#ue4-general

1 messages ยท Page 997 of 1

prime willow
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i wanna show you what ive been working on!

drowsy snow
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It's sunny afternoon here in Yogyakarta, after all.
You can DM me for that.

prime willow
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oops sorry i thought it was a dm

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sorry super sleeepy x-x

violet goblet
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is it possible to have
character which can change clothes and can use clothing tool?
modular clothes +
clothing tool (physics)

violet goblet
#

oh really ? good to hear that ๐Ÿ™‚
the only way i know how to make cloth modular is to use "Set Master Pose Component" but this wont work with pyhsic as i have read

violet goblet
drowsy snow
violet goblet
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cool thanks alot i will try that, do i still need to use set master pose??

drowsy snow
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No, you don't need Set Master Pose if you have that.

violet goblet
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how would i then combine the "body-mesh" with the "cloth mesh" then?

drowsy snow
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This kind of setup is worked for the Copy Mesh node.
(also the Outline uses Set Master Pose, so it's a mix of both)

young mirage
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hey guys can some point me on how to change that appearance of BP nodes , make it look cooler in the editor ๐Ÿ˜›

drowsy snow
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All of the image resource files are in PNG.

young mirage
#

is there no default way to do it ? a theme manager or sort?

drowsy snow
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No.

kindred viper
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the node stuff you can copy from other people's themes. Probably best to start with the minimal theme

drowsy snow
kindred viper
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yeah thats why I said the second line

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better to copy one of the minimal themes and work from there

brisk hamlet
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Hello by any chance, any fix to that?

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It starts to be very annoying to have to restart the engine for a graphic bug every 20 minutes every day

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I saw something about my graphic driver but update it didn't solve that ๐Ÿ˜ฆ

vocal herald
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wtf is ADS?

kindred viper
#

aim down sights.

brisk hamlet
#

Thanks a lot @drowsy snow

brisk hamlet
#

In fact, there is also a pinned message and 461.40 is not recommanded: It's showning an error message when booting Unreal

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Will try 460.89

glacial dawn
#

@brisk hamlet it's related with the hdpi, I tried everything I saw in google with no success. Only way to fix it it's disabling the hdpi support but everything turns very blurry so no fox by now. I'm used to close and open after 20 minutes approximately.

brisk hamlet
#

Sure but did you try to downgrade your driver as suggested?

plush yew
#

Hey guys, very quick question. You know that awful autoexposure thing in any default level ? I tried disabling it in the PPV but to no avail... Am I missing something ?

drowsy snow
plush yew
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Ah thanks, but still in manual I get the autoexposure effect

drowsy snow
#

Do you forgot to set the PPV to be Unbound / have Infinite Extent?

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@plush yew

plush yew
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ah new version

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i finally have a goal in this life.

plush yew
steel shell
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when i add a skysphere to my level there are these black spots at the border of the landscape

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someone knows why they appear?

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when im higher the black border disappears

potent bridge
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Are there any tutorials online that can help with making the world space affect animations? I want to stop them clipping into walls [Some animations move and go right into walls.]

autumn flame
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RootMotion

plush yew
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this is the tutorial

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this is my proect

autumn flame
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And?

plush yew
#

this is not thw same thing

plush yew
#

what sohould i do?

autumn flame
#

Right click Cast, convert to Pure

plush yew
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why dont i have set here?

autumn flame
#

You do that on the Cast and you call Death from the Cast

I don't know the context of what you're trying to do, explain

spare kernel
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@plush yew what is with the random picture?

pastel ginkgo
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How would I make a spotlight track my character? Like how it would on a stage.

buoyant graniteBOT
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:triangular_flag_on_post: Multi Premium#4930 received strike 2. As a result, they were muted for 1 hour.

potent bridge
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Would anyone know how to access these from blueprints? (progress bar in HUD)

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nvm

vale bone
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Is there a way to convert static meshes into sprites?

exotic thicket
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render it into a texture

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you could potentially do it with scene capture and render targets but it probably won't be entirely forward

vale bone
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thanks! Sorry I'm new to this, where is that option?

exotic thicket
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it's not an option, you have to build that yourself

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there's a scene capture component which can be used to render something into a render target, but setting it up so it captures your static mesh and then makes it possible to use it in a sprite needs to be set up yourself

elder nova
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Hello guys, just joined, I'm new to UE and I'm working on little things to try and learn about the engine

exotic thicket
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depending on what you're doing, it might be easier to do by loading your meshes into something like Blender, and rendering them out from Blender and then using the results as textures in sprites

vale bone
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ah right. I just bought a pack on the asset store and it says it includes sprites to use on the HUD, but they're actually static meshes. Do you think the pack is wrong?

topaz kelp
exotic thicket
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Yeah if you can't find the sprites you should probably contact the pack author

vale bone
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hmm ok, thanks ๐Ÿ™‚

dapper swift
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HI all, does anyone know how to make leaves fall from a tree? I saw that in the Rural Australia pack.

topaz kelp
dapper swift
topaz kelp
dapper swift
# topaz kelp Yep

Where do I even start? would I have to learn Niagara, and then figure out how to do that one effect? or is there a tutorial that one can point me to?

topaz kelp
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Try asking in #niagara if there's something you're stuck on

dapper swift
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Thank you so much for the link. Thank you also to referring me to #niagara

plush yew
#

?

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dont ban me i am asking again this question a day ago

topaz kelp
neon bough
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well it would spawn in the ground, only the top half visible

plush yew
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just jump the message

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thiss is the image

neon bough
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anyways your collision should match up with mesh

topaz kelp
neon bough
#

hover over a message and click the smiley button^

potent bridge
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In the latest version of UE4 (4.26), how do I get the camera shake? I'm following a tutorial from UEs youtube but the videos from 2015.

pastel ginkgo
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How do I get a spotlight to follow an animated skeletal mesh? Basically I want my spotlight location to be static and the light to pitch and yaw to track the skeletal mesh moving around.

grim ore
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@potent bridgethe old camera shake class is now the matinee camera shake, or you can look into using the new camera shake stuff

plush yew
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does anyone know any website from where we can get fbx 3d model files

plush yew
plush yew
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how do i add here that thing?

elder nova
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Ok is anyone familiar with text stuff here?

plush yew
grim ore
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@plush yewthe SK_Mannequin_Arms is a Skeletal Mesh, you want to add it to a blueprint add a Skeletal Mesh Component then use that mesh

elder nova
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I'd like some help, I'm building an office, I want to add an object that would allow me to type in text, and that text is displayed in something like a whiteboard on the wall, or even floating text really, what's important is for whatever I type to be displayed in-game in a specific location

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I'm new to UE and any help with this would be very much appreciated

grim ore
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UMG is used for UI, UMG can be in the viewport in the game level. UMG can be used on the screen to take in input. look at UMG

elder nova
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Yeah but the text has to appear on let's say a room in-game, not on the screen, everything I've seen is for on screen display

exotic thicket
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you can use either a text component or a widget component on an actor to display that sorta stuff

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text component just renders some text, a widget component can render a UMG widget in world space

grim ore
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"UMG can be in the viewport in the game level."

worn peak
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a 'cast to' to my game instance works normally inside the editor but when I export the project for windows and try to run doenst

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any ideia ?

grim ore
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gremlins are in your PC?

potent bridge
exotic thicket
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just make it a world space widget with a widget component and it'll work just fine

grim ore
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viewport is the thingy you are looking thru in the game, so yep what zomg is saying you can make a blueprint with a widget component and put the UMG in the game level

worn peak
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works inside editor and doesnt outside, any ideia ?

grim ore
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welp first

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it is working in the build version

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your print is what is not

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see the little yellow warning notice on the Print String nodes?

worn peak
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?

grim ore
worn peak
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it just say 'development only'

grim ore
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and what do we think Development Only might mean?

worn peak
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my print its working on both

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i have the log message from the print

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inside and outside the editor

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inside i receive the 'worked'

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outside i receive the 'failed'

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what u talking about 'the problem its with the print node' ?

grim ore
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I assumed when you said exported for windows and the try to run doesnt you meant you packaged it for use and you didnt see the message

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so my bad on that one. Is your default game mode set to use that game instance?

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you should always have a game instance, so maybe print string out the name of the game instance it is getting before you cast

worn peak
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i mean if u talking about that part on project settings

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btw when i press launch on the toolbar

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i receive this error

elder nova
worn peak
exotic thicket
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@elder nova You need to create an actor, give the actor a widget component, then assign your widget blueprint that you created as the widget class in the widget component's settings... if this is unclear, you probably should look at a few tutorials on how actors, widgets and such work :)

grim ore
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@worn peakusually the Launch button from the editor is not used for testing unless you know what you are doing, packaging the project is how you would test a built version.

elder nova
plush yew
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why did not it work for me?

elder nova
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I'm a little old see

grim ore
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@plush yewif you are doing this at design time, you dont need to do it at run time. arent you just trying to add them to an existing character?

exotic thicket
worn peak
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@grim ore I packaged

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i used this

grim ore
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yep that would be fine for testing, you just said you get the error when you Launch and that would be expected as Launch is weird

worn peak
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nono

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the error i get using this package option

grim ore
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you need to print out the game instance that the game is being packaged with since your cast is failing

plush yew
grim ore
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@plush yewjust use the option to set it in the blueprint

plush yew
grim ore
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@worn peakso your getting packaging errors?

worn peak
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u mean this ?

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to check what game instance its trying to use it ?

grim ore
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yeah if the cast is failing you should find out if its using another game instance instead of the one you set or nothing at all

worn peak
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let me check this print game instance u said first

plush yew
grim ore
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click on the skeletal mesh component

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your trying to set the Skeletal Mesh on the Skeletal Mesh Component in your Blueprint

plush yew
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Hi guys, quick question: I want to align loads of spotlights in a row. Is there a way I can do that, but only change the settings of ONE spotlight, and it will affect all the others in the row ? (Like a cloning system)

plush yew
grim ore
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this mesh is supposed to be in your blueprint right?

plush yew
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yes

grim ore
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did you add a skeletal mesh component to it?

plush yew
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did not

grim ore
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then you cant add a skeletal mesh to it

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components are the parts of the blueprint, you want to add a skeletal mesh to it (the arms) you need to add a skeletal mesh component

worn peak
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back

grim ore
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yep now in the details panel set the Skeletal Mesh

timber birch
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Question

plush yew
worn peak
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its givin me this in editor

timber birch
#

The UE4 overview windows, why is there a difference in viewing the Overview vs lets say Roughness

worn peak
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and this outside

timber birch
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Roughness is much darker in the tiny window ๐Ÿค”

worn peak
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my game instance name is 'MyGameInstance'

grim ore
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@worn peakyep it looks like it cant use your custom one for one reason or another, you said you had a package issue so I would try and fix that. Maybe run a Validate Data (from the file menu) and try packaging again

worn peak
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it found a error but it was on a engine content

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in 'tutorialAnything'

grim ore
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maybe just open the blueprint and save it again and try packaging, see if that error goes away

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all I can think of is it's not packaging/being able to load your custom instance (you have it set and you cant really override it)

worn peak
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i runned the validate data

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found just a error inside engine content about a 'tutorial' file

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i creating another personal game instance and change every cast to it

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to see if works

narrow mauve
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WTF

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For a second I thought Rural Australia was photographs

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JESUS

ocean narwhal
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how can i change the top down controller? do i need to make my own controller?

ember walrus
ocean narwhal
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oki

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well it says its just readable

grim ore
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show the blueprint? show the issue? and what are you trying to change

steel crest
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Sorry if this question has been beaten to death and i guess their is no definitive answer. What are the best ways to create a game overall? 3rd person rpg specifically im curious about. As im learning im at a bit of a loss where exactly to start, UI, combat, xp/skill trees/ AI, equipment, maps, etc etc, i imagine somethings are best made before other things, but is their a kinda tried and true rationale to follow? i know it would be game specific, but must be a general guide line to make systems that wont requires full overhauls down the line once you implement newer ones. If anyone has good content on the matter please share

grim ore
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there is no best way

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and there is no definitive answer

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you do you, and if you don't know you yet then start doing stuff till you figure it out

ocean narwhal
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now i can change it

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weird

grim ore
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"i know it would be game specific, but must be a general guide line to make systems that wont requires full overhauls down the line once you implement newer ones. " this is Iteration and normal for any development

ocean narwhal
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and it says move to hit location, but what decides the speed

grim ore
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speed of?

ocean narwhal
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id like to make the speed faster or slower with a variable

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the player character

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in the top down controller

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it says move

grim ore
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the Max Walk Speed on the Character determines that

worldly lynx
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how can make a custom event with C++ just like we do with blueprint????

ocean narwhal
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oh ok

ember walrus
grim ore
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@worldly lynxyou would make a custom event in C++...

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if your asking how to make new functions in C++, you need to learn more C++

cedar wave
# worldly lynx how can make a custom event with C++ just like we do with blueprint????

How to set up event dispatchers in c++

Note Knew I was forgetting something at the end there, this also lets it work perfectly with blueprint, so if you have a reference to whatever actor the dispatcher/delegate is declared on, you can bind to it in blueprint like normal.

Syntax for copy paste:
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(F...

โ–ถ Play video
worldly lynx
ocean narwhal
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i might just be being a smooth brain, this early in the morning

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but i cant find the walking speed

grim ore
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@worldly lynx do you have an example of what you are trying to do? Your question is weird

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@ocean narwhalare you in the character?

worldly lynx
ocean narwhal
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i believe so? in the blueprint right?

grim ore
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yep, the Walking Speed is determined by the Character Movement Component on the Character, click on that first then you can find it

worldly lynx
cedar wave
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Which uhhh - looks like oh Mr. Tom Looman finally updated it to a modern version of UE. So that's super cool.

plush yew
ocean narwhal
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i still dont see it. i guess ill take a screen shot and yall can tell me where like im dora the explorer

grim ore
ocean narwhal
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OOOOOOOOOOHHHHHHHHHHHHHHH

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i didnt look in the component area

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smooth brain activate

ember walrus
ocean narwhal
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yeah but thjat is also here in the topdown one i think

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so can i take the max walk speed and make it a variable so i can change it?cause id like to make a stat called speed, then have that change the max walk speed

grim ore
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yep

ember walrus
ocean narwhal
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so ive made the variable speed

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can someone please help my smooth brain. so ive made this integer, and how can i now make Max walk speed this integer

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blueprints are very foreign to me

grim ore
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you might want to start learning them then

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if you want something similar look at how people implement shift to run

ocean narwhal
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ok

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i cant find anything to set max walking speed

quiet raft
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if i drag a decal on a brush it sets the material, if on static mesh it is applied as decal, how to control this?

ember walrus
# ocean narwhal i cant find anything to set max walking speed

My Apps: https://sites.google.com/view/bradapplist/home

Tools: Unreal Engine Version 4.23.0
Assets: Third Person Blueprint Project
Recording: ShareX, OBS Studio
Editing: Microsoft Photos

Background Music:

Merry Go Round by Dan Lebowitz
Artist: https://www.youtube.com/channel/UCOg3zLw7St5V4N7O8HSoQRA

Kick the Can by The Mini Vandals
Artist: ...

โ–ถ Play video
plush yew
#

Hi guys, I'd like to learn Unreal Engine but I don't know where to start. I already have some knowledge in C++ and 3D modelling softwares, any advice?

quiet raft
plush yew
quiet raft
ocean narwhal
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Holy moly

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That helps a bunch

daring cedar
grim ore
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@plush yewread the pinned messages in this channel

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@daring cedarthat is inside of Unreal Engine

daring cedar
grim ore
idle dragon
#

Yo, this is just a general question. I have a procedural system that hides/teleports a road section along a straight line. Would any blueprint affichonadoes here let me know if it would be easy to implement splines into this system so the road can procedurally generate along a procedural spline?

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Sorry if this question doesn't make sense

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Basically - can I make a procedural spline that generates itself in game, and can I have a road that follows it

quiet raft
daring cedar
quiet raft
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i mean writing fluid sim

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i assume this is what the dude from the video did - he wrote his own fluid simulation, he used unreal to get collision mesh (or voxels or whatever) from, and used niagara to render the particles of his fluid sim

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i would assume he could relatively easily transfer same fluid sim backend to any other engine and render it with whatever tools that engine provided

sonic granite
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I am trying to import an alembic cache into UE4, and it's looking super jagged in the viewport. Comparing the wireframe views between UE4 and Houdini shows that somehow UE4 messes with the mesh upon import?

daring cedar
sonic granite
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I exported with OGAWA format out of Houdini. Anyone knkows what's up?

quiet raft
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huh apparently its now part of niagara

quiet raft
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you would find out

zealous spire
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Hi guys, apologies if this is a nooby question but I'm struggling to find a straight answer online. I need to combine these skeletal meshes into one asset (not in runtime but as one selectable file in the editor) is there a way to do this without exporting to 3Dapp and parenting/childing the bones?

leaden hornet
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how can i stop these 2 materials from blending this way?

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i have no clue why its prioritising the grass normals but the sand color

grim ore
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@zealous spireyou would have to do it outside of UE4

plush yew
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Hello!

grim ore
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@leaden hornetI know your asking why but... we have no idea what your material look like or how you are blending so the why would be you are doing it wrong?

ocean narwhal
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So I set speed to a number.
Did get speed.
Got the character movement and did set max walk speed. Confused why it isn't changing

leaden hornet
grim ore
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@ocean narwhalits not changing because you are not learning how blueprints work, you are doing random stuff

leaden hornet
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these are the 2 layers i use

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i've set them to no weight blend

ocean narwhal
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but isnt there learning by doing sorta thing

leaden hornet
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weight blending is diffrent from heightblending right?

grim ore
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@ocean narwhalsure if you are capable of doing that

ocean narwhal
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like i now know a lot more than i did when i woke up

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like you can drag stuff just into the screen

grim ore
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but its also like saying "I can learn to drive a car" without understanding you have to turn it on first and getting confused on why its not going

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you dont understand how to USE blueprints. randomly doing stuff with them to learn how they work is fine but.. you kinda need to learn how they are used first

quiet raft
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well i never learned how to drive a car and im doing alright. what do you mean i can drive faster than 20m/h? Whats clutch? There are more than one gears?

grim ore
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learn the flow, learn what the colors mean on nodes, learn what an execute wire is, learn why there is an execute wire

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@leaden hornetyep but thats not the material, the material behind the scenes is doing the blending

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hell if you are going to learn by doing then look at working blueprints in the templates and see how they are set up

leaden hornet
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what is the name of the problem im having so i can search tutorials

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thnx for helping btw

plush yew
#

Hello everyone, I'm a new game developer and recently I have started to work on my Unreal project. I'm preparing to invite one of my friends to help me with my project and was wandering how to collaborate with him. I know that unreal has Multi User Editing but it's a bit buggy. We live far from each other and we have tried github but the results are the same and aren't what I want. We have errors most of the time. Do you guys know any kind of collaboration that would work smoothly. Thank you!

zealous spire
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@grim ore thanks mate, thought so but was hoping there was another way

quiet raft
#

i really need to drag decals on brushes, it is very annoying that i cant ๐Ÿ˜„

grim ore
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@leaden hornet #graphics might be more help but it seems like its not using the correct normal for that layer. if you remove the normal for the grass does it used the sand normal?

leaden hornet
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the sand and the grass are both fine if they arent layered on top

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but as soon as i brush the sand over the grass this happends

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but i want the sand to override the grass

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so it doesnt get affected by the grass at all if its at 100% opacity

plush yew
#

Someone invited me this server and I have no idea what should I do

grim ore
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Leave?

fierce tulip
#

too late, learn ue4 naow

grim ore
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Could always just wait the 42 days and start learning UE5 instead

wise trail
#

42 days?

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Is this for real?

cedar wave
plush yew
cedar wave
#

It's pretty much the same thing. Just another version control

plush yew
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Just want to try all of them to know which one suits best for me

cedar wave
#

If you're are trying to be cheap? git + git lfs + azure

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(or gitlab instead of azure)

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UE recommended way? Perforce

plush yew
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I'm always aiming for cheap xD

cedar wave
#

I prefer Plastic over Perforce personally. Easier to work with and cheaper as well.

plush yew
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Trying it right now. Thanks!

river crypt
#

is there a way to build for iOS using only windows pc

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?

grim ore
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not legally

brazen venture
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can someone help me when you open settings widget and when you click the x button then it sends to main menu, and if it is opened from pause menu then when you click x it opens pause menu

river crypt
#

I see...cant believe that there is no work around

winter portal
#

Was wondering if anyone knew what could be causing this. Every time I open any game made within unreal, it just crashes after about 2 seconds with no error at all.

wise trail
#

That explains a lot

cedar wave
wise trail
#

You need a license dont you for apple?

river crypt
#

well the license is no problem, its only 99 dollars but it seems like I need a mac to actually make a build

wise trail
#

Use a vm?

cedar wave
#

Apple's whole thing is to lock you into their ecosystem

river crypt
#

yeah Im not experienced with vm

cedar wave
#

So they require you to use their stuff

grim ore
#

hence the not legally part. you can do it

wise trail
#

@river crypt Good a time as any to learn

grim ore
#

or just buy a new mac mini and do it

wise trail
#

Ye

grim ore
#

or rent a remote build service to build

wise trail
#

Something that can handle your build

river crypt
#

is there such a thing as remote build service?

grim ore
#

@brazen ventureif you plan on using the same widget for settings in game and in main menu, pass the current widget to the settings menu when you add it to your viewport/show it and then when you go to hide/remove the settings menu just show that passed menu again

river crypt
#

seems im better off just buying a mac...

grim ore
#

it is

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but if your cheap or crazy or bored, then there are alternatives

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if you plan on building for iOS/macOS as a real supported platform then investing in the ecosystem is the correct thing to do

smoky timber
#

Hey there guys! ๐Ÿ‘‹ How's everyone doing today?
I'm stuck with an issue so I was hoping someone more experienced could help.
I have 7 languages in my game, added them all via the localization dashboard. But it seems, some languages like Russian or Chinese or Greek, some of their characters appear as question marks.
I'm using the regular roboto font UE4 uses. Does anyone know how to fix those special characters?

grim ore
#

@smoky timberthat means that character is not supported in the font, you need a supported font for that language

smoky timber
#

Is there a possibility to choose a font for particular culture?

grim ore
#

It looks like Font Families might be what you want

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Sub Font Families being used for specific language/character ranges

river crypt
#

so if I have the files on my windows, I guess i cant just transfer the project with a ssd to a mac?

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guess remote building would be the only option?

grim ore
#

sure you can, or you can use a shared network location, or you can use source control (you should be using source control)

river crypt
#

cool, so if I just get it up on my git then a mac user should be able to take it down no problem?

grim ore
#

yep

plush yew
#

what is that?

grim ore
#

might have some weirdness on the first commits on the mac as it builds the mac specific config files the first time and has to sync them but other than that you just need the project

plush yew
#

deleted that accidentlly

river crypt
#

awesome, thank you for the info it has really helped me out!

steel crest
brazen venture
grim ore
#

you can do that yep. From my experience the settings menus are not always the "same" between a main menu and in game menu so most of the time this wouldnt be an issue

brazen venture
#

ok

#

sure

plush yew
#

how do i create a new thing like this?

brazen venture
#

thanks

grim ore
#

that would be a blueprint, probably with a Character as the parent. So make a new Blueprint Class and choose Character

potent bridge
#

Question, is is possible to select what parts of a UI element can be extended? for example a health bar.

grim ore
#

extended?

potent bridge
#

if max health increases the bar gets longer

grim ore
#

sure

potent bridge
#

currently I can achieve that if the bar image is beyond a certain length, but any lower and it starts to affect one ends details

grim ore
#

the anchor would be on the left so when the bar gets longer it grows to the right.

potent bridge
#

anchor, so how would I set that?

grim ore
#

you would build it out using a box/9 patch image

#

look into that technique

potent bridge
#

any tutorials online for that?

grim ore
#

what that does it splits it into 9 parts, then just the far right would be moved and the middle would be filled in (the solid part so scaling it is no issue)

#

and anchoring is just a normal part of UMG, its where the starting point for drawing the image is set to

plush yew
#

what's wrong w that?

grim ore
#

if you look at the way the UMG button is set up you can use that as a basis

plush yew
#

this is what i get when i start

grim ore
#

@plush yewis there a problem?

plush yew
#

this is what i get

#

and then boom

#

@grim ore

grim ore
#

well that character is empty, what are you expecting it to do?

potent bridge
#

@grim ore So for 9 patch, do I have to modify my graphics in PhotoShop and separate it?

#

or can you do this all in UE4

grim ore
#

no, you would just make sure its designed how you want it. It seems like its designed fine you would just use BOX for the draw as and make sure your margins are set up correctly

potent bridge
#

So this is accessed through the image asset yes?

#

wait.

#

@grim ore So in the widget, its draw type is set to box, but where would I access borders.

grim ore
#

you basically slice it in the UMG editor so its similar to this

#

right below box is the margin

potent bridge
#

Okay, how would I get that to display? Because otherwise its a blind guess

grim ore
#

you dont, its ablind guess lol. but as you are adjusting it your image should be adjusting in the editor

potent bridge
#

Good point

grim ore
#

I mean i dont have the source image and this is horribly bad but

potent bridge
#

I see.

grim ore
#

you can see how it just stretches in the "inside" which is fine and the edges are kept at the settings you choose for the margins

#

another way to visualize it is to set it to border and

#

you get the "inner" part as clear so you can more easily set it up

potent bridge
#

got it working, thanks as per usual Mathew, you're amazing.

grim ore
#

yay ๐Ÿ™‚

olive mason
#

fuck it im go to unity

fierce tulip
#

have fun!

winter portal
#

I am honestly so confused, I can load the unreal engine. But if I load any game made in the unreal engine, they all crash without errors.... why?!?!

grim ore
#

If unity works for your project, go for it!

#

@winter portalwell this isnt a UE game support channel so we cant help

winter portal
#

Do you know where I could get support?

potent bridge
#

Or I thought it worked.

grim ore
#

from the game devs

junior nimbus
#

how do I add Unreal Engine to Visual Studio 2019 so I can package projects?

narrow mauve
#

This works perfect for 2D textures but for my volume texture it is creating a 'back and forth' effect. Almost as if I was using a sine. I am not sure how to fix it.

#

Ohhhhhh...I see what is happening. It's going out of a 0 to 1 range and looping over like a tiling texture coord

zealous ridge
#

Can someone please help me with implementing procedural animation in unreal engine. I couldnt find anything on youtube nor were there any articles there for ue4. Most are just showcasing their work and the tutorials are of unity.

tawny pier
#

This room has no lights and it's still bright as hell I need it dark. How do I darken it?

zealous ridge
#

Maybe you are in unlit mode

untold yacht
#

hey guys, anyone know if u can change the annimation length to a variable duration ??

plush yew
#

hi !! ๐Ÿ˜„

#

can anyone redirect me to the right channel please? ๐Ÿ˜„

#

i finely have everything to make a big ass game ; i want to make a big big big map like gta

#

question :
typing it :p

tawny pier
#

its not in unlit mode, it's lit.

plush yew
#

do i need to make lots of little maps with composing and client; and after that make the bigg ass landscape with the landmass to make after i done that do i need to make more levels then like if i made my stadium do i have to make the stadium as one level in the map or an actor ? or do i need to put it on the landscape map ?

dont care if it takes long the gamer have to has the minimum performance loss of it

#

i think i have to make a level instead of an actor ?

plush yew
#

you have expierience when it comes to easy loading from levels?

#

my exp. of making that is lots of lag

#

its like 4 sepperent landscapes with 1 big 2med and 1 smal all migrated as one landscape(map) connected with bridges

#

so i mean on every landscape tile i have to make a 'level'

#

that means the smaller the tiles the more areadimanic things i can make ? like better light more to do more epic fights with less performance loss?

#

if thats correct to i thank you sir

#

suggest me how many tiles gta5 shall need when you gone make that ? ๐Ÿ™‚

#

or me ๐Ÿ™‚

#

okay; i am at 25 now 5x5 on 64 probably going to make it few times bigger

#

i think so to :p

untold yacht
#

how do i remove collision box after actor "dies" ??

#

oh wait

#

think i got it

#

yey fixed it X)

quiet raft
#

build will include only whats referenced in levels right?

versed burrow
#

@plush yew are u trying take a story mode game?

quiet raft
#

how to make a blueprint out of existing pp volume?

tawny pier
#

Is there a way to make a raycast ignore a certain class of object? Or make a certain class of object immune to raycasts?

warm hornet
#

What is everyone using for source control? Git? or is there a better alternative?

pulsar badge
#

@grim ore 42 days ue5?

tawny pier
#

Ok now, for some reason, when I go into a "dark" room, it starts out dark like I need it to be but then it brightens up and I need it to not do the latter.

#

?

#

I tried messing with the post process volumes and not sure exactly what setting to use for that.

sweet axle
tawny pier
#

I got the raycast thing working but not the light thing. There isn't a way to just make the sky light stop when it gets to an object?

spring ether
#

Evening everyone, I'm using the Beta Modelling toolkit, I can't seem to snap to the vertices on the meshes the toolkit creates. Is this possible?

kindred viper
#

@spring etheryou can vertex snap by holding V when you drag an object. Or you can use the Surface Snapping menu button near your scale/rotate/etc buttons

umbral ferry
#

where to change name of the package build

#

current i have windowsnoeditor

#

still want to change...

#

and i don't speak about exe name

umbral ferry
#

yeah

tender bluff
#

pls help ๐Ÿ™‚

#

why are my shadows so damn sharp

#

i cant figure it out

umbral ferry
#

do this each time ๐Ÿ˜’

next dome
tender bluff
#

so nobody has any idea how to fix my landscape shadows being sharper than a knife

next dome
#

i have the command r.ForceLOD set to 0 yes @pastel ginkgo

#

but it doesnt help

pastel ginkgo
lucid grove
#

Does ue4 render pawns that not in view? Culling seems to working great with static objects, but cant really tell about characters.

next dome
#

@pastel ginkgo that helped. cheers!

robust smelt
#

Guys, please help. When I swap skeletal meshes during run time, the skeleton is not updating to use the new rig proportions of the new mesh. any idea how to fix that?

narrow mauve
#

Does anyone know a studio that does networking/dedicated server stuff

drowsy snow
autumn grail
#

Can help me? i want to set the member of my struct variable but it doesnt update. i have verified the value i get from the "+" node is 37.0

#

I have tried in construction script and on begin play (runtime)

#

same result

autumn grail
#

That dont work also

#

in the Struct Out the value is also 37.0 which is correct

#

but the variable struct of my bp is not updated with this value

late stag
#

What would be a good approach for a physics based vehicle

autumn grail
#

@plush yew The problem is i want it to be precalculated in construction script

sharp kestrel
#

Is there any way to increase the CPU usage for building ue4 from the source? It is only using around 9% of the CPU, judging by what task manager is telling me, and it is taking absolutely for ever (3 hours +) and it still hasn't completed.

polar verge
#

Can Unreal Engine pull content from online?

#

Such as making API requests?

#

VaREST might be what I'm looking for.

hollow flame
#

Hello, I'm trying chaos vehicle in Unreal Engine. But the car is not moving. Can you help me?

kindred viper
#

@polar verge yeah there is a VARest plugin. Works a treat

#

@hollow flame you have to do the exact process it says in the Vehicle workflow documentation. Any deviation will break it

topaz granite
#

is it normal for a map level to be responsible for populating your game with a bunch of objects, like the playercharacter and UI widgets and etc? i feel like my map's "BeginPlay" event is like 35 miles long and that's probably bad...

#

creating objects and widgets, binding events to them, calling initialization functions on them...

hollow flame
#

@kindred viper I did the same, even looked 3 or 4 times

kindred viper
#

@topaz graniteIm not a fan of using the level blueprint for such things. It's better in a blueprint manager type class. Then it's re-usable. Otherwise you copy/paste into every level and if you change things you have to go do it in every level.

topaz granite
#

ah i see - but you do still have a sort of single "populate the level" sort of manager blueprint?

drowsy snow
torpid shadow
#

So I have been working on a game for sometime and ran into a big error, the game crashes when certain things happen when I am playing in the viewport but not when I play in the standalone mode. I am just curious if this means it is truly playable, not sure why it works in one but not the other but I am just trying to see is this actually usable for now then.

topaz granite
torpid shadow
#

LogUObjectGlobals: Warning: Failed to find object 'Object None.None'
I get this a few times and then it tells me there has been an infinite loop detected in my save system
I was using a pack I downloaded and somehow it got corrupted and looks like it took most of my game with it, I have been trying for days to undo whatever happened but its not wanting to work

brazen venture
#

I cant build peoject becasue of this error
UATHelper: Packaging (Windows (64-bit)): ERROR: Could not find NetFxSDK install dir; this will prevent SwarmInterface from installing. Install a version of .NET Framework SDK at 4.6.0 or higher.
PackagingResults: Error: Could not find NetFxSDK install dir; this will prevent SwarmInterface from installing. Install a version of .NET Framework SDK at 4.6.0 or higher.

ancient lotus
#

@sharp kestrel VS should compile using all your threads, linking is another story (not as multithreaded) but you should still have near 100% usage. Check and see if you have your threads limited in VS settings

#

@polar verge Yes, I show an example of it in this playlist using ASP.Net as the API to communicate with a database: https://www.youtube.com/watch?v=d7m5s8xR-jg&list=PLnHeglBaPYu-H3Gqe_94oFkmn9amBXNZp&index=18&ab_channel=SneakyKittyGameDevSneakyKittyGameDev
I have another series doing the same thing but for persistence using Kotlin as the API language (much simpler) as well

native flicker
#

Hello im brand spanking new to unreal and have never worked on a game before

ancient lotus
#

Welcome

native flicker
#

ive never been able to comprehend writing code and the blueprint system looks easier for my brain

ancient lotus
#

Well if you want to give an attempt to writing in UE4 with C++ then this might help you if you have a very basic understanding of programming, this series starts you from just native C++ with no UE4, covers everything you will use in UE4, then moves you into UE4 by making very simple features
https://www.youtube.com/watch?v=6UaQ4ZztT9U&list=PLnHeglBaPYu9FFgnYww2UC1g3F7fYWkaT

Patreon: https://www.patreon.com/SneakyKittyGaming
Discord: https://discord.gg/VUJKzE3

In this video we discuss variables and the different types that we will be commonly using in UE4 with C++'s standard types compared to Unreal Engines types.

โ–ถ Play video
native flicker
#

alright cool

#

how can i tell if something i want to make is over my scale?

#

or what is a good first project

#

i want to make something to work on for a long time but simple enough to get a solid foundation for

ancient lotus
#

if its something that will take you 5+ months to make for a learning project, thats probably over your scale. start small with something simple like making a door system. you walk up to the door, press F, the door opens. then expand on that by making the door open with an overlap event/box component. then expand on that by making the door open based upon the weight of objects in the box component. then figure out how to replicate this and make it work in multiplayer. then move onto the next thing. stuff like this that has alot of tutorials for if you get stuck, it would be fairly simple for beginners, and it shows results quickly to keep you interested while allowing you to expand it

native flicker
#

I was thinking of making a 1st person turn based dungeon crawler

#

something that doesnt seem 2 hard

ancient lotus
#

thats not a bad option

native flicker
#

idk if its 2 ambitious but i was thinking it could be a card game as well

#

instead of turn based combat its a turn based card game

ancient lotus
#

against AI or multiplayer?

native flicker
#

AI

#

randomly generated roguelike

ancient lotus
#

go for it

native flicker
#

now the question
3d models or sprites

#

i could go for that 2.5 doom look

ancient lotus
#

what is the simplest for you to make

native flicker
#

i cant really draw

#

and 3d modeling is extremely hard to me

next nebula
#

how can I make the widget disappear when I look away?

#

I can take the false branch and destroy all widgets but I dont want to do that

elfin bolt
#

Remove from viewport

next nebula
#

that doesn't exist

elfin bolt
#

From parent

#

Remove from parent

next nebula
#

ok...

#

how do I reference the widget

#

if the branch is false

modest trench
#

sounds like you need some way of storing the last "looked at" widget?

#

or having the widget dissapear on its own?

next nebula
#

having the widget disappear if its no longer in the trace

distant totem
#

why doesn't advanced search syntax work in the content browser anymore? one AND two one && two ect doesn't work like it shows in the docs

next nebula
#

alright wait

#

I figured some stuff out

little shard
#

How does one find out the command to summon entities in different games via console? I know for example in the game Grounded you type something like summon BP_blahblah and it spawns.. another game had CH_blahblah, but this game Im trying now I dont know what character to use before the entity name. I am using UE Viewer to check out the game contents to find entity names to spawn like here

next nebula
dusk nebula
#

my right click and popup menus disappear after an hour or so and I'm basically forced to restart the program. Is there a known fix for this?

next nebula
#

I figured it out

#

for anyone wondering

jaunty matrix
#

... wut

#

how is it squiggly

honest vale
#

low lightmap resolution on the floor

jaunty matrix
#

even on 1024 overridden its the same

#

only a bit better

distant totem
little shard
#

Is anyone here familiar with ue4, console commands, ue viewer? Please help me with summon/spawning .. I can't figure out how to spawn in this game. Ive done it with other games.

distant totem
little shard
#

Okay

#

Didnt know where to ask

drowsy snow
dusk nebula
#

so I've imported a few images that have transparency and I just assumed that I didn't have to do anything to make them work, because the first one just kinda did, but the others that I've imported in the same way right next to it have a black background

#

the differing shades of white are intentional, by the way

drowsy snow
#

Honestly felt like I'm condemning where I came from everytime I yeeted out a newb asset ripper or modder, but then again, this server isn't condone both things out of respect to the creators.

dusk nebula
#

I also looked and none of the image settings are different

prime willow
#

what term would i be looking for to create a system

#

where you have an inventory

#

and you can swamp out the outfits your characters wear in the inventory

#

and the outfit worns changes

#

;O;

dusk nebula
#

like a wardrobe?

#

or loadouts, classes, builds

prime willow
#

yeah like a wardrobe

#

not classes and loadouts lord no im not there yet

#

just the clothing o-o

drowsy snow
prime willow
#

yeah i guess

#

like how characters can change weapons

#

and the model of it changes

#

but for clothing

drowsy snow
#

You can repurpose equipment system for swapping clothing.

prime willow
#

so you can chan ge your fashion on the fly

#

granted i might want to add mechancis and systems to the clothing on a piece by piece level

#

but in general idk the term for what i should look for to make a clothing change system that is tied to your inventory which wuld be a widget setup o-o

drowsy snow
#

Well, again, equipment system is your clue.

prime willow
#

okie so there isnt a special type for clothng

#

i was just hoping i wasnt fluffing it up by using something like a modular compenent system for clothing with cloth physics o-o;

drowsy snow
#

Clothing physics only affect the mesh so code wise it won't affect the backend systems.

prime willow
#

:3

#

thanksiexs โค๏ธ

drowsy snow
#

Feel free to HMU if you need more assistant, maybe on setting it up or things to adapt later on.

prime willow
#

yes yes โค๏ธ

#

youre honestly precious and i hope to be as useful to you as you have been to me one day!

untold yacht
next nebula
#

how can I set my integer to a random number between 1 and 10...

clever axle
#

Hey everyone!
I'm trying to CalculateFrequencySpectrum for an audio stream. I hooked up a source bus as my sound wave input but the output of the node is empty. I'm trying to figure it out from the code but I can't find the node in the source code. Any help with this please?

drowsy snow
clever axle
#

I'll try there too but this is more of a general problem because I wanted to look into the source but can't find it

kindred viper
#

@clever axle it should give you an array of peak data. So I would first make sure the array is valid, then loop the array for each entry

clever axle
#

@kindred viper it works if I just plug in a legit wave file

next nebula
#

Hoodie guy I looked into that a little and I cannot see to find what im looking for

#

1 sec

clever axle
#

but it doesn't when I hook it up with a source bus

kindred viper
#

yes it wants a sound wave asset

next nebula
#

by having an ==

clever axle
#

but the out spectrum is empty

next nebula
#

ah wait I think I understand it

clever axle
#

So I wanted to debug it to see what's the input even

#

but I can't find it in the UE4 source

kindred viper
#

that is a stream source. Have you checked if it's a terminated stream source? ie. UDP = non terminated. TCP = terminated. RTMP isn't terminated unless im mistaken.

clever axle
#

@kindred viper huh. that's good info. No I haven't. It's most likely UDP I would think.

kindred viper
#

yeah I remember having to hack that with Flash. In fact, I was the first person to hack that when people thought it couldn't be done ๐Ÿ™‚

#

I took the data and inserted /0 at the packet size I needed for it to play in a browser

clever axle
#

@kindred viper damn, bruh, can you help me through this? Most of my game concept hinges on being able to analyze audio streams

kindred viper
#

hmm an access violation there seems like something else is wrong. Can you post a log to pastebin?

clever axle
#

@kindred viper I've actually just now seen some log messages I didn't before. one sec

#

The debugger just gave me those. Hadn't have them before:
LogOutputDevice: Error: Ensure condition failed: AudioBusPtr.IsValid() [File:C:/dev/UE_4.26_source/Engine/Source/Runtime/AudioMixer/Private/AudioMixerSourceManager.cpp] [Line: 465]

and

LogActorComponent: UnregisterComponent: (/Engine/Transient.World_1:PersistentLevel.BP_Ship_C_0.MediaSound.AudioComponent_0) Not registered. Aborting.

#

so it appears the media sound component that plays back the stream is not registered (not sure this actually has something to do with this) and also the audio bus is invalid

kindred viper
#

indeed

dusk nebula
#

I'm still having an issue where some of my images with transparency are applying it automatically and others aren't

clever axle
#

@kindred viper ok, during the testing I shredded the audio bus but it's back now. The output is still empty though

#

and this is the line I get when trying to navigate to the source: LogSelectionDetails: Warning: NavigateToFunctionSource: Unable to find symbols for 'USoundVisualizationStatics::CalculateFrequencySpectrum' []

kindred viper
#

hmm I can't say that that error is. Seems like it needs something to reference it in memory but it doesn't have it. Why though? I can't say. I'd have to deep dive

clever axle
#

ok.. Meanwhile someone over in #audio told me to try AddSpectralAnalysisDelegate which I'm doing right now

prime willow
#

is there a way to export a model from unreal to blender

#

and keep the shape keys :3

#

i cant seem to figure it out

dim merlin
#

Hi, anyone knows any tutorial or example asset is around to archive a post process grid material like this :

kindred viper
#

@prime willow Yes but you have to make sure "Apply Modifiers" is unchecked on the export

drowsy snow
hollow flame
#

I am having a problem with the chaos vehicle. Can you help me?

hollow flame
#

Oh sorry

plush yew
#

how do i copy my map to other project?

kindred viper
#

migrate it

fierce tulip
#

select it, migrate

dark berry
#

Can someone help me out?
I know it's something I've done before, but I can't figure it out, nor can I figure it out on Google.

How do I change the appearance of a material in the asset browser from displaying on a sphere to being a flat image?

plush yew
stray ruin
dark berry
drowsy snow
plush yew
fierce tulip
#

if they arent placed in the level, obviously they wont migrate with it

stray ruin
dark berry
stray ruin
coral wasp
#

HI

mellow whale
#

hey

#

can someone help me with something? I have a blueprint not working right

lofty ridge
#

i have an project to make a solar system, can someone tell me where to get the materials for it

fierce tulip
#

nasa

obsidian nimbus
#

a real solar system? ๐Ÿ˜›

kindred viper
#

its true. My first ever 3dsmax full scene was a solar system and I took all my images from NASA because they were high resolution ๐Ÿ˜„

obsidian nimbus
#

good thing a solar system is mostly empty

#

so with an empty scene u have 99% done

lean kernel
#

Hi. I'm currently trying the Localization Dashboard.
I have 2 cultures setup (en, de).
I gathered all texts.
Added translations for 2 entries.
But my UMG WIdget (that is linked) is not changing.
In Selected Viewport I see de translation
In Standalone Game I see en translation.
I'm changing Current Language and Locale on key pressed.
But nothing changes.

What could be wrong?

coral wasp
#

Quixel... Substance

obsidian nimbus
#

cuz its free ๐Ÿ˜›

coral wasp
#

The Starter Content pack? it doesn't matter . it like 1000000 steps to finish your development , and you're taking the first step now.

graceful onyx
#

Hey! I'm currently learning the basics of Unreal Engine via a tutorial series (FPS Game by DevSquad). Can you suggest a subject i could focus on after im done with that series? I would like to jump into Niagara but maybe i need some experience in Animating and Vertex Painting?

fierce tulip
#

you'll learn those along the way once you want more challenging stuff to do in niagara

graceful onyx
#

ah, got it.

#

So there is no specific path i should take learning?

covert onyx
#

hello, currently rendering for a project on UE 4.26.2, I noticed that my flag simulation was doing anything but when I run the simulation mode on Unreal, my flag works perfectly. I'm using the new UE render mode (movie render queue), do you have any ideas?

native bough
#

Is there a way that unreal engine start early I have core I7 8gb ram Intel 620 graphic card... I have nothing to do with graphics just game mechanics

plush yew
#

i want this barrel to animate

#

so i need to use timeline

#

then ?

plush yew
#

might work

late stag
#

I am going to start working on a realistic driving game but i cant figure out to either do it in blueprints and which template to use.

plush yew
plush yew
#

which material is best for canon

fierce tulip
#

@late stag could you please read the #rules thanks.

fresh geode
#

hey guys! I have a pushable object and would like to add sound to it, whenever it moves, can someone give me an idea for a setup?

plush yew
#

what is this ?

young garden
buoyant graniteBOT
#

:triangular_flag_on_post: Chi Long Qua#8014 received strike 1. As a result, they were muted for 10 minutes.

plush yew
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i cant delete folders in my contents folder

stray ruin
# young garden I try to rotate this from the top, but It keep rotate it from the center. I just...

https://www.youtube.com/watch?v=4jEE2NCrJlc this video will give u an idea

In this door episode we move on from the sliding doors and now into the hinged door. Learn how to not only make the hinged door swing open, but also ensure it will always swing open away from the player.

Watch the next episode where we begin creating our quest system over at Patreon for as little as $1.

Support me on Patreon and get access to ...

โ–ถ Play video
plush yew
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hi ๐Ÿ˜„

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its about getting hundreds of houses on your world, make the houses and make is as an actor; it explained a big house van be 3 actors; i understand that

the white popup i don't understand 100% what he means can anyone tell me simple please? ๐Ÿ™‚

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ow i understand now haha lol :p

lofty ridge
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i cant see planar reflection when i hit play or G, why is that, how to help it?

radiant sun
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Do you know that way how you find a level on the marketplace... And then you just excitedly stare at the droplets going down the glass windows like a little kid, marvelling at how amazing the graphics are?

small vault
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Has anyone run into issues with HLODs continuing to bake even though they are disabled in world settings? I'm stumped on it but its costing me a lot of time now. I found some old threads on the UE forums but no resolution unfortunately

digital anchor
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you may find some backups at project/saved/autosaves/, but start using #source-control to not lose more work

keen beacon
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you just answered your own question

gray mauve
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is there any easy way to make a timed lap system in unreal?

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unreal's racing game tutorial on youtube is overly complicated

grim ore
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is it overly complicated or is complicated enough to get the job done?

gray mauve
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i dont know man, I tried following their videos but even the comment section is full of complaints about how nothing is working

grim ore
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which tutorial series is this?

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also the Vehicle learn project on the launcher has a checkpoint/lap time system you could look at

fierce tulip
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so, unless the mesh I import is a 100x100x100 square mesh, it just wont have collision for some reason.
simple as complex, complex as simple and anything in between results in no collision.

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nothing is showing up as collision either, even when generating in ue4

digital anchor
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can u drop the fbx

gray mauve
fierce tulip
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im starting to think its a .26 bug or something.
seems to work on .25

digital anchor
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works fine here in 4.26, so i guess its settings related

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1sec

fierce tulip
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would be odd though, because when i import a regular cube with same settings it works right away

ember walrus
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Hi Hi guys, is it fine to use the billboard component as a clickable target in a turn based game?

digital anchor
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was looking if the fbx had UCX stuff but youre generating in UE right? unless generate missing collision is off it should work fine

fierce tulip
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@digital anchor delving deeper, it seems to be something with the folder im importing into, importing to another folder seems to work

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O_o

gray mauve
fallow hornet
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Is there an alternative to using depth fade for an opaque material?

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Could you achieve the same thing using a fresnel?

limber oracle
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Anyone an idea when unreal 5 is released?

fallow hornet
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@limber oracle next year

grim ore
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@gray mauveI played it before I replied, there are checkpoints as you go around the track and it keeps track of your fastest lap time

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what are you looking for?

fallow relic
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Under the triangles Tab, select Edit Mats. You can then add as many material slots as you want. Select the triangles, make sure to set the "selected material slot" id to the desired slot and then hit assign selected material.

gray mauve
grim ore
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I didnt say the vehicle template

gray mauve
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oh mb

grim ore
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a lap timer system shouldnt be too difficult to implement if you break it down into the parts. A blueprint with a collision is all that is needed to trigger it. a variable that holds the current time when it starts, then the time when the collision is overlapped, then subtracting them to get lap time, then comparing that to the last fastest time, then storing a new starting time for the next lap should be enough

gray mauve
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btw this is the series i had been following for like 8 parts and its super confusing and honestly not a great deal of help

grim ore
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that would be about 4 years old so it make sense it might have issues right now

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but the concept should still be solid

gray mauve
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perhaps should've just made my game inside unity

grim ore
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you would have the same issue trying to follow a 4 year old tutorial without any engine experience

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the choice of game engine doesnt magically solve core issues

quaint snow
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guys, does anyone know what's the pprooblem here?
Blueprint Runtime Error: "Accessed None trying to read property None_ExecuteUbergraph_Demo_RefProperty". Blueprint: Demo Function: Execute Ubergraph Demo Graph: EventGraph Node: Play

gray mauve
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i meant like tutorials would be easier to find and learn

native flicker
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im extremely confused on where to start

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in ue4

grim ore
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they could be. Maybe take a few hours and try to do the same thing in Unity, maybe its better for your project

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@quaint snowthere should be links to click on in the error to take you to the problem.

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@native flickerread the pinned messages in this channel. go to learn.unrealengine.com and start with the your first hour or introduction to UE4 courses. Randomly start pushing buttons in the editor. Open up the content examples and explore. How YOU learn is up to you

quaint snow
grim ore
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show the graph and the error, a screenshot

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its hard to just guess based on the error description

quaint snow
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that's the graph

grim ore
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so what is Unknown?

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it has a warning

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there is a very good chance if this is an older project in a new version of the engine it's broke, matinee has been deprecated for years

quaint snow
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yeah, i think it's an older project, just downloaded it online and imported the map to my project

grim ore
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yep so what is this project?

quaint snow
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it's Urban City

gray mauve
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yo matthew, i just found an unlisted video series from 2017 about checkpoints

grim ore
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yeah you need to remove that reference its bad now

gray mauve
grim ore
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yeah that would be the older version, the one you listed was updated. notice the description about 4.8

gray mauve
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yeah, so should i try following this or would it be a bad idea?

grim ore
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@quaint snowif you just want to use the map, remove the nodes connected to Event Begin Play

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this unlisted list is OLDER than the one you said doesnt work....

velvet palm
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Need any Landscape mobile MasterMaterial.

quaint snow
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btw, what was that mantinee actor?

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did it got replaced by another thing in current versions?

grim ore
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matinee was the older system used to animate/make in game cutscenes. It was replaced with Sequencer and disabled in newer versions

quaint snow
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ah i see

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if i'd like to make that nodes linked to BeginPlay to work, you should i do with them?

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like replace that Play node targeting Mantinee for a Sequencer?

grim ore
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you would have to allow the engine to open the matinee, then convert it over to a sequence, then tell it to play the sequence. I know there is a converter in the engine or its being worked on but honestly have never touched it

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you would also have to figure out what that matinee was in the first place to see if it is even something you want

nimble sand
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Guys I'm not an unreal dev but

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how are rigs managed in Unreal?

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because in games like Valorant

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there's indefinite number of characters and indefinite (aka huge) number of weapons

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do they manually make these rigs for each character (and each weapon)

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im not sure how things in UE work

grim ore
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did you check out any information about that?

nimble sand
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google got nothn

grim ore
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tons for me, but you can share an animation setup between multiple meshes as a simple way of doing it

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or yeah if the skeleton is going to be unique you have a different skeleton

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and there is no such thing as unlimited, you have set limits.

nimble sand
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uh also

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waht if the skeletons are the same?

grim ore
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then they can share an animation setup

nimble sand
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how does UE handle merging of gun armatures and character armatures

grim ore
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you can merge them, or just not merge them

nimble sand
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wdym

grim ore
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you can merge multiple meshes at runtime to make one animated mesh, or you can just keep them seperate and play the animation back

grim ore
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or you could have the weapon do it's own animations while the players legs do it's own while the hat does it's own while the backpack does it's own while

nimble sand
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so a skeleton for everything

grim ore
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could be, could not be. depends on your project

nimble sand
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whats the most ideal way

fierce tulip
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@digital anchor reimporting them with the same mesh and with a duplicate mesh (but with ucx_ prefix) acting as its collision works...
no clue how/what/why works properly in other folders/project/versions

grim ore
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maybe you use vertex animation for everything because your project has a million characters

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there is no ideal way, your project dictates your tech

nimble sand
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hm alr

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thanks

digital anchor
heavy sail
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Cannot build modules while Unreal Engine is running - please build through your IDE

fierce tulip
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@umbral ferry please read the #rules and post that in #work-in-progress

umbral ferry
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ok

late stag
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hey im not able to add this asset to my project i am using 4.26 choas

umbral harness
late stag
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nvm

topaz kelp
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huh, looks like they really expanded the amount of courses since last i checked

grim ore
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@umbral harnesswhen did you have the issue?

umbral harness
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I'm having it right now

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Guessing it's something wrong with my wonky internet

grim ore
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Where are you located in the world?

umbral harness
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Sweden

grim ore
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There was an issue earlier they thought was resolved, I will let them know ๐Ÿ™‚

umbral harness
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I had it earlier today but then it started working for an hour or two, and now it's back :/

grim ore
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gotcha, I let them know. hopefully they can look into it

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what country?

steel crest
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Progress bar/stats/xp question, is their anything out there that is easy to implement to replace simple progress bars with the hex/octagon type things to display several things at once? Or is it easy to kinda make from scratch? If theirs anything related to this available please let me know

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To clarify, replace eg. several bars that go from 1-10, say xp 2, strength6, and speed 4, and make it (triangle in this case) the multiple side shape, with a fill corresponding to that value

heavy sail
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me after deleting the sky

amber dune
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when exporting fbx from blender, how do you stop the origin being the center of scene and be the origin of the actual object youre exporting?

grim ore
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you move the item to the world origin in blender and export it out that way

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thats just how it works ๐Ÿ˜ฆ

amber dune
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ahh yeh ive been doing that, was hoping there was an easier way

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instead of moving everything back to the center:S

grim ore
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you can adjust the origin on import if that is easier

amber dune
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probably not, if i have to enter it manuaully

grim ore
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yep, work either way lol

amber dune
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boooo

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would be nice if the export tool would just move the object to the center before export then back to is original position

dusk nebula
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hi, could someone tell me how to set up transparency on images in a UI?

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it just kinda worked for the first one I imported but now it doesn't

grim ore
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@amber duneI actually was just going to comment on that, a post I just read says a studio does just that lol. They have a script that they use that duplicates the object, moves it to origin, exports it out, then deletes the duplicate

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@dusk nebulayour texture would have transparency on it and it will use it, otherwise your material will be set up with transparent parts

brazen venture
grim ore
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well you need to uninstall incredibuild if you didnt pay for it, but thats not the error

brazen venture
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how to do it?

grim ore
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c1xx: fatal error C1083: Cannot open compiler intermediate file: 'C:\Users\Lietot๏ฟฝ?js\Documents\Unreal Projects\MyProject - kopija\Intermediate\Build\Win64\MyProject\Shipping\Core\SharedPCH.Core.h.pch': No such file or directory

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your user name where your project is stored has characters the editor does not like

brazen venture
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of frick

grim ore
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you uninstall it the same way you installed it, with visual studio installer

brazen venture
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i have to unnistall ue4

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?

grim ore
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for project folders you should try and put them as close to root as you can, not in your documents if you have a choice, and you should not use - symbol

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you dont need to uninstall UE4, you need to uninstall Incredibuild from your Visual Studio Installer

brazen venture
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Oh ok

amber dune
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@grim ore cool, i might look into writing a script myself

grim ore
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yes incredibuild is an issue

brazen venture
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i unnistalled it but same error

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should i restart ue4

grim ore
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the error has nothing to do with incredibuild

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incredibuild was a warning and different, your issue is your project is in a bad location

brazen venture
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oh

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when i updated from 2017 o 2019 vsc then everything broke

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ITs VSC bug or UE4?

late stag
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does advanced vehicle system have good physics?+

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aorry

stray ruin
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@grim oreIve seen 100s of your videos and learned a ton from them, just wanted to say you did a great job on them

grim ore
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@brazen ventureyou should move your project folder, and rename it, to try and fix this issue.

brazen venture
grim ore
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if you move the project folder, no it should be fine everything inside of it is inside of it

brazen venture
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Oh ok thanks!

crystal pine
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Why is it so difficult to render a still image in UE4? It's like rocket science..

dusk nebula
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could somebody help me figure something out? I'm trying to destroy one of a group of actors on an input, but I don't know how to store a reference to each one in order to destroy them individually

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in this case it actually doesn't matter what order they're destroyed in, so I figured I could use an array but I just don't know how

grim ore
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how are you keeping track of the actors?

dusk nebula
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I'm storing a reference after spawning

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I like your vids btw

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I can destroy one but then I get an error after closing if I attempt more than one

grim ore
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are you trying to destroy just one of them, or all of them?

dusk nebula
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I'm trying to destroy one per input, which I'll later change to be another action

grim ore
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but it doesnt matter which ones? just say you spawn 10 then input you want one of the 10 destroyed so 9 are left?

dusk nebula
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yeah it doesn't matter because they're all functionally the same

grim ore
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then after you spawn you should be Add them to an array

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and on input you check if the array length is more than 0 and then get the first one from the array and destroy it if it is

dusk nebula
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so I'd use Make Array with one pin going from that reference to the actor?

grim ore
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your array would already be a variable, you wouldn't be making it just adding to it

dusk nebula
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okay so the array needs to be a variable already

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let me try this really quickly then

grim ore
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you probably also need to add to the end of that a Remove Index so it removes the now blank entry from the array

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or you could first remove the item from the array then destroy it

dusk nebula
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am I missing some simple way to get one item from an array?

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it destroys all of them at once because I referenced the array

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I don't think I could use random array item because the remove node would randomize again

brazen venture
dusk nebula
grim ore
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@brazen ventureshow the error log again

brazen venture
grim ore
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welp all you did was move it from one folder with the issue to another...

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fatal error C1083: Cannot open compiler intermediate file: 'C:\Users\Lietot๏ฟฝ?js\Desktop\deleting this folder will couse death of you\egreefes\Intermediate\Build\Win64\MyProject\Shipping\Core\SharedPCH.Core.h.pch': No such file or directory

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its still under your user folder which is the issue

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make a folder in your root drive (C:) and call it Projects, then move the project into there

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and remove all the silly stuff, spaces should not be in a project name

brazen venture
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Oh ok

wise trail
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Is there an easier way to get resources for a source build instead of installing a binary launcher for ue4?

grim ore
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what resources?

wise trail
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Plugins, assets

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From the ue4 market

grim ore
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third party sites like gumroad would be about it, if you want the official stuff then not really

wise trail
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Hmm

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Okay then ty

ember geode
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Anyone down to make a dark souls VR game?

young garden
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This is not working

grim ore
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@young gardenyou would have to import your own item with the corrected pivot, or use the new modeling toolkint to change the pivot on the item you are using, or make it all in a blueprint with a corrected scene component as the new pivot

young garden
grim ore
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you can if you "use the new modeling toolkit to change the pivot on the item you are using, or make it all in a blueprint with a corrected scene component as the new pivot"

young garden
grim ore
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probably using the modeling toolkit to do it in editor since you dont have to leave

young garden
grim ore
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you could even just make a box using the modeling tools and it will automatically put the pivot on the edge it is snapped to

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now with that all said, based on your screenshots I would have personally just done all of this inside a standalone blueprint (code, meshes, etc.) and this wouldnt have been an issue

young garden
grim ore
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when you put stuff in a blueprint you can have parents and children, using scene roots as parents you can make new "pivot" points

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with this code it would rotate the root (which is the scene component) which rotates the child based on its location to it (moved down so its new "pivot" is on the top)

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using scene components to offset/move where stuff is/layout stuff is pretty normal

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also all your code is inside here, not in the level blueprint which makes re using this stuff easier. plus level blueprints are evil

young garden
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It get this error

grim ore
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yep you are targetting something with your code, a scene component, mine doesnt it targets the actor itself (read the second line on the blueprint node, the smaller words)

wintry raptor
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Whats up with the extra column when importing a CSV into a Data Table?

grim ore
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that would be the index, its basically an array under the hood

wintry raptor
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Are you responding to me Mathew?

grim ore
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yes

wintry raptor
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There's 2 index columns though. When you import a CSV, the first column is set up to be the index.

grim ore
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on your file that you import your first column is the row name

wintry raptor
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Scratch that, you're right.

young garden
wintry raptor
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I guess since I'm using 1-X integer values as my "Row Names" it looks weird, but if I were using strings, it would make more sense.

grim ore
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you can re order your rows, if you did that then it would make more sense

wintry raptor
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yeah i just changed the test rows to 2 4 6 and it cleared it up immediately

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thanks

inner cloak
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Hey guys, i'm doing the Wall Climbing tutorial from Crocopede, thing is, it does not work where it should turn green when getting close to the mesh !!!

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it does this when getting to the wall

dusk nebula
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does anyone know where I could find some good assets for a progress bar?

inner cloak
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What features do you see on the progress bar?

grim ore
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are you expecting the red horizontal capsule to go green? My guess is its not colliding which is why its red. make sure its collision settings match the other ones

inner cloak
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That is the thing, it should be colliding .. maybe there is some setting i dont thing of !

grim ore
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check the collision settings then

ember geode
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100% it's collision setting.

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Been there done that.

inner cloak
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Pretty sure it is, but it seems to be hiding in some blueprint graph section or such

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also, the vertical one does work properly

grim ore
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yep just check the collision settings tabbing back and forth between them to see what might be different. or maybe copy the one that works and paste it and rotate it and see what happens

inner cloak
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Argh .. i feel dumb .. found the issue:

untold yacht
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hey how do i get destination to a "player character" this is inside the enemies "Bp"

small basin
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I'm trying to use an "Instanced Static Mesh" component, but if I add an instance the scaling gets weird:

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Why would the spawned instance no longer be scaled (1,1,1) but (1, .99, .99)?

grim ore
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its probably 1, its just a floating point error

inner cloak
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in the video i follow, there is a green ball showing .. how do i get that ?

grim ore
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@inner cloakyou do have it, its the hit location. your screenshot showed it on the top of the mesh n the vertical trace

inner cloak
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yes, it does on the top, but not the side