'm having a hard time figuring out how to do it. Its probably possible yeah but I want to know how

pale verge
#

Can someone tell me why I have gray squares popping up with my particle effects?

sand birch
#

So I mean would making a doom clone even be easier than just a regular fps? I might want it for art reasons but still.

kindred viper
#

nothing is easier than making an FPS. It's literally already made with this engine. Just install the first person project.

pale verge
#

how would I go about fixing it?

sand birch
#

I know but if I wanted it to be more 2d doom clone how would that work.

kindred viper
#

@sand birchuse your imagination. Just make everything on the same Z-height.

sand birch
#

I guess nvm if I want to do something like that one day I'll figure it out

pale verge
#

I dont know how to fix it ๐Ÿ˜…

golden river
kindred viper
#

if you are not in need of physics at all with Blender, I guess you can set it to Centimetres with a 1.0 scale. That will give a 1:1 ratio between the apps but will break any physics used on the blender side. Just something to think about in case you ever need it

#

you will have to adjust the grid size though or it may look like you have a really large grid

#

but I have had no problem using metres and 0.01 or just rescaling it on export

golden river
#

no need for any physics in blender, but i got quite a complicated scene with lots of objects and collision meshes, and things seem to break in inconsistent ways. anyway, will give that a shot

#

thanks!

pastel ginkgo
#

Is it possible to export a scene from 3ds max into unreal and have all of the materials applied in unreal as they should be? Or do you need to create new materials?

kindred viper
#

no its not. You can import a base structure for your materials that keeps the names but a lot of the functionality will be missing. It might keep a texture reference and thats about it.

fallow hornet
#

anyone know why the ocean would disappear in a standalone play test? If I play test within the engine the ocean shows up, but if I use the standalone player the ocean disappears.

storm venture
#

ive been away from ue4 for a bit so i forget the terminology, but when i open a project, it stores temp files on my drive to speed up that project (built shaders and stuff i believe), anyone know where i can change that folder's location?

storm venture
#

aha! that's it! thanks ๐Ÿ™‚

golden river
#

you might have to delete the older one manually, at least i had to last week, or it will linger around forever

versed pier
#

Where can i find the default dimensions of the static mesh actors? For example if I drag down a plane and I know exactly how big I need to scale it... how do I find how big it starts as?

sonic granite
#

I'm trying to bring a sky material from an example level to my level, I selected the material for the sky in the contents browser and exported it. But when I go to import it in my level, it doesn't even show up in the folder. I double checked and it was exported as a .COPY file. So, why can't I import it into my level?

plush yew
#

why is the object's collision is like flat and not like its shape?

grim ore
#

open up the mesh and look at the collision for it

grim ore
#

double click the mesh, then show the collision for it

plush yew
grim ore
#

nope

#

sec

plush yew
#

for some reason i do not see the map here, only at launch

grim ore
plush yew
grim ore
#

I dunno, I dont know what yours looks like. That is how you see the current collision mesh and settings

grim ore
#

then click collision at the top and turn on simple collision

plush yew
grim ore
#

when you turn on simple collision it will show you in that editor the simple collision, you should see an outline for the collision when you do that

#

that will show you why your collision is not on the mesh

#

I have no idea what yours looks like you have not shown it yet

plush yew
grim ore
grim ore
#

like on this chair you can see the green line that shows the collision for this chair

#

yes that is why your collision is not on the item. You need to create collision that matches the item, or remove the collision and set it to

dawn phoenix
grim ore
#

in the collision panel in the details panel

plush yew
#

?

#

yeaaa tysm

grim ore
#

yes, default is simple (your green box), complex means use the actual mesh itself

#

it costs more to do it but sometimes you need to if your mesh is weird

plush yew
#

why dont i see the level on the screen?

grim ore
#

you dont have a viewport open

plush yew
grim ore
#

the easiest way might be to go to Window -> Load Layout -> default

plush yew
#

oh ty

#

i have to say ty for your help today! you really helped me

kindred viper
#

oh cheers. I told you to use that setting like 3 days ago but you know.... :p

golden river
#

back to my blender scaling issues - I just noticed that if i import directly into the content editor (without having changed any units in blender) the scale of the objects comes through fine,but if i do 'import into level' it makes the meshes 1% of the size, then scales them by 100. this is a pain because i need to do 'import into level" in order to have all my meshes organized neatly in a blueprint

versed pier
#

Can you get textures to apply to the inside of a cube? Took the roof off to quickly make a box for the space but i'm able to see through the internal elements

#

Is there a better way to get the same effect?

#

Sorry, how do I see which material is two sided?

plush yew
#

hello i have a crash error

#

someone can help me?

unique kraken
#

uhm so i have a problem....
i have 7k anims in my file and all of them are like 7 units to hight

#

helpu

grim ore
#

too tall on the Z?

