#ue4-general

1 messages ยท Page 998 of 1

small basin
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It is not, the modular pieces spawned don't connect but do connect when I manually place the object (and in that case scaling also shows 1,1,1)

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This is the handplaced and instanced meshes next to eachother

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Is there any way to fix this floating point error?

grim ore
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@small basinwhat if you scaled the instance after placing it?

fierce tulip
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@quaint snow please dont post same questions in multiple channels, thanks. *points to #rules *

inner cloak
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What i meant is that the horizontal one does not trigger for some reason, see how it is inside the mesh:

quaint snow
dusk nebula
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is this return value that's promoted to a variable an object reference for the timer or does it contain the time remaining?

quaint snow
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that's exactly it i wanna do but in UE4

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oh @grim ore i though you were answering to me, sorry ๐Ÿ˜…

small basin
grim ore
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@dusk nebulaobject reference, you may be able to get the time from it as well I cant remember

small basin
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The related answerhub thread has a workaround though, it should work by increasing the instance size by .0001 if the yaw is 0

dusk nebula
inner cloak
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@dusk nebula In one of my tutorials, the guy used a repeating 1 sec delay

dusk nebula
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I'd rather not do that if there's a better way

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also, does set timer by even play the event or does it play the timer when the event happens?

inner cloak
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delay 1 second, decrement, if 0, finish else loop to decrement again

dusk nebula
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this is for a progress bar so I don't want to use integers

plush yew
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can anyone help

grim ore
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@dusk nebulathe timer calls the event/function hooked up to it after the time. The return value is a reference to that "timer object" that is created and is used to check for example if its still running or to cancel it if you dont need it.

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if the goal is to count something down for example, you could use a timer that calls an event every X time and then update your ui, or you could do it on the tick as time goes by, or you could perhaps use a timeline that updates the UI as it ticks.

lime wedge
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hello i need assistance, so i added exponential fog and a fog particle system to my level however when it comes to rendering it refuses to render. It renders everything else but the fog

timid frost
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anyone know how to fix this issue

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i cannot save the built data

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please help me guys

grim ore
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is your project open more than once?

timid frost
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what do u mean u mean i open my project more then once

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i mean twice on same engine

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or u mean something else

grim ore
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yes, is your project open more than once

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2 copies of it open

timid frost
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no i didnt open it yet

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no i did not open its 2 copies

grim ore
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is that file there already? the builtdata

timid frost
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yeah it was

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i have been saving built data of my map since i am working on that project

maiden sundial
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Lmao, randomly pressed control + tab inside of UE.
Didn't knew such a thing existed xD

fierce tulip
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sadly it doesnt flip between tabs properly, but its something

maiden sundial
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Seems like it's pretty properly, at least to me xD

grim ore
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@timid frostit may be bad now. Try deleting that file, saving all, then rebuilding

timid frost
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@grim ore what can be lost from my project if I deleted it

lime wedge
plush yew
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Does GPU lightmass not work yet for AMD cards?

timid frost
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@plush yew no

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It's for Nvidia

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For now

plush yew
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Are we ever going to get support for it in UE4 or do we have to wait until UE5?

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Is it possible with C++ to create a bake system and bake textures in ue4?

timid frost
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@plush yew it's not mentioned on ue platforms yet so I cannot say anything about it

fierce tulip
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@plush yew bake in what way?

plush yew
fierce tulip
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ah, iunno. i bet that it could be a thing but zero experience on how/what exactly to achieve that

timid frost
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@grim ore what can be lost from my project if I delete this built data file

grim ore
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that file contains the lighting and navigation and you can rebuild it by hitting build

kindred viper
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@plush yewits possible. Just as it's possible in many of the DCC apps. In fact I saw a plugin that added this kind of texture baking support on a project I was meant to work on (I never did) and they let me have a play with it.

plush yew
kindred viper
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I believe so. it was for making custom textures

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I think it was a pure blueprint system too. It used a specific camera setup which was set to a top down view and took a range of different screenshots to build the textures.

grim ore
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see if the files are still there

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it just means the browser cant find it and load it, check your output log

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so its not gone, its there just not loaded so check out the output log

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widnows -> developer -> output log

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chances are the .uasset is fine, the output log tells you

steel shell
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how would you switch different light settings of a level fast.. i mean i store some that i like and want to present them by switching fast between them

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so i want to store the values of skyatmosphere, volumetric clouds, directional light

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and switch between different settings fast

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always create a new map?

deep stump
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So i installed 4.26 source and now i get this message: Engine modules cannot be compiled at runtime. Please build through your IDE.

grim ore
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when do you get it?

deep stump
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when it trys to build a project

grim ore
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so you open the .uproject and get that issue?

deep stump
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I tried creating a new project and it does the same

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Yes

grim ore
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did you compile the engine?

deep stump
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Yes

grim ore
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did you try opening the project directly in the editor?

deep stump
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I thought I did, but let me try again.

grim ore
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run ue4editor.exe from your source folder and then browse to that project and open it

deep stump
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I figured it might not be through an individual project because It didn't work on a new project

grim ore
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also you shouldnt get that error if you open the solution file

deep stump
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Alright

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Let me see

lime wedge
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how do i fix volumetric fog not showing up when rendering a sequence?

grim ore
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what does the output log say is an issue?

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you dont get them back unless you have source control

clever axle
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guys, I'm making a linear color by decreasing the green value and increasing the red at the same time. I would expect a gradual change from green to red but it basically immediately goes to yellow and then only around 253 it changes to orange and then red:
https://i.imgur.com/GwDSGEd.gif

what am I missing here?

deep stump
grim ore
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are you sure your range is not 0..1 instead of 0..255 ?

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@deep stumpwell I dont know which fix worked, but try it again from the .uproject and see if it opens. Its possible its trying to load the wrong editor so maybe right click the .uproject and tell it to switch version?

clever axle
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oh lol. Yes, I need 0->1

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odd

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thanks @grim ore

deep stump
keen holly
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sorry if out of context but how would i convert unreal light intesdity and range to unitys?

kindred viper
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You would presume to look up how the information differs in the first place. Whether it be lumens or some arbitrary figure but asking unity questions around here is likely to get you ignored rather than answered. I understand your predicament because where else would you ask... but the answers lay in the documentation of both and a lot of people here don't use Unity.

timid frost
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@grim ore I deleted the build map data and rebuild it again after deleting it then again I rebuild lightning having the same issue

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What can be the fix bro

distant totem
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Ahhhh I see! Thank you so much for your reply! Cheers ๐Ÿป

grim nacelle
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I'm new. I want to make a asteroid mining game that is 2d. I'm not sure where to start. Its not a side scroller. It'd be more like a management game that is mainly just ui pages with a window where you can interact with the asteroids that get tow'd in. How do I begin?

merry gazelle
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I noticed that if I promote to variable the (Actor Class) on the Get Actor of Class , it no longer finds the actors. Any idea why? If I delete the promoted variable it works fine

clever axle
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Is it possible to integrate/play spotify and other streaming services into a game and run them through a submix?

kindred viper
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with a virtual I/O it is but I'm not sure the direct stream will work outside of the application streaming it. However they can't stop you taking your audio and mixing it externally. So essentially you become the streaming service by proxy. Legality is an issue though. Read the EULA thoroughly before you put time into coding it.

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@clever axle

clever axle
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@kindred viper hm.. thing is, I can't make a soundtrack for my game. I don't have the funds/connections/knowhow. So I figured everyone has a spotify/pandora/di.fm anyway

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would be cool to just hook it into my game

kindred viper
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You can use music that is copyright free/royalty free though. Even if it's temporary to test functionality with, and then get someone interested later, or perhaps afford it later. Lots of musicians do work for cheap these days because it's a tough market to earn in

clever axle
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aye

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well, I'm using my di.fm premium stream to test rn

narrow mauve
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Perforce free for a small team, how much data does it allow before charging

kindred viper
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its free to use the software. Where you host it is different. If you host it yourself, its unlimited data

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If you want to host it on somewhere like Digital Ocean, they will have pricing structures.

