#ue4-general
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you dont use the project launcher
Ok this from the package
now is this the source version of the engine or launcher?
How of those widgets exist - if you are creating a new one but the only one still exists, that will throw problems - especially if the old one has references to your pawn but the new one doesn't
its 4.24.3 HTML Source version
In terms of your controllers, it's recommended to make an 'input manager' where all the actual key press assignments are made, and then they call the actual events from your character/pawn blueprint - then you can swap out input managers depending on what character is being used - So you'd on the input manager, you would have a reference to your character and you would put "X key - and call the "jump event" on that character blueprint - k
@pulsar ruin
yeah looks like the install didnt go as planned ๐ฆ might have to try and start from the first step, your missing emscripten
watch the logs as it compiles, it seems weird it didnt give any
i found the .emscripten in emsdk folder i copied it to the error directory
and same ๐
yeah thats an intermediate folder, used during build, which is why I was curious about other errors above
now im downloading the emsdk again
@pulsar ruinonce you load up the new level, can you click in the viewport and control the character?
cloning **
no it is the prob i can't control the character
Have you tried to possess ?
are you using the same game mode for both maps?
i think the problem is here thank u as always the best ๐
What's the reason my sequencer is switching back to the pawn - I disabled "lock to HMD" in the camera settings - and that camera actor is in the camera cuts section of my sequencer?
@light thunder Once sequencer ends it swaps back
oh crap, i'm glad you told me, I wouldn't have figured that out for awhile I suspect
Someone wanna look at the house I am making?
I guess it doesn't swap it back for the cinematic camera actor? I was using that and everything was fine, but I switched to regular camera because I didn't like the look of the cinematic camara's view
if you want to keep it locked on the sequence once it is done, check pause at end in the level sequence actor in the level
K - thanks, I wish It wasn't taking so long to render these - I can't figure out a reliably way to preview them and for some reason the perspective of the camera doesn't seem to match up, so I have to render the whole thing just to see what it looks like
or do what I did and create a camera BP that handles all of that flyby stuff 
How do you render that out though @granite spire
its weird its taking a long time to render out, maybe try disabling the cinematic settings in the render movie settings and see if thats causing it?
I fooled around with keys and got some working but i'm still figuring out the implementation of the sequencer itself
@light thunder You use that camera as a camera BP and have what you need with the create sequencer stored on that camera BP
then when you possess it, it plays the sequencer, bug free
I still need it to render the video, or do you mean just use a screen recorder when that sequence is playing?
set up a stop function on unpossess and done
if you're rendering a video
use OBS
the UE4 one is hot garbage
ugh, this process has taken way to long - i literally needed like one or two shots
I need help, because my car JUST goes crazy (notice im not holding any buttons)
cant send video (dont have nitro)
It drives and rotates around itself, i dont have any controls on it
so I need to make a sequencer asset which is then created/loaded by the camera BP?
My car just spins around without any control
uncheck 'simulate physics" first on the car, to rule out any collision stuff (no overlap events)
@finite nestyou dont need nitro to paste a video or a link somewhere else
and do you have any joysticks/gamepads hooked up or did you?
@light thunder That's how I did this menu, the level sequencer wouldn't go away so I just leave it and untick auto start so it's there it's just a reference
oh, i forgot
my controller was in charging on PC
hit start game, possess player and done
thanks for help
now it doesn't have that level sequencer running, that you can't control, because you can't really gain access to the level's stuff
help me with this, what am I possessing it with?
No, @grim ore i unplugged the controller and still this happens
I was running all of this on the level because I thought it was smart, turns out if you use the sequencer on that level you can't access it to shut it off, even when you think you have it still runs
it worked normally few hours ago
@light thunder Player controller, because it's like a player now
and the controller is not hooked up somehow? using bluetooth or it was?
you could always debug it, print out the key that is triggering the input
How am I getting the sequencer loaded into this camera actor then?
@light thunder
like this
then you have specific controls
and you just possess the camera
you might have to unpossess but if you don't have it set in game mode then this is what you'd do
and the camera actor has to be a pawn
and that's how you dodgly work around some UE4 stuff
ah, so I made that an actor but I need to reparent it as a pawn (my camera BP)
can't I just possess it from itself - where is your code there executing from?
It is working - i'm assuming the point that it jumps back is the length of my sequencer
so dont do that
the short answer is you probably are creating that UI in your player and your player is in that level, the long answer is dont do that
theories on what is causing that weird shadow
@light thunder mines on the gamemode as the initial pawn
Probably Mesh Distance Fields
Is there a way to get the SET to execute to 2 different nodes at the same time?
@light thunder you got realtime lighting?
ideas to mnimize? is there a recapture - @granite spire yes i do
@toxic lily... what do you mean in more detail?
@light thunder its to do with global shadows, im in bed right now look up a proper way to do realtime lighting in ue4
trying to set up an idle animation, after not moving for 10 seconds, i need to connect tthese two nodes but not sure how, is there like some kidn of transistor or branch or something i can use?
something has been wrong with my lighting since I updated to 424 or 4.25 (i didn't catch exactly when, it's subtle until you try to do some lighting, and I can overcome it just by using a crapton more brightness on the lights I add)
@toxic lily after you set one, you set the other
Open the meshes that cause issues, they are prob thin, and either set it to generate two sided distance fields for very thin meshes, or increase the resolution. Just increase it only as much as you need, until it goes away.
@toxic lily always plug a node in the butt
set speed -> set is moving -> run head roc func -> cast to something (cant see) -> set is crouching
wire go in left , goes out right. keep hooking up wires in the order you want them to run. basics of blueprints
I'm not finding that on the actor or the static mesh that's on the actor - not exactly
still not working for some reason, the tutorial im watching i saying it needs to e plugged in after
sorry to bug yall
Open the mesh in the mesh viewer
am I missing with lightmap resolution or just the scale?
so far I can't tell a difference
no, lightmap is for baked lighting
two sided and increasing resolution scale (I think i went as high as 10) and it didn't seem to affect it whatsoever
have you baked lighting at all in this scene? Previously?
it's possible but I refactored it and redid the asset - what am I trying to update/refresh
Well, just a long shot, but if you are not using baked lighting, but have residual lightmaps and you want to clear out all previous lightmaps do this in "World Settings" tab:
Then "build" the scene again, this will clear out all previous lightmaps, this is just to make sure it's not some residual lightmaps casting weird shadows in your scene
hmmm... i wonder if this is what has been causing my lighting problems too,
Otherwise, you have to just do the previous step I mentioned on all the meshes that are within the area where you see the black artefacts, the distance fields might be from nearby meshes as well...
