#ue4-general

1 messages ยท Page 999 of 1

kindred viper
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you live and learn. I learned the hard way too ๐Ÿ™‚

fossil ore
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ERROR: Platform Android is not a valid platform to build. Check that the SDK is installed properly.

grim ore
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did you install the android stuff from the launcher?

versed burrow
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Hi

fossil ore
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Android Studio?
I have installed from SDK platform: Android 4.4 (kitkat) and the NDK 21.1.6352462

grim ore
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no the launcher,

fossil ore
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I've literally wasted 4 hours trying to set this up... and UE4 still refuses.

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It's set on by default.

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The UE4 does not detect Android at all.

grim ore
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when you ran setup android it should have downloaded files, did it?

fossil ore
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You're talking about this?

grim ore
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yep that is what installs the correct android version of the NDK and sets up your environment variables

fossil ore
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Yes It download stuff... but each time I launch SetupAndroid.bat It redownloads again

grim ore
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maybe run it from the command line so we can see the final message when its done

kindred viper
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run it with administration right too otherwise things can get messed up if your setup doesn't allow certain locations to be written to by batch files

grim ore
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and obviously you restarted your PC when done right?

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but when its done it should give you 2 success messages

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and running it again should not re download the files, it should check for updates and if none (you just installed it) it should skip that part immediately with success

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and I know this since I just tested it

fossil ore
grim ore
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and if you run it again immediately? does it re download?

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or does it go thru that part quickly

fossil ore
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It went thru quickly this time

grim ore
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ok did you restart the computer last time you did this? or since then

fossil ore
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I just did restart.

grim ore
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ok try the projecgt again then, and how are you packaging to get this error?

fossil ore
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There should be Android option in Devices but It never shows up

grim ore
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oh

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hell no

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that is not the way to do that

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are you trying to package to a file to sideload, or test in the editor?

fossil ore
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anything

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anything to actually work

grim ore
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try packaging normally first, file -> package -> android

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im guessing the project might not be set up for android and your "jumping" to the wrong step which is an issue

fossil ore
grim ore
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your launch menu should look like this, with the Android section

fossil ore
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Any of these options sends me to Documentation

grim ore
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package for any android, it wont matter

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yeah then its not detecting it, which means your global environment settings might be bad

fossil ore
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I want to strangle UE so much

grim ore
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go to your Project Settings -> platforms -> android and see if your project is set up to support android

rotund kernel
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me too

grim ore
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you cant blame ue4 for this, it uses the setup files which might be set up wrong

fossil ore
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After several versions.... multiple forum posts, hundreds tweets... you would think they would imrpove this.

grim ore
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they rely on third party stuff, they cant account for issues with something outside of their issue

fossil ore
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Everything is setup as the tutorial shows

grim ore
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ok so what do you have for your environment variables?

fossil ore
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eveyrthing is default

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The installation director is default.....

grim ore
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yeah my only difference is I never installed JAva by itself its just using the Android studio JRE

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ok the environment variables are definitely the issue, now to figure out why

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i nuked mine to get it to reset and now android is not valid for me

kindred viper
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I don't like to put anything into windows drive folders for such things. So many stupid windows locks on folders and files that cause issues with compilation and tools that it's just a mistake in general, even if it does work :/

grim ore
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@fossil ore so my variables are similar,

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but my path variable also has the android stuff in it, i dont know if yours do as well

potent bridge
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does anyone know why any heightmaps I import turn out like this?

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(trying to use it as a brush)

grim ore
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so testing the environment variables, the NDKROOT is the one that determines if the "Android" support is enabled in the project, without it you get the error. With it you get android support in the project. The others are still needed for stuff like accepting the SDK license

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I will say I have .26.2 for UE4 installed and Android Studio 3.5.3 since I had it installed from 4.25 install and it works for me so I cant say if its an android studio issue or not. I can say I never installed Java just followed the instructions on the android page on the ue4 docs site

fossil ore
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Someone pointed out to me that 3.5.3 is used only for 4.25 and that I should install higher version (4.0)

Even documentation says that

grim ore
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not arguing against that, I am telling you what I have and am using

fossil ore
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right, I will test that theory

grim ore
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the NDKROOT variable is what is causing your issue tho

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can you verify that folder actually exists that it is pointing to?

fossil ore
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The folder exists

grim ore
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and is full of fun stuff?

fossil ore
grim ore
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yep looks right.. super weird

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all I can say is that the environment variable for NDKROOT controls if the Android platform shows up on the launch menu and it only reads/sets it after a full reboot

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I just tested all of them and that was the one that determined if it showed up, and only took changes between reboots

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and I was just able to test a basic project packaged out using android studio 3.5.3 and UE 4.26.2 using the SetupAndroid.bat file

fossil ore
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I will return to this later.

sly vine
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hey guys

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i hope someone cant help me

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i really need

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i did a project in 4.26 and i need to change the version to 4.24

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but

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once i open the uporject with ue4.24

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the content assets is totally empty

grim ore
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you cannot go backwards

jagged raft
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Hello

does anyone know what is this .ignore file that is generated when I ask Engine Launcher to generate Visual Studio files?
Why does this file gets generated alongside a .gitignore file? It feels like unnecessary redundancy.

grim ore
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what function does that? which generate VS files?

jagged raft
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File -> Generate Visual Studio Project

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topbar menu

grim ore
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it doesnt create an .ignore file here

jagged raft
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oh perhaps it is because of the visual studio version that I assigned within the Unreal Engine

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I am going to investigate further, thank you

grim ore
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could be, using 2019 VS community here without issue

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no .gitignore is generated as well

jagged raft
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2017 version ignore

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here**

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I think it is because of the version indeed

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thank you for the help

dusk nebula
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I feel like I just don't get what cast to is supposed to be used for, despite having watched several videos on it

potent cosmos
grim ore
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I am Hugh Jackman. I am an an actor. I know how to act generically

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I am also Wolverine, a different actor but also Hugh Jackman. I know everything that Hugh Jackman knows but also how to be a mutant

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I am now in the middle of field and you go "hey you, actor I want you" and I now know about you

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now the issue is I want you to do your claw stuff as a mutant but only Wolverine can, not a generic actor or Hugh Jackman. so now I say "Hey I want to treat you like Wolverine (Cast to Wolverine)" and now I can use Wolverines special stuff

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if I wanted I could have also just kept talking to you as an Actor and told you to do generic Actor stuff, or Cast to Hugh Jackman and had access to stuff that both Actor (Parent) and Hugh Jackman (Child) have

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so the key for Cast is.... if you need to treat something as something else because reasons? using Get all Actor of Class on Wolverine? You would get Wolverine and dont need to cast. Using Get all Actors of Class on Hugh Jackman but wanted to talk to him like a mutant? You would cast that Hugh Jackman to Wolverine. Quite a few things return the "Generic" parent classes like Actor when you use them such as Collision which returns just back the generic Actor that was collided with.

misty wharf
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Incredible metaphor

potent cosmos
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Good thing he didnt apply the Angelina Jolie Metaphor

rotund kernel
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why does ue4 crash when interacting with a uasset from another project

grim ore
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its not compatible? its corrupted? it doesnt support that asset type? it's bored and wants to annoy you?

rotund kernel
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probably the last one lol

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nah but really, im confused

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im using the same ue4 version as the project

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the uasset files are anims, skms, skels, bps, etc

solar kettle
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Hey guys

grim ore
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did you migrate the asset from the other project?

solar kettle
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I have a massive bug in my game and it's really stressing me out

rotund kernel
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i cant right click on them without it crashing

solar kettle
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Would anyone be able to help me?

rotund kernel
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does migrate mean straight copy from

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rip

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im assuming not!

grim ore
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no it means using the migrate option

rotund kernel
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ye

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can i migrate uassets from the project i need into the project im working with, or do i have to open the project from which the uassets are from

grim ore
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the proper way is to open the project with the asset you want, use the migrate option to the new project, then open it in the new project

rotund kernel
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well piss

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im trying to mod a game, and i got some result from it

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the problem is, i cannot move, which probably means that the skm does not have any animations linked to it

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skm probably doesnt have blueprint info too

trim mantle
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Mathew W im the chat ๐Ÿ˜
You tutorials helped me a lot.