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@clever axle we all know bassdrive.fm is the only online radio allowed ๐Ÿ˜„

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they stream on shoutcast too (winamp) so you can hook it via http

narrow mauve
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Ah gotcha

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Ill just stick with git then

kindred viper
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if anyone is interested in some quality unreal work music, I've listened to this for the last 11 years or so whilst I code ๐Ÿ™‚ http://bassdrive.radioca.st:80

narrow mauve
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I see 'industry standard' buzzword lol

kindred viper
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its not a buzzword with either. Git and Perforce are the two main source control apps used. And both have their pros and cons

clever axle
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@kindred viper bruh. di.fm has 3 different pure dnb channels (dnb, liquid dnb, dark dnb)

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and then also jungle, future bass, dubstep, liquid dubsteb etc etc

kindred viper
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yeah but do they broadcast from the top of the Empire States Building? I think not ๐Ÿ˜„

clever axle
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haha, good point

kindred viper
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I love liquid dnb. Sometimes I like it to go hard, but I love the smooth jazz dnb for working.

clever axle
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I like all the liquid channels but rn I'm listening most to deep progressive house

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and that's what I'm testing the game with

dusk nebula
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I haven't really put anything in my player controller, are there specific advantages to using the controller or is it more of a preference thing?

dull hatch
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How do I combine the data and functions of two levels? I have one level that allows me to use certain things and another that I am trying ti import the stuff from one map to.

drowsy snow
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They nerfed the Unreal blade...

dusk nebula
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And if you mean combining blueprints you copy-paste what you can in the editor and then work to implement things like your events that might conflict initially

dull hatch
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I have the issue where I have two different levels with different called upon functions within one game so would I just correct the functions?

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My games all kinds of messed up right now

dusk nebula
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My understanding is that you only want to store level-specific things within your level so that you can ensure that you have the things you might need for any given level

dull hatch
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Well apperently my main character was running under a different game mode and bp in the first level so thats cool

dusk nebula
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Oh do you mean that your default player and stuff was different?

ember geode
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Isn't it funny when people don't wanna use source control and tell you to give them all the assets and they'll do the rest, for an unpaid job.

prime willow
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ok so when i have it unchecked it does export with the morphs i can tell from just looking at the mb size

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however blender doesnt pick up the blendshapes when i do via importing to blender

drowsy snow
prime willow
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well the goal is to export my actor to blender move its morph targets to the clothing give it a shrink wrap than port the clothing into the engine ;-;

drowsy snow
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And you're exporting from Unreal? Or something else?

prime willow
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exporting from unreal D:

drowsy snow
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Luckily I have VRM4U model exported from Unreal, let me check my Blender files

prime willow
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it doesnt appear in shape keyys and i dont know what to do to fix that .-.

drowsy snow
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Yeah, it doesn't seem to export the morph targets properly...

prime willow
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yeah :C

drowsy snow
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Let me test things around

prime willow
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i couldnt find a work around

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which sucks because blender has such good tools for shrink wrapping and moving morph data from mesh to mesh with ease ._.

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@drowsy snow PM me if you find a solution im going to lay down until i feel better enough to get back to work..

wide girder
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so is it just me or UE4 doc or editor's font is kind of blury

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like, they aren't terrible, but after long time work, it's hard to maintain the focusing

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for example i feel the font is kind of weird, also its rendering is not saturated at all

wide girder
drowsy snow
wide girder
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altho it's not a big of deal since i spend most of the time in Visual Studio

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but still

drowsy snow
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Roboto is nice tbh, but it's difficult to modify.

wide girder
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yeah if it's not click and drop, i will just leave it as it is

drowsy snow
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(although even the Roboto font used in editor is the older variant and hasn't been updated since)

median belfry
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When your shooter suddenly becomes Silent Hill 1

median belfry
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Just for reference here's what it normally looks like

maiden swift
median belfry
narrow mauve
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Anyone know how to modify the ground contribution for the volumetric cloud without changing the shader code

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The ground contribution looks great for lower altitude clouds..but looks garbage at higher altitudes..I would prefer to use a curve

tender obsidian
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I've been having this weird problem where suddenly all popups stop working in the editor, and then things like the blueprint editor still start flickering. I can't get anything to work until i completely restart unreal and I have no clue what is wrong.

narrow mauve
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...let me gues you have an Nvidia gpu?

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try different drivers..thats how I fixed it for me

tender obsidian
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sure do

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ive been using studio drivers because of their driver issues lately

narrow mauve
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I switched back to game drivers

drowsy snow
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Studio Drivers (I think) geared more towards offline rendering as opposed to Game Drivers which geared towards real-time game engine renderer

grim ore
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I use older drivers, 460.79

real pasture
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So, I saw the new design on UE website.

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Looks better imo

narrow mauve
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new design?

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wut

grim ore
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technically it's the new design of the Unreal Engine website... no 4

real pasture
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True

grim ore
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5 was probably released we just can't find it on the new website lol

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Kinda like how the 3xxx series of nvidia cards was shown off, sitting in the background of the video the entire time

narrow mauve
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I guess they are behind with their ue5 preview

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rider even released an update to support it a couple months ago

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but not a blip from ue lol

brazen venture
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can someone help me fix this?

surreal eagle
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anyone know how to make the entire screen greysale

surreal eagle
brazen venture
brazen venture
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Its in use

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i need to disable input action when widget is open

paper crest
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btw guys, is not visible mesh cost performance? something like a bp, with alot of hidden mesh in it, so i can just visible the mesh i need

uneven crater
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WOAH

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projects come preloaded with wasd input?!?!

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this is awesome

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aight

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i'm new to unreal, and programming for that matter

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anyone have any advice, tutorials, or anything to tell me about ue4?

paper crest
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youtube tutorial, google search, alots of em ๐Ÿ˜†

uneven crater
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lol

wise trail
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@uneven crater

uneven crater
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does this tutorial use blueprint or c++?

wise trail
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Pretty sure he does blueprint I havnt finished it myself ive moved onto a lot of other things but he has lots of good guides

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Honestly been just reverse engineering a lot for the most part myself. Learning how things are used and then trying it myself in a similar or even new way.

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So far learnt a lot.

vagrant trench
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๐Ÿ˜ณ

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Its happening

wise trail
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๐Ÿ˜ฎ

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Hype!!!

vagrant trench
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Hype

uneven crater
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when?

vagrant trench
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Idk

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They posted "Meet the new U"

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At their feed

modest trench
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you download the other version separately in the launcher and upgrade the project to the other install

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after you get 4.26 start it up and open your 4.25 project

shadow ermine
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The top one

modest trench
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it was a day before the 1 year anniversary of the Ue5 reveal

pulsar badge
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When is ue5 coming why some people say like in 40 days?

narrow mauve
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ue5 is comnnnnnnnn

shadow ermine
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I hope soon, but now with the new branding logos including ue5 and ue5 early access, from a week ago it shouldnt be too long

narrow mauve
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TIME FOR THE BIG UPGRADE BOIS AND GURLZ

pulsar badge
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:o

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Really hope I don't need to optimize anymore lol

modest trench
modest trench
pulsar badge
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Buildings triangles

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Like I can out more triangles

modest trench
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I am doubtful the c++ gameplay code side of things will get that much better but I am hopeful something hasn't been shown yet

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if Nanite works as advertized on middling gaming pcs then nobody will retopo anything again lol

narrow mauve
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From what I've seen it only works on opaque materials

modest trench
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that's not a huge sacrifice IMO

honest vale
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and then the new lighting system will probably work like shit on foliage (vertex animated stuff)

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and probably with nanite too

narrow mauve
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in due time grasshopper

pulsar badge
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๐Ÿค”

honest vale
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expect the worst, hope for the best ๐Ÿ˜›

narrow mauve
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Expectations low..never be dissappointed lol

pulsar badge
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Just updated to 4.26 today for my project

narrow mauve
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got my access to metahuman..wahoo

pulsar badge
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Yes

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They say anyways

modest trench
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from what they have said most projects won't have big issues porting to UE5

pulsar badge
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Should be easy to transfer

modest trench
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expect the workflows and knowledge to mostly carry over

pulsar badge
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Wym knowledge?

modest trench
#

the ancient dark arts of Unreal Engine?

honest vale
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masters of hall of mirrors

modest trench
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like there are experimental plugins in dev right now slated to be used in UE5 you can see on master

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so I assume a lot of the ideas about how to make stuff will carry over

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the only big thing I can think of that's for sure getting replaced is PhysX

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and the Character Movement Component will probably live on for a few versions until the new one gets going

honest vale
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I'd be fine with a replacement for characters out of box

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๐Ÿ˜„

modest trench
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the future one will be easier to extend

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basically you just give it an Input struct and a State struct

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and a simulation function

honest vale
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a pretty broad description

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that's essentially what it currently is too ๐Ÿ˜„

modest trench
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true, but here you can just send these to the Network Prediction plugin and it Just Works with fixed tick rollback

honest vale
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yea I hope

modest trench
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it's also not 10k lines of c++ in one file (yet)

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I would just keep going with learning stuff

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If you are new enough to gamedev as a whole you need to learn more about how to do stuff than the trivia of how a tool works

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It's always easier to learn how to do something if you've done something similar before and UE5 is honestly more like UE4.30 than a massive redo

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(at least, if what we've seen is true)

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that's what we think, yeah

honest vale
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nope

modest trench
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syntax, numbers change

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but how you think about things doesn't change much

vagrant trench
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i hope they make the custom model colission making easier

modest trench
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I've always wondered

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how bad is it really to just use complex as simple on static rocks and stuff?

pliant junco
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guys why does ue mess up my Uvs?

vagrant trench
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its not

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that bad

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but if you are making a complex object

pliant junco
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why does it look like this in Ue but different in blender

vagrant trench
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i see no difference

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different shading maybe

pliant junco
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look between the visor and and moutpiece

meager stag
#

What's better resource-wise, one 2k map, or three 1k maps ๐Ÿค”

modest trench
#

is that a different LOD?

meager stag
vagrant trench
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ue4 and blender is not same at shading

honest vale
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....that is one annoying page

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how did web designers came up with the idea that elements moving about based on mouse scrolling is a good thing?

meager stag
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Why would you want to? Blender material system is not directly translateable to UE.

modest trench
#

Vin Deisel is the UE5 mascot

meager stag
honest vale
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most people are idiots ๐Ÿค”

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goes back to his cave

pliant junco
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guys still need help here ๐Ÿ™‚

late loom
#

is it possible to edit a terrain in runtime??

untold yacht
#

hey im trying to show a "widget" when pressing key button

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but object wont worlk /ร–

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:/

meager stag
meager stag
honest vale
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@untold yacht I guess you need to read about what cast actually does

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it doesn't create anything

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it asserts that the input you plug into it is of some type

meager stag
pliant junco
#

Side view btw

honest vale
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and if the assertion is true it gives you a reference as that type

vagrant trench
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You make a blue material at ue4

meager stag
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Use OBJ then and auto-create material on import, it's a checkbox

vagrant trench
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It usually comes with the color from blender already

meager stag
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Oh, it's also an option for fbx it seems, thought only obj have materials with them

pliant junco
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It did absolutely nth anyother fixes?

meager stag
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No clue what could be causing it. Feel free to PM me the mesh and I can take a look but no promises it will amount to anything ๐Ÿ˜…

ocean pumice
#

hi ! whats the name of the unreale engine platform with already pre made assets etc.. ?

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it was featured on a blog a few months ago but i cant find it

coarse wigeon
#

Seems like the UE webpage got a massive overhaul

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It also starts with a UE5 demo on the splash

grave briar
#

Hey guys. Any idea why my virtual textures are white? I've followed the Unreal Sensei tutorial - it worked first time.. now it doesn't and I've started from scratch twice. The only difference is I created a level this time.. I wonder if it's a memory issue??

grave briar
honest vale
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up to you

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if you need space delete it

drowsy snow
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I have two versions of UE 4.26 alex

dry marsh
#

Hey guys, with UE4 still is possible develop game for ios?

modest trench
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I'm on 4.28 ๐Ÿ˜Ž

drowsy snow
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Always put UE stuff in D:\ drive.

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The derived data cache will consume your C:\ drive pretty quickly.

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8 GB of RAM is alright.

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Hardware as powerful as the base PS4 is also good for development.

crimson cliff
#

Guys help here I'm looking for the best zone to learning unreal's workflow and C++ dev tuts anyone have any best choice?

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Yes very possible just go for it

drowsy snow
crimson cliff
mossy nymph
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@swift basin 8GB RAM will suck, as editor leaks memory left and right

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mine, for example, is 5-6GB on start, can get past 15-20 if not closed for a full day

drowsy snow
mossy nymph
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it tends to load most of the assets in the project on startup

drowsy snow
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I've been using UE4 in 8 GB of ram for years, and the only odd malloc I get is with prolonged control rig usage.

mossy nymph
#

i worked on what i consider smaller project with 16, and that was a pain

fierce forge
#

hello, i have a procedural world generation with chunks, is there a way to make the chunks disappear if there's a big distance between the character and the chunk ?

honest vale
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on my end rider uses 8 GB of memory at the moment

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actually, more like 10

lucid grove
#

Hey fellas, anyone encountered delay before AI got ai move to node and actually moved to target location?

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Its simple as it is, but for some reason there is delay before AI actually moves

plush yew
#

Yo dudes, did anyone ever figure out a proper way to do faux isometric camera?

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Orthographic cam is basically non functional

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Also dragging the FOV to <5 messes up with light and shadows on perspective camera

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Any other ideas?

honest vale
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messes up?

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could it simply be a depth buffer precision issue if the fov is really small and camera really far away?

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you should be able to help it by adjusting the near clip plane ๐Ÿค”

drifting elbow
#

hello all, there's this "snap to floor" feature by hitting the End key with an actor selected. Can I exclude some specific static mesh component for that calculation? Like, I have a simple mesh component which only draws to a RVT. This mesh component shouldn't be used for calculating the hit when snapping the actor to the floor. Is that possible?

velvet palm
#

Any player mobile standarts free models.

flat tundra
#

is there a help section in this discord anywhere?

plush yew
#

Guys, how to get objects in a scene lit by a skybox I create?

autumn flame
#

SkyLight with Capture Scene instead of Cube Map

plush yew
#

I did that and it does't illuminate them.

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basically I want to rotate my skybox and illuminate my scene

autumn flame
#

So your SkyLight doesn't work?

plush yew
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It does, but I guess I need to bound my geometry with this parameter to be able to rotate a skybox geometry and the skyLight at the same time.

flat tundra
#

so im quite new to unreal engine and im trying to add water (river) to my landscape that i created, and like on the videos i should be able to move the water around and move it above the landscape...except i cant. Also, when i click on the water itself the outline of the water is made of of squares and isnt fine tuned to the shape of the water itself???
like this

brazen venture
#

Can anybody help disabling action mapping in a widget?

autumn flame
flat tundra
#

thanks for the help guys

plush yew
brazen venture
#

Help me fix widget overlapping problem

kindred viper
#

@brazen venturethere is a Z-Order to widgets. If you look it up you will find more information on it

brazen venture
kindred viper
#

@swift basinInput keybinds can be used to open the menu.

drowsy snow
#

Also play test it in Standalone, pressing Esc in PIE will quit the game instead

amber dune
#

right, i need to create a lookup table for a 3d tile map system, something along the lines of an array containing bitmasks like 00000000 = no surrounding tiles, 10000000 = tile at the front, 01000000 = tile at the back, 11000000 = tile at the front and back, 11111100 = tile at front back left right top and bottom

#

any idea how to approach this in c++?

#

actually an array or map where the bitmasks are the indexes

plush yew
#

What is everyones source control of choice for Unreal?

kindred viper
#

Perforce and Git. Both have their pros and cons.

plush yew
#

I have only been using perforce with UE but always git with other stuff. Can you go about locking files to work with to avoid conflicts like perforce in git?

kindred viper
#

I dont think Git has file locking, it resolves instead I believe (its been a while since I used it in a team so I can't actually remember ๐Ÿ™‚ )

#

@amber duneYou would create an Enum for bitmasks. Then you can label them with your position per member

drifting elbow
#

plastic is great

#

git can have file locking when using git LFS

amber dune
#

@kindred viper i thought of that, but how do i generate the actual bitmask when checking neighboring tiles?

kindred viper
#

Im not sure you can generate it as Enums are compiled objects. So you would have to know beforehand

amber dune
#

i mean when im performing the check on the tile

drowsy snow
amber dune
#

when generating the mesh

kindred viper
amber dune
#

the tilemap itself is just a 3d array, im looping and checking x+ 1, x -1 etc, if x+1 has a tile then i want 10000000 then if x-1 has a tile change the second bit* to 1 also, and so on for each tile

#

yeah its the way i plan on doing it, i just dont know how to generate the bitmask used to pull the correct enum entry

#

oh i seeee

#

i missed a bit there

#

ok i get it now, thanks:)

#

handcrafting the enum for every possible outcome though:S

#

actually not hehe

#

wait, no i dont get it

#

ok i do, but i dont know how to generate the actual adjacency to tile map

shut rock
#

Ok So I have It set up so that you Press a Key It makes horn noise. The issue is If I spam the key itll keep overlapping the sound audio. How can I prevent this from happening and only allow it to play the audio once when pressed the first time.

frosty veldt
#

Apologies for the super-general question, but anyone had much exp writing a custom camera player manager? Or even custom controllers? I have a very basic cam manager in place and am tweaking it as i go along, but it's leading me more and more to override a lot of functions in our custom player controller class too, as the standard player controller seems so intertwined with the camera manager and vice versa. So I'm finding myself copying and pasting parent class functions before taking a few lines out here and there so any unwanted calls to SetViewTarget or AutoManageViewTargets (maybe not the correct name) aren't called.

This experience is cool as I'm learning a lot, but on the other hand underlines that in a lot of cases working with general use-case engines like Unreal can be tough when there's not a lot of documentation on how some parts fit together, or "best practice" when overriding some of the more common classes.

slender island
#

Hey everyone! I've been thinking about something. So I want players to select an item, think ultimate chicken horse level start UI, then be able to set it down within a selected rectangle and where it's placed it would displace the mesh horizontally making the rectangle wider at that area. Would a spline to able to do that at run time or would I need some sort of voxel system.

kindred viper
#

you could do it with displacement on a vertex shader but a voxel system would offer an entirely new set of functionality. It depends how complex you want to go

steel shell
clever axle
#

quick math question: I want to analyze frequencies of a sound file and would need a good representation of the frequency bands. afaik this is log.. how would I create a good log scale that goes from 0 to 20k?

versed burrow
#

.

limber oracle
maiden swift
#

You also need to set the input mode to UI Only or Game & UI.

#

Oh, I misunderstood. If youโ€™re already doing that, when you start your game, you need to set the input mode back to Game Only.

rocky epoch
#

Hi, I have a tool that I use to generate hierarchical instanced meshes. Works fine, but how can I convert these meshes to a hism actor? When I try to use the merge tool I get an empty actor only.

maiden swift
#

You want Set Input Mode Game Only to give the player control back.

kindred viper
#

I would put that code in the player controller or pawn tbh. The level blueprint is generally a bad place to write code. You need to make sure the player is spawned before this code is executed so I would expect it's best to do it there.

untold yacht
#

wtf is this sorcery ?

grim ore
#

looks like broken code

untold yacht
#

lol yeah but the reson is wacked

#

i dont get the error

grim ore
#

it says those 2 variables do not exist on the target

untold yacht
#

its saying that the "skillpoints/Attributepoints" is not in the ThirdpersonBP

#

but they do O-o

grim ore
#

SkillpointsSave and AttributepointSave

untold yacht
#

omg -.-....

#

i forgot to complie the other BP

#

)

#

we all good

grim ore
#

makes sense ๐Ÿ™‚

untold yacht
#

yeah z)

#

maybe you know this

#

When im starting a new 3rd person game when pressinf F1+Esc then it brings out the cursor
where can i find the BP for that ?

grim ore
#

the release cursor function? its part of the editor

#

should be shift-f1 to release cursor

merry bison
#

I'm stuck in how to restart the level when player dies, because after Destroy Actor it doesn't restart but if i remove Destroy Actor it does restart.. I have no clue how to do it properly.

grim ore
#

well think thru the process

#

destroy actor with self as the target destroys the current BP and nothing after it will run

merry bison
#

That's what I figured out

grim ore
#

if you are reloading the level, why destroy the actor?

merry bison
#

well... if the actor falls from the map then he keeps falling and falling.

grim ore
#

there are a few ways to handle this

#

the "betterrer" way is to have an event in your game mode that handles all of this stuff

#

and easierer way is to use the on destroyed function in the actor to do the reload so when you call destroy actor, that part runs and reloads

#

as for falling off the map if you do the 2nd part (on destroyed -> reload level) and you combine that with the KillZ setting in the map (destroys actors when they hit that low of an area on the map) it can handle itself

#

I personally would have a "Handle Game Over" or "Handle Player Died" event in the Game Mode that I could call whenever that would take care of "stuff" like destroying the player, saving stuff, resetting stuff, reloading stuff, etc.

merry bison
#

I'll read through what u said and digest it for a sec.

unique kraken
#

is there a reason why my trace wouldnt update in bpยดs? iv set up my trace just as i want it but it just doesnt update in the bp?

grim ore
#

how do you update it?

unique kraken
#

i mean, i simply try to get a boolean out of it

#

but its not changing tru/false, no location

#

did stuff like that befor so im a bit confused why that doesnt work?

#

start is pelvis,
end is a direction, scaled + pelvis loc.
it does exactly what i want... just doesnt... return what i see in the editor

#

or anything

grim ore
#

whats not updating? it looks like its hitting

unique kraken
#

yes but u see on the right side location is 0

#

same with boolean constantly false

grim ore
#

it doesnt always mean its accurate, have you tried pause it and debugging the current value

unique kraken
#

how would i do that?

grim ore
#

move it to somewhere where its hitting so it should be a good result

#

go to the set scalar parameter value node and hit F9 to breakpoint it, it should pause

#

then mouse over the return pins for the location and blocking hit to see what the tooltip says

#

alternately PRINT STRING debug it! print string after the trace and print out the variables

unique kraken
#

f9 does nothing for me, used that breakpoint befor

#

okey it seems to update but why is every 2. one false lol

#

ah nvm, had a 2. char bp in

#

all good

grim ore
#

is this blueprint duplicated yep

grim ore
#

so you were watching the other BP

unique kraken
#

just was a bit dumb here

#

well, it jsut seems that this "watch value" doesnt really work

#

using that a lot in ctrl rig, works better there

grim ore
#

well...

#

if you were watching the other one, that never moved then....

#

the drop down in the top right when playing in the blueprint shows the active instances, you were probably watching the wrong one

unique kraken
#

probably, seems i just got a bit confusled there

fallow hornet
#

Anyone have expereince level streaming the UE4 ocean/river/lakes?

#

I have a map setup where my ocean and landscape are not in the persistent level and cannot be in the persistent level due to swapping levels for the experience.

narrow mauve
#

LMAO

#

Unreal Rick Rolled us hard

#

Uploads new UE logo...changes name to unreal engine 5.. ..and then proceeds hours later to just continue uploading UE4 stuff...LMAO

uneven crater
#

Could I make a game and put it on steam for free?

uneven crater
#

Wait, can I even put it on steam since I'm using unreal and it's owned by epic?

uneven crater
#

Ah ok good

runic grail
#

how do i apply material to multiple BSPs?

light thunder
#

Half blender question here - refresh my memory, I've applied the origin in Blender to where I want it, but when I send it to unreal it's in the middle of the model - what am I forgetting here? (using blender 2 unreal pipeline tool)

#

NOW I remember - you have to make the pivot point in Blender be at 0,0,0, just the way Unreal is - so set origin in blender where you want, then set the cursor to 0,0,0, then set object to cursor position and export

#

future search '

#

pivot point blender unreal how to set

radiant yew
#

How do I access Metahuman again?

#

Where do I get it?

maiden swift
radiant yew
#

Ok thanks!

merry bison
#

Where's Righy these days?

light thunder
#

@swift basin So, there's probably some money for whoever makes a good "hotkey memorizer" mini-game in Blender, or any app, that lets users who don't work in the program but still understand the general concepts get their workflows faster, much more quickly

mild phoenix
#

@vapid snow Bro can you help me i have some issue from your tutorial.Pls answer me in direct messagges

#

@vapid snow

crystal ginkgo
#

I'm working with graphics settings and the game user settings. Is it best practice to load and apply the game user settings in the Game Instance init event?

quaint snow
#

what's the version control software mostly used for UE projects?

grim ore
#

@swift basinadding grass would force the lighting it is using to be dynamic which costs more cpu to process, building might takes those items and build the light so they used textures now and are less cpu to process. so yes that is normal if your project is set to do that

#

which tutorial was that?

#

and assuming you are using a max health and current health set of variables it should be fine

#

@swift basinyou would need to build yes, when you add new items and are using static lighting it defaults to dynamic until you build. you could lower the lighting quality in the editor scalability settings

#

@ebon lindenugh yeah I hard coded it to 100 didnt I lol. lemme figure this out

#

its more about making it give a percent and not a value as the correct fix

#

i dunno yet, trying to fix it on my side. My current thought is adding in 2 new values that we adjust whenever we adjust it, then just making those the new percents its using.

#

yep I should have it in a few, trying to "fix" it with the least amount of changes

fallow hornet
#

is it possible to have a mesh ignore the post process volume?

grim ore
#

@ebon linden ok so I am 90% sure this works, it does for me atleast

versed burrow
#

.

grim ore
#

what I did was rename the CurrentHealthValue to CurrentHealthPercent since that was more accurate

#

same with NewHealthValue -> New Health Percent.

#

then added in 2 new variables, Current Health and Max Health. Set them both to whatever I wanted

#

then you can see in the first screenshot I adjusted the middle part to use some math to get an actual Percent from the current/max health and use those

light lagoon
#

I wanna ask about video playback being choppy, anyone know what channel would be best to ask in for that?

grim ore
#

also at the top in the begin play should probably set up the current health based on these new numbers so it can start out at the correct health in the event the currenthealth is not the same as the max health

light lagoon
#

I'm not really sure where to start debugging. 720p and 1080p videos are choppy for users on decent machines, when they have no trouble playing the videos in VLC. I'm using the standard UE4 Media Player class

grim ore
#

its stilly but have you tried a lower resolution just to elminate that is the issue? is the % choppiness relative to the size as in the 1080p is much choppier than the 720?

#

have you tried another video?

#

is it in fullscreen, windowed, fullscreen exlusive. is it using the start up videos or using the media sytem like on a material

#

is it on an item in the world, a blank scene, UMG.

light lagoon
#

Media system on a material, the material is shown on a UMG UImage widget that's in a nearly-empty world, it's inside a scalebox. The issue shows up in fullscreen and windowed and fullscreen exclusive

grim ore
#

ugh

#

can atleast eliminate your file as the probable issue

light lagoon
#

@grim ore Good idea! I'll try that. Their sample is only 640x360 so I hope it will work hehe

grim ore
#

does your sample play back fine in editor?

light lagoon
#

It runs fine on my machine but it's pretty beefy, it's just on some users and QA that it is choppy so it's quite a long turnaround time for testing, unfortunately

grim ore
#

and built on your machine its fine as well? my only real thought is bad codecs or they arent tabbed/focused on the game which lowers cpu resources and lowers the fps on the video

light lagoon
#

I'll double-check but yeah i'm pretty sure they're playing w the window focused. Good idea tho

grim ore
#

considering the media playback should be fine for mobile it is weird it would have issues on a decent PC

light lagoon
#

@grim ore how would I check what codecs they have installed? dxdiag?

light thunder
#

What's the trick to hiding this text so that it's not reflected in surfaces like glass?

#

that's a 3d widget but i don't want it's reflecting in that cube

upper notch
#

hello! i am in dire need of help

#

im watching a tutorial on hwo to make a start screen and its telling me to grab mainmenu and options menu out of the variables place but i cant find them (they are both vertical boxes)

unique kraken
#

i wonder, can i change how often a line traces?

#

i have a line that doesnt need to trace literally every frame

#

can u elaborate?

#

thx

#

ah so this is essentially a tick where i can set how often it ticks?

#

so if i put in a higher timer it will be more efficent?

somber quail
#

Has the editor always locked itself to 30fps when you open an asset editor or has something gone terribly wrong?

mild phoenix
#

Hello guys who can help I have some issue with collision

regal mulch
#

That just means that the Component you enable physics on needs to have the collision also set to physics and not query only or even none

mild phoenix
mint raptor
#

My engine just starts spamming this in output log even if I don't hit Play when I sit in editor for a few minutes LogUObjectArray: Warning: Other object in slot

regal mulch
civic ferry
#

Might sound idiotic, but check if the "damage" set on the weapon is actually 100. To me, it happened multiple times that it straight up does a third higher of damage than the set value

sour rivet
#

Richard Hinckley, Sr. Learning Resource Engineer, returns to the livestream to discuss data-driven character movement. We'll demonstrate how to use curves to affect the feeling of your game's character controls. Friction, acceleration, jump arcs, and even gravity can all be altered with curves to create a unique feel for your character.

NEWS

...

โ–ถ Play video
#

does anyone know if they have published the codes for this live stream? I could not find any links!

fierce tulip
#

normally its linked in the "announcement" url, but its so old that the dropbox link no longer works

sour rivet
#

ah that's bad, the instructor is showing a very little parts of code which is really hard to find out just by taking a look at the video!

#

have they moved these links to some new directory?

steel shell
#

is there a setting to make the volumetric clouds move?

kind dew
#

what am i missing about this set static mesh node? I made a blueprint class derive from StaticMeshComponent and set static mesh is not doing anything and returning false:

robust marten
#

For some reason whenever I open my widgets, they always DPI Scale up to x8. This is incredibly annoying and I dont know why it started doing this. I disabled the DPI Scale in UE4 Properties too. Anyone know how to fix this?

river crypt
#

does anyone know if ui video is possible on mobile?

#

like using video media player on image

uneven crater
#

What's the process of porting a finished game to a console?

#

Like what would I have to do to bring a game to xbox?

runic iron
#

Get a devkit and follow instructions given I guess

#

They'll give you the necessary stuff to build your game to whatever format the console uses

drowsy snow
#

If you're going for Xbox, you could pay the entrance fee for developer account and turn your retail Xbox One / SeX into development mode.
If you're going for PlayStation or Switch, you must fill in the paperwork and wait to get approved for enlistment and devkit from Sony/Nintendo.

Once you have officially authorised to have devkits, contact Epic directly for the matching platform build, so that you have the build targets for the engine and build for the consoles.

light lagoon
#

Every time I start my UE4 game, it seems to default to fullscreen on a particular monitor, and then only after a few seconds it loads the users' preferences and changes to windowed/fullscreen or a specific monitor.

Does anyone know a way of avoiding that initial "grab full black screen on monitor 1" thing? It's just kind of a crappy user experience

junior nimbus
#

Taking a poll: Do you prefer putting your character's attacks in Animation Blueprints, or do you prefer putting them directly into the Character's Blueprint? Any reason?

pliant trench
#

Figuring out how to get all my controls mapped to a controller was more difficult than I thought it would be.

sharp kestrel
pliant trench
#

I think you need to be under the C++ folders.

#

If you don't have one, then you need to go to File->Refresh Visual Studio Project
Or make new one if you don't have one.

chilly geyser
#

Hey so I got a True First Person camera, and would like to reduce the "Head Bob" by lerping the camera location to make is more stable and smooth, Does anyone know of any examples of how to do this?

sharp kestrel
#

Oh they moved it into files, thanks

pliant trench
#

@chilly geyserYou probably want to create a camera boom and attach it to the character and not the mesh.

#

Also you need to add a camera to the boom.

chilly geyser
#

@pliant trench my player camera manager system is using a skeletal rig and an Anim BP (ALS v4). So it works like a boom (I already have a functioning third person camera). I have a custom camera behavior function im using to control First Person and ADS (which just moves the camera to a socket location) So all I would just need to know how is how to lerp the "raw" camera movement into a "Smoother" average

pliant trench
#

@chilly geyserOk. And so you know, there is a dedicated ALS community on discord who might know more than me. You can set the "socket" to any bone. Try one of the spine bones and see if that gives you the results you want.

#

Anything more advanced and I can't really help. I'm still learning ALS4. But it's an amazing project.

thick herald
chilly geyser
#

@thick herald thats where Im stumped. Would I need to constantly set a var for the transform of the previous tick to lerp from?

#

Im not sure what to lerp from and to

pliant trench
#

ALS discord would be much more helpful.

wild shadow
#

Does anyone here have any experience with UnrealGameSync (UGS)?

I have some questions for someone who does.

When you switch streams using UGS it ends up calling p4 client -f -s -S ... .... This updates the client to be on that stream, but when done this way it requires Perforce to basically sync all files again.

Compared to if you switch streams using P4V it calls p4 switch -Rn ...

The difference is huge in terms of files being synced. The switch command results in only the files that have changed being synced versus all files requiring a sync.

Are we crazy? Is this expected? Are we doing something wrong? When our depot has 500k files and everyone is remote this hurts.

chilly geyser
#

@pliant trench oh im also there, but very few know how to use the ALS camera system. besides, its really just a matter of what to lerp, as I have lerping from third person to first and to ADS working fine

pliant trench
#

My mistake. Sorry.

chilly geyser
#

lol no mistake made! here is what I made to lerp between sockets

#

@plush yew i completely overlooked that

#

seems you can only add and remove a camera modifier in the camera manager class

#

oh ok! i will check that out! thanks everyone! Ill post what I came up with later

#

yeah thats another thing im hoping to lerp or something

flat pewter
#

hey, where can I ask some more math-related question? I want to replicate axis movement (grab x axis to move on x axis only), but im having issues with the way the mouse position is translated

#

(I think) i need to convert the mouse world position to the x axis?

sharp kestrel
#

Why do I get a error when packaging saying "Missing UE4Game binary"? I already created a C++ class that was opened through VS.

prisma ice
#

Heya So i made a character and he just absolutely ignores gravity and objects so i enable physics and now he falls like a ragdoll down (like a slug without bones on the ground basically like a corpse) any idea is welcome

drowsy snow
prisma ice
#

i cant video rn but basically if i enable physics collisions work but my character just flops like this

limber oracle
#

how is your character rigged?

prisma ice
#

it supposed to be a normal character that you can control and everything but enabling physics just does this if i dont enable physics then he walks on air doesnt fall and goes through everything so yep

chilly geyser
#

@plush yew oh heck, thats easy, thank you!

limber oracle
#

ah weird

#

I haven't encountered that issue with a controllable character yet

#

only with an empty character body

prisma ice
#

also Cookie wdym by that ๐Ÿ˜„ i used an asset from store and i know collisions used to work perfectly

#

i would be even fine if the body itself had no collisions but the box or anything around it had but well that doesnt work sadly as well so i am running out of ideas

#

(By box i mean collision box around the character)

limber oracle
#

Maybe try to recreate the character step by step to see if there might be something you missed?

prisma ice
#

i thought about it as a last case scenario it seems like the problem is with the skeleton mesh itself probably since copying the code to another character works but then the question is what setting did i turn on or what did i do wrong i will try to do it i guess tho so i can at least finally go to sleep in peace ๐Ÿ˜„

limber oracle
#

What you can try to do is get the thirdpersoncharacter template, add your animation bp, skeletal mesh and character bp to it, see if that fixes it

#

Otherwise, sorry can't help you further as I'm pretty new to it too.

prisma ice
#

no problem thanks for trying to help ๐Ÿ˜„

#

also an update i tried recreating it and its 100% problem with the skeletal mesh i am using so i somehow just need to find out how to stop it from ragdolling and just falling down like a corpse if i set physics on

sweet axle
prisma ice
#

they should be correct tried using block all and everything and its ok if physics are disabled on the mesh itself right ?

drowsy snow
prisma ice
#

I am using ALS rn i think

#

i just need to make it so he doesnt ragdoll and just fall down when i enable physics

autumn flame
#

Well, it's supposed to do that unless you have a setup for physics driven movement

prisma ice
#

oh i see then how am i supposed to set up collisions and make it so gravity works ? just using the anim starter pack since i am a begginer also thank you for help everyone

brave niche
#

Hey guys, I figure I'll ask this here but it may be a #multiplayer question.

I know that I have to be using a source build of Unreal in order to use the dedicated server method

But do I really have to give up the ability to use any blueprints?

If so, I almost only ever see tutorials for blueprints, is there a site that shows you the methods which appear in blueprint nodes, and how to access them in a C++ IDE?

For example, this node: https://docs.unrealengine.com/en-US/BlueprintAPI/Utilities/GetCommandLine/index.html

Get Command Line

drowsy snow
autumn flame
#

Gravity problem sounds weird tho, you using a Character in the first place?

Cause if it just floats around it could be something else

prisma ice
#

I am using a pawn is that a problem maybe ?

#

The skeleton mesh i am using is completely done with bones and everything so that should be fine

sharp kestrel
#

What do you mean by that?

drowsy snow
sharp kestrel
#

Do you mean from source?

quiet raft
#

the material undo bug is well known i assume?

prisma ice
#

the weirdest thing is i remember it used to work and collied/fall properly long time ago but i will still try to fix it

autumn flame
#

Well, thing is, it's a Pawn you're using, CMC handles all of that fun stuff for you

marble mango
#

anyone know tuts for mobile , like touch input , swipe camera and drive button? thanks

narrow mauve
#

Whats that node in bluepritns called where you type in the math

#

Yep thans\

#

thanks

humble yacht
#

Do we need to wrap const char* E.g. "SomeText" like this TEXT("SomeText")

prisma ice
#

I realised i was using an asset thats supposed to be for an older version is this maybe the reason for the body just flopping and giving up when i enable physics ?

drowsy snow
#

Engine version for plugins are more likely to have setbacks on Blueprint/C++ plugins.

prisma ice
#

then i have absolute no idea what to try next changing the skeletal mesh could work but i need to use this one for this character

drowsy snow
sweet axle
prisma ice
#

yep

sweet axle
#

What collision setting does the capsule and the mesh have in the details panel in your actor bp?

prisma ice
#

i tried using all combinations but as long as in collision enabled : Physics are enabled it always falls dead no matter the other settings

drowsy snow
#

It seems like many people wanted to have ball rolling game that has third person controls lately ๐Ÿค”

sweet axle
#

But check both mesh and the capsules settings. And i dont think you want physics enabled on capsule just the mesh.

sweet axle
drowsy snow
prisma ice
#

btw even with capsule collision removed my character still flops on the ground when i start the game

sweet axle
sweet axle
prisma ice
#

well without physics it doesnt work no matter what thats what i meant

sweet axle
prisma ice
#

i want my character not to walk on air and i want him not to go through walls

#

basically at what height he spawns he walks on even if there is nothing under him he just becomes jesus

#

and i need to fix it

drowsy snow
#

Consider using Character Movement Component.

sweet axle
#

at the moment he doesnt even walk

sweet axle
drowsy snow
#

Or better, reparent it to Character class.

sweet axle
#

If he collapse on the floor then his collision is working. Select the wall you want him to walk through and make sure that it has collision or he will walk through it anyway

#

yes, if you switch the viewport to front view then you can make sure your charcaters feet are at the base of the capsule then he wont float

prisma ice
#

he collapses on the floor if physics are set on and i cant move him or do anything cause hes like a doll i checked the walls with other characters and they worked

sweet axle
#

hahaha

prisma ice
#

??

#

also i tried increasing the capsule size ( way over the skeleton mesh) and still nothing i honestly have no idea what to do

sweet axle
#

Delete that blueprint actor. right click in content browser and create blueprint from class, select character. Then add the mesh to that bp and see what happens.

prisma ice
#

i think i already did that but let me try again 1 min

sweet axle
#

make sure to select character

prisma ice
#

Well i guess unreal wants to do everything in its power to stop me from fixing my problem haha well lets hope it doesnt crash again

autumn flame
#

Nicee!

sweet axle
# prisma ice Well i guess unreal wants to do everything in its power to stop me from fixing m...

in case you get stuck again this tut is fun to follow https://youtu.be/w4nJ578XP48

In this Unreal Engine 4 tutorial you will learn how to set up a new playable game character from scratch, by creating a game mode, character blueprint and mapping the ability to move, jump, run and crouch to different keyboard keys and mouse buttons. Furthermore, we'll create public variables for jump height and run speed, thus exposing them to ...

โ–ถ Play video
prisma ice
#

also a question isnt there any map setting or anything that could cause it ? since i still think its me setting something wrong in the map or project or idk since it used to work

autumn flame
#

If it floats it's cause you're Pawning around

Use a Character if you want to stop defying laws of physics

#

Try that first

prisma ice
#

Memnoch thx thx but i already my character fully done (the code part) now just to get the collisions working and it should be fully done and yep i am trying that rn when unreal loads

drowsy snow
prisma ice
#

i am doing it by creating the character and then putting the mesh and etc in it

drowsy snow
#

I don't want to be that one broken vinyl record, but you're creating the blueprint from Pawn class, and Character class is a subclass of Pawn, and has all the things you need for proper movable character logic.

prisma ice
#

Good news is that without any code gravity is working so thats good

sweet axle
#

Well i'm off for an hour, gonna do some metahuman creation.๐Ÿ˜‹ good luck and make sure you have fun.

autumn flame
#

CMC is actual magic confirmed, makes gravity work

prisma ice
#

btw since i am reimporting my code is there a way to automatically create all the variables without having to click and make 1 by 1 ?

autumn flame
#

Ctrl + C

#

Ctrl + V

prisma ice
#

yep i just pasted it and

autumn flame
#

You can actually copy and paste the Variables

#

Proper variables

#

Left side

drowsy snow
# prisma ice

Right click on the variable node. You should have the option to create one

sweet axle
prisma ice
#

oh so i have to do it 1 by 1 like that since i saw on yt some ppl had an option to create all variables or something when they copied

sweet axle
prisma ice
#

yep yep np i did most of them already

autumn flame
#

You can transfer normally too, 1 by 1 sadly

autumn grail
#

Hello, what's the way to store data's on the dedicated server? Or will it be include in the eos plugin I will buy? Thanks

autumn flame
#

Eeh, depends, and don't even know what plugin, am not a fortune teller

You can create a Database of sorts or just use plain old SaveGame

autumn grail
#

So I can use the same nodes " save to slots" with a " branch has authority" before?

autumn flame
#

It will be run in GameMode so it will always have Authority in that case

prisma ice
#

Collisions and everything working thank you just need to fix the Bp itself since when i pasted it only something got pasted for some reason

autumn flame
#

Or depends really

#

But in the end it will always be handled by server the saving

autumn grail
#

Ok thanks

autumn flame
#

As slot name you can use player ID or name for example so each player has own save

autumn grail
#

Ok I'm very excited to do that

prisma ice
#

well everything worked and when i was changing the capsule size just poof and again flying in the air well i am going to sleep for now since need to wake up in 3h and then i will just do the character again step by step and it should work thanks everyone for help

fervent maple
#

Hello, i implemented voip talker to my game and it works, but I want to give the option to mute other specific player. It works only to the server, the host can mute other players, but on the clients it dont work. I am calling an event on the player controller from the widget when click the mute button. Anyone know how make it work?

signal jackal
#

Good evening!
I would like some help if possible
Following a tutorial and I block when he adds a "Table List" in "GameplayTags" but I do not see anything despite having like him to import beforehand the files that he provided. Looking at the folder, the said files are there, but it's as if unreal doesn't recognize them. thank you in advance

autumn grail
#

@autumn flame you were talking about database, if it is more optimized I'm interested, how to do that?

#

It's just a data table?

autumn flame
#

Gives you more control

Look into SQL or JSON

autumn grail
#

I know SQL, but where we do that in blueprint

autumn flame
#

You would have to write your own thing in C++ or use a marketplace plugin iirc

plush yew
#

Good night, anyone knows how to get the user GPU VRAM size?

pastel latch
#

I moved my project folder and now I'm getting this error

#

I deleted the old folder, and I tried to re-generated the project files twice

#

Any way I can fix?

#

The project runs fine, this only occurs when I compile the code from VS

kind dew
#

I'm trying to change the walk speed of a pawn and I need to do it on the server so that it replicates to all clients but when ever I try to run any server custom event I get:

"No owning connection for actor BP_PlayerShip_2. Function SetSpeed_Server will not be processed."

#

but i don't want the ship to have an owner i want the server to own it so how do i change the speed?

pastel latch
#

Dunno why but hey

fleet sparrow
#

What is persistent state?

paper sphinx
#

Hey guys, does anyone know a console command or button I can press to display all foliage (or even all meshes) at LOD 0?

brazen venture
#

how to use Isinviewport node?

bleak widget
paper sphinx
#

the problem isnt exactly lod

#

there is no shadows on my foliage after a certain distance. im using raytracing

#

im trying to make a cinematic so fps doesnt matter

#

ive also tried r.ForceLODShadow 0, but that didnt do anything

bleak widget
#

hmmm ๐Ÿค” may be need some settings inside foliage type asset, i don't have this issue yet.

paper sphinx
#

when i go closer to the foliage the shadows re-appear

bleak widget
#

Do you mean distance cooling ? And distance to show foliage

paper sphinx
#

let me show some screenshots

#

This is the foliage far away.

#

And this is when im close

bleak widget
#

r.Shadow.DistanceScale
r.Shadow.CSM.MaxCascades
r.Shadow.MaxCSMResolution
If performance is not important, last parameter set 8096, second param set 4, and first increasing from 1 to the one you want

thick nebula
#

is there any way to expose Defined property flags on uassets?

paper sphinx
#

I did all of that and it still looks the same

#

I set shadow distance scale to 10

#

I FIXED IT!!!!!!

#

๐Ÿ˜„

#

You just have to put in this console command: r.RayTracing.Geometry.InstancedStaticMeshes.Culling 0

bleak widget
#

oh, i see. You trying to make cinematic at raw level. A lot of cinematics tricks are post process, DOF, bloom and may be particles noise.

paper sphinx
drowsy snow
bleak widget
thick nebula
# drowsy snow It's `UPROPERTY()` thing

i cant find any specific examples** regarding epropertyflags. if you know any specific examples i would be curious. i was hoping to do it though BP/graph, but i will try, ty

bleak widget
paper sphinx
severe robin
#

Are beginners welcome here?

autumn grail
#

@severe robin if you want on my discord I help beginners

drowsy snow
autumn grail
#

Please, Can i use the same skeleton on a mesh bigger ( but with the same bones) ?

#

its two characters

#

one small and one tall

#

i want to use the same skeleton system and animation on differetent characters

drowsy snow
autumn grail
#

ok , because the second i have imported have the head on the feet

#

its a ball

#

maybe i have to apply transform in blender

#

i ll try

#

now its like this

drowsy snow
autumn grail
#

rofl

drowsy snow
autumn grail
#

i look

#

1.0000000

drowsy snow
#

Welp, that's a mistake.

#

Set the scale to 0.01

autumn grail
#

ok

#

now my main char is broken too , i cry

#

main char repaired , ouf

#

now the second i try what you say

#

@drowsy snow i scale the mesh or the skeleton containing the msh in blender?

autumn grail
#

if i do that mesh is 100 times bigger than the skeleton , its that?

#

in the viewport i mean

#

because scaling the skeleton scale also the mesh a first time

drowsy snow
autumn grail
drowsy snow
#

Select all, and apply the transforms

autumn grail
#

ok thx

#

now my second char is

#

maybe its a Dimensions thing

#

in blender

drowsy snow
dark thorn
#

Hi, I am trying to use "Mesh Distance fields" but it is not working for some reason. On docs i found that it is disabled on intel cards. I have intel uhd620. Any one here who has intel card and "Mesh Distance fields" works?

autumn grail
#

retargeting the animations? sorry i m lost @drowsy snow

drowsy snow
drowsy snow
autumn grail
#

great thanks

drowsy snow
dark thorn
dark thorn
autumn grail
#

@drowsy snow It works thank you a lot !

#

Hope they will fix all that in ue5

tranquil rose
#

Hello
We have a project that runs greatly, we are trying to package it and export for windows, problem is that faceAR is not running, in standalone player or exported exe file. It runs perfectly in viewport play, other than that nowhere.

#

I use the live link app and iPhone 11

tranquil rose
#

Thank you

radiant yew
#

Hi!
How do I export my meta human character to blender/maya?

native bough
#

I want to make ingame tutorial for
Simple runner game pls help me that how can I achieve this

drowsy snow
clear coyote
#

hi. is there a way I can change the saved folder location to documents?

#

stuff that is around on the internet tells me to change source code that I can't even get to

plush yew
#

Guys, how to set Source Cubemap Angle in BP? I cannot get the parameter

#

I can only get but not set

drowsy snow
olive niche
#

doas anyone have time to help me i wanna make a third person shooter so like u have a gun and just shoot targets thats it

#

task manager

#

run it in a different window

#

open task manager

#

and find the process

drowsy snow
#

You can use Rivatuner to show hardware stats in a cooked/standalone build of your game.

Please note however, that Rivatuner can cause issues with the editor.

olive niche
#

whoever teaches me how to make a fps game ill pay hm

spark plank
#

Hey guys, I've just finished my app in UE4 and I was going to put it on the Windows Store, but... Like... It's weird and I think it still needs to be UWP in 2021?
Does anyone know how I can build in UWP? I was looking around and it looks like it might be a pain in the ass, but most of the things I found were from 2016 ๐Ÿ˜…

covert onyx
#

Hi, I'm doing ray-tracing renders on Unreal for one of my projects and I decided to bake the lights to optimize my scene. However when I bake, I have shadows too contrasted/intense, I have enough things but I can't find the problem, can you help me? (I don't think it's due to the AO) here is a picture of the problem, thanks in advance.

zealous spire
#

Anyone ever encountered this before? Exporting the skeletal mesh from UE4 to Blender 2.92, export/import settings are the same as the other vehicles which I've had no issue with. Tried exporting from different versions of UE4 (26, 25) but still experiencing it!

olive niche
#

how do i make it in a main menu to make a animated image so it changes

radiant sun
#

Didn't really know where to put this, so I am asking it here. I imported the ThirdPerson content into my level, Now this untextured pawn appears and after combing through every blueprint I can't find where it's spawning from. Any ideas why this is happening? I was also sensible enough to make a backup in case stuff like this happened, it's just annoying me.
It should be noted that the pawn spawns randomly, as if there was a game mode selected that would try spawn it at player start. I don't have player start as I do not need it.
Edit: Never mind, the project settings were bugged.

sterile tulip
#

Hello guys, are we allowed to take the megascan assets and make changes on it or are people only allowed to use them like they are? Thanks in advance

sterile tulip
#

Thank you very much

rotund kernel
#

hey! i have a simple question

#

im using ue 4.13, but i cannot use any of these options

#

i assume there is a drop down menu, but clicking it does not do anything

fierce tulip
#

odd, they should work

rotund kernel
#

ye

#

im trying to mod LN1, and this would be my first brush with unreal engine

#

already running into problems

#

im using 4.13.2 btw

fierce tulip
#

version should not matter. no experience with modding though.

rotund kernel
#

i have a tutorial for modding, so dont worry about that

#

i just dont want starter content to interfere, but i also don't know what to delete if, for some reason, i cannot disable it

fierce tulip
#

iirc its just there. if you dont touch it there should be no worries besides some project bloat

rotund kernel
#

it wont affect exporting uassets?

fierce tulip
#

I would try to see if it also happens in 4.12 or 4.26 just in case. if it does, might be a weird bug related to hardware or software

#

it wont

rotund kernel
#

yeah im trying 4.26 now

#

works on 4.26.2

#

hm

#

can i make the project in 4.26 but open it in 4.13

fierce tulip
#

sadly no

rotund kernel
#

frick

#

yeah, thats why im trying to use 4.13

#

if starter content wont affect what i want to do, and i can just delete the table and chairs, i'll just go ahead with what im doing

#

now im confused!

#

i think changing the setting in 4.26 made no starter content the default in 4.13

#

rad

fierce tulip
#

ftw hehe

rotund kernel
#

ye

olive niche
#

what video file extension is unreal engine using

kindred viper
#

mp4 is usually the standard compression but there are options

upbeat tendon
#

Hi, I am trying to understand the logic flow on selecting a spawn, i've build a system to allow a player to select a character, now i am looking at how to select the player start, I thought it might be as simple as overriding ChoosePlayerStart_Implementation however that seems to get called before a character has been selected

plush yew
#

why cant i delete this folder

fierce tulip
#

odds are there are still redirectors in it

plush yew
#

means

fierce tulip
#

means you have a word you can research :p

#

(enable show redirectors in the content browser filter)

plush yew
#

i turned on show redirectors now what

fierce tulip
#

and inside the explorer?

plush yew
#

when i rename the folder it creates a new folder

plush yew
fierce tulip
#

there is a file in there (which you can probably see in windows explorer) if you are 100% sure its a useless file you could delete it, but in some cases it might remove a reference

plush yew
#

I could be wrong but is there a hair shader already made for ue4 i should be using because im trying to get transparent hair and i just cant wrap my head around it

olive niche
#

doas anyone know how do i make my cursor show in one level but the other not?

grand lava
#

You could run the editor utility that clears all redirectors. Right click on the folder, and then hit 'fix up all redirectors in directory'. You can do it on the content directory as a whole too, which should fix all redirectors in the content folder. @plush yew

kindred viper
#

@plush yew there is a hair specific shader yes

#

@olive nicheGet Current level Name and decided if its a level you want the cursor in

olive niche
#

in the main menu level

plush yew
olive niche
#

my game wont turn on please help

#

i did something with player controls and it wont launch

plush yew
autumn grail
#

Hello , i have a first character , he has Gloves , they are skeletal meshes , i want the to use the gloves to the second character who is sharing the same animBP ( for the character mesh and for the gloves)

#

how to achieve that properly

#

The second c haracter is taller than the first

#

so the gloves are not matching the hands however i scale it precisly

olive niche
plush yew
#

looks cool despite your issue haha

#

is that like a gun or a power glove

autumn grail
#

No its an armor

#

It's "Heroism" armor from Wow classic

dense knoll
#

nvm

late stag
#

can someone help me with collision

runic iron
#

Ask the question directly, if someone has the knowledge/time to help they'll help ๐Ÿ‘

potent cosmos
#

In regards to joining levels in world composition... is it better to have the levels tightly packed in a square/rectangle or is this shape reasonable?

magic lantern
#

hello @everyone

I need help with collision and physics. my character make glitch after moving to any location because my capsule collision collides with any objects. (I am working on a cover mechanic). I want to explain my problem through an example.

For example, I placed a cube at location 0,0,0. Then I put a mechanic on the character, when I press the C key, my character should move to the location 0,0,0 with move companent to node. In this case, the capsule companent collides with the cube and capsule teleports to a location where it will no longer collides with the cube.

What I want to do is foresee the location which capsule companent will be teleported to. So I canย  directly move my character to the location where the capsule will be teleported after the glitch. Thus I will be calculate the best location to take cover and glitching problem will be fixed.

Maybe we can create a new node named "calculate new location of collision object (in this case capsule companent) based on physic or something like this.

Thanks for reading. Waiting help

โ˜บ๏ธ

plush yew
#

i created a macro library where can i get it to insert

potent cosmos
grim ore
#

@magic lanterndisable collision if that is an issue, or use some of the better AI movement nodes, or yes create your own node to do that you can look for valid paths or get the collision of items you are moving to and get the bounds of it and move your character to that outside

#

using normal pathfinding tho should try and get you to the closest spot without warping them

plush yew
#

How do i check if the length is above zero

grim ore
#

greater than node?

plush yew
#

what is impure functions and pure functions

light thunder
#

Slight confusion here - I thought you didn't need a reference to call an event dispatcher - or is that you only need a reference if you are having it CALLED on a blueprint (the receiver needs no reference) - for some reason I thought you could call them from anywhere but the receiver had to implement the event dispatcher

#

which, now that I'm reading "dispatcher" makes me feel dumb

plush yew
#

no for me i saved it and right clicked on event graph and searched the name of the macro and i got it

grim ore
#

@plush yewthe googles knows, but basically pure means you intended to change nothing inside of the function and the result is unique each time it is ran

#

unique mean it is ran every time it is used, the data is not cached

plush yew
#

i was not knowing when i asked

grim ore
#

one has an execute pin and one does not as well

plush yew
exotic thicket
#

I think the pure node just turns it into a node without an exec pin, it doesn't state anything about whether it modifies something... the const checkbox on the other hand means it shouldn't modify. I'm not sure if BP's enforce this on const nodes though

#

(yeah it's confusing because pure means it shouldn't modify)

rotund kernel
#

yo! what does this mean

plush yew
#

pure function probably means
Ask a question and get an answer

kindred viper
#

@rotund kernelit needs a default object and isn't finding the one defined in the constructor

rotund kernel
#

default object meaning the character's mesh?

kindred viper
#

meaning the default sub-object, which every actor generally has. Whether it is a default scene component or an actor component or a skeletal mesh component etc

rotund kernel
#

im very new to ue4

#

so

#

pretend i am a wee lad

kindred viper
rotund kernel
#

im not planning to get into ue4, this is sort of a pick up then drop thing for me, i just want to mod ln1

kindred viper
#

this is probably specific to the C++ side but you can set it in blueprints by dragging the object into the actor over the default scene component defined with a new actor

#

ahh well in that case, good luck ๐Ÿ™‚

rotund kernel
#

sounds stupid, yes, but idk what else to say

plush yew
#

how do i make this function pure

rotund kernel
#

is this not right tho

exotic thicket
#

@plush yew go into the function and then in the properties panel you should have an option for it

#

or rather, details panel

exotic thicket
#

Take a guess lol

kindred viper
#

@swift basin oh course it's important. Try setting it to a low value and see how bad it looks

exotic thicket
#

oh sorry the const checkbox is actually not visible by default, you have to expand the options from that little down arrow

kindred viper
#

yes most likely

#

there should be a big red warning on your editor viewport if you need to

#

welcome to baked lighting

timid frost
#

I am having problem build map data

#

It says failed to load assets

#

And even I cannot delete that file

#

Idk what to do please help me guys

plush yew
#

from where did the target pin came

#

there is no target pin i have added

topaz kelp
#

There could be any number of Bp Win Volumes in the world, the pin lets you choose which you want to work with

topaz kelp
#

when you don't set at target it, it get the remaining crystals from itself

#

but you could use the node to get the remaining crystals from another actor

grim ore
#

if you want to get this from anywhere you have to use something global like a blueprint function library

#

otherwise in needs to know where this is at

grim ore
#

remove the const if you never plan on calling this from outside this blueprint

#

and that node is not a blueprint function library so no idea why you pasted it

grim ore
#

ok and?

timid frost
#

Hey my map build light is corrupted

#

What can I do to fix it

#

When I left click on on file it says failed to load assets

#

@grim ore my build light map data is corrupted what can do to fix it

grim ore
#

what does the message log show?

#

it also says its building lighting at the same time, maybe it shouldnt be?

tribal prairie
#

Friends, I have a new problem) Please help me. When importing to UE4, for some reason, the shading groups from one element are lost. Triangulation is carried out and everything is fine in MAYA, everything is bad in UE4. How can this happen?

timid frost
#

@grim ore before building lightning it state the same message . Message log state as : post tag is not valid . File might be corrupted

grim ore
#

stop building, restart the editor, delete the bad file, open a new blank map, copy the map with this problem to a new map (duplicate or copy/paste) so you have 2 copies of the map, open the new copy, try building

timid frost
#

@grim ore it got fixed how I did it I build light again and transfered new world map build data into another folder rename it and then saved it and restart the folder I had no problem

kindred viper
#

@tribal prairietried exporting the smoothing groups from the face? Edge and normals might cause this

fossil ore
#

Hello.
I have a huge problem with setting up Android for Quest 2.
I have followed the documentation but IT still gives me error.

I have installed Android Studio 4.0 (proper settings)
I have installed Java 8

Then I have run SetupAndroid.bat (which didn't ask me a permission) and setup project settings.

When I try to pack the game It gives me an error:
ERROR: Platform Android is not a valid platform to build. Check that the SDK is installed properly.

tribal prairie