#ue4-general

1 messages · Page 1009 of 1

median nest
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and it doesnt work

grim ore
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you shouldnt have had to change any of your swipe code, this would go at the end of it where your add movement input was. then your add movement input would be on the tick

grim ore
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shrug it did work, now it doesnt. something changed

median nest
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nothing did though

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it doesnt print now

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or read

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fixed

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it was a custom event

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not event tick

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still doesnt move

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i hooked it up right

wise trail
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Random question anyone else ever have issues with a rtx card not being able to run ray tracing on unreal engine 4 or 5?

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Drivers are updated, os updated, literally nothing is out of date.

median nest
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@grim ore doesnt move

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it jumps

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not move

grim ore
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start debugging. what part is not working

median nest
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the touch works

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thats the point of the string

grim ore
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so debug the movement part

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are your variables set, is it getting called every frame,

median nest
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what is should move hooked up to?

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its not anywhere

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where it sets

grim ore
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I dunno, I hooked mine up to whenever I moved

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yours would be whenever you swipe

median nest
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look

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see

median nest
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left or right

timid frost
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how can i remove that light i can see through walls i made wall bigger didnot work what can i do ?

median nest
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@grim ore still not working

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after setting true when swipe

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debugging

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movement code works

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where its setting

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im debugging again

grim ore
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so what does your tick code look like right now then for the add movement input?

grim ore
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@timid frostdoes the wall go thru the floor? so its not an edge between 2 meshes?

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what is the world direction, and what is the scale?

median nest
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world direction is movement direction

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movement scale = scale value

grim ore
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yes what are the values set to

median nest
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1 -1

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ik what the issue

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is

grim ore
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you didnt set the world direction

median nest
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the animation section

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world direction is a vecto-

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oops

grim ore
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@timid frostmight have to ask in #graphics 😦

timid frost
median nest
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set the movement direction still doesnt work

timid frost
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with that thing ]\

grim ore
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@timid frostI have no idea, if your two walls go thru eachother then there should be no edge so there should be no light

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@median nestthen try this, unhook the 2 variables. Set the add movement input to be 1,0,0 on the World Direction and 1 on the Scale Value and it should move on its own to the right

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and it should print haha every tick

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I am assuming you have this animation event hooked up to your tick of course

median nest
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wait

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i cant split my event tick

grim ore
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why would you want to split your event tick

median nest
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you said im assuming

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because the touch code uses a sequence

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and a event tick too

grim ore
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ok, so you just add to the event tick any code you need. Your animation event you just showed is supposed to be running on the event tick, is it not?

grim ore
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its a line, it starts at the event tick and goes until there is no more code. you just add your code after whatever code is there

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where is your animation event hooked up to now?

median nest
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dont hate on me

grim ore
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its a custom event yes, where is it hooked up to

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what calls it

median nest
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sorry ill add it

grim ore
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thats why movement is not working then

median nest
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it says error

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wait...

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it works!

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Thank you so much

grim ore
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yay progress

celest sable
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alright my turn now, my cars wheels spins and turns ok but car wont move (im begginer)

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any idea why is that?

grim ore
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is the car off the ground?

celest sable
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yes

grim ore
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no I mean like, is it off the ground where it cant move. run the project and then open the console and type pxvis collision 1

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it should show you the collision while running, see if it all looks right

celest sable
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its kinda that

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ok ill try

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thats bad right?

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hmm it doesnt touch the ground at all maybe thats why?

plush yew
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I'm sick of seeing this error, it's like the tenth time it happened. I made my character from makehuman and transferred it to ue4, everything was going well. but then i made animation from blender and linked it with its model but it gave this error, how do i solve it? How should I go about not getting this error?

median nest
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hello i have a question!
can i have a ai auto generate my maps?

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pls ping

drowsy snow
# median nest hello i have a question! can i have a ai auto generate my maps?

If you actually mean AI generated levels:
Not with Unreal's built in AI. It's just a standard game AI, not a deep learning algorithm.
You need to supply your own machine learning libraries to generate maps for you and train it to create playable one.

If you mean rogue like random levels:
You can assemble level generation script, adjusting to your gameplay needs. Blueprint is fine, but thread carefully.

grim ore
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@celest sablethat was my thought, its not touching the ground due to collision or something else stopping the wheels

median nest
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I just want a easy way to make 100 levels 🤣

grim ore
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well first you need to figure out which shade of Rouge you want

median nest
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by the end

celest sable
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now changed track collision type and now its in the ground :/

drowsy snow
# median nest How can i do a rouge random level?