#

if so when you import you can scale down the Z so they are shorter, or you can reimport them and adjust it on the reimport

unique kraken
#

i think i forgot my default offset in z when i imported my last char

#

but i cant reimport all anims

#

but would importing a new char without that offset, offset my anims?!

pulsar cape
#

hi everyone which channel is the best to ask a question regarding rigging a vehicle from blender to unreal? thank you

unique kraken
#

i made a vid on that, bcs i fought with that for like 4 days

kindred viper
#

Honestly the best source of information on that is the official page for vehicles. Just follow it letter by letter, word for word and you won't go wrong. Skip anything and it will break.

unique kraken
#

nope

#

there are some clear problems noone mentiones

kindred viper
#

yes it is Ive done vehicle for years mate

unique kraken
#

well generally yes but not for ur first

#

rly not

kindred viper
#

like I said, follow it word for word. Its the exact way to do it

unique kraken
#

no bcs scaling and axis issues are not mentioned there. it hast to be absolutly correctly exported or literally nothing makes sense anymore

kindred viper
#

the only difference might be the Maya terminology of xform resetting which is called transform reset in blender

#

well I wont argue it with you. I'll just say it again. The official docs are the only way to do it.

unique kraken
#

disagreed

kindred viper
#

good for you but you are wrong

unique kraken
#

official docs do not mention everything u need. so for a fact im not

kindred viper
#

did you know... an idiot wins every argument because he doesn't stop when he already lost the argument? Feel free to have the last word.

unique kraken
#

yea thats why u didnt stop^^
gg

okey does anyone know why when i import a new char onto my skeleton,
it offsets all my anims heigher?

past stag
#

How is voxel terrain created?

kindred viper
#

with voxels oddly enough. Raymarched for relative locations

past stag
#

I would want to create diggable terrain

kindred viper
#

if I were you I'd save lots of time and buy Phyronnax's voxel plugin

past stag
kindred viper
#

well if you want to just have a day off and play with it, there is a free version you can mess around with

past stag
#

I also have serious problem deciding if I should do my game with Unreal or Unity, as I am more familiar with unity but at the same time I would like to learn unreal

kindred viper
#

if it saves you time, do it in Unity. There is no point wasting time on game dev. It takes too long as it is

versed pier
#

Quick question, do BSP not reflect light at until they're made into a static mesh?

pulsar cape
#

hi everyone which channel is the best to ask a question regarding rigging a vehicle from blender to unreal? thank you

kindred viper
#

im sure I said check the offical docs earlier

pulsar cape
#

me?

kindred viper
#

its the literal case for creation of vehicle assets.

pulsar cape
#

where do i find offical docs

kindred viper
#

yes you ๐Ÿ™‚

#

you find it via google and a search term. Unfortunately this isn't a search engine, its a help channel.

pulsar cape
#

I just need someone who could answer a question real quick cause Im trying to watch a tutorial but Im trying to rig a truck which has 6 wheels instead of 4

#

how would I go around naming the other rear 2

#

its like 2 & 4 like a tractor trailer

kindred viper
#

ok thats a bit specific. It might be covered there but I'll check

pulsar cape
#

ok thank you

#

see like this

#

unlike a car which has only 4

#

how would I go about naming the end 2

kindred viper
#

yeah I know what you are getting at here. The wheel assets are named front / back on a 4 wheeled vehicle. This probably doesn't matter and you could just use the back wheels for the back 4. However last time I did this setup I faked the middle two wheels so Im actually interested to know myself now. I presume it will just work allocating the back wheels

pulsar cape
#

so just name it also _RL & _RR?

#

or like _RL2

kindred viper
#

the bone setup is the key here. The wheels are re-usable. But they are assigned to bones in the setup

#

yeah numberically differentiating them would be ideal, but it really shouldn't matter as long as the you map them to the right bone

pulsar cape
#

ok great thank you!

kindred viper
pulsar cape
#

also real quick, if I did some mesh edits to the overall body of the truck is it something easy to throw into unreal if I setup the handling already for the wheels etc?

#

basically saying I already rig and make the truck driveable but I edited the Body so like edits to the interior etc

#

modeling wise^

kindred viper
#

as long as the skeleton is setup right, the mesh shouldn't really matter as long as it doesn't interfere with the physics assets on the wheels

pulsar cape
#

ok good thanks you

kindred viper
#

no worries have fun

pulsar cape
#

thanks, can't wait to start fooling around with unreal

#

question, what is the difference between the standard tutorials on rigging to unreal and chaos which looks to be more recent?

#

regarding vehicle rigging

kindred viper
#

virtually none. I recently did a chaos vehicle and set it up the same way I always have. I was surprised because I expected changes.

pulsar cape
#

is their anything special about this new feature of chaos vehicles, downsides or a prefered one to go with in your opinion?

plush yew
#

i have a unreal crash

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Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp] [Line: 907]
Rendering thread exception:
Fatal error!