Thank you so much for them ^^

opaque wing
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any1 know why this is happening

edgy vine
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hello

opaque wing
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help?

prime willow
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I return!

rotund kernel
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if ue4 was a person i'd kick it in the balls

prime willow
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same

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than give it a french kiss

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for all of its amazing finesse and ease in comforting me through the game dev process

rotund kernel
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bro im a source user and this is hell to me

prime willow
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Now why would ya do that :3

rotund kernel
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my pc is not fast enough

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source cool and easy

prime willow
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now why would you start without proper equips

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never touched source

rotund kernel
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idk dude

prime willow
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dont even understand it ;-;

rotund kernel
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i woke up one day and was like

prime willow
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trsut me i wanted to start unreal wityh my surface book

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but bought a 4k tower waiting 5 years before doing such xD

rotund kernel
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"im gonna make a mod for little nightmares"

prime willow
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do it!

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:>

rotund kernel
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i just hopped on ue 4 and let my monkey brain do the rest

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i kinda did!

prime willow
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yes yes

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progress โค๏ธ

rotund kernel
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just increase the brightness and contrast

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i cant move, but the model is there!

rotund kernel
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blueprints, animations, and other stuff is not associated with the skm

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but if i interact with the files, ue4 crashes!

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then mathew tells me i need to migrate the files from the lni project, but in order to do so, i have to download msvs 15

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and i cant :(

prime willow
rotund kernel
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so i guess i give up

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ye

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im gonna get on tf2 now

prime willow
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try it again when you feel better and im sure youll tackle it proper :3

rotund kernel
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yo thank you

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i need to get more familiar with ue4 and c++ i guess

prime willow
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of course darling we are all in this server for that very reason ^^

dusk nebula
severe ibex
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Has anyone worked with or is a UX/UI designer? I'm hoping to learn more about the role.

grim ore
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@dusk nebulanope thats just communication, getting or sending data is nothing special once you have a reference to talk to

prime willow
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@grim ore is there a part of this server that's used for discussing game development ideas and other mechanical implementation as well and or structuring of ones game systematically or theoretically?

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for example: if i wanted to discuss how rewards in ratios of how much should one receive during missions or dungeons via looting compared to the mission completion reward and how much of that would make a player feel looting aspects were worth the time wasted in comparison to zerking the mission to completion over and over

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where in here would i or do we even have a section for that here?

grim ore
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not really as thats game dev related, maybe a gam dev discord itself

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could maybe try bring it up in #lounge

prime willow
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yeah i kind of figured we wouldnt have a place like this in particular but i felt its something game developers might benefit from having as sometimes you want to rework an idea before or during craft and being able to exchange intel with others can really help see other perspectives about your ideas x3

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i will try the lounge however and perhaps push this into the server feedback โค๏ธ

inner cloak
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Is it possible to add starter content to an existing project easily ?

grim ore
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content browser, green add button, all the way at the top

inner cloak
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oh ..

tired quest
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Hello ! Does someone knows how to migrate a full Folder (meshes, reflection captures, cameras, etc) to another Unreal Project please ?

prime willow
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sorry he rambles on for 3 minutes

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so i skipped to where he explains migration

tired quest
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Yea thank you i did this but it break some rotations

drowsy snow
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I swear most of the tutorials for outline effect are post process effect, which is not what I wanted.

grim ore
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thats how its normally done is why

drowsy snow
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Well, the merits of it is that it tanked down performance, and break many other effects, so I'm looking for non-post FX ones.

limber oracle
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Any way I can stop unreal engine, opening my steam vr without needing to uninstall steam vr?

grim ore
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disable it in the project (the steamvr plugin), or go into the steamvr plugin in the engine and edit the .uplugin file and turn off enabled by default

drowsy snow
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Trivial question: Is +X actually North?

grim ore
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no?

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+X is forward

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about the closest you could get to cardinal directions would be the top down view and this

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which would put Up/North as -Y and East/Right as +X

wet schooner
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why are vehicle templates broken this patch

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i'm not pressing anything lol

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but it keeps going backwards left

grim ore
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your joystick is set up?

wet schooner
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no

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keyboard

grim ore
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no issues here with .26.2

wet schooner
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that's so weird

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I have no idea how to fix this

grim ore
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restart the editor and your computer

prime willow
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@grim ore i kind of need your help

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i just neeed terms i dont want to burden you with making the game mechanic for me

prime willow
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we spoke months ago about being able to make specific animations, have a specific reaction animations, so touching the door knob for example would start the door opening animation whilst the doors reation animation would be opening up what was the term id look for that <-

as well as the system that would make it so if i chop a tree for example even though im pressing the tree input 3 times the exact same way 3 completely different animations will play even though the mechanic hasnt changed the used animation will change

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@drowsy snow ^ that :3

wet schooner
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๐Ÿ˜”

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I was going to use this for something so this sucks

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it makes no sense

prime willow
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animation montage would make it so two different actors have matching animations per input?

drowsy snow
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Wait, I mean interaction

grim ore
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try making a new project then and add the template, if it still does it your machine has an issue. if you push the keys does it do anything?

magic lantern
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I am working on a cover system for my player character. And when I diable the collision I am having falling problem

prime willow
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like kicking with my leg will make the person crouch under it o.o

wet schooner
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it does thing but it's really weird

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this is a new project but i could try making another one

drowsy snow
wet schooner
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it's just vehicles for some reason

prime willow
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@drowsy snow would they be the same thing?

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anim montage

grim ore
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@prime willowsomething like a montage could be used for the tree stuff, you could even use a random animation node to pick from a few different chopping ones.

prime willow
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^ thats what i need darling

drowsy snow
prime willow
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ok so random node < - for randomizing animation that comes out
anim montage <- to make animations have a specific animation reaction to said animation done
is this all im looking for?

wet schooner
prime willow
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or am i missing something in particular

wet schooner
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yeah idk wtf this is lol

grim ore
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and when you press forward to go forward what happens

wet schooner
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this but the wheels move very slowly

drowsy snow
grim ore
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@prime willowwell montage or random would work for the tree, the montage could be 5 different chopping swings in one and then you just pick one and go to that point in the montage to play it. Alternately random would be in the anim BP and it just picks a random chop to play when needed

prime willow
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ok so what would sequencer have to do with this

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i know ive been told that before that i need it for combat systems

wet schooner
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going right does nothing, going left does this

drowsy snow
prime willow
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ah okie

grim ore
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@wet schoonerwelp if there is no extra controllers plugged in might need to just watch the blueprint and see what input is going in. the template is fine in .26.2

wet schooner
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it's a new project so i'm not sure why it would be different from yours

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I disabled the vr plugins

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and restarted

prime willow
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so anim montage <- for setting up the animations that play out with matching animations
sequencer for control rig <- to bake that stuff proper for use
randomization node <- for mixing up which animations play out

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^ @drowsy snow does that sound about right

wet schooner
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i fixed it

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wow i hate this haha

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so i have a bluetooth dongle for my ds4

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that caused the issue

wet schooner
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the controller isn't connected

prime willow
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ok last question

wet schooner
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thanks for trying to help

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i appreciate it

grim ore
wet schooner
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damn you sony and microsoft

prime willow
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what if i wanted 1 animation to have several reaction animations based on thing is recting to said animation

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like axe against wood

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gets sdtuck than pulled out

wet schooner
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I made sure it wasn't connected and even disabled it in microsoft's usb thing

prime willow
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axe against metal wall bounces back

wet schooner
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but I guess it didn't work

prime willow
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axe against water makes him stumble off footing

wet schooner
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taking it out of my pc worked

prime willow
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same stuff? @drowsy snow

grim ore
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@prime willowhave multiple animations, check what surface it will hit, play correct animation

drowsy snow
wet schooner
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not sure why disabling the usb connection didn't work but ds4 has always been very buggy on windows in my experience

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sometimes it randomly stops working and you have to restart it

grim ore
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your trying to make the game very robust and that just means you get to make the same animation 10 times

drowsy snow
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Say, if it wood, continue the animation. If it's metal, change the animation with something else when the axe hits.

prime willow
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i dont mind

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if it means making my dreams a visual reality

drowsy snow
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That's where anim notifies came into play.

prime willow
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jsut have to figure out the terms and learn how to do it x3

pseudo river
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any1?

pastel ginkgo
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How can I make it so that when I'm in the editor piloting a cine camera I can control the focus distance with the bumpers on my gamepad?

drowsy snow
prime willow
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o.o

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i watching matheww's video on it

drowsy snow
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This is a fairly old tutorial i used to follow back then. It covers the anim notify too, so you could improvise on it.
https://www.youtube.com/watch?v=8CA4e818erY&list=PLtpNaPTkjdL6jauQ8ZbiB9xe9ay_zfWNE&index=32

In this video we add combo attacks and setup the animation blueprint for handling animation montages.
If you have any questions or comments please let us know. If you like the video and want to see more, go ahead and subscribe. Or consider supporting us on patreon https://www.patreon.com/titanicgames for more great tutorials and games to come!

โ–ถ Play video
prime willow
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oooh

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nice

drowsy snow
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If the topic isn't in that one video, the others in the playlist are. I forgot exactly where he goes through the anim notify stuff :''3

grim ore
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yep notifies should work for most things, you can also look at stuff like the action RPG example on the learn tab to see more. BLending from one animation or effect to another with notifies can be a pain to set up is about the only real issue. in the end it might be easier to just "fake" dynamic with multiple pre set animations than to try and do it "right"

prime willow
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ill suffer through it unfortunately but it seems you guys have the right of it

make anim montages <- for setting up the animations that play out with matching animations
sequencer for control rig <- to bake that stuff proper for use
randomization node <- for mixing up which animations play out
multiple animation montages per attack and reaction to attack type
and anime notifies to make sure each attack type are notifed of each other

grim ore
#

the last one is more for "hey this happened during an animation, maybe we should do something?"

autumn grail
#

Hello is there a way to rescale a bunch of animations at the same time? because my mesh it at the right size and the animations are older with 100 times bigger than the mesh.

grim ore
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like your swing could have a notify at the "hit" point on it, when the notify hits it looks to see the surface it hit and spawns a particle for wood or water or metal.

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thats a simple example

prime willow
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o.o

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oh seriously thats amazing

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that means i can setup very specific parts of the animation to than have a reaction

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like the straightening of the leg during a kick to make him knock back and reel in right? @grim ore

minor shell
#

Good Evening! Seeing if someone has an idea of what could cause this crash i get whenever i try to start to simulate / render a sequence in a level. Or just moral support at this point ๐Ÿ’”

grim ore
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@prime willowyou could probably do that yeah, or you could have that part of the actual BP if its in pieces such as Start Kick -> transition to this animation based on something-> transition to this one, etc.

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or your animation could play, then the notify is fired when you want to check, you check then swap animations or go to a different part in the montage for the next part based on a result

prime willow
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o.o

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like if i swing a sword

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and the victim is unarmed

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itll check

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and make the victim do the unarmed block right

grim ore
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like for example the combo punch example in the learn project is a montage with start punch, combo 1, combo 2, end punch. it will play start punch, combo 1, and then if you are still in the attack do combo 2, then if still in the attack back to combo 1, and repeat until you are out of the atack and go to the end

prime willow
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and vice versa for a different type on unarm,ed vs unarmed

grim ore
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it wasnt ignored, someone who can answer it is not here. You could put it in #multiplayer or search through multiplayer

prime willow
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@grim ore so does it seem like im getting it ^ also can this be used for whiffing an attack and by missing an attack it plays a completely different animation montage for doing a combo on no one o-o

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because the notify doesnt seem to find anything in range?

grim ore
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sure, play attack, attack notify at the end and see if it hit something, if it doesnt play missed animation. if it did hit something, play whatever animation

prime willow
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so from attack 1 to end it is different because no ones there

grim ore
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the notify is used as a point where you want to "do something", in this case check for a hit

prime willow
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ooo

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can it flip flop- back and forth lmao

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well

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technically

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if it can check

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it can flip flop

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dang

grim ore
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yep

prime willow
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this is a really reeally really reaallly good system

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what the heck

grim ore
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its "good" but need quite a bit of setup for "really really" good

prime willow
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yeah im kind of realizing that

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like it can get pretty dumb awesome with a crud ton of work

grim ore
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i mean its like all things in game dev, you fake it when you can otherwise its hard work lol

prime willow
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this is almost as cool as the state machine systemssssssssssssss

timid frost
#

what is naigara in ue 4

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cant understand its interface and what this thing in ue4 at all ?

minor shell
signal bone
#

hello

versed burrow
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Hi

plush yew
#

Hi, anyone knows how can i get user VRAM size? Is there a functions for this?

autumn grail
#

If i understand Lumin will give us a perfect global illumination in the scene?

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so goodbye the old directional lights?

autumn grail
#

Nice

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But Lumin is already here in 4.26? i have seen folder named lumin and nanite

modest trench
dusk nebula
#

Can a progress bar image be a gif or is there another convenient way to do that?

midnight cloak
#

Its possible to delete all contente who is not use automaticly?

drowsy snow
dusk nebula
midnight cloak
#

yes

drowsy snow
plush yew
#

hello gentlemen, which channel would be the best place to ask for modelling help with the Unreal Editor?

dusk nebula
drowsy snow
dusk nebula
#

I don't even know how to get started making materials that aren't just a color but I'll keep in mind that I should use slate brush

drowsy snow
#

UMG widgets that have kind of images are always using Slate Brush, so unless you're doing Slate in C++, you don't have much stuff to worry about.

drowsy snow
#

Tried "stealing" newer plugins from the 4.27 branch, turns out you need some precompiled/dependency stuff ๐Ÿ™ƒ

autumn grail
#

When i use two characters with the same skeleton, have i to duplicate animations for the second?

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Because the second character appears 100 times shorter when animated

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Both characters have the right size in skeletal mesh editor viewport

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but the second is 100 times shorter when animated in BP viewport

crystal ginkgo
#

I'm working with the GameUserSettings and struggling to get the game to launch on a different monitor. I've added the necessary code to switch monitors. I've extended the GameUserSettings to have an additional field that can load which monitor the game should launch on. However, at launch, the GEngine isn't available and it therefore can't apply the window move command. I'm running the settings load/apply in the GameInstance init event.

  1. Should I be loading/applying the settings somewhere else?
  2. If this is the correct spot, how can I get the monitor to launch on a different monitor?

UPDATE
Turns out the GEngine does not allow negative values for starting window position even though Windows uses negative numbers for certain monitor configurations (i.e. [2][1])

modest trench
#

not that that's related to backporting whatever plugin that is

spark plank
#

Does anyone know who I have to contact, what I have to do etc for the Unreal Engine 4 Xbox build?
I recently became a Windows Store developer and there doesn't seem to be anything on EPIC on how to... Get the build that ships for Windows Store / Xbox :/

drowsy snow
spark plank
surreal eagle
#

When does ue5 release

thick nebula
fleet dagger
#

DM me if u know how to keep 2d sprites on the ground, i really need help with a project

#

Would be very helpful since ive been working on this problem for ab 12 hours now ๐Ÿ˜

pulsar badge
#

Guys can I use google drive as a svn?

#

is that possible

drowsy snow
pulsar badge
#

its pretty pricey

#

lol

#

@drowsy snow our stuff is like 250 gb of game files. I believe we tried it but wasnt big enough lol

sinful token
#

Hello people!

#

Yesterday and today i try to vertex paint with the auto material blend from Megascans. I was painting Red channel, it was working and then i release my mouse, it crashed instantly. Tried to migrate, not working. Tried to use fbx instead of datasmith gltf, not working. Tried turning off Tessalation inside the material, not working

#

It showed me this everytime

young schooner
#

Hey guys please help if you can my emissive material is not glowing I used film template to create my scene of idea to fix this I tried increasing the value to 60 also

plush yew
#

anyone know why when restarting your engine the .umap file for your level just wont show up anymore in the project but it does in file explorer

drowsy snow
plush yew
#

oof

#

i dont even have a backup

#

;/

drowsy snow
plush yew
#

yep sadly

#

it was such a great map also gosh

midnight mantle
#

does anyone have any experience with 2D in UE4?
I'm seeing a category for "Paper 2D" but I think most of my google search results come up with "Pixel 2D"
so I'm curious what would be the best way to approach 2D in UE4

drowsy snow
#

Paper2D is Unreal's 2D game framework that provides you sprite assets and flipbook (animated sprites)

midnight mantle
#

got it

amber dune
#

anyone ever come online with something really important to say but then forget what it was?

#

cos i just have

amber dune
#

what a noob

#

i saw that thing above...........

#

the usuall screenshot of the

#

"ue4 error box"

#

depressed me a bit

#

especially after seeing it has an error ive never seen before

#

"ohhhh im making a a map and ive got into the artistic flow where i forget to save"

#

bam

#

tis when you get got

#

usually when youve done your best work

#

then you reload, and find the collision on something is a bit wront

#

wrong*

#

are we using game maker studio?

sinful token
#

you high on shit?

drowsy snow
#

@sinful token No need to fight fire with fire.

sinful token
#

@drowsy snow i'm new, i don't put up with this kind of tripping

maiden swift
amber dune
#

@sinful token what do you mean?

#

@sinful token what makes you think im "high on shit" ?

#

and @drowsy snow i meant no offense saying "what a noob"

#

i dont think i understand the internet anymore

#

i was meme? ing

mortal cedar
amber dune
#

i was a jsust about to say, spit it out HxE

#

thought you were writing a novel

#

and you did

#

i think your novel is scifi thouh

#

dimension of human thoughts?

#

more like a dimension of misunderstanding

mortal cedar
amber dune
#

i see

#

thats cool

#

tis not why im here

mortal cedar
amber dune
#

funny

#

usually get threatened to be kicked when i go off topic in a channel

plush yew
#

@maiden swift na i open my editor back up and the map is not in my maps folder anymore but its in my file explorer

amber dune
#

@mortal cedar fancy a bum?

mortal cedar
plush yew
#

i could try that

amber dune
#

drag and drop

#

ppffffffff

jaunty matrix
#

anyone have any recommendations on getting a team together to work on a game. ive always been solo and i dont really know where to start

drowsy snow
mortal cedar
restive eagle
#

or wait for a game jam, teams based on rev share dont last long

modest trench
celest sequoia
#

when i load up the level using "Load level" the nav mesh volume doesn't work but when i load the level from content brower it works

drowsy snow
#

The more I think of it, the only exciting things to come in 4.27 is hoping that the weird malloc with Control Rig is solved, and backporting Oodle to 4.26

Because the code did compile, but missing some libs.

plush yew
#

gimme some good hair options

#

like i tried doing it like a 2d plant texture and its bad

drowsy snow
plush yew
#

i mean

#

like

#

its pretty good for how ez it is

#

but i want realistic hair

#

i use blender and max

drowsy snow
#

Groom system is strand based, so it's as realistic as you can get in-engine.

#

If you're in Blender, you can export hair strands as alembic data, and import it to the engine as Groom asset.

plush yew
#

wow

#

thats neat

#

the first strand type hair game

drowsy snow
#

I'm sure you have seen (or even use) the MetaHuman (Creator) - all the hairs, eyebrows and eyelashes, down to skin fuzz, are using the Groom system.

plush yew
#

yo wtf

#

they look real af

steel crest
#

Any guides on making skill/ability levelling? Skyrim/RuneScape type stuff

#

Only seen ones on the player level itself

plush yew
#

anyone know how to save plugins

#

some plugins wont stay enabled for multiple projects, only if i save the project

#

i want them to be enabled for every project

#

is it possible

drowsy snow
inner cloak
plush yew
#

ez pz

drowsy snow
#

Be careful though if you're sharing the project to team or open sourcing it using source control (GitHub/SVN/Perforce/etc). Any thing in the engine won't be carried through if your project is separated from the engine folder.

plush yew
#

oh yeah anyone figure out the live project thing

#

on ue3 u could play a game while ur friend was in the developer window

#

and change the map around

#

it was so cool

inner cloak
#

There is a collaboration feature in ue4

#

@steel crest Why ask a question if you dont stay to get an answer ?

steel crest
inner cloak
#

There are a few more you could look into .. just search for "UE4 Skilling"

#

or RPG skills, etc

restive eagle
#

tried it before and decided its not worth it, too many issues with it

plush yew
#

it worked perfect on ue3

#

that sucks

drowsy snow
#

UE3 is vastly different from UE4 so ยฏ_(ใƒ„)_/ยฏ

plush yew
#

you mean superior

drowsy snow
plush yew
#

hi

bleak drum
#

hi everyone. i am looking for a good course on the asset manager (like used in the arpg demo for the weapons and spells) ? doesnt matter which platform (udemy, yt, etc)

tired quest
#

Hi, does someone knows why my flag animation works perfectly on simulate but renders like this at final render ?

covert onyx
#

I have exactly the same problem, could someone help us ?

astral ravine
#

So I'm trying to decide the best method for generating/creating a set of convex hulls for this vehicle mesh I'm working on. Other than just adding the collision piece by piece manually, would anybody know of a better method?
I tried getting the V-HACD add-on to work with no success, but if i do it manually I was thinking there might be a way to decimate the geometry and split pieces off and making each one convex shaped. I'm still new to all this so words of wisdom are appreciated.

#

The built in tool for generating collision simply would never work for something like this.
How would a studio such as star citizen be developing their collisions for complex physics based objects? I wouldn't expect manually doing it while keeping things tidy and not have holes or 1000 separate pieces be the industry norm.

honest vale
#

you create a collision mesh using the same app you used to make that model

#

I'm not sure how other engines do it though

graceful onyx
#

Can anyone suggest me a good place to start with Niagara?

honest vale
#

huh, shooter game example project was updated ๐Ÿ˜„

spark plank
astral ravine
#

I'm sure someone more involved in the modeling industry than me would have more insight.

languid flax
#

Doesn't look like it would take long to create a collision mesh tho, if you know your way around modeling software.

astral ravine
#

yeah, this one wouldn't be too bad actually, but i have no doubt larger and more complex objects would.

languid flax
#

I'm not sure what kind of complexity you need, but I'm 99% sure you won't notice a difference between a mesh following the original shape and some primitive shapes

#

I'd say don't block yourself till it's actually an issue.

#

I wanna make a "Quest" struct that contains a bunch of data for all kinds of different quest types. Which means the objectives can be resources, items, enemies. Those are all different classes. Does somebody have experience with how to handle this? Should I use a class like Actor for the objectives that is very far from the actual resource/enemy classes. Should I just have a lot of different data setups in that one struct? I could also have subquest structs that only contain one set of data each in an array. Not sure what is the best method here. Also idk if structs in structs in BP are still a landmine? I had those break in the past.

graceful onyx
dusky inlet
#

Why not just read it and ask afterwards?

#

Also there is a Niagara channel where you will get better answers :)

languid flax
plush yew
#

How could I transform a procedural material of a sphere to 2D texture that can be exported?

modest trench
deep stump
#

Whatโ€™s the best source control that isnโ€™t overly expensive for a game with lots of files lol

languid flax
autumn grail
#

Please ! I need help.

#

My skeleton is at the right size

#

My animations are at the right size

#

My skeletal mesh (of my 2 characters ) are at the right size

#

I have retargeted the animations in the skeleton like mentioned in the doc

#

But the skeletal armor pieces still appears 100 times smaller when assigned to a AnimBP

#

The armor pieces are at the right size also , in the editor view

#

Everything has the right size , but it dosent work

raw escarp
#

I'm running into an issue since yesterday where the unreal editor isn't showing all of my blueprints in the content editor, but the .uasset files exist in the folders on the drive. Is there a way to fix this?

autumn grail
#

in the last image , the armor dosent appear when the AnimBp is assigned

fierce tulip
#

@cyan bronze generally yes
@raw escarp that shouldnt happen normally, did you move them from one project to another? or did you move the files in the explorer? or content browser? I might not be able to answer, but the more thorough you can explain how and what, the easier it is to provide solutions.

autumn grail
#

My skeleton has a Reference size of 0.01

#

What is the reference scale , and how to change it ?

fierce tulip
#

@autumn grail you already asked the question just now, please be patient until someone is able to answer it.
you might wanna read the #rules

#

i know it sucks if nobody can answer right away, but this is also rather bothersome

autumn grail
#

I just add a new thing

#

i hadnt see the reference scale

#

ok thanks

true ravine
#

Is this where you can ask questions regarding unreal engine?

restive eagle
#

or you can also check the description of this channel

wise trail
#

Is there a feature that changes the view to show black and neon lines for objects only nothing is enabled inside view modes. My friends having this issue not me.

plush yew
#

how do i adjust the position of the scroll box/vertical box on this widget? i want the scroll bar to go on the right side for scrolling up/down

raw escarp
#

@fierce tulip Honestly, I'm not sure what happened. I think something may have happened with file corruption, but no, no files were moved.

I think I'm just going to take this as a lesson in source control and get things properly set up and greenfield it

autumn grail
#

Can someone check if it is normal to have the root bone of our character's skeleton scaled to 0.01 ?please.

plush yew
#

can someone tell me how to do this? Im new to this programme and it is for homework

velvet palm
#

Any fly BP.

wise trail
#

To do what exactly?

velvet palm
wise trail
#

fly the bug or flying?

velvet palm
#

some fly.

#

around trash bin.

#

sprite.

#

in 3D.

restive eagle
#

using niagara might be the best choice for that

#

unless you have a reason for it to be a sprite

velvet palm
#

Need mobile optimization, because sprite.

vernal spoke
#

I want to code my character's movement logic from scratch. Up until now, I was making a class that extends UCharacterMovementComponent but I want to make my own system instead of extending and overriding existing functions. Does anyone know what's the best way to do this?

pulsar badge
#

Is there something i can use as a svn without running a server at my house? other then github to much lol

minor shell
pulsar badge
#

Ya source control i have people that needs to join it so it cant be local

#

something like github thats cheaper like google drive but dont think its possible

minor shell
#

does it has to be SVN or is git +/ git LFS an option?

pulsar badge
#

doesnt need to be svn no

#

source control

minor shell
#

Check if AWS CodeCommit might work for you

pulsar badge
#

it will work for the whole project?

minor shell
#

It all depends on how much storage you need and how you use it. Im not sure if AWS CC supports git LFS either.

#

What is your budget?

untold yacht
thorn violet
#

Not sure where to put this, so throwing it in here... Does anyone have an idea what might be the issue if my Dedicated Server's Crash Minidump file is 0 KB, the CrashContext doesn't contain any Callstack and neither does the Log. This is only happening on our GameLift server, working fine with GameLiftLocal. Happening since swapping from 4.25 to 4.26 (I think)... It's like everything is just killed before it has time to paste in the callstack or something. Makes no sense to me....

plush yew
#

why does the image in my button widget stretch out?

pulsar badge
#

github is 21 but thats per person O_o

thorn violet
minor shell
#

If you dont find a suitable host and you know your way around some basic hosting and linux i can recommend getting a cheap VPS with like 100-200GB of storage and self host a Gitea or SVN server. That's what i do in my team because the cost of us self hosting it is so much lower with all our users, including payed backups.

If not yeah checkout Plastic SCM or just google "git hosters compared" etc

celest trout
#

Hey, does anybody have the default action mappings and axis mappings for Unreal Engine 4? I would like to see them, so that I can switch my action mappings and axis mappings back to the default state.

latent moth
#

All, I'm rotating a controller together with an actor so that it can be used on walls. Therefore, I need to be able to astjud not the controller YAW per se', rather rotate around its UP vector. Same for pitch. This does not work, because for some reason I can only use either turn or lookup but not both at the same time (I get really weird translations). Anyone knows why?

narrow mauve
#

How do I see the shder complexity/overdraw of the volumetric clouds??? it doesnt work

gleaming lagoon
#

So I ran across this weird unusual bug. Any idea why it'd turn black all the sudden?

#

It does this for any of the node parameter inside this material.

#

Anytime I change something, it stays black forever ๐Ÿ˜ฆ

#

Anyone? ๐Ÿ˜ฆ Guess this bug isn't very common...

narrow mauve
#

Ive had nothing but problems with Nvidias drivers

#

i constantly ahve to close and reopen the editor for issues like this

#

idk what to say or how to fix

gleaming lagoon
#

๐Ÿ˜ฆ

narrow mauve
#

:\

gleaming lagoon
#

Thanks at least a response is better than no response.

narrow mauve
#

I guess XD

restive eagle
#

@narrow mauve check the pinned messages in this channel, it's a known issue

#

there are atleast few posts about that

gleaming lagoon
#

Makes me feel like I should've bought an AMD video card instead of getting a Nvidia one...

restive eagle
#

or just use an older driver version ๐Ÿคทโ€โ™‚๏ธ

gleaming lagoon
#

Sure, let me go ahead and setup my etherium rig up and running ๐Ÿ˜‰

versed burrow
gentle charm
#
dusky mural
#

I'm importing my base colour into Unreal and it comes in washed out and strange with sRGB turned off, forums say to turn on RGB again and it should be good but instead it is just washing it out even more and making it look washed with a white coat

#

does anyone know what to do to fix this? it seems to happen randomly

#

nevermind, figured out it was a bit depth issue where my Substance designer was exporting as 16 instead of 8

#

now I need to figure out how to make it do 8 by default

merry bison
paper oriole
#

hi, i need a info about adding textures to a 3d model on unreal engine

#

model has 43 textures and i dont know how to add it on blueprint

prime pilot
#

Anyone here knows how to import json files as a struct (not a dt)?

paper oriole
#

im trying to learn unreal engine for two weeks, when i talk about my projects i always get positive things but when i had a issue nobody cares, nobody responds

#

its sad

restive eagle
#

2. Be patient when asking for help. This isn't an official Epic Games support channel so we can't guarantee a response. Don't ping people unless you're replying to them. If someone can help, they will. If not, come back in a few hours and consider rephrasing your question or adding more details.

#

i mean no one is getting paid here for helping others, so don't expect that we will solve all your problems everytime

#

or maybe people that saw your issue just didnt know how to solve it

paper oriole
#

oh i know that buddy, but im on three different unreal discords and nobody respond it, for 4 days

drowsy snow
restive eagle
#

we help when we can, just be respectful and put some time into phrasing your issue. it helps a lot if you include some pictures, mention what you have tried and maybe some other relative info

lone moss
#

@paper oriole I think the issue with the question is that your question isnโ€™t specific and itโ€™s too broad to even answer

drowsy snow
restive eagle
#

questions like: help my game is not working will just be ignored

paper oriole
#

thanks doc, and hoodie guy and ponnkis, and tsauken im not crying or yelling like ''my game is not working'' if i say that you can ignore it, i just asked how can i add textures to my 3d character on blueprint it must be understandable question all right? ponnkis have no idea about it but at least he send smth to help. i already searching it, after i ask here but i cannot find a solution. So, if somebody wants to help, they help thats all. If somebody says maybe i can help but i dont wanna waste my time. Thats what i see for 4 days. Even i dont have a info about questions. I can try to help, i can talk.

restive eagle
#

if you want to texture your character then try looking into materials slots and materials in general. use unreals default mannequin as an example how its set up

honest vale
#
  1. Make a UV map for your 3d character
  2. Make textures that match the UV map
  3. Make a material using the textures
  4. Assign the material to the character mesh
restive eagle
#

one advice i could give if you hit a dead end then dont struggle too much, you are just learning. you wont be releasing a game anytime soon so just focus learning all the engine fundamentals

#

after you gain some more experience you can always go back to your old issues with newly gained experience and it will be easier to solve what was wrong.

drowsy snow
#

Also, don't afraid to experiment a lot. If you break things up, you can always create a new project files with no repercussions.

#

God knows how many new disposable project folders I made back when I'm still learning UE from ground zero lol

paper oriole
#

thanks guys, i will create a new level and im gonna start with basic stuffs about texturing models, maybe i can see how to solve my problem on here that was a great idea to learn

gray kindle
#

i want to make water plane make surfaces wet around it, but i want it all to be done inside water plane material, without adding anything to the surfaces that i want to affect. is it possible?

#

just basic roughness increase

drowsy snow
brave niche
#

Hey so if I downloaded the engine source with my binary copy of the engine on the launcher,

Do I need to actually download only the source code version or can I build the version from source code and it works the same?

#

This is specifically for the requirement of building a dedicated server

restive eagle
#

as far as i remember you can test dedicated server with the launcher engine by including a target to your uproject -server

#

but when packaging the game you will need to build the one from github

#

because the launcher one does not include dedicated server binaries

drowsy snow
restive eagle
#

i'm not exactly sure if i understand your question, could you please rephrase it? ๐Ÿ˜„

drowsy snow
#

Like, say, I build the engine source, and then merge all the precompiled stuff to the launcher build. Will that cause issues down the line?

restive eagle
#

i dont think you can do that

drowsy snow
spare kernel
#

@drowsy snow just make an installed build

#

it will act just like a launcher build

drowsy snow
brave niche
#

So, just to be clear. I have to build from the GitHub source, the source downloaded via launcher does not work?

spare kernel
#

yeah you can actually build a launcher build (using the build scripts that is supplied)

#

@brave niche for dedicated server? yes

brave niche
#

Is it worth uninstalling the one that I have installed now?

spare kernel
#

that graphics card is a bit lack luster

restive eagle
#

@spare kernel so you can include dedicated server binaries to the launcher engine?

spare kernel
#

@restive eagle if you wanted to build your own launcher version with the server targets

#

@plush yew Please be patient. Don't be so rude.

#

and to answer your question, good graphics? sure. Will it run on your graphics card? probably not.

#

that is a very weird question to ask. so you get a weird answer.

#

and Good Graphics is also very subjective.

restive eagle
#

@spare kernel i dont, i thought maybe they included that in the latest launcher engine version and i missed that update, but it seems thats not the case

spare kernel
#

they dont provide the server targets in the launcher build

#

nor the server built binaries

restive eagle
#

thats what i thought. i was thinking maybe im getting too old and missing some important updates ๐Ÿ˜„

spare kernel
#

either for technical reasons, or just size restraints or because they want people who run dedicated server to build the source engine ๐Ÿ˜„

#

@plush yew cause Good Graphics is subjective.

#

minecraft can be good graphics to some people, etc

drowsy snow
#

Unpopular opinion: Legacy Editor Mode UI is much better and more usable than the new one

The new one felt like a bodge work, and unintuitive, with inconsistent arrangement and coherency relative to other tabs.

restive eagle
#

can we get back legacy physics editor too then? ๐Ÿ˜„

drowsy snow
#

The new one doesn't even work properly with small icons mode.

merry bison
# paper oriole im trying to learn unreal engine for two weeks, when i talk about my projects i ...

I'm in my 4th week. What I do is I watch tutorials on youtube, and take courses on https://learn.unrealengine.com/ and ask here occasionally when I get stuck.

Also, when asking here - for your own good: Think carefully about how to ask your question, because the clearer your question is, the clearer a response will be.

And finally, UE is hard (imo), it takes time to learn. Lots of time. Two weeks is nothing. Be patient. ๐Ÿ™‚

brave niche
#

The GitHub source button doesn't take me to the source download

restive eagle
#

have you connected your github account to your epics account?

brave niche
#

Yes

restive eagle
#

do you get an option to download it as zip?

plush yew
#

Is there a way to expose parameters like turbulance and levels of material noise and edit them while the game is running?

brave niche
#

No

#

To tsu, not piers

restive eagle
#

@brave niche

#

what do you get when you click code

brave niche
#

Couldn't see that page

restive eagle
#

so when you click on this, what happens?

brave niche
#

404

restive eagle
#

so you didnt connect your accounts

#

read this

brave niche
#

I did

#

It's connected

restive eagle
#

sign in to your github account then

#

and read the guide i've sent you

#

maybe you missed something

brave niche
#

I'll just Download the source from this sketchy third party site instead.

That'll work fine.

restive eagle
#

๐Ÿคทโ€โ™‚๏ธ

brave niche
#

hitgub downloads here we go

plush yew
#

@restive eagle Yesh I know how to make parameters, but I wan't to know too how to expose parameters like turbulance. They are hidden from parameters normally ๐Ÿ˜›

restive eagle
#

oh sorry i thought it was your own made parameter, im not so good with materials

pale verge
#

Anyone know why when I make controls changed in my project settings, why they aren't saving?

brave niche
#

When I build it from source I can add it to the launcher right?

drowsy snow
gray kindle
#

how i would go about finding the place where every circle crosses with each other in ue4 materials? want to make foam at the connections of each gerstner weave, im not sure how to word that question in english so having hard time with looking online ๐Ÿ˜‚

#

thats how i visualised it in ue

ruby crystal
#

Hello. How do i lock my character in the Z axis so it can't move in the Z axis no matter what?

#

I only want it to move in the X and Y axis. can't find anything on google.

versed burrow
#

It's really good i use it.to for maps and.other.stuff

versed burrow
#

Klol

shadow violet
#

why i have this squares?

#

on landscape

grim juniper
#

Build lighting

drowsy snow
versed burrow
dire spindle
#

can anyone help me with a thing? So im trying to make the character im using rn use another rig like the mannequin from the ue4 starter pack since there is alot of help full animations i need from there but i've tried blender and it just doesnt work, I have looked at youtube tutorials ttoo

versed burrow
#

What can I do here it keeps.on.crashing

honest vale
#

install debug symbols and check the actual stack trace

drowsy snow
versed burrow
honest vale
#

they're an option for your engine installation in the launcher

dire spindle
#

well yes @drowsy snow I've tried that and it turned out looking like this :

drowsy snow
dire spindle
#

yeah but how do i fix it

drowsy snow
#

Pelvis/Hips should have Animation Scaled type of Translation Retargeting. Everyting else is Skeleton.

dark kraken
#

i'm trying export mesh, but have this error, someone know how to solve? inside unreal its perfect

drowsy snow
dark kraken
drowsy snow
#

Disable everything except Export Morph Targets

dark kraken
#

same error

dire spindle
dark kraken
#

i was trying export in 4.26, in 4.25 its fine, thanks everyone

#

xD

drowsy snow
dark kraken
#

i tried export in versions of fbx, i think i need reinstall my 4.26

dire spindle
#

ahhhhh alright i think i understand i'll give it a shot thanks @drowsy snow

robust marten
#

How would one play a flipbook animation or flipbook material inside UMG?

lucid grove
#

Hey! for some reason my AI with simple AI move to sometimes goes FAIL for no reason. Its flat landscape with no obstacles. Is there a way i can see why its become Aborted?

astral sundial
#

Hey I am having a problem all my UI worked great and fitted to the screen perfectly (they were copy pased but slitly diffrent). I decided to take one of my widgets and delete a image on there. Now the widget gets brought up at a diffrent scale than before, like its zoomed up and to the left like the widget is bigger than the screen. How can i fix this? it worked before i deleted the image.

#

@robust marten you just put it in as material not a texture in the editor i believe

#

@lucid grove do you have a nav mesh on the ground?

lucid grove
astral sundial
#

does it just not work or does it stop?

flat spear
#

Why the fuck is this happening and why cannot i not remove this event dispatcher now??? it just gives me this error without being able to do anything about it.

toxic birch
#

Any idea why the line connecting to the opacity is grey?

trim mantle
#

Should be a translucent material

#

Press the right most node and look at its settings

toxic birch
#

I thought I did

#

My bad, seems like I did

#

Thanks

trim mantle
#

No problem

flat pewter
#

does anyone how I could replicate object movement via axis in unreal? I my players to be able to move stuff around the same way unreal allows you too

#

a bit confused how they do their calculations from mouse to world position

limpid egret
#

Is it possible to Lerp between two Vector(4)?

#

I really need that alpha ๐Ÿ˜ฆ

vital bramble
#

Hi, im having issues with unreal engine 4. When trying to make a blank c++ project the engine hangs at 80%, continuously looping in the terminal "Discovering modules, targets and source code for project"
I have a i7-7700 CPU @ 3.60GHz ร— 8 with 16 GB of ram and a NVIDIA Corporation GK208B [GeForce GT 730]

lusty ridge
#
ArtStation

Hi there ! In my spare time, I wanted to make the environment art of God Of War, a game I love very much. While doing this design, I got help from many programs. Of course, there are many shortcomings. I was inspired by the design of Aaron Contreras. I hope you will like it. See you soon in the new environmental arts.

devout whale
#

Hello, anyone know if fortnite uses Xsolla for inventory and a store system to store their items and sell them?

drowsy snow
vital bramble
devout whale
flat pewter
# flat pewter does anyone how I could replicate object movement via axis in unreal? I my playe...

if anyone's interested, managed to do it with:

FVector MouseLocation, MouseDirection;
PlayerController->DeprojectMousePositionToWorld(MouseLocation, MouseDirection);
FVector FramePointLocation = CurrentFramePoint->GetComponentLocation();

FVector EndLocation = FMath::LinePlaneIntersection(
    MouseLocation,
    MouseLocation + (MouseDirection * 10000.f),
    FramePointLocation,
    FVector{ 0.f, 0.f, 1.f }
    );

CurrentFramePoint->SetWorldLocation(FVector(EndLocation.X, FramePointLocation.Y, FramePointLocation.Z));
sharp crest
#

how do I create a bindable event in BP?

#

so I can bind the event into other bps

#

NV. Answer: event dispatchers on the left below variables

drowsy snow
# sharp crest so I can bind the event into other bps

Event Dispatchers and Blueprint Interfaces are what you're looking for.

Event Dispatchers is geared towards more specialised inter-BP communication, while Blueprint Interfaces is more one-for-all solution, as you can apply it to many classes at once without having to get the reference to it first.

sharp crest
#

found but thx

junior nimbus
#

trying to implement a paraglide system and don't know what to do with Evaluate on this animation

#

I needed to retarget the skeleton which I did but what do I do to "evaluate" the animation to be able to plug in here and replace the old ones (the ones with errors)

drowsy snow
#

What's the error log says?

junior nimbus
#

its the retarget, which I did

#

but I dont know how to make the animation an evaluate

#

so, for example, the Play Paraglider that is highlighted up there

#

is what I dragged in

#

to replace it, but I dont know how to plug it in because it's a "play" animation and the one I need to replace is an "evaluate"

compact plover
#

This is not working anymore?

drowsy snow
# junior nimbus is what I dragged in

Have you retarget the animBP into the skeleton as well? AnimBP is per skeleton and can't be shared with different skeletons without retargeting it.

junior nimbus
#

Yeah, thats what I did, I'm literally just trying to find the "evaluate animation" thing

#

like, what is it lol, I can't figure it out

#

(I'm 4 weeks in to learning unreal)

amber dune
#

anyone here deveoped/optimized for mobile before?

#

just wondering what the techniques are, what to avoid for mobile, and how to work with a project from mobile to desktop

#

i know realtime lighting is supposed to be a big nono on mobile, so whats the solution to a day night cycle there?

vital bramble
#

where should i post my issue with unreal engine 4 linux?

#

they have disabled issues on github

fallow oxide
#

delete key not working in editor, can't delete my meshes from level.

#

i restarted my editor, cleaned project but no luck

sharp kestrel
#

I'm following a tutorial on making a dedicated server and I cannot find a file named "Win64" in WindowsNoEditor\Engine\Binaries. How can I get the file?

gentle ivy
#

General question I should know but have forgotten

#

What is the .module file and should I add it to source control?

#

it tracks the buildid of the engine dlls right?

sterile perch
#

Hi, i need urgent help for my project. I haven't opened the game project in awhile and when i try to open a map/level into the viewport it freezes my laptop as its loading for hours to a point i have to shut it down manually. If there's a possible solution please let me know thank you so much

drowsy snow
mystic holly
#

Yeah

#

Helped me with some stuff

plush yew
#

i put a new custom anim in and now my mesh does this, help?
and it seems to work just the placement of the arms are off

mystic holly
sterile perch
#

100s of times already since yesterday

mystic holly
#

hmmm

#

You could try reinstalling ue4

wise trail
#

nvidia studio or game driver for ue4? So many different answers ive seen on the forums..

mystic holly
#

Haven't really had an issue like that before

drowsy snow
amber dune
#

and youre not a studio??

#

seems like quadro vs mainsream

#

pointless

wise trail
#

Fair

#

Not like I use many rendering programs much

amber dune
#

uh?

wise trail
#

Im tired ๐Ÿ˜›

#

ty good sirs

amber dune
#

a gpu is a gpu

wise trail
#

True

amber dune
#

it does dpu things

sterile perch
amber dune
#

gpu*

wise trail
#

I notice studio drivers were crashing dx12

#

:/

#

Couldnt load ray tracing

amber dune
#

dnt try and run stuudio drivers on a general gpu?

#

seems expected

wise trail
#

Just been doing a lot of research and a few people on ue4 forums recommended it my bad.

mystic holly
sterile perch
amber dune
#

sure you can, but you can also do raytracing on one rtx cards

#

pointless shite

wise trail
#

2080 super

#

So yes

#

1660s can do dxr also

amber dune
#

still the same

wise trail
#

But eh

amber dune
#

unless you have a quadro

wise trail
#

Got it

#

Game ready

#

or gtfo

#

Thanks

mystic holly
amber dune
#

๐Ÿ™‚

sterile perch
amber dune
#

this is the biggest smiley ive ever seen on the internet

mystic holly
#

And nothing similar has happened like this right?

sterile perch
sterile perch
#

i'm just trying to package and export my game and only now its causing problems
i cant even open up the levels i made

mystic holly
#

Can you send me a video of this happening?

amber dune
#

this world

#

everyone needs a video to understand something

sterile perch
vital bramble
drowsy snow
amber dune
#

video tutorials and education are great

#

videos of people with problems

#

mehhhhh

#

i might seem harsh here, but i have never once in my life seen a video of a problem get fixed

brave niche
#

Wait wait wait

#

if I build UE4 from source I don't have to launch it from source every single time do I?

#

I should be able to export my own binary version with Dedicated server functionality....

drowsy snow
brave niche
#

Cool, thanks

#

I'm in the process of building it now

amber dune
#

launch it from source?

#

im in pain

#

do people know what "source" means?

#

every kid is building ue4 from source and think theye doing like, fortnite building?

#

gotta give it to epic, most companies ship games

#

anyone wanna buy a couple of dogs

#

hell ill pay you to take em

#

little shits theye being

vital bramble
random violet
#

hello all - i've notice in tutorials some folks use question marks in their bools. is there a reason for that besides being more semantic? like, does the punctuation do anything?

brave niche
#

Seemed a little condescending there friend c:

amber dune
#

well i was talking in general

#

the general man considers himself a coder these days

#

"coder"

brave niche
#

Ah yes, the good ole script kiddie comparison

amber dune
#

im a coder of 20 years, and have no need to buld ue4 from source

#

plugins exist

brave niche
#

Apparently it's necessary for dedicated servers, otherwise I'd be there with ya

#

Yeah, I didn't do much research on plugins

amber dune
#

someone else was saying this the other day, im not that far yet into a game to worry about building a dedicated server

#

but

#

are youi telling me you can build a whole game in blueprint, and then need to build the engine source justy to be able to build a dedicated server?

brave niche
#

Yep.

#

It also can't be a 'blueprint project'

amber dune
#

seems a bit mental

brave niche
#

That doesn't mean it can't have blueprints, but something about selecting a blueprint project from the templates? Idk

amber dune
#

seems like it should just be part of the build process of the project

brave niche
#

You'd assume

#

Maybe UE5

#

lol

amber dune
#

why on earth would it need a manually built engine source

#

i dont get it

#

the project sits on top of the engine

brave niche
#

Yeah but the binary distribution may not include the capability to build without graphics? Idk

amber dune
#

and the binaries, are just prebuild engine sources

brave niche
#

that's the only thing I can think of.

amber dune
#

hmm ok

brave niche
#

You'd think even then

amber dune
#

that makes sense

brave niche
#

They'd distribute a binary of the server building process.

amber dune
#

yep, id imagine that would be part of the engine

#

in a prebuilt

brave niche
#

Even as a separate download, or one of those checkboxes in the options when you download a binary

amber dune
#

considering its size, and its debugs

#

yeah exactly

#

i havnt got that far yet, i just assumed

#

that would be a thing

#

i dont get what project would need

#

to require an engine build

#

all the underlying stuff is there

#

should just be the same thing, with no assets id imagine

#

maps, collisions etc...anything math based

#

well it is that

brave niche
#

shrugs I didn't build the absurdly complex engine used by dozens of AAA developers and I don't know why listen servers are available to be built from the binary and dedicated are not.

amber dune
#

just dont understand why youd need a seperate, self build

brave niche
#

But there's probably a reason

amber dune
#

peobably

#

well

#

certainly

#

id like to know what it is:D

#

ill guess its something to do with reflection

#

having to be rehooked back into the engine source

#

tis the only thing i can think of

#

a kind of reverse compilatiion, where you need the source

#

to knit everything together, in a production environment

#

still though:S

#

the code in the engine, when ive been debugging

#

ending up in the engine source, usually the memory management

#

its mental, someone wrote that, and a team of people apparently must understand it

#

this uncommented mess of stuff

#

unreadable code

#

when you break an array and end up in the dark side of the engine source

bitter viper
#

quick question

#

Unreal uses Baking for static Lightning, right?

#

Does that mean I have to make UV Maps of Objects so that the Borders don't overlap?

#

Or Does Unreal take care of that for me?

drowsy snow
#

*lighting

bitter viper
#

Do I have to seperate them?

drowsy snow
#

Otherwise it'll assume your texture map is also the lightmap, of which if you have close or overlapping UV islands, it'll cause graphical issues.

bitter viper
#

Ok, thank you very much

bitter viper
#

So, for a bit of context, I'm working on a House in Blender currently, which I will later use in Unreal. In Blender you can assign more than One UV Map on an Object, and for simple repeatable Textures it's enough to make a simple Cubemap Reflection which overlap on the UV Map. But for Baking/Lighting, I'm gonna make a seperate UV Map. Is it later possible in Unreal to choose which Map is for Textures and which is for Lighting?

drowsy snow
# bitter viper So, for a bit of context, I'm working on a House in Blender currently, which I w...

Unreal will choose the UV map automatically for either texture or lighting. This video mentions how you set up the UV map:
https://www.youtube.com/watch?v=KkcbGJf3aU0

bitter viper
#

Ok thank you, that helps me a bit, but what if the Object is larger, like the mentioned House? Because I can't simply put every Surface into One Map, the Lighting Texture would need to have 2000000 Pixel then. Like, if there are multiple Maps, how does Unreal decide which is which?

drowsy snow
#

Why not combine all the texture UV map into one UV map channel, and separate them with material slots?
And it's not like you're going to merge the furnitures and stuff into one mesh anyway. It's a better practice to just have separate mesh for walls, rooftops, floors, and all the necessary furnitures, then arrange them in Unreal.

#

If you want to use it strictly for archvis and not for game purposes, you can use Datasmith tool set to bring in the entire scene into Unreal, without combining all the meshes into one.

bitter viper
#

Well I wanted to combine Floors, Walls and Ceilings all into One Mesh, but thinking about it, like you said, it's probably easier to just make them seperate Objects I guess.

#

Oh, wait now I get what you mean

#

Thank you for the help

drowsy snow
#

No probs.

bitter viper
#

Just one last thing

#

eh, no, I think I'm being too complicated here

sterile perch
#

This is the my screen right now

astral ravine
#

Anyone know if collision shapes absolutely shouldn't overlap or is it just about performance?

drowsy snow
astral ravine
drowsy snow
sterile perch
#

It used to work normally but only now its causing problems idk why

velvet palm
#

Need free any weather effect BP (rain, snow, etc).

wise trail
#

Has a random weather system

#

Didnt mess with it much myself

velvet palm
#

Not skysphere, rain/snow particles for free.

wise trail
#

Project Files : https://www.patreon.com/posts/40708544
This is the part 18 of Unreal Engine Open world game development tutorial series.
This episode focus on implementing a dynamic rain system, which is a part of dynamic weather system of the game. Here, we will extend the global wetness controller we implemented in previous episode to be cont...

โ–ถ Play video
modest trench
#

It snowed here last week if that helps

wise trail
#

just get ultra dynamic weather

#

Its worth it

velvet palm
#

Thanks.

wise trail
#

np

stiff bane
shell surge
#

Hey guys, how can I export an Unreal Scene for putting it for sale on the marketplace ? Is there any tutorial or something ?

drowsy snow
#

No exporting is necessary.

shell surge
#

any tutorial on that ? I have never done it before

olive niche
#

hey guys i added many addons to my unreal engine game (the ones u get in the marketplace) and it took so much pace do you think if i delete the cache my game will still run?

umbral harness
#

Could someone suggest to me a nice website or software to use for doing simple architectural diagrams? Like how classes relate to each other and so on. I feel like it would be awesome to do in the Blueprint editor, is there any way to do that with a pluging?