If the levels aren't generated in runtime, and simply want a lazy way to make levels, generate yourself some Doom levels, and port it to UE.
Otherwise, assemble randomisation script for it in UE. I'm not going into the details of how exactly you should do it.

median nest
drowsy snow
# median nest how would i generate doom levels

Just look for "doom oblige" on Google. The generator will make 32 levels each WAD, and copy the map layout to UE. Generate another 32 levels if you want.
I assume you're able to look on Google on how to use Doom source ports and map editors.

median nest
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im not making a 3d person game

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im making a 2d paper

drowsy snow
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Top down, right?

grim ore
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creating "random levels" is not easy, you are going to have to figure out how each part should work. there is a reason why levels are hand crafted and even "Random" dungeons are less random than you think

median nest
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i just dont want to waste 30 years making 100 levels

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if i had all the assets i wish there was ai to place it and know whats hard and easy

drowsy snow
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Level randomisation still had to be "cherry picked" to make it playable.

median nest
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its called a sidescroller 2d

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btw

drowsy snow
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100 sidescrolling level doesn't took you 30 years to make anyway.
Unless you have inhuman procrastination time.

median nest
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Ok

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it would be better if you wanted to make 200+

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but i still would want something like that

grim ore
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most people wont want to play 100 levels of crap btw

inland flicker
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Noob question, how can I make it so a mesh plays a sound effect when it falls/hits something via simulated physics?

median nest
drowsy snow
grim ore
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its not rude, if you want to make 100 random levels they will be crap

inland flicker
grim ore
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if you want people to invest their time in your work, your work needs you to invest your time in it

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@inland flickercorrect

drowsy snow
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For reference, Super Mario games have around 32 maps average, all of them are hand crafted.

grim ore
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25 hand crafted would be enjoyed more than 100 random

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I would start with 1 tho

celest sable
grim ore
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drop your vehicle in a new level with just the floor, does it move?

drowsy snow
grim ore
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so what does it look like from the side? here is the default vehicle see how only the wheels are on the ground

dawn gull
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why does all lighting just cease to exist when i look down?

inland flicker
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is that ... the Subnautica Terraformer?

dawn gull
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yes, placeholder

inland flicker
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aha awesome

median nest
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ok one last question, what do you recommend which is a free music source?

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for a game

dawn gull
grim ore
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look at the free marketplace stuff, but... again....

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effort in is effort out

celest sable
inland flicker
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@dawn gull I think this might have something to do with Auto Exposure btw

median nest
dawn gull
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lmao

grim ore
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@celest sablewhat does it look like with the collision view enabled, the pxvis? your wheels are definitely not colliding correctly

dawn gull
median nest
inland flicker
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dm'd lol

median nest
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how can i have the music keep playing when i switch levels? or on the same time

celest sable
grim ore
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are the wheels set up right? like here in game if I eject and move towards the wheel you can see the purple physics collider and the black wheel setup

celest sable
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when i simulate it in physics it goes nicely tho

grim ore
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I was curious how your physics were set up, this isnt a skeletal mesh is it?

celest sable
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it is

median nest
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uninterrupted

drowsy snow
grim ore
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yoru collision just looks so weird compared to the default vehicle

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yeah its not using basic primitives for your wheels

celest sable
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I used single convex hull on body and wheels too

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and then just clicked generate

grim ore
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it shouldnt matter tho, just tested. more of are your wheels working properly collision wise? like in my picture in game you can see the wheeled component what does yours look like

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I dont do website stuff in general but I can try and let people know maybe

celest sable
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hmm wheeled component?

dawn gull
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"How to get 70 fps in UE5 only 1 step!"

grim ore
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so I pulled out all of the physics bodies on the wheel but you can see the stuff its using around the tire to simulate the wheel

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thats what it generates from your wheel setups on your vehicle movement component in your blueprint

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so when its running you should see something like that around your tires

thorn crown
grim ore
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I would try this with your vehicle, see if the skeleton is set up right. go into your physics asset and delete all bodies so nothing but bones are left on the left

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then generate new bodies using SPHERES

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so it gets the wheels right

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this will make your main body look weird so then just select it in the viewport, go back to the tools panel, change it to box, then generate again and it should just replace the body with a box

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this should give you 4 round wheels and a box body hopefully

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@thorn crownI was just able to log into it, from the United States

celest sable
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i tried spheres too..

thorn crown
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It seems there is a problem when I visit the answers pages when logged in, I can visit it fine when in incognito mode

grim ore
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well you want spheres on the wheels, and a box for the body just for testing purposes. Mainly you want the box so it has physics working as the vehicle movement component should take care of the wheels

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but you need to check to see if the wheels show up when running, the black outlined wheel

celest sable
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ok so seems like wheels doesnt collide at all, i made a box for body and lifted it up abit so car was going through ground until it reached that body colider

grim ore
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the fact the wheels are going into the ground makes me feel like the wheels are not working right in the vehicle component