Crash in runnable thread RenderThread 0

#

help please

desert ocean
#

If i load my car in 3d-Viewer it looks like this:

gilded lichen
#

Hello, what would be the best way to create a height map in ue4? this height map will then be applied to a landscape but I want the height map to be randomized.

desert ocean
#

But in unreal engine like this what did i wrong?

winged notch
#

dos any one know to fix this

#

^ Ray Tracing ( On ) ^

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^ Ray Tracing ( Off ) ^

#

dos anyone know how to fix this

winged notch
#

@desert ocean Select the Red Faces and press ( Alt + N ) than Select ( Flip ) than you are all good

winged notch
#

no problem

dull pelican
#

Hello, im new here, and im not sure how this works, but I recently started using the Unreal engine, and I have like beginners questions ? Is there a place to post those questions, or better yet a live channel I could hop into to get help ?

kindred viper
#

@dull pelican http://learn.unrealengine.com is a great place to start. Sign up with your Epic ID, then do the introduction courses. By the time you have run through a few hours worth, you will feel like a game dev god.

lucid grove
#

Hey fellas, anybody encountered memory leak with latest windows and nvidia drivers update?

dull pelican
#

I have not experienced this particular issue, but I don't have NVIDIA

drowsy snow
finite quail
#

Hi im newbe in unrel
i want to open metahuman character system but i dont know how i want to import my model into blender

#

pls help me ?!?

#

i download unreal and i installed quixel bridge
but i dont know where is that metahuman character maker tools

kindred viper
#

you dont use metahumans with Blender really. Not unless you are an expert with them. You should be using Maya as its got a system setup for it already

#

they come with so many morph targets that most of the time if you do anything, it will break or over-write what is there

drowsy snow
opaque leaf
#

Hey everyone!
I just started with unreal, and I want to ask whether I should download the latest engine or the older ones? Since my laptop is not that all good, I wish not to burden it too much.
Just how much difference between each version? Would I miss some important features if I use the older versions?

drowsy snow
opaque leaf
abstract cradle
spare kernel
#

anyone know what IStreamingManager is?

hearty idol
#

It's a streaming manager ^^

spare kernel
#

but streaming what?

#

i assume its textures

#

but damn that is pretty high

#

right but i am trying to track down why it starts off low

#

and by middle of game its at 8ms

#

so more looking at what is causing it to grow

#

constantly every frame?

#

๐Ÿค”

pastel ginkgo
#

How would I lengthen this window? Scaling stretches the edges.

drowsy snow
quaint snow
#

would anybody help me to understand it??
blueprint class is deprecated, cannot derive a child blueprint!

quaint snow
#

well, i was trying to do that for the ThirdPersonCharacter (blueprint class)

#

so, what could i do if i'd want to duplicate this class to modify it for other goals?

fallen patrol
#

Hey guys im new to Unreal Engine 4, where can i learn the blueprints thing?

#

??

prime willow
#

learn unreal engine website

#

or the learning tab

fallen patrol
#

can you send the link of the website

prime willow
fallen patrol
#

thanks

prime willow
#

the epic games tab also lets you go to the learning tab

#

so either or

fallen patrol
#

Ok

prime willow
#

if you cant find suitable learning resources from there you can always scavange around forums and youtube videos

#

and pick stuff from there

#

people here will also help from time to time but its more of on a if they want or care to and or know how to

#

so typically using this discord for assistance should be a last resort lol

hearty idol
#

Your game is that intense kaos

#

You have really embraced the asset manager

plush yew
#

help me please

#

LoginId:2d934fae47c23e39236ccd9ca1ae3e15
EpicAccountId:47aa5b17e7a84fe4ab7b64a9fc7e493e

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000

UE4Editor_Engine!EvaluatePreshader() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialUniformExpressions.cpp:969]
UE4Editor_Engine!FUniformExpressionSet::FillUniformBuffer() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialUniformExpressions.cpp:1157]
UE4Editor_Engine!FMaterialRenderProxy::EvaluateUniformExpressions() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp:2544]
UE4Editor_Engine!FMaterialRenderProxy::UpdateDeferredCachedUniformExpressions() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp:2738]
UE4Editor_Renderer!FPrimitiveSceneInfo::CacheMeshDrawCommands() [D:\Build++UE4\Sync\Engine\Source\Runtime\Renderer\Private\PrimitiveSceneInfo.cpp:223]
UE4Editor_Renderer!FPrimitiveSceneInfo::AddStaticMeshes() [D:\Build++UE4\Sync\Engine\Source\Runtime\Renderer\Private\PrimitiveSceneInfo.cpp:550]
UE4Editor_Renderer!FPrimitiveSceneInfo::AddToScene() [D:\Build++UE4\Sync\Engine\Source\Runtime\Renderer\Private\PrimitiveSceneInfo.cpp:712]
UE4Editor_Renderer!FScene::UpdateAllPrimitiveSceneInfos() [D:\Build++UE4\Sync\Engine\Source\Runtime\Renderer\Private\RendererScene.cpp:4052]
UE4Editor_Engine!TEnqueueUniqueRenderCommandType<UpdateAllPrimitiveSceneInfosForSingleComponent'::8'::UpdateAllPrimitiveSceneInfosCmdName,<lambda_60234836336f383bc5c9dc1c117d2456> >::DoTask() [D:\Build++UE4\Sync\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:183]
UE4Editor_Engine!TGraphTask<TEnqueueUniqueRenderCommandType<UpdateAllPrimitiveSceneInfosForSingleComponent'::8'::UpdateAllPrimitiveSceneInfosCmdName,<lambda_60234836336f383bc5c9dc1c117d2456> >

#

::ExecuteTask() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:886]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:709]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:601]
UE4Editor_RenderCore!RenderingThreadMain() [D:\Build++UE4\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:373]
UE4Editor_RenderCore!FRenderingThread::Run() [D:\Build++UE4\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:509]
UE4Editor_Core!FRunnableThreadWin::Run() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:86]

plush yew
#

My pc?