but what is weird is, if I move that truck forward, the shadows stay in the same spot - so I figured it was using dynamic because it's having to redraw those shadows on a new surface
no, that's the static shadow, it's not moving... you're moving the meshes...
hmm...i'll have to tackle these too -
that just means you have mesh actors that don't have meshes associated with them, if you're not using them, delete them
(from your scene)
weird, the null static mesh on the walksides is just a BP actor I think it's okay - the LOD actors I don't know how to delete maybe just the HLOD
I have a question about streaming levels and navigation. It seems alot of people have had issues with this topic (https://forums.unrealengine.com/t/navmesh-of-sublevel/35996/24) I have setup a persistent level where the start menu and scene gets loaded, and any other sub-levels get loaded as new maps to play in, each new sub-level is then unloaded and a new one loaded when levels in the game change. I am still trying to wrap my head around why settings for my nav-mesh aren't working. Has anyone else worked with streaming levels and nav-meshes? How do you set this up properly? Here is yet another thread on the same topic: https://forums.unrealengine.com/t/navmesh-of-sublevel/35996/2
I'm doing level streaming, but no nav mesh unfortunately - I'm still having with that light - can you recommend anything further? and I'm not surprised that thread is 5 years old, it's so odd how certain things Epic just doesn't seem to make clear
For Metahuman, is there a way I can make the UE4 asset one whole skeletal mesh? Instead of having a separate mesh for the head/torso/legs/shoes/hands?
Soru
Sory
bending over while traveling can you help me with this problem
sorry to pester again
got one more issue
trying to set up the idle in the anim graph, so after 10 seconds of not moving the animaton plays, however it only plays if i set it to 1-2 seconds, any more then that it doesnt play at all
anyone know what could be causing the issue o what im doing wrong?
that code says if the third person idle has been playing for longer than 10 seconds, transition to the next space
are you trying to play another animation if they are idle for 10 seconds?
yes, if the third person idle has played for 10 seconds (the player stands still for 10 seconds) it will play "bored" idle animation
your going to have to make special code for that then, the default idle animation is under 3 seconds
there ya go, current state time
Can anyone help me with something?
this is baffling - why is my camera causing shadows (that I can't determine the source of) on this mesh -
@toxic lilythe transition from your normal idle to the bored idle would look like this
watch what happens in the same scenario when i fly out in a debug pawn to look at the same location?
@mighty oak this is baffling -
Is there a way to override or replace a mesh with a generated LOD? i have some trees that have a lower LOD i would like to just place with that LOD, since no transition is necessary. I can't find a way to do it under foliage settings and even if I set minimum LOD it's overidden once in foliage
yep just did it, hug and a kiss @grim ore and @plush yew yall are life savers ๐
works perfectly
@light thunderthe gif made it look like its your reflection capture you are seeing
@grim ore Sorry but do you have any idea what causes this problem?
so do I want ?
So try a few things, first disable distance mesh building in your project settings, it doesn't really look like you're using them anyway, just to get that out of the way and make sure it's not causing the problem
won't that cause a recompile of shaders?
So?
because that's like an overnight commitment lol
Really:?
there are....a large amount
how do I adjust for this?
You have to just simplify until you can narrow down the source of your issues... maybe make a new blank level and bring in any problem asses one by one, until you see the problem pop-up...
there are a bunch of reflection captures, i'm wondering if it is that
are you using screen space or ray tracing?
ray tracing i'll try screen space
Your reflections do look wonky IMHO
I'm not offended
but why is my other pawn, why is that same thing not visible
i'm literally just possessing another pawn - the sequencer has no events or changes that i can discern
why is that truck not visible there (technically it is a placeholder whose location I spawn that firetruck actor into)
im having a little trouble, when i press on the file button nothing comes up
Has anyone here worked with UV mapping a mesh using procedural mesh component
hey anyone know how to adjust displacement of megascans texture exported from bridge pre made materials
??
No but if your proportions dont change and it's an equal scale, it shouldn't matter
I thought so too
Iโve heard that vertices canโt share UV coords so thatโs why bleed is happening
Hey guys, can someone tell me why there is no health Variable for the Character I just made a Health bar for in the Widget bluepritns section?
Picture is loading
so the health variable, what blueprint holds it?
It's in the mywidget Blueprint
If that's what you mean
I'm watching a tut and I think I did exactly what he did and he has the Same list as me but also a Health Variable as an option
Yes I'm trying to make it so the characters health gets translated to the Health bar
ok so the health variable is on your player, what class is that player?
I'm pretty sure it's a Character class. Unless you mean a different set of classes. I'm still really new and learning everything
open up your blueprint that has this health variable in it, the one you re using for your character, and what does it say the name of it is?
The health variable is just called "Health"
This is my character, its class is ThirdPersonCharacter
we need to know which blueprint you put this variable in that you want
how can i make my portfolio, do i use a website what do you guys use or reccomend?
OK well the Blueprint is just called "MyCharacter" which is what I named it. It is 1st Person though. I apologize for not understanding some things its a lot to take in
ok now did you save the blueprint and compile it after adding your health variable?
hi everyone, im looking to learn ue4/5 for rendering terrain, im already familiar with node-based programs and wondering what would be a good start for my goal
Yes definitely Compiled and saved. I can send you a picture of the character BP if you want
a good start would be to decide for one or the other, as both have fundamental different world terrain implementations
while UE5 features aren't really ready yet
so your my character variable in your widget, what class is it? what is the variable type
ill start with ue5 i guess
unreal engine has weird heightmap specifications right?
i guess thats not a good choice yet, but i'm not sooo into world composition...
I don't have the Character itself as a Variable from what I can tell
inside your widget you have atleast 2 variable
open up your widget, go to the graph, what does the Variables show
Oh wait I see there's a blue variable that's again called "mycharacter" and one that says "as first person character"
yep and what class/variable type are those
Do you mean the type?? I don't see a "class"
click on the variable, in the details panel it says..... Variable Type
Oh type. Ok now I understand...."variable type...first person character"
ok so thats not your "MyCharacter" so that one wont have what you want, what type is the other one?
yep so neither will work and that is why you cant see your health
so one of those needs to be of the type/class that has your variable, the MyCharacter type/class
Oh ok
now with this all said and done, whatever tutorial you are watching that is binding... you need to burn that video lol
I think I used the wrong character or something. I'm making a mini game along side the tut but he switches to other projects to show us different things. I don't think I was supposed to do what I'm trying to do now with the characters I gave
Have
I figured I'd try it though. Aside from this the video is very helpful
probably not, binding to your health was not going to work as well
Okay, hopefully when he shows us how to make a Health bar for the Game it goes a bit better than this lol
Thanks for the help mah
Man
yep
can i have the link to that video so i can make sure to never watch it ;-;
actual serious request..
Did you read what I wrote? It wasn't the videos fault lol
hey anyone know how to adjust displacement of megascans texture exported from bridge pre made materials
??
oh good i just got back xD
This video is actually about 100 times better than any beginner tut I've ever seen
It's a udemy 10 hour beginner course I paid I think $13 for. Udemy.com
What he was doing worked for him I just think I used the wrong character
o.o
link to the course?
Just a min

Since you say that it's 100 times better than any beginner tutorial you've seen, I am intrigued and wanna check it out.
^
Yeah, well this is a course for people who aren't great woth computers either. It might be a bit slow for you. But he explains it in a way that I pick up on better than the tuts who gloss over things I need to know
I see, I'm new to UE as well.
Well this guy really explains things well. Some parts I would have preferred if he didn't repeat certain things but I have a hard time imagining somebody get completely lost on this course. I have times like right now where I'm kinda stuck but I always end up figuring out why I was stufk
Stuck
I think I've actually taken this course
isn't it the one with a platform and fire and building houses etc?
then yes, I've done that one
How did you find it?
Easy to follow.
I've been wondering if other people thought it was too slow
Yeah for sure
Few spots I got confused but mostly easy
Hey guys, my project shows an error when starting the editor, is this the right channel to ask help?
Yes you can ask here. A screenshot would be helpful for diagnosing the problem, although I'm a beginner too
Just noting a cross post solution(work around) that I figured out for nav meshes #gameplay-ai message
I baked a scene with lightmass
now I want to turn everyrthing off to tweak stuff individually
but I cant have real time lighting anymore? its like its stuck with the baked one for some reason
These are the errors
what kinda problem are you having
I don't know, these errors appear when i start the engine, but the game plays without any problems
can u send me close screen shots of it
When i clear them, they don't appear anymore
Yeah
@grim ore can you advise why a camera component is rendering those reflection captures, (if that's what it's doing) so poorly? EDIT - actually I know it is the reflection captures - because this is a shot when I looped through the scene and deleted them all
r u making ur project in c++
the same shot, with the reflection captures on
Yeah, but there's something in BP
i might thinks so ur having prob with texture streaming
interesting, where should I look, the camera actor? the problem goes away if I delete the sphere reflection actor here
its seems ur having error in your codes
I'm wondering what the issue is, maybe it's the location of the reflection capture and that camera is just in a really bad spot relative to it
u might changed something in your project
What is weird is that if I exit that camera and repossess another pawn, I don't see the issue, even if viewed from the same angle, so maybe a problem with the texture streaming settings on the camera component?
when u have poor texture
the functions u made is not identified make sure to check them also
You mean functions that i call from bp?
idk from where u called them it says its unknow
u should fix them as they could trouble in times of compiling of projects i think so
Uhm but i don't understand why these errors don't appear when i build the project
Where? This is relating to reflection capture i thought
i was not talking to u i was talking to lory sorry mate
cuz it related to those actors which u r not interacting in level
so it might appears when u load the level
you can have multiple reflection captures, try putting one near the door so it can properly reflect what is on that side in the door
Oh okk, i'll check my code then
hey guys where is the collision window in unreal 5?
How should this look @grim ore versus where to position it?
note I have multiples
multiple sphere reflection captures that is
Hey guys, if I want to run a boolean check to see if a pawn is possessed, how would I do that?
multiple is fine, you want similar to where you might be
move it up or down and see how it changes, if it does then your not using ray tracing but screen space
yeah that seems like screen space reflection rather than ray tracing tbh
in the end of paw possession u should set boolean to be true but default as false
also since you are inside your skylight might be causing an issue https://www.reddit.com/r/unrealengine/comments/eosla5/why_does_1_sphere_reflection_capture_on_one_map/
as you didnt have many reflection captures
@timid frost this is what I have
i need to find something to replace the red comment
because right now I can click on the pawn that is being controlled by the player, and would detect it as a targetable actor
cast to the player and if it fails, its not the player?
can also maybe use is controlled pawn?
wouldnt "is controlled" also disable this targeting for other players? (it will be a multiplayer game)
multiplayer on the same machine or networked?
networked
Do I need a playercharacter? Is there a reason not to only use the PlayerController when there's not really a pawn to control? I want to work on an RTS style game
Or do I possess something that basically just flies in a 2D plane?
@spice nest I believe you can set "PlayerController" to "none" in the GameMode settings
@sudden wingso are you trying to not select the player you are controlling, or no players at all?
just the player im controlling @grim ore
@sudden wing I am aware of the ability to use no default class.
get the player character, check if its locally controlled
@spice nestyou do not need a pawn, you can control nothing. you will need a camera that is being used tho (normally possessed by the controller)
hey so my game packages fine and I can put it on the google play store with no problems, but when i try to open the app, it says "no obb found and no store key to try to download please set one up" anyone know how to fix that?
So typically one would make a pawn that has nothing but a camera, and then possess that pawn? @grim ore
get controller actor and use is valid node
@spice nestI would say that is a very valid way of doing it yep
@grim ore Appreciate the input!
use is valid node and use controller actor AND ALSO OUT OF VALID BOOLEAN U USE NOT BOOLEAN
hello, what do i need to put (UV input) to can set one of these squares from the texture ?
@timid frost I believe what @grim ore said works. currently testing it, thanks though!
@fierce forgeget the texture coordinates then multiply it and it will basically give you part of the texture as the output
thx
where am I enabling ray tracing - it was on in the camera I was using - but when I moved the sphere reflection capture there was no change - (
if you moved it and rebuilt reflection captures and nothing happened then you might be using RT, RT doesnt use the reflection captures.
you can verify if you are using them by swapping those in the post process from ray trace reflections to screen space and it should change
if using RT and you have those weird reflections.. something is weird
well it would be on the post process volume
no reflections on post process?
seems they are inherited - i could probably override them in the BP but it seems to be set to that already
you can have multiple PP volumes all fighting over settings ๐ฆ
not finding any unless this GAAC is the wrong one
was just a general statement
anyways you should look at a reflective surface, like that door that is having the issue, and swap back and forth for the reflection type to see if you can figure out what is on
Hi guis I am a beginner so sorry for this question:
I Have the problem at the moment that I include the 3rd person model and change the cam view to a first person view. But now I cant start into this charackter and he dont react to my comands. How can I fix this Problem?
im making a whole military base for my game, does this look good so far? this going to take a week or so, but i dont really care. I am making like a shoot house training range here
am i doing this right?
maybe ask in #work-in-progress
this might sound like a silly question... but what will increasing my GPU compute power by 2x reduce my time doing by half?
ie, for all practical purposes, what would the benefit of a 3080TI with 12GB bring over a 3070TI with 8GB and roughly half the compute power
Smol thing - In this Level Sequence the In and Start times have separated. If I set the start time to 0, it puts the left green line on 0, and the right hashed line to around start + 8, and this is where the playhead starts from.
Any ideas what's going on here?
NVM, I found this setting in the master sequence. Not sure how that was set
@thick nebularaw GPU power depends on what your doing. Ray Tracing would probably see a good benefit as well as GPU lightmass, beyond that raw GPU power need raw CPU power. I mean your going to see more overall raw rendering power so more FPS but if your goal is 60FPS then going from 200fps to 250fps isnt going to matter
so is it going to reduce the time of compilation/rendering/loading of certain things within unreal where it will noticeably reduce the time dedicated to my overall workflow?
compilation no, rendering no, loading no
so no
shader compiling and c++ are all CPU, lightmass (building lighting) is CPU or GPU in the latest versions (but still in progress). rendering is rendering, your going to probably have the same result on either card, loading is CPU/Drive dependent
So I have no experience in game development, but I would like to get into it and start using Unreal Engine. I had a game idea if anyone is willing to come help with it? My idea was to create a game just like Rainbow Six Siege but for VR, also have the gun physics just like the ones in Pavlov. I was thinking it could be the same layout as R6 where you storm a building and all that but instead of a PVP type game but instead like a campaign where you make your way through different landmarks across the world and storm them (can also be made up places).
hmmmm i think i was doing GPU compiling for lightmass. if that, nanite, or lumin will have an significant increase in ability use this is what i am concerned about
significant is relative again to what you re doing, there is no way to say "you will get a 74.56% increase in productivity with the 80ti over the 70ti"
Trying to see if a model is worth it - performance wise - huge poly count/detail (and I can't just use low poly/PBR) has 993k polygons - the machine to run this is going to be robust though (2080TI plus)
well i mean as far as the specs go and there is no thermal throttling, the 3080ti is roughly double the power and roughly double the price, but on a single unit which will have better capability and a larger memory bus
yes but... again
if your using 80% of the 70ti then having double in the 80ti is not needed
things that use 100% will see benefit, stuff thatis not limited such as using GPU lightmass would benefit
but just making stuff look pretty on the screen could use 5% or 100%
in my experience the majority of my time waiting in the engine is CPU based, not GPU. GPU just means stuff runs "worse" and I have to deal with 55fps instead of 70fps
@grim ore regarding the reflection capture issue - I am spawning this actor into the scene, so how does that work for recapturing scene captures - do I need to actually run that from blueprint?
Hey, have you gone into your GameMode blueprint and selected your new character as the spawn character?
for that your going to have to find another solution but that shouldnt be an issue its reflecting what is around it which is there when you capture it (the walls)
yeah i mean for overall compilation, specifically processes like light mass, this is what i am more concerned with. Every time i change something with shaders and that time can be reduced it would help. i am temporarily on a gt1030 and it chugs but i cant even load the UE5 starter project
shaders are cpu
with lightmass?
lightmass is not shaders, lightmass is static lighting
hmm ok
shaders are 100% cpu, 100% clock speed and cores and threads
the 3070ti seems like a reasonable choice, but if the extra 600 saves me 600 worth of time over the next year i can see it being worth it
so this is my dilemma
your going to have to answer that question, if you dont have the CPU to push the 3080ti then its a nonpoint
well i def am, still looking for others peoples advice other than my own but i hear you
Hmmm anyone here want to help a newbie for 10 mins... Trying to make a hacking pvp game
Does UE5 takes Meshes with multiple UDIM? and how do I set it up with UDIM textures.
hack & Slash*
@woven elknothing has changed between 4 and 5 for UDIM support, so this all applies https://docs.unrealengine.com/4.26/en-US/RenderingAndGraphics/VirtualTexturing/Streaming/
Thank you very much MathewW
hey i have this code in my component
private:
UPROPERTY(EditAnywhere, Category="PlatformMover")
float movementSpeed = 10.f;```
and i am wondering why its not showing up on the blueprints details?
ok
how do i change the black background to the standard sky?
add a sky sphere
or add atmospheric fog
or uh... maybe sky atmosphere? theres a few ways
Anyone else have this? For some reason it isn't showing up in my plugins list, despite being installed as a plugin in the Epic Launcher and the example project files being migrated over
Hello
this is driving me crazy... just learned about the volumetric clouds actor but I don't know how to rotate them around
I need the clouds to block certain elements like my moon for example
just figured it out np
lol
hey guys completly new to UE but after seeing the UE5 trailer decided id wanna dabble my hands into it. Any suggestions on how to learn to use the engine? is there like a textbook or something?
@paper ginkgo there are many tutorials made by epic in the unreal engine site
also stuff on youtube

Also in the meantime, use UE4 instead to get your grip on the basics. UE5 is still in early access, can crash for strange reasons, and still has performance regressions. It was intended for users who know their way around UE to test things out, not for production or learning from ground zero.
Also Epic themselves has official Unreal Online Learning courses that you can study for free:
https://www.unrealengine.com/en-US/onlinelearning-courses
What's a simple way to make the "out from dark into light" transition - is it a simple matter of animating the max/min exposure settings of your directional light?
The auto exposure should do that for you already.
I'm trying to miss with it real time but it doesn't seem to have an effect - my references are valid, is there a 'update/refresh' I haven't used?
@tight elm thanks for the feedback earlier, i think i will go with the cheaper option
when i start with that on exposure min like -5, it's ridiculous bright
is it possible to highlight a mesh an make it visible to the player through walls?
like, make it render in front of all other objects
I have to do the same to exposure max I think
This isn't how you do it.
I mean, it could work to some extent, but not the optimal way.
The Auto Exposure range is so extreme, it should already work with "dark to open light" effect.
However, since you want to be more precise about it, down to the exact timing, consider setting the metering mode to Manual, and adjust the camera's/Post FX's ISO value (and other real life camera values), just like you would with a real life camera.
weird, it's still not updating - the reference is valid
here''s the use case - trying to use this opening door in a video trailer
Not an artist by any means
but I'd like to get like 3 seconds of the light flooding in - I'm only going to be in this shot for maybe 5 seconds
basically I'll cut away or normalize the exposure right about when it gets half up and you realize the sky is turning white
probably is, right now, it's not as bright on the inside when that door opens up
@drowsy snow I'm trying to control more of the light but not lose all the color of the sky - it seems the exposure, the sun light intensity are mainly involved - any ideas how to keep it bright but without washing out the blue from the sky to the point that the sky itself is just white?
You can safely assume there are some lighting fundamentals that I am forgetting
Unreal's exposure system behaves like how a real life camera would. It's normal for the sky to look white on high exposure, because the light normally would build up in the lens.
Feel free to try it IRL by recording the sky with your phone, but you close the lens with your finger, then lift your finger up from the lens and see how the sky looked white until the exposure lowers by itself.
so that effect from that video, that looks fine for you, in terms of the sky being washed out white?
i'm guessing it's because i'm still 'inside' so the eyes are more dilated and taking in more light
so it's literally brighter 'inside' because your eyes don't really adjust fully until you enter whichever environment
Yes, then lower the exposure in time. The adjustment for Manual exposures are these three settings in the camera/Post FX:
Thanks for explaining this, I'll play with it and show you the results later
#packaging is the channel for anything packaging related.
sorry i didnt see that, i'll delete and repost there
what's the best way to check if an ai has lost all perception? I'm trying to make it so if a prey runs away, it'll just get destroyed if he can't sense anyone
excuse me ,can i ask how to fix this bp sky speher....
hi, new to unreal. I know a few basics but that's it. I'm wondering if someone could point me in a good direction or show me how to do some basic level layout stuff
can Epic create UE5 Cloud service that will allow users with old PC to try/learn to use the engine?
something like Geforce Now but for UE5 only
is quixel surface assets plug n play for the UE landscape? or do I have to tweak it?
hi
from the short amount of time i had with UE5, its pretty straight forward just click quixel megascans from the bottom navigation bar and it loads the megascans library which you can download items from. Then its simply drag and drop into the scene
so it's basicly fast download?
yeah unfortunately my UE isnt working rn otherwise i would shown you via images how it is
Just found this on LinkedIn lol ๐
really? that's great! but yeah i have to stick with ue4 in the mean time D:
so here is the add button in the navigation bar
once you click it you can select the quixel library
the bridge opens and you can download it
they really integrated that into ue5
hey, will these specs work fine to work with unreal engine, I want to buy a course but I am not sure yet if it does satisfy the needs of game dev in unreal:
12gb ram ddr4
corei5 10th gen
2gb intel uhd gpu
lots of free space
I am new to unreal engine, and need your help.
more gpu power pls
the uhd idk about but the rest seems ok
just drag the mesh onto the scene
hey guys, is the graphics in ue like so complex to the point where if a person tried to understand everything that ue has to offer and how it works, would that be just a really hard task or is it someone achivable
cos i was looking at ue5 and i was like, its so developed how could any one try to fully be fluent with how it all works
Im in the same boat as you but im just playing around with the software
its like crazy because there is such a thick layer of development to the point where its kinda too complex to properly understand
say lumen
nah you need to start with basics
if you were to understand lumen, would it be like a crazy hard task
not the one inside lumen but the way lumen works as in the graphic math behind it
then lumen
nah im not wanting to learn ue im tryna learn graphics
like if you go to quixel
there is high quality textures and then there are nanite
I saw the course and they didn't mentioned something about gpu but mentioned os and space requirements , I am sure that gpu is important but oh god what can I do.
and it makes me wonder if its even probable to understand the low level graphics within ue
if opengl is fucked hard, imagine ue
cos open gl is kinda easy to understand but if you get to unity or ue
just dont do 4.3
its just to the point where you dont understand how it even works
ive not given it a fair chance thats why its kinda hard for me
but ive tried opengl thinking it would be kinda okay but it ended up being crazy
well you have to understand its not a one man show
yes
plus it takes time
thats the thing that i hate
unless u are da vinci
like i understand that its not one persona behind ue but you know how it is
everyone wants to be able to say that they want to demonstrate this level of skill
like me
i want to learn, i dont liek game engines, its too much of hand holding, thats why i wanted to learn how to graphics work but i understand that a little hand holding is fine because its kinda crazy
graphics programming is easy and hard at the same time
its easy cuz you get visual feedback
its hard cuz it takes a long time to understand what you are doing
yeah
even learning cpp
its imperitive that you have that back bone other wise its nuts
got any fix for this tiling issue? I exported it from quixel bridge and added it to my landscape
oh tilt the obj manually
i was having that before but i did one manually and the rest have been fine since
anyone else not have a damn clue what they're doing, but keep working untill it works?
I have no experience with networking so I might sound a bit ignorant. If I package a dedicated server executable while having my OnlineSubsystem be set to steam (also have AdvancedSessions installed) and I run it on a pc, will the server show up in 'Find Sessions' (also would like to know if I would need to forward ports for it)?
@timber imp Well I'm 6 years into heavy development with UE4 I know loads about everything, I been on a few teams, which lead to paid work, and me to find my position as a technical artist, but I feel there's loads of surface knowledge to learn, but you gain that then focus on a specific part of the engine, in my case I get very bored with doing 1 thing so I branch out and learn everything, I want to swap to C++ soon as I feel that would be faster for me to develop what I need as I worked with XNA/monogame for a number of years and while blueprints are great I personally like to see code, if that makes sense.
Not sure if that answers a question for you, but you'll know when you're "ready" is when you feel knowledgeable to be able to act as a support here, and confidently stream (I've dedicated thursdays, 25 hours from now to stream each week as of last week which I find will keep my skills sharp).
There's yet still loads to learn for myself I don't want to claim I know everything that would be silly, then you migrate to polishing the skills you like, for now though I'm interested in doing my contract work and making my asset flip simulator.
@timber imp I also come from the background that was kind of anti-engine, and wanted to do everything myself but then as you get more experienced, it's nice to use an engine and do the important things like trial mechanics, the thing that lead me to this was working with monogame, you could spend 100 hours in a week to cram out this efficient 2D system that graphically has no change but you mass changed the back end and when you show it off people are like "cool" then move on, and you're left there like "

I spent 100 hours on this and it was all for nothing".
The same thing is happening with the C++ conversion for my other project, we've held off talking about it and updating because it's all boring stuff with no visuals, people just want visuals, which is fine.
It really is nice to have all of the basic mundane stuff done for you and then you're free to make what you want, but UE4 is far from a complete engine, there's loads that you have to do manually, at this point with our game we're throwing out half of UE4's code and just doing it more efficiently, like for example, multiplayer is another thing on it's own if you want to know how much UE4 doesn't do for you, go make a multiplayer game, replication is a pain in the ass.
I think the common wisdom is... if you want to program game engines, build a custom engine.. but if you want to program games, use an existing engine lol
for 3D this
for 2D it might still be ok to go custom engine ๐
2D is easier with a custom engine like monogame
for me anyway, I tried to use game maker and the limitations was insane, want to make an inventory? well we don't believe in lists, so you have to fiddle with a re-sizable array 
I feel like I could turn this asset flip into an animal simulator 
Can you import custom FBX fractures into the Chaos plugin, the same way you can with the APEX plugin?
I googled it and it doesn't appear you can
but I don't work with those things so i'm a bit clueless
Ah thats a bummer. Yeah I tried googleing it myself without any luck. Thanks tho! ๐
Hope they'll let you do that in the future. Their destructive fracturing in the viewport is kinda meh, compared to procedural fracturing in other packages like Houdini. ๐
I know you can import stuff with the import tag, I wonder if you could do some trickery with the texture data, I know you can do this with mesh instancing.
import a texture and it has all of the model data and animations
@thick sinew Look up instance mesh, I wonder if you need an explosion, load in your debris with instanced texture, that would be possible, I wonder how far you could push that.
I'll give that some thought next year when I go back to tinkering with instance meshes.
I'll look into it. Appreciate it! @granite spire
is it normal to have debug boxes slow the game a lot?
It's normal, and always been normal since early days of 3D games.
That's why you'd typically want to strip away debugging functions from final stable releases.
I'm just going to use them for some debugging, but it's annoying to get a drop from close to 200 fps to 15
The thing with debugging is that putting into account the debug shapes to render at all times.
are the shapes even rendered by the gpu? ๐ค
cant acces the site or even the launcher says 403 forbbiden?
hi everyone
I was looking for help in my Unreal blend animation ^^ do you know where I can find it
What is your question?
I just so happen am brushing up on my animation
I have a video that can show directly the problem if I can post it here ?
You can. Just make sure it's in MP4 so everyone don't have to download it to their storages.
yes no prob ๐
so, I made a blend animation from 2 mixamo anim, the first one is looking good but the last one is not running
Well first of all I find that amusing, and secondly, how have you constructed the animation?
here is my sequencer
@granite spire i've been having this issue for a week i cant get into launcher or even site
so I used weight to make the transition smoother, I need to work more on it to make it good, but when I'm making a render, the animation is not working but when I simply play it on Unreal everything works
just says 403 forbidden
Do you have VPN lying around?
no i did had a extension but i unsitalled it
What happened a week ago that's caused it?
i think yes but not sure cuz i've been looking around everywhere i called ISP at their PC works the site but not at me pc
Mmm it looks to be more the sequencer not triggering the animation, have you separated both animations and done some trouble shooting that way? or tried to play the 2nd animation first .etc?
I would say your VPN wrecked the connection or has done some windows related issues that was needed for unreal, I can't recommend anything other than reinstalling the VPN then uninstalling again so it does it right, you can always install it then use "revo uninstaller" to remove it cleanly
okey i will try it right now
no not yet, I will try that ๐
yes it seems that the sequencer is not triggering the second animation in general
That reminds me of Windows' Firewall configuration...
i installed the VPN it works when i turn if off it doesnt work?
Mmm I'm not too sure
Is anybody here very experienced using the world composition tools? I have a few general workflow questions trying to clear up that I can't glean from the docs.
Hi guys!
I'm an architecture student who is trying to improve UE 4 skills and render. Can u suggest any source for study? Please i need to much! Thank you
Likely your ISP hated Epic's servers.
oh i saw thank you
and i have a really problem about PBR materials, do you have any idea or solution about PBR?
What issues do you have specifically?
@small grail Avoid it like the plague, that's my general rule of thumb.
I dont avoid it. I like it. But it does require some manual work
@river wave Yeah this is betond help from us, you may want to look into PC help to get all of that cleared up, unless we have a tech help channel.
not one thats related to that kinda stuff
I have to have a way to stream levels - this is an unavoidable need. Also I have to reset the world origin to avoid floating point errors. World Composition looks like a viable in built tool to solve these problems. I just have a few questions about general workflow when using the tools
I'm trying to get photo-realistic render, but i can't i got lots of problem about -light, textures, creating pbr materials-
and I'm using revit and 3ds max for modelling
What problems did you face that required manual solutions?
Wiping windows and staying away from that VPN would be an easy solution, though you lose everything, windows has an inbuilt wipe system that auto reinstals itself. @river wave but you'll have to seek out tech help channels for that, as coaching someone is very time consuming.
@small grail I've built massive worlds with good FPS to attempt to avoid wold composition, why is it unavoidable?
Well I don't preload my levels using the current system. I load them manually as and when I need them based on where I am in the world. The current system has you loading your levels in the editor in a static position. Then you have streaming level volumes to deal with visibility. I manage them manually and don't preload in the editor. Just on the fly. It requires coding in some latent functionality and keeping track of loaded levels. It also requires some work to make sure you check for the existence of AI in levels that would usually be unloaded, so you don't unload them at the wrong time.
Use this course to get started:
https://www.unrealengine.com/en-US/onlinelearning-courses/creating-pbr-materials
https://www.unrealengine.com/en-US/onlinelearning-courses/getting-to-know-materials-for-design-visualization
This course explains how to create high-quality physically based shaders. Learn about working with Material instances at runtime using Blueprints, building Material parameter collections, and more.
Also you can try Datasmith to import stuff from CAD softwares.
If you have specific issues with those, ask it on #aec-visualization and #datasmith .
i have 8-10 square kilometer world with dense foliage procedurally spawned. i have prototyped this game in unity and streaming levels was essential for performance.
unreal seems to handle memoery management for instanced items better and performance is better right out the gate but i still believe it is essential to stream levels
alrright! thank you, i'll look these, after ill try to handle light and environments
10 km^2 is still fine, you won't have floating point errors in 3.5 km across.
i may have written that wrong - it is 10km on each side. actually 100 square km's
is it normal for ue to compile shader on empty screensplash screen then on editor view ?
how do i remove this white lines surrounding the object?
yes
that white line is part of your water material
hit escape to deselect
Surprise, surprise. 10km across is still fine for World Composition, even without origin rebasing.
is it compiling same shaders twice waste of cpu load ?
no
Compiling shaders is not done after the game being packaged.
uh no this part
this happen cuz i changed empty project to disable static light!
how is it so different in unreal versus unity? We are also having to manipulate very small static meshes and in unity getting too far away caused these static meshes to shake and become unuseable
unity have nanite like tech ?
nobody does
You have nothing to worry about it.
The paper for it exists back before UE5 though
@drowsy snowso i should get used to these compiling.
sure it's just LOD maths but implementation is new
how do i remove this white lines surrounding the object? (sorry for resend)
For one thing, Unreal Engine only have problems with physics around more than 20km across (which is 400km^2) without origin rebasing.
youll need to look at the water shader and play with the settings. probably a depth based thing to draw the shoreline
Well, I'm not sure why you are attempting a massive map, as a massive map enthusiast I can get what you're saying, if it's a game you're making usually from what I've researched quality over quantity is better.
Is there a way you can get away with just good old map transitions?, because I do know my experience with world composition was absolutely atrocious, it's poorly documented, you have to arse about with it, the effort just wasn't worth the time.
If you're making a multiplayer game you might then maybe consider world composition.
thanks bro
multiplayer is where world composition actually suffers the most
To add this, FF14 having large map, but they split the map into sublevels.
But again it's arsing about
I mean, it's literally not supported
indeed
there's a point where you go "hmm am I doing this because it's cool? or what?"
World Composition as is only good for single player games, and since I'm making SP game, it's fine for my purpose.
rather than fill a smaller map with loads to do, vast emptiness tanks reviews from what i've read also
See Dynasty Warrior 9
though that being said I should talk my damn, world is fairly huge
I look forward to the day I can have some credit to what I speak
credit is over-rated. I prefer the money :p
my game is a simulation that depends on the map size
Also, my map is planned to be 6x6 km across (36km^2), so not as grandeur as the ambitious MMO goals.
its not a regular game
Hi marc, can i send a PM?
no im busy sorry. Just in here whilst shaders are compiling ๐
so see how I meme'd my map size?
while it extends the polys
you can make this infinitely huge almost
Did you crank down the LOD values? ๐
but, a landscape shouldn't be used as your normal thing
LOD 0 for infinite no popups
I sure did
a landscape is a base for your meshes, you want as minimal as possible
that's the desired result, unless you're doing low poly stuff like me
ty
For comparison, my landscape scale is 100x100x250
Due to the fact that the heightmap data is limited to 1 km, and I want huge mountains.
I will join the huge mountain gang lateron
I don't like how quickly everything goes to snow, but that's for later
I'm in the middle of adding in my seagulls
I want to have them fly around and land on things, but you can pilot them like my bear
I don't even think about snows.
Snows are still unrelatable to me.
(Not to be confused with Snow, one of the members in this server)
then setup food types for animals so they only eat X food .etc
I've only been to the snow once
Because snows are unrelatable to me, I don't even have to think about snow displacement ๐
I like how things turned out, absolutely pointlessly huge, but it's just a side project to brush up on skills
solidify things .etc
mountains aren't big enough but idc atm
It seems like ALS is having trouble with Control Rig...
like what? I have a custom ALS with a few control rigs, but i evaluate them at the end of the anim graph, so that works fine for me
ALS is a bit of a mammoth, I sort of hacked mine a little
indeed
before I knew a mixamo converter existed
Never forget the day Mixamo killed UE4 standard support for whatever reason
my github desktop was weirding out so i uninstalled it
and now i am reinstalling it and this is what i get
ok
did you download it from Github directly?
where did you download the git stuff?
yes
ok, that sounds legit
It is legit though. GitHub's domain is always github.com
this white line only appears when I zoom out of it lmao and when I zoom out it gets removed
More of an OBS question but I know it's something that people here would have figured out - I'm trying to capture the output of a New Editor Window Play - but it either doesn't update or I can't even grab the window (so it literally records a 10 second clip of just the first shot) - otherwise I have to do the entire display and do a filter and crop it, which if that's the best way, sure, but I wasn't certain it was (why spend the performance trying to capture a huge display when you only need one window)
I prefer Windows 10's built in DVR recorder over OBS for pre-recording stuff. It only captures what's in the application, excluding the OS level borders.
Also protip, try running the game in standalone process instead. The editor's overhead can get in your way, resulting in less optimal performance.
Yeah I figured as much - I'm doing a VR preview (but a non-VR pawn - so that's the same thing right, or it's not?)
I'm not the one you want to ask for VR specific stuff (had bad health track record with VR in the past, so no idea about those).
This is only for like a 3 second cut - not AAA quality but I think it's enough
shoot - probably should rename those for easier viewing
Why does it switch at the end again -0 i turned of 'settings pause at eend" (it switches back to the original pawn even though i never told it to in BP - i know it's another setting
Does someone Know Paid support for multiplayer?
question
im starting a new level, but im trying to switch to the characters ive made and done edits in, (the female mannequin) how do i set her as default player character?
Hi hi guys, how can I keep characters from running into each others?
make sure that their capsule collision is set to block pawn
but that should be the default settings to begin with
or you want them to go through each other? then you set it to ignore
I'm making my characters move with Move to location or actors, and if I send them to the same location they don't avoid each others
should have said that they are AI
with APEX destruction, how would I make it so only my players sword applies damage?
google rvo avoidance
thanks
Is there a reason why my bookmarks I've made in my blueprints wont' save (when the blueprint does save, it's checked out from source control - are those bookmarks on the blueprint saved somewhere else that I need to make sure isn't being set to readonly by source control?
set it to overlap on the collisions and not block
Hello can i remove the touch wheel for mobile moving?
and also how do i fix the camera so it isnt so far away in vertical mode
@median nestthe input options in the project settings has the option for the mobile interface
Ok
@grim ore how about this?
Itโs so far away
what type of camera is it?
default
its part of the sprite
because when i rotate it its good but when it goes vertical its not good
there is no real default camera,
is there no camera in the scene? is it part of the blueprint? is it part of the pawn?
ok is it set to perspective or orthographic i nthe projection mode?
orthographic
then you change the width
Hi , where i can browse or change my marketplace local files ?
change?
thx
one more thing
my sprite doesnt move at all
it reads
and it should move
it did with another photo
but its very show
yes, is possible to change the path where they are downloaded?
settings -> edit vault cache location @plush yew
go into settings in Epic Launcher and change vault location
@median nestI dunno how you are moving it, maybe make it move faster?
that first part, I dont know how you are moving it
i see thank you : )
swipe
i have a huge blueprint for it
your goin to have to open up the character and see how its set up
so make the amount it moves larger
so whats faster to you then?
is the project set up to use swipe?
yes
welp your going to have to tell us more about what is "slow" and what you expect. Making the amount it moves larger should make it faster
loook
in top left you can see it reading
my code works
it just wont move
the jump works
sending video
how can i make these icons smaller or hide them?
scale
and to hide push the eye in world outliner
is this because my texture is too small?
@grim ore
@median nestI mean your showing words but your code doesnt seem to be doing anything.
it does
not a fan of how the directory tree squashes like that when it's vertical
because my other textures worked
it should go underneath and be fully visible imo
would be more user friendly
as is you have to stretch out your window horizontally
Show your movement code
swipe or movemnt
well your swipe isnt working is it? and are you not using the swipe code to move?
so you swipe once and it moves it a small amount one time, does that not work right?
what are you expecting
well it doesnt move at all
if you watch the video
ok so are we sure then that X is the left and right direction?
yes
bis moving right is set to right
the false bis is set to left
thats not what I am asking, is X the right direction?
yeah
is the X axis in the world your left and right for that charater on the screen
you said this same setup works for other sprites?
I saw all of that, I asked you said this is the same setup that works for other sprites?
Yes
i changed the texture thats all
and added swipe WHICH should work
i removed a single thing from movement
'it was working fine, I just changed the sprite... oh and added this.. and removed that...."
was the part where it read input
how did you add swipe? and again what are you expecting on swipe. You swipe once and it moves a small amount and stops?
no look
can you read that screenshot?
just do something really simple to test, copy the add movement input node and paste it after your event tick in the Then 0 (which does nothing right now)
this will force it to move every tick without you pressing, this will let you know if there is something wrong
literally what I said
make it so it goes event tick -> sequencer -> then 0 -> add movement input
this will force it to move every frame
ok testing
is it possible to create a game window that has a tittle bar?
its moving
ok so then your movement code, the add movement input, is working fine
its your swipe code
what did i do wrong?
the print reads
the print string is the last part before move
is it because of the set pos?
set the dis moving right?
ill delete the set function
ill see
well it was going good
its intended to be added/used on a frame base
your swiping ONCE, then adding input ONCE, then never again
ok
it needs to be like running
the amount of input you can add, the scale, is normalized. if you only do it once you will never see it move
how can i fix that
well again what are you expecting to happen when you swipe ONCE
It moves
what... does... that... mean
until you swipe in a other direction
so its like right ---------> left <--------------- right ----------> left <-------------
oop
wrong directions lol
soo... again... you want it to continue to move once you swipe once?
yeah
sorry for the bad speech
then you need to continue to add input
lol
Okay so I don't know barely anything about pivot painter and how it functions. I have it working on my grass and I can change its direction/strength etc..but what I also need to do is interpolate between the global wind and this local wind vector here. It works perfecty well with the 'simple grass wind'. I use the mask to just lerp between the global wind and whatever other vector I am overlaying. Trying this with pivot painter doesnt do anything though which doesnt make sense to me. Can anyone help
swipe -> start moving and set direction. Event Tick -> should we be moving? if so add input in the direction we should be moving
well the last step is to print string
there is a touch end variable
you have to swipe to start it
like it wont just start moving
at what time does the marketplace sale ends on the 5th?
See its very simple. Ijust use the mask as the alpha and then lerp between the two. Works perfectly fine with other wpo winds but not pivot painter..no idea why
welp that is the basics of what you are trying to do. you need to add input on the tick since you arent adding it any other way (not holding down joystick)
How
thats up to you and your code
thats all i need for swipe?
I set the scale (the direction) when I move the joystick, then on tick I move the character in the direction if I swiped
it was suppost to check if its a tap or not etc
the boolean on the branch should be hooked up for when you want it to actually move
oh btw bis moving right really means is this moving
Ok
so will it work?
so you went from this
I just took the default 2d template and did those changes
i dont have swipe code i just changed the joystick code but that shouldnt matter the same stuff can fit in your stuff
Ok so did you delete the top one
this is the same code changed to add a "stop key" by using the O key on the keyboard (you can do this however you want)
this was orgi
what you see is what I have right now after changing the template
ok
so should i delete all my nodes for that and make both of the things
or just the most recent photo
I cant tell you what to do, I can tell you what I did
you have working code, you just need to adjust it
ok
you swipe -> you set a boolean that says the player can move and the direction they should move
should i add both or just 1
this and
event tick -> check to see if they can move, and if so add movement input in the direction they should move
you do something else that makes them stop, you set the boolean to make them stop
ok
this is the stop function
this is the move?
why is animation there
the bismovingright is the animation trigger
I dont know what you did to your code, I am showing you code that works and does what you want based on the original template
you have to figure out how to make this work for yours
ok
the first picture shows when the joystick is moved it sets a boolean and a direction to be moving for add movement input. It also shows when I press O that I want it to stop moving.
the second one is the existing tick that handles the animation, I just added to it to also move if the player is set to move
the add movement input node?
from get movement component (return) to in vec
I didnt do that, that code was already there. I added the sequencer node and the part at the bottom
thats part of the animation code
why is animation here?
any idea why my car doesnt move even tho wheels spins and steers ok?
the animation was handled in the event tick, its how the template did it
you must have deleted the animation stuff as well if you dont see that
no i do
and where would the movement scale comefrom
we cant just use it with out setting it
and direction
you can see in the first picture I made a variable for it
and you can also see I set it in the first picture based on if you are moving left or right
yeah but what did you set it to
oh which one
reply to it
the first one, the one that literally handles input
this
I know you are trying but it seems like you jumped into the middle of trying to do something without learning how Unreal Engine works and its causing issues
I mean this is learning
Not if you don't have source control.
no it means is this moving right, its used to determine which animation should be playing
read the code
this boolean is only used in this spot, which is used during the tick for flipping the control rotation after animating
ok
im asking if i can still use my swipe code
because your using input right
input axis right