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did you set up the wheels in the blueprint?

celest sable
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well yeah

prime willow
celest sable
grim ore
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pull the cart up into the sky so its high up with nothing below it, hit play then immediately pause and eject out to look and see if you can find where its placing the wheels

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you should see those 4 wheels somewhere

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ugh... you cant see thecollision when its paused....

celest sable
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well wen i go to physics and try to simulate it really goes nicely, but in game for some reason it doesnt

grim ore
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ahah... its weird but I went in and just disabled physics when it was running to stop it in mid air

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yeah you cant use the physics tab

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wheeled component is creating its own "wheels" at runtime that it uses. that is the black "wheel" you see around the wheel when playing. You need to find where yours are

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you can see it around each of the meshes used for the wheels here

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it will only show up at runtime so if you dont see them around your tires that is your issue, they should be somewhere

celest sable
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i dont see mine at all i think

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barely see anything at all at this pont, 13 hours now passed bich still doesnt move

grim ore
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yep if you dont see them, they arent going to work. They might all be under the car in the middle for example if the bones are weird. Vehicles are a pain to set up when learning and using a custom mesh

fallow hornet
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So I have a project that I am working on and I'm a little stumped. I have mirrors and I'm using Raytracing, if I have realtime capture turned on the mirror reflects the non existent lower hemisphere, If I switch to manual capture it reflects my environment which is what I want. Now here is the conundrum the only way that I could run with that is if I wasn't doing level streaming and switching to a completely different level with a different sky light

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Any ideas how I could combat these mirror reflections

buoyant graniteBOT
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:no_entry_sign: alexstlouis44#2115 was banned.

grim ore
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aww I was still reading that

dawn gull
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I'm using this code to try and set the screen resolution of my game, but it does nothing. why is this?

fierce tulip
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@grim ore sorry to remove your reading pleasure, Matthew XD

grim ore
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@dawn gullare you applying the non resolution settings and hoping it will apply the resolution change?

grim ore
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also make sure you re testing in standalone

dawn gull
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alright

grim ore
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you dont have to get the game users settings twice, just drag off the first one

dawn gull
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ok, i did all of those and i dont see any noticeable resolution decreases. and my performance is going down, i was expecting it to go up

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i also removed the dynamic screen resolution node

grim ore
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i dont think dynamic works on PC so that makes sense

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this also only works in window unless you are setting it in fullscreen as well

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are you tryin to use a lower fullscreen resolution?

dawn gull
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just resolution is general

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and standalone is in fullscreen

grim ore
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fullscreen and fullscreen are not the same heh

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default is windowed fullscreen

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you are probably expecting this result

dawn gull
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ah, ok

grim ore
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yep windowed fullscreen is not fullscreen but its taking up the full screen... its... games

dawn gull
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alright, yeah that worked for me! thank you!

grim ore
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🙂

median nest
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How do I remove this?

dawn gull
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is there a way to decrease resolution but make it stay the same size in the editor window? bit of a stretch but just curious

grim ore
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@dawn gullin the editor you can decrease the scale in the scalability settings

dawn gull
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The best modern technology has to offer

buoyant graniteBOT
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:triangular_flag_on_post: Willtheham#3525 received strike 1. As a result, they were muted for 10 minutes.

grim ore
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@honest mulchdid you check out the free collections on the marketplace?

honest mulch
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na

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ill go check it out

dawn gull
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Aw shucks, I cant use 8x4 screen resolution

honest mulch
plush yew
acoustic crag
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Hey guys, if our emssive material isnt visible at a certain distance, what can we do to make it visible?

dawn gull
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the send to viewport node seems to be gone in UE5, whats the alternative?

median nest
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Hey guys im not going to spam. How can i remove this?

dawn gull
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oh im just dumb, it was add to viewport

dawn gull
fierce tulip
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@median nest you are posting the same thing within an hour, that's spam according to the rules.
and what rat band is saying.

late stag
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my simulate physics are not working

median nest
plush yew
median nest
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its the circle

dawn gull
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yeah you sent the photo, but that tells us literally nothing about your problem.

median nest
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I would like to remove the circle (joystick) off of my screen.

dawn gull
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Oh

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Dude you didnt even tell us youre on mobile

late stag
median nest
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well im making a mobile game

plush yew
late stag
median nest
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Sorry

dawn gull
dawn gull
median nest
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Thank you

plush yew
dawn gull
plush yew
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Oh lol

dawn gull
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i just googled "how to remove UE4 joysticks"

plush yew
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any clue why this ishappening

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its like making some weird shadows

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when I get up close its not there

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Is contact shadows on?