#

And how un can solved?

tiny sonnet
#

the owner of a player pawn is the player controller right?

plush yew
#

alright check this out, you think of a feature, you make the code, you do a test run, works first try

quiet raft
#

hi is there a way to increase editor font size?

old nimbus
#

Hey, where can I find completed renders in the server or some other server?

drowsy snow
#

Flippin eck, this channel felt spammy already.

quiet raft
#

auto reimport requires directories to be already present? it detected the changes and i accepted the import but files are not in content browser

plush yew
#

and then convert to sm

frigid girder
#

Hi guys, I was looking for resources on controlling the sequencer programmatically in c++. For eg, consider the simple scenario where I keyframe a CubeMesh to move in a direction across some frames. I can easily accomplish this in the sequencer editor ui. I wanted to achieve the same simple task entirely in c++. The larger goal is to build a set of helpers that can create animations entirely programmatically, only viewing/tweaking/playing with the animation would be done in editor. Any ideas on where in the docs/any other reference I should be looking at? Is this possible at all? Are the actions we do in sequencer editor like keyframing etc even exposed as c++ apis? Searched a little on this, but seems most guides are around using the editor in ui itself, didn't find much on c++ side. Thanks a ton.

drowsy snow
#

And don't ask me about finding another lead on this - I already resorted to just create script in Blender instead, and export it as FBX animation data.

pastel ginkgo
#

How do you properly apply a glossiness texture to a material?

drowsy snow
oblique crystal
#

Hey guys, I'm new to the server and to Unreal in general, recently I've been creating a level but experiencing a weird glitch? Where some parts of the map seem to have an invisible region that randomly will mess with my movement. Sometimes if I spam the controls it'll fix itself, but overall the glitch persists. Any advice, or help would be greatly appreciated. ๐Ÿ™‚

#

Here is a video of the glitch, if anyone can help ๐Ÿ™‚

pastel ginkgo
#

And a bump map feeds into a normalfromheightmap?

distant totem
#

I thought you could use the new modeling mode to assign material slots instead of needing to re import from DCC, am I missing the tool somewhere?

kindred viper
#

http://learn.unrealengine.com check out the Introduction courses here. There is a lot of them in the Course listing, but start with the ones that interest you that are Introductions and you will learn enough to get going. @swift basin

honest vale
#

argh

#

I had bought this particle effect package a while ago to be used as hit effects

sonic granite
#

Hi friends, how come when I disable visibility on some geometry in the world outliner they still show up in my final render with movie render queue?

honest vale
#

now I realize that none of the particle systems treat +X axis as forward

sonic granite
#

It also shows up in the game mode.

honest vale
#

instead they are all done so that the debris/particles are shot upward on +Z axis always

#

meaning I can't just use impact normal from traces as rotation

#

sure it can be fixed by adding some amount of rotation to it but it's just annoying...

true falcon
#

That's the most first world country problem I've ever heard, and that's saying something

pine glade
#

Hey Im trying to attach camera boom to mesh but I cant change parent socket and I dont know how to do it via cpp. Can someone help me please?

astral phoenix
#

Heey, i have problem everytime i start up my project it says ''Did not shutdown cleanly last time do you like to use auto save?'' but i saved last time i had the project open, im losing abit of my progress everytime, how can i fix this? ๐Ÿ™‚

plush yew
#

Hello, I have a question, (r.Streaming.PoolSize) I have a huge overflow, it can cause a big loss of FPS on the game?

drowsy snow
plush yew
#

and for the fps

#

I'm going to look at the textures, but I have to see why I have a huge drop in FPS too

#

Isn't there a profiler tool to see what consumes the most and who makes this loss of FPS?

#

Thanks man!

#

So I'm going to look at this.

burnt tangle
#

Hey I just have question related to optimizing game for better performance, So when in our game we have really huge world, right? And I don't want load every textures and shadow and colissions of level, only load it at specific radius around the player character to get more fps.

#

So how to do this?

drowsy snow
#

Load Save From Slot?

Of course, putting consoles into consideration, you can't have absolute path of the save files.

untold yacht
#

Hey guys this is displaying the health % from a floating varaible

i want it to show % health from a Integer Variable what formula do you recomend ?

plush yew
#

can we create a custom trigger

drowsy snow
plush yew
#

do i have to create a blueprint actor

drowsy snow
#

Yes.

plush yew
#

then

#

but the model ??

vestal raptor
#

Hello, Visual Studio is really slow is there anything I can do about it?

vestal raptor
#

*IntelliSense is slow for Unreal Engine

vestal raptor
plush yew
#

why when the triger triggers it doesn,t open the level

#

i used this then also

#

yeah ty

#

what should be the number for fading

spare kernel
#

alpha is always 0-1

#

0 being no fade, 1 being max fade?

plush yew
#

ohh

#

and duration

spare kernel
#

how long you want the fade to take

#

from "From Alpha" to "To alpha"

plush yew
#

is the duration in seconds ??

spare kernel
#

yes

plush yew
#

okk

#

when do i need to call the fade function

#

in betwn the get current level and open level or in the end

dusky inlet
#

Well what do you think

#

And what have you tried

plush yew
#

i thought both

#

but i think noone worked

dusky inlet
#

Try identify the issue, why is it not working? Isolate the issue and then address it

plush yew
#

well i have just started learning so i dont know properly

dusky inlet
#

Thats normal

#

And it never really stops :)

plush yew
#

okk let me try

paper oriole
#

guys quick question, i am new on unreal engine how can i delete my levels?

dusky inlet
#

Select level in content browser, hit delete

spare kernel
#

select it in editor and hit delete key

dusky inlet
#

๐Ÿ˜‚

plush yew
dusky inlet
#

Good job :)

paper oriole
#

i cannot find it..

drowsy snow
#

Or, you know, just select the map in Content Browser and press Delete key.

paper oriole
#

wanna delete these things

#

in my content browser i dont have any of them

#

sry guys ik its the easiest thing but i really dont know

drowsy snow
#

Searching from Content folder works.

paper oriole
#

okay i checked again i filtered and i saw it now thanks buddy

paper oriole
tough pagoda
#

Hello, I have a question!
What's differences between FString::Printf and TEXT()? When I need to use them, in what cases.

I know that FString::Printf creates FString object.

#

But what else differences.

gilded lichen
#

Hello, I want to create the landscape for a game I'm making with a friend over the summer. The landscape will be randomised for each save the player has, what I can't figure out is how to randomise the generation of the height map used by the landscape and how I would apply that height map? Hope some one can help. I'm guessing I'll need to use some sort of plugin.

drowsy snow
finite dew
#

I was wondering if I hire someone to work on my project how can they work on it ?

finite dew
#

Ah ok
Thanks :)

pliant trench
#

Dumb question: But my homemade actors have a big ball when working in the editor. I want to hide it or make it smaller.

tough pagoda
#

Thanks mate!

astral phoenix
#

Heey, i have problem everytime i start up my project it says ''Did not shutdown cleanly last time do you like to use auto save?'' but i saved last time i had the project open, im losing abit of my progress everytime, how can i fix this? ๐Ÿ™‚

tough pagoda
#

Just, do check.

#

It can solve your problem.

#

I mean in EGS app.

astral phoenix
#

What do u mean? do i need to verifie my engine?

tough pagoda
#

Unreal Engine -> Library.

fringe jetty
#

pog

astral phoenix
#

im doing that now, lets see what happens ๐Ÿ˜„

tough pagoda
#

Gotcha!

plush yew
#

i selected my default pawn class but when i play my default pawn class didnt spawned

tough pagoda
plush yew
tough pagoda
plush yew
#

it is there

tough pagoda
#

Can you open World Settings please? And show all screenshot, please.

plush yew
#

wait

tough pagoda
plush yew
#

ohhhhhhhhhhh i got iyt

tough pagoda
#

You solved it?

plush yew
#

no i did that earlier back in 2-3 days

#

but idk how it changed back to none

plush yew
#

it changed automatically to none

tough pagoda
#

Well, I saw it when looked on image.

#

I glad that you found solution.

#

Have a good day!

muted minnow
#

Hey, can anyone suggest a method of doing a character air & ground dash? I attempted to do it via a launch character, delay, and another launch character either override xyz to stop the character after the dash. It works ok in the air, but on the ground results are really inconsistent. Iโ€™ve tried messing with ground friction during the dash but still doesnโ€™t feel right. Alternative suggestion on how to implement?

astral phoenix
#

@tough pagoda my engine just got done verifie and did not say anything, so it was good all along or wut?

pine glade
#

Hey I was looking to implement some animations to my project and I saw this tutorial: https://www.youtube.com/watch?v=DOU5gvSlfPE&t=316s so I followed it. Everything is OK but when I tried to implement sprinting the animations were weirdly jittering. Does anyone know how to fix it?

In this video, I'll show you how to switch between default Third Person template control player rotation system to character rotation based on camera rotation. This is the most used for Third Person video games nowadays.

Support me on Ko-Fi for my current indie game development at Loish Games
https://ko-fi.com/loish

#ue4 #tutorial #gamedev

โ–ถ Play video
charred tapir
#

I just realized my materials Emissives are not working for Skeletal Meshes.

#

I am on 4.25

#

I figured it out. Particle color was multipling

frozen pond
#

hi, small question, do i need to make aimoffset for each weapon type i have? (they have diffrent animations)

tough pagoda
#

Well, I don't know what magic causes it.

plush yew
#

how do i set that to the crosshair? i googled and did not find anything

drowsy snow
plush yew
gilded lichen
drowsy snow
plush yew
#

Hey guys I made a tutorial about making an aim assistant in unreal engine,here the full tutorial for you guys ๐Ÿ˜‰ I hope it will be helpful https://youtu.be/mXMWEWmur6k

In this video I am going to show to all of you guys how to make a full aim assist / auto aim / auto enemy detection system.