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im using gpu lightmass for this btw

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Hm

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where are contact shadows exactly

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Ok then try to turn up shadow bias

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In post process volume

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maybe dumb question but does anyone have any clue why my texture in blender turns out fine but when imported to ue5 or 4 turns flat

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You need a normal map

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?

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I don't see anything wrong

vocal sorrel
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Hey guys I'm not too sure if this is the right place to ask but I'm having some problems creating basic ripple physics using the "Water" plugin for ue4. I have an ocean and lake working with no problem and apparently all I need to get a basic ripple is to drag in a BP_FluidSim_01 and a BP_Fluid_Impulse_Repeating. I didnt change any settings on these two BP's but when I click simulate I dont get any result. Is there a setting that I'm missing?

plush yew
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in blender it works but in ue5 and 4 it doesn't most of the faces create a flat texture

uncut drum
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hi guys

fading berry
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How do you guys do version control with UE? At work we use git but we're all programmers. I'm trying to set up a workflow for a game jam with artists involved, do you guys have any tips?

plush yew
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@plush yew theres no shadow bias inside post process volume

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Weird

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Type shadows manually

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Is it ue5?

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Or 4?

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4

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Ok yeay

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It should be there

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??

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Oh your using lightmass

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My mistake

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yeah

sudden olive
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Any idea why my enemies stopped moving?

silent narwhal
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Hi.
I went back UE 4.21 in hope to find this LOD Generation feature that got deprecated. But it's not doing anything in 4.21. Has it been disabled? Does it work for anyone else?
I tried it on a tesselated plane, hoping to conserve my plane silhouette and reduce triangles in it, not around it.

sudden olive
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yesterday was everything working now i turn project on they are stuck in 1 place

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tried to make new enemy but is not chasing me either

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should be working but its not

plush yew
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i honestly have no clue

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what the hell this is

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its triggering me

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honestly

fierce tulip
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thats a sphere reflection playing with a skylight in their bedroom

late badge
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anyone using the water system plugin? Seems like every time I restart unreal the water disappears. Seen similar things where the landmass brushes stop working as well. What the heck is going on?

plush yew
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@fierce tulip i removed the spheres

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its still there

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was that a joke?

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Maybe

fierce tulip
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yes, yes it was

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that wall is one long mesh going past the adjacent wall, the lightmap is probably not up to snuff.

plush yew
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what should I do then?

drowsy snow
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Oh wait, that's the HQ Residential House map, isn't it.

plush yew
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no

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its a project for a client

drowsy snow
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If you made the wall mesh yourself, you should set up the UV map for the lightmap.

plush yew
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if i get up close

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it dissapears

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im so confused

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maybe its a shadow setting issue?

drowsy snow
plush yew
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im pretty sure it is

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but im going to rebuild either way

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any other ideas?

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also im using lightmass

drowsy snow
plush yew
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Already said that

drowsy snow
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I'm no longer using prebaked lighting and forgot the specifics of it, so I might be wrong.

plush yew
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contact shadow is if ur not using lightmass right?

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Welcome to R E A L T I M E

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also whats the difference between using lightmass and building with regular build

drowsy snow
plush yew
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do u still have to rebuild even when building lightmass?

drowsy snow
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In other words, Contact Shadows applies to dynamic shadows.

plush yew
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nothing is dynamic on this scene

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Hmm

drowsy snow
indigo totem
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can anybody tell me the best way to optimize a forest?

plush yew
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Culling

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Lods

drowsy snow
indigo totem
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LODS are down, just gotta figure out culling i suppose thx

vocal sorrel
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If anyone has any experience with creating ripples using the new Water plugin please let me know. I have a few basic questions, thanks!

drowsy snow
indigo totem
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also with the new water, Why does it disappear when i load into a standalone?

drowsy snow
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Many translucency in one frame is bad. In some cases, it's even worse than high poly count.

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I didn't use the new water system, still too experimental - I used UIWS in lieu of that.

plush yew
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I just use niagra

indigo totem
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Can you explain a bit what you mean by relying on translucency???

plush yew
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👀

drowsy snow
fierce tulip
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In some cases, it's even worse than high poly count.
in most cases :p

and you should use masked for leaves, not translucency

drowsy snow
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Masked opacity is either visible or invisible, so the renderer won't have to think about sorting them out and considering the interaction with other objects every frame (unlike translucent opacity), thus giving better performance.

indigo totem
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The tree's are assets i bought, would i go into the material for the leaves and change them?

fierce tulip
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i bet in 99% of the cases they'd set up their leaves to be masked.

drowsy snow
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Otherwise the reviews will complain about how unoptimised the materials are.

indigo totem
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yes masked two sided foliage

drowsy snow
indigo totem
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guess just gotta do culling and what not

crystal kestrel
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Hello, does anyone know where I should look to solve this problem: my blueprints are showing in PIE or standalone extremely fuzzy. I must have done something but I have no idea what.