This aimbot will make you become a professional sniper, and make the gameplay extremely easy.

Features of the aim assist system:

  • detect enemy
  • show enemy's life percent
  • fast auto aim to the enemy

Project file UE4.2...

โ–ถ Play video
jolly sinew
#

Has anyone encountered this error in 4.26?
It crashes my editor several times a day when I hit compile on a blueprint without saving it first or when I hit play on a game without saving the level :/ I mean, sometimes I just forget to hit save

plush yew
#

how do i set that to the crosshair? i googled and did not find anything

onyx nest
#

Does anyone have some recommendations for tutorials (I have no experience)

quiet raft
#

does ue come with something to merge ao/rough/metal into orm?

plush yew
#

i want to resume the game with esc button, why cant i?

quiet raft
#

its default hotkey in editor to stop playing

#

you misspelled keyboard

plush yew
#

this a button that returns the player to the game from the menu

#

i want to make that with esc button too

#

@quiet raft

olive mason
#

how can i share my project with my friend?

prime willow
#

source code i believe but dont take my word for it i have never attempted such xD

quiet raft
simple robin
#

Hi all! Has anyone ever used a tool like SourceTrail or a different one to generate a UML Class diagram automatically from a C++ UE4 Project? Have you found any good programs to do that and get an overview of a codebase relationships?

quiet raft
#

cool part is we can store all the source art right in the repository, as there are no size limits and 1.5 gigs of assets takes just seconds to pull/push

merry bison
#

So I replaced a static mesh in my floor BP. From the engine built-in cube to my own mesh. After that the floor doesn't get affected by the sky colors anymore.

Tried to figure out what setting might've caused this but haven't really found anything. Anyone knows what I mean and how to fix the floor?

#

nvm found it ๐Ÿ™‚

kindred viper
#

visual studio community

autumn grail
#

Hello does someone know why my niagara emitter lag with only 100 particles and one point force ?

plush yew
#

how can me and my friend work on the same project without being in the same area?

plush yew
#

sorry im new to ue4

merry bison
#

don't worry, me too

plush yew
merry bison
plush yew
#

hm alright ill try it out ty

merry bison
#

np

kindred viper
#

source control only does so much. Multi-user sessions are good too. Discord communication is really becoming essential too. As is all communication

merry bison
#

never heard of multi-user sessions.

plush yew
kindred viper
#

yes its possible

#

@plush yew no you can do it remote

merry bison
kindred viper
#

yeah

plush yew
kindred viper
#

@plush yewits not like it changes every 5 seconds. cmon now

plush yew
kindred viper
#

digging into blueprints and such is pretty cool. The editor has some quirks which relate to what is the active object at the time (ie. tabbed objects) but file management stuff is barebones easy @plush yew

#

@plush yewyour IP is static until it changes.

plush yew
merry bison
#

This multi-editing thing sounds awesome tbh.

kindred viper
#

this is Epic. Everything is Epic. Even the fails are Epic ๐Ÿ™‚

finite dew
#

Is it possible to use unity assets in unreal engine ?

kindred viper
#

of course but it depends on the asset. If its just a mesh/skmesh, then sure. There are always assets that are engine specific but generally if it exports you can import.

merry bison
#

Aren't Unity assets in an Unity-specific format?

kindred viper
#

thats why I said if it can export. .obj, .fbx, .dae etc

late stag
#

I want to make like a mech combar game how would i start

late stag
kindred viper
merry bison
#

tbh, my experience with courses on that site isn't that good. Last course I took https://learn.unrealengine.com/course/3754335 - was a guy talking BS for 2 hours while everything he built was sped up like 5x. Didn't learn anything.

kindred viper
#

maybe that would be something to do with you and your learning process.

merry bison
#

that wasn't nice, you haven't taken the course yourself to judge

kindred viper
#

it's not nice ? I was stating a possible reason

#

if the truth hurts, dont listen

late stag
#

ok

merry bison
kindred viper
#

Not everyone has the same learning capability. That's not an insult. Its a fact. Some people learn the first time around, some people need to take it in a few times. Some are visual, some are kinetic and need hands on. It's not an insult. It's how it works.

#

if you are offended, that's not my intention.

#

for all I know about you, you could have the attention span of a gnat. You might have distractions in real life. It's honestly not meant to be taken as an insult. Perhaps my direct comment was too close to the bone. Who knows.

merry bison
kindred viper
#

now you are insulting me. Good plan

#

im not angry, im direct.

merry bison
kindred viper
#

ok now you can leave my island.

merry bison
kindred viper
#

it was a blockout course. Basically "put block here". "replace block later".

merry bison
untold yacht
#

hm what dose that mean ? or is it a setting ?

#

@plush yew

#

๐Ÿ‘

#

on it

untold yacht
#

@plush yewHm enabeling/disabeling root motion dident do anything :/

tawny pier
#

I started getting these errors while following a tutorial and I don't know what to do.

#

all these variables it's supposed to have can't be found.

knotty slate
#

is 4.27 out?

#

or do i just not see it

tawny pier
#

4.27?

knotty slate
#

ye

#

i saw one of my friends on it a week ago

tawny pier
#

I'm sorry is there a separate channel for getting help?

knotty slate
#

i dont thikn so

#

well

#

we are discussing about the engine version

#

i dont think theres a category for that

dark depot
#

@knotty slate you can download the current version of 4.27 by downloading the engine off git but no the launcher version is planned for "summer"

merry bison
autumn grail
#

Please , how to set the view to a camera which is in another actor?

#

anyone?

merry bison
autumn grail
#

I have a character template i made in 3d , its is a BP which is instanciated in my character BP

#

the template BP contain a camera

tawny pier
#

If I put off updating so I can make sure I know how to use this version first, will that cause any problems?

autumn grail
#

i want to switch view from my character camera to the camera inside the template BP

kindred viper
#

@autumn grail Set View Target With Blend.

crystal pine
#

Hello you beautiful people! I am completely new to UE4. ๐Ÿ‘‹

tawny pier
#

FYI it's marginally less frustrating than EU 4.

elder pumice
#

Hey guys, recently I've been practicing lightning interior kitchens in the day and night time set in UNREAL 4. Any tips to improve this?

In the night lightning I've just added spot lights + point lights ( to achieve the realistic light bulbs sensation ), also added some reflection effects to make it pop more. Do I have to adjust something and add fill lights?

#

In the day lightning I've used the skylight + fill lights and also the reflection effects

iron idol
#

How should I start learning unreal engine

#

I have almost no experience of game development

crystal pine
#

I have a question and I will stay on topic as best as possible since english is not my first language, so I am sorry if my grammer is unreadable. So since I am a Blender user and wanted to know, on scale 1 to 10, how hard is it to learn UE4 compared to other 3 dimensiona softwares out there?

versed burrow
iron idol
#

Thanks

autumn grail
#

@kindred viper thank you , but i wanted to have a spefici camera for implementing specific behaviour with its variable

gilded lichen
#

Hello, when I open any of my unreal projects, it opens the internet and tries to go to an epic website? Why is this?

finite dew
#

Is it illegal if I send paid assets to random ?

drowsy snow
finite dew
#

Can I send it to a person who is helping me on 1 thing ?

#

Because hes only helping me on 1 thing that's all. But he may help in the future aswell

drowsy snow
finite dew
#

Oh that's good then. :D

fierce tulip
#

just be clear to that person that they are not allowed to use it outside your project.

elder pumice
#

Ok thanks Iโ€™ll try out that ๐Ÿ™‚

quiet raft
#

is there a way to clear streaming pool?

cosmic matrix
#

hi,
If i set bAlwaysRelevant to true and SetOwner to nullptr is actor will still replicates?

finite dew
short willow
#

btw, is there some default class that store a list of textures?(so picking random textures from a collection)

short willow
#

nvm

#

it's says on the node like this

#

what's the difference between these 2?

digital anchor
#

top one creates and sets the target material

short willow
#

oohhh...make sense.

#

so the bottom one is just create but you need to assign later.

#

what about the flag part?

#

do we ever use that for any meaningful reason?

#

just none and transient

copper parrot
#

Im not sure where to ask this question. Im currently going through a course on using the OnlineSubsystem and working with steam and am trying to figure out if you can create a steam app through steamworks at any point in development or if you have to have a nearly finished game get approved first to try and get an app id

digital anchor
#

you can create an app id at any time

#

you dont even need a game

copper parrot
#

oh thank you for the reply this is some great news

idle dragon
#

So I have an int counter that counts each section of a tunnel. And I have a bool that controlls if the ceiling of the tunnel is hidden or open. How do I make it so when the bool switches on, it applies to the next 15 counts of the int counter, but then switches off?

#

I hope I made sense.

#

this directed to me?

#

@plush yew

pliant trench
#

Should we have a channel for discussing game architectures?

pliant trench
#

I mean the overall design of the software and assets. Data flow, which libraries to use, what add ons work with what, etc.

short willow
#

what are those dark lines come from after build lighting?

#

I set the quality to medium but doesn't seems to fix it

#

I also set my shader back to some default ones(50% base color)

#

still same result as shown

pliant trench
#

Check your texture coordinates. It looks like your seam may be too close to another edge. Give your texture islands more room to breath. It looks like the shadow mapping is hitting texture coords it shouldn't...

short willow
#

hmmmm....let me check this is just the editor sphere

drowsy snow
#

hashtag Fully Dynamic Lighting For The Winner

pliant trench
#

Hashtag: Will never run on mobile.

drowsy snow
#

hashtag Nintendo Switch is better than mobile

short willow
#

ohhhhh....change to a lower polygon one kinda works?

#

how do you preview a static mesh's UV in editor?

#

that's why....so here is the EditorSphere UV

#

that explains the dark lines

pliant trench
#

I learned blender from Ian Hubert's videos... and it shows... Works great in Blender.

short willow
#

lol, it's EditorSphere, I didn't even create that, it's from the engine content

#

but good to know about this, I am not the modeling guy usually.

midnight lichen
#

Hey does anyone know why UE recommends VS 2017 over VS 2019?

short willow
#

eh, I think mostly because DCC plugins are stuck with vs2017

#

(what the DCC recommends)

#

the compilers/libs/etc are pretty much all latest, just the IDE are older I believe.

#

but now it defaults to 2019 if you have both installed no?

drowsy snow
midnight lichen
short willow
#

yeah, like maya houdini, etc.

#

there are some OSS libs that kinda only supports auto detection upto 2017 if they don't have the cmake files/version that auto sets to vs 2019

#

do note, that's only my guess, on official doc it already say 2019 for 4.25 or later

#

just the github readme not updated

#

but it is true that some DCC plugin still say you should compile with vs2017 or sometimes even older for compatibility.

midnight lichen
# short willow but now it defaults to 2019 if you have both installed no?

not sure. I was using 2019 only for a while but after upgrading to VS 2019 16.9.5 I kept getting a build error for even an FPS template project: error MSB3073: exited with code 6 for the [1/5] dte80a.tlh build action. I made other changes to my environment, too (like installing NVIDIA Nsight integration etc.) and couldn't pin the cause down. I have now nuked my setup reinstalling everything and recompiling source

#

and then I kept seeing "2017" everywhere so I asked here

short willow
#

hmmmm....I actually have both 2017/2019 installed

#

and I only ever did like the chaos demo project recently

#

last time I build the editor from source is like ages ago(like 4.8~)

midnight lichen
#

I have to customize the editor because I don't know how to get direct access to vertex buffers otherwise

wanton tiger
#

Hey! Sorry for the inconvenience, I have a really big question. This could be said to be made with Unreal Engine, right? https://youtu.be/CJBzmrziow8?t=179

If you would love to help Tencent Anime to provide more subtitles, please contact Tencent Facebook: https://www.facebook.com/WeTVofficial

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โ–ถ Play video
midnight lichen
#

I don't know of a UE API that lets me modify them without copying the entire buffers over again

midnight lichen
short willow
#

it's from Tencent so most likely UE

#

the end credit doesn't show the engine used, cause for linear media it's not required.

kindred viper
#

everything can be done in UE.

drowsy snow
#

Even the latest Corridor short is done entirely in Unreal Engine.
https://www.youtube.com/watch?v=Phd9Jdlg3xQ

Join Our Website: https://bit.ly/Crew_Membership
Watch the BTS on the Corridor Crew channel tomorrow!

Thanks to our Partners for Making this Possible:
Motion Captured with Xsens Suit: http://bit.ly/Xsens_MoCap_Suit
Character Creator 3: https://corridor.video/Reallusion_3Dsoftware
Unreal Engine: http://bit.ly/UE4
#CharacterCreator #iClone #Actor...

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They also get Epic MegaGrants because of it so congrats to them ๐Ÿฅณ

quiet hawk
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can any help me to open a file its was in 4.17 iguess

sonic granite
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While rendering my images out of movie render queue, my fire particles stops moving half way through my sequence. What's going on? They're just paused in the air.

drowsy snow
wintry fossil
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Hi, uh im new to unreal and wanted some help on making my animation smoother, as you can see the dog comes to abrupt stops when following the player, and i need it to come to a smooth stop when i stop. Can anyone help? Please @me because i wont keep this tab open

drowsy snow
drowsy snow
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By testing it on your hardware, and estimate it from there.

prime bramble
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hi

severe chasm
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Im currently having an issue where my ComponentBeginOverlap node is firing at the same time was my ComponentEndOverlap which is causing headaches for onscreen prompts

pastel ginkgo
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Download free games from my website! โ–บ https://www.bluedrake42.com
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kindred viper
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@pastel ginkgo i think thats nvidia caustics with RTX

pastel ginkgo
# kindred viper <@!684518119351386325> i think thats nvidia caustics with RTX

Yeah I'm looking into it now. https://developer.nvidia.com/unrealengine Looks like you need to download NVIDIA RTX Caustics Branch but the link is down.

abstract cradle
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Anyone know, when I alt tab inside a blue print. It doesn't alt tab to the other window I was just in?

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How can I fix this?

blissful trail
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woops lol

untold yacht
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the legs are all messy

rustic valley
untold yacht
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yeah well ive tried applying root and disabing it makes no difference /;

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like so

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@rustic valley

rustic valley
untold yacht
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@rustic valleywell i uploaded my unit to "mixamo" and choose the annimation and on their prewiev it looks fine but when it gets in Ue4 it looks like this :/

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you mean from the export from mixamo then ?

rustic valley
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Yes

untold yacht
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is there a special format thats better for Ue ?

rustic valley
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If I remember correctly, the mannequin in UE4 doesn't mesh well with Mixamo, I think it might because its root bone is called pelvis instead, or something like that, I had to go through a lot of trouble when I tried to make Mixamo animations work with Synty models (including converting animations using a third party software)