drowsy snow
indigo totem
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hmm alright thank you

candid ginkgo
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Long time coder and 3D modeller finally digging into Unreal proper to get into VR archviz.
I've got a handle on most things (done a handful of quickstart courses, etc) but what I really need is something that explains how you handle composite objects (e.g. a house, with doors and windows, with moving door handles, etc).
Any sweet guides or links?

drowsy snow
crystal kestrel
drowsy snow
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In the Engine Scalability settings, check how much the percentage of the resolution scale (aka screen percentage)

crystal kestrel
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100% epic

drowsy snow
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That would mean it's the Depth of Field's doing.

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It doesn't seem to be texture pop in, as the edges of the mesh is also blurred.

crystal kestrel
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I never touched the postprocess volume. That's really weird

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Depth of field in the post process is the default 1km for 50%

drowsy snow
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No, the focal distance is what you should look for.

crystal kestrel
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It's the default 0

drowsy snow
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What about your camera?

plush yew
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hey i just downloaded unreal engine and i want to make a fps type game were should i start

drowsy snow
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Cameras can have their own post FX settings overrides.

drowsy snow
crystal kestrel
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I haven't done a thing to the camera since this started a couple of hours ago. Haven't touched it in weeks

plush yew
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k thx

drowsy snow
crystal kestrel
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If I crank it up, it removes the blurriness but of course reduces the light overall.

plush yew
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if I build lighting with lightmass do i still need to build lighting with the regular building mode?

drowsy snow
indigo totem
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Can someone explain a way i could possibly keep this from happening with my water?

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it looks like cubemap reflection or something. But im not too sure whats going on lol.

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is there like a setting im missing or something lmao im using screenspace reflections and im sure thats the reason but there has to be a way to stop that from happening

crystal kestrel
rigid bridge
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does anyone know roughly how big 3 levels by 3 levels is in world comp

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...

mortal cedar
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Bought a new cpu, tried rebuilding game. It finished. Realised I hadn't tested it on the old cpu. sat there wondering if it even made a different lmao

rigid bridge
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false its nine levels squared

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does anyone know what that translates to in KM

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just default

plush yew
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i need help

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and when i press install

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anyone knowif theres a way to tone down reflection dependingon light?

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doesnt really make sense to have stuff shining like this if its in the dark

crystal kestrel
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Do you have emissive on it?

plush yew
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like use emissive for static lighting?

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or like using emissive on the material

acoustic crag
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if our emssive material isnt visible at a certain distance, what can we do to make it visible?

scenic prawn
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Can people view the #cpp channel right now?
For some reason I am getting "message failed to load"

quiet token
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vram memory leak? vram not cleared when opening a new map

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2 maps of vram are kept, the current map and then the next map

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how to disable this behavior ?

median nest
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how can i make my audio not restart if i switch or reboot the level?

plush yew
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how can i stop luncher from hiding and showing as i open or close unreal editor ?

dusk nebula
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could somebody explain why this doesn't work?

sharp crest
viral lagoon
#

Can Events in the EventGraph be private? (i.e. an event used for binded events that are not meant to be called by anyone else)

pale verge
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Anyone know why when I jump next to a static mesh object it jumps with me?

proud orchid
#

Hmm

median nest
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one question, Can i put the music credits in a credits section

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not in the main game area?

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is that permitted

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for music credits

bitter valve
#

Hello, I noticed on the answer hub that I cant mark some answers as the answer for that post? Am I missing something?

latent sonnet
#

I need to create a timer that can save time time after respawning from a checkpoint and save the best time when the level ends. How can I do this?

ancient lotus
#

question in regards to performance. the mesh in question is a simple popup target that goes down when you shoot it. is there much of a performance difference between having an animation blueprint that simply uses a blend space to control the target vs PlayAnimation? i would like to use the animation blueprint for this as i could get finer control with things like force to control how the impact looks and such but i would end up having 100% of these targets in the level which makes me question if animation blueprints are going to hog resources

#

@plush yew Mesh->Mobility returns EComponentMobility which lists Static/Stationary/Movable

#

yes

#

wait

#

no it does not thats a different option

#

Mesh->GetCollisionObjectType()

dawn gull
median nest
dawn gull
#

You can put them in the credits page, but if you really want to I guess you could make a separate credits page for music

plush yew
#

hey this might sound wierd but why i here noise from my pc only when ue vieport is used ,

#

?

toxic lily
#

need some help

sharp crest
toxic lily
#

trying to set a child actor, watching a tutorial on how to do it

#

the one he selects is not showing up for me and not sure where to find it,

#

screen grab is from the video

#

nothing comes up?

#

bot fo us are using a clean version of ALS v4

#

nevermind found the issue

dusk nebula
#

I seem to have an issue with the remove from viewport node only working if there is just one enemy spawned to begin with. The variable changes correctly either way, and the widget removes itself fine when there's just one enemy. Also, the last remaining enemy still dies, which leads me to believe that is simply ignores the remove from parent node

plush yew
#

ah i guess i have gpu coil whine when i use ue4 viewport 😦

#

the noise disappear as soon as i switch to browser.

dusk nebula
#

figured my thing out nvm

plush yew
#

does anyone know if when using lightmass one has to build lights the regular way as well as building them in with lightmass? Like do I have to build both?

plush yew
#

is there a game using unreal engine 4 thats open to modding

#

i know session and thats the only game ik of you can easily mod with it

#

im too lazy to make a game, i just want a place to dump all my models

#

garrysmod was fun but im really digging substance painter and the live plugin in ue

frail berry
#

Does anyone know how to make like an account system were you create your account, and when your in-game it shows your name you chose when you signed up, something like battle net or epic games

drowsy snow
austere vessel
#

is there a way to undo camera movement?

#

or lock a camera's view so i dont accidentally move it?

austere vessel
#

ooooo ty

plush yew
#

does anyone know how to get rid of these

#

I already baked my lighting with GPU Lightmass, but i still get these artifacts when flying around

surreal eagle
# plush yew

stop trying to trick people with weirdly circled pictures of real things

plush yew
#

??

plush yew
#

are BSPs gone in ue5?

toxic lily
#

quick question trying to implement a fire and reload animation in ALSv4, i retargeted everything and got it to work but every time i fire it stops my character from moving for a half second

#

not sure whats causing teh issue or where to even look

#

almost like when i fie it pauses any other action i perform

#

fire i mean

#

okay i foudn whats causing the issue but not sure how to fix it

#

Layering override head seems to be the culprit but nto sure how to fix

half turtle
#

hey everyone, just a fast question... i am having issues with the viewport controls on the editor not working? i mean the keys work but the mouse goes through the buttons for things like perspective, lit, etc

plush yew
#

i find it funny that

#

the ucg plugin is out forever now

#

and not a single game uses it

half turtle
#

ucg?

plush yew
#

its a plugin that adds mod support for games

#

they came out with it like 2 years ago

#

but no games have used it

half turtle
#

well the games that are mod friendly usually just use a full editor

#

conan or ark come to mind

#

or mechwarrior

paper ginkgo
#

so ive just started learning UE, when im trying to move around the level using wasd, sometimes it moves around at a good speed but other times it moves really slow. why?

lean swift
#

hye everyone.. I'm new to world of UE ..I'm currently working on idea of AR mobile game..

#

Do anyone have suggestion or advice for me as a beginners..

#

Or is there any tutor out there that I can Watch and study ..

hybrid cradle
#

is this issue on my end, lighting changes everytime i move

jade surge
barren flume
surreal eagle
topaz slate
#

Not sure if this is even possible but how do i use the complex collision mesh instead of the simple one? Im trying to make a hollow cylinder but the collision mesh is by default the simplified one which is just a cube around the shape.

modest trench
#

You are looking for "use complex collision as simple"

#

Set it to that in "collision complexity"

cinder dock
#

guys is there anyway by which i can set the pivot position with respect to the object instead of world ?

topaz slate
muted crater
#

Yo is there a way to make objects you're dragging from place actors to snap to the grid as you're placin' em? clearly once they're in they snap, but i can ge tthem to snap before i initially let go and place?

#

like it feels like there should be but no idea

topaz slate
#

and trying to simulate physics but it has complexassimple collision

modest trench
#

If you need to simulate this object

#

You might need to make your own collision

topaz slate
#

Ok

granite spire
#

I have arrived back from work ready to stream in 30

#

Gonna do some answering there of questions around here too while I make a bird fly

wise tide
#

whats the fix for windows 10 users i have to put on high contrast and its annoying me now

granite spire
#

should be on personal setting

wise tide
granite spire
#

@wise tide Jump in my stream I'll help ya out visually

wise tide
#

which channel

granite spire
#

check the streaming channel and goto the twitch link

#

noone's watching anyway

wise tide
#

found it

#

in

#

yeah i know how to turn it on and off but surely there is a fix for this so i dont have to keep turning it on

severe warren
#

can someone help me with this error?

wise tide
#

haha

#

i knew you had to turn it on to make it work

granite spire
#

Yeah

wise tide
#

but surely ue4 or someone has come up witha fix

#

my dropdown dont work

#

not logged into twitch to comment

granite spire
#

@severe warren click the link and show me what you've done

drowsy snow
# severe warren

Can you screenshot the node that it meant?
I never encountered that error before.

wise tide
#

works with high contrast enabled

#

save button is there when its not on

severe warren
#

i have a grid actor and i want to debug it so i've choosen for the grid to be printed in terms of pixels on a render target

#

but i can't customise the size of the canvas render target

#

the error is coming from the macro which is the weirdest part(cause i didn't write the macro)

granite spire
#

@severe warren well there's no render target after the error for starters

wise tide
#

gridmap?

severe warren
#

yeah i set it

wise tide
#

no idea what im looking at really so ignore me haha

severe warren
#

but resolve the error? 😅

frozen pond
#

its there a way to force recalculation for landscape collision?

granite spire
#

@severe warren what is that enum there?

severe warren
#

¯_(ツ)_/¯

wise tide
#

lol

severe warren
#

that's a inbuilt enum to tell the type of render target i presume

wise tide
#

where did you get all this from

#

a tutorial?

granite spire
severe warren
#

i was searching in engine for a node to set the size of render target

#

this is the closest thing to it

frozen pond
severe warren
#

there's one creating one dynamically but then again idk how to delete and set it cause it is construction script code and i don't want million render targets to be saved onto my hdd

granite spire
#

@frozen pond can you set the mes collision to complex?

wise tide
#

@granite spire in vc?

frozen pond
granite spire
#

@frozen pond the road I mean

#

looks like the mesh's collision is high Z axis

frozen pond
#

ignore road, effect is everywhere

granite spire
#

oh

frozen pond
granite spire
#

can you render and MP4 for me?

frozen pond
#

uploading

granite spire
#

👌

granite spire
#

hmm

frozen pond
#

like visual aspect of landscape dont fit to collision

granite spire
#

your destroy on hit must be bugged

#

try recreating the landscape smaller

#

cause I know large maps have weird physic issues

frozen pond
#

its 128x128 so nothing big

granite spire
#

try remaking the landscape

wise tide
#

who wants to be my friend for awhile haha im new to ue4 flowing a tutorial to learn some stuff but any one have some guides to understand more about blueprints.

As im adding alot of stuff im not even sure about what it does

granite spire
#

you can also export your map to another project to test it, but it looks me that it's your hit calculations

#

@wise tide I'm doing a animation in stream, gonna get this bird working

frozen pond
#

same stuff

wise tide
#

whats casting

granite spire
#

is your bullet on life set to low?

#

I would compare your projectile to the first person project and see the difference @frozen pond

frozen pond
#

WaterBodyOcean XD

granite spire
#

@frozen pond Had a feeling it was something like that

wise tide
#

not compatibale with self reference?

#

why would that be

granite spire
#

the waterbody's waves I guess are high, or his collision for them is massive

#

so self wouldn't work

#

because projectile collision's ignore self would be ignore the waves for it to work properly

wise tide
#

nah talking about something im doing 😛

granite spire
#

ah

wise tide
granite spire
#

@wise tide I can run you through stuff on twitch if you like, it makes for good content

wise tide
#

yeah ok

#

comming

#

can we jump on VC just in case i have a question

leaden talon
#

Hello! I need some help about exporting with mtl textures. If someone can help me, i'm in the Support voice chat 🙂
Thanks in advance !

wise tide
#

what ever is free

granite spire
#

@leaden talon why are you using mtl textures?

leaden talon
drowsy snow
leaden talon
drowsy snow
leaden talon
#

DCC ? Not sure to understand what is it ^^'

#

Here is how it look

drowsy snow
#

Is it Blender? Maya? 3ds Max? ZBrush? or something else?

leaden talon
#

Just EU4, i'm trying to export from EU4 to use it on 3ds max ^^'

drowsy snow
leaden talon
#

On the project, all my textures are here,
And yes UE4 sorry ^^'

drowsy snow
#

Okay, so you export the mesh as FBX.
Then after you export the mesh, export the textures as TGA files.

Although the material slot might not be carried over in the FBX, so YMMV.

leaden talon
drowsy snow
leaden talon
drowsy snow
leaden talon
#

Maybe that's something else ? Pretty new to this ^^'

drowsy snow
leaden talon
#

Yes yes those are the one used in the project ^^'

drowsy snow
#

All the texture listed in used Texture Sampler nodes in the mesh's material is all you need to export.

leaden talon
#

I'm not sure to understand ^^'

crimson basin
#

Hi everyone, i am using blender to unreal. Exporting objects works but the local version of the object is stored in C:\Users\USER\AppData\Local\Temp\send2ue. Is there any way to save the exported files to the correct location on disk? Rather than use this weird app data location?

granite spire
#

This is the first episode going over how we can create a survival horror game using Unreal Engine 4 from scratch. We'll be going over how to create various mechanics built around the game.

In today's episode we look at an introduction to the series and how we can begin setting up the hunger system using Blueprints!

► Horror Game Assets: https:...

▶ Play video
grave lark
#

Hey, im super new an i have a question about world instancing / composition.
So as far as i understood composition replaces world origin so there isn't truly a limit to world size ?_?
Does this work with instancing as well? i want to make big things and i ran into float number problems in unity.

old nimbus
#

happy mode

toxic lily
#

need some help

#

cantfigure out whats causing this reload animation to do this

#

when running and reloading it works fine just when stationary

granite spire
#

@grave lark World composition is bad

grave lark
grave lark
granite spire
#

depends the purpose of the large map

grave lark
#

Well fly from planet to planet, so i would fit into a 64bit coordinate system with that idea but engines use 32bit coordinates

granite spire
#

@plush yew It's pretty bad to use, it's clunky and annoying and often more trouble that it's wroth

grave lark
#

Okay noted, any alternatives?

granite spire
#

eh not really

#

had to end me stream early I kept falling asleep

#

got me bird flying around though

flint cosmos
#

Has anyone faced this error when trying to download UE5? It's been showing up all day. I've updated the launcher, cleared cache.

granite spire
#

@flint cosmos Is it a VPN problem?

flint cosmos
#

Nope.

#

Not using a VPN.

granite spire
#

mmm not sure

flint cosmos
#

Well dang, it was my ISP. I switched to another ISP and it's showing up now. Didn't really think of the internet being an issue since it was working fine overall. Maybe I should open some ports...

plush yew
#

hey whats the latest version of luncher ?

grave lark
#

So does this partition has distance limits? I dont exactly understand how it works

drowsy path
#

Hey, I just made a new Epic Games Launcher installation and want to make new default installations for the engines.. 4.26 works fine, but for UE_5.0EA I got the error message:
'IS-PL01 - Maximum path length exceeded. Please specify a shorter install location.'
Is the only solution to chose a shorter path?
I'm using the default path: "C:\Program Files (x86)\Epic Games\UE_5.0EA

#

okay.. will install them all to C:\Unreal\ 😑

reef mortar
#

Hey guys. I'm using the built-in CEF, but Unreal brings Chrome 59 which is quite old (2017).

#

Do you know how could I upgrade the Embedded Chrome's version of the engine?

light mauve
#

Guess who just got unreal ue5 today

plush yew
#

can we restore projects

#

that are accidently deleted

honest vale
#

without version control? Maybe from the saved folder

#

there should be autosaves of something

wary wave
#

if it's an entire project, no

#

maybe sometimes with an individual file you get lucky with autosaves

vagrant hornet
#

what is more performant

#

one large terrain

#

or a bunch of smaller tiled ones

wary wave
#

what is longer, a piece of string, or several pieces of string?

#

it's going to depend on your use case

#

if you're not streaming, you probably don't gain much from splitting the landscape up

mossy nymph
#

not really

dawn gull
#

Yeah that looks right

median nest
#

in the credits section

#

ok got it

#

Thank you

tacit knoll
#

Hey, I'm wondering if anyone could help me? We're attempting to migrate our project from 4.23 to 4.26 and while we've gone through most of the teething problems, the packaged game doesn't seem to be loading. It'll display the opening titles but almost immediately it'll show a window that just says "Fatal Error" and the game won't load further.
This is the crash log, if anyone has any suggestions I'd be very grateful.

mossy nymph
#

@tacit knoll package the game with source built editor, run it from VS in DebugGame mode, see which UAnimSequence asset is responsible for the crash and replace it

tacit knoll
#

Ah okay, so you think it's a broken animation sequence then?

mossy nymph
#

you do have a callstack at the bottom

#

and the crash is deep in engine code

#

so odds are one of the assets got fucked

tacit knoll
#

Excellent, thanks for the advice, I'll get that all checked out now.

mossy nymph
#

side note it also looks like someone did some Syncronous loading while async loading was running

#

which is rarely a good idea

tacit knoll
#

That's the UIWS stuff right?

mossy nymph
#

not sure about that, don't know the engine loading code that well

#

it might had been a ConstructorHelper

#

if so, there is no excusable reason to use those

tacit knoll
#

Alright, thanks

mossy nymph
#

packaging with source built editor and running from visual studio gives you ability to debug the engine code in a packaged build

vagrant hornet
#

probs need 8gb ram but other parts are fine

tacit knoll
rare cipher
#

Hi everyone! My metahuman has a bit of a blue line below his eyes. How can I get rid of it?

plush yew
#

any clue how to fix this

#

those black spots on the wall moving, i want them gone

#

Im using GPU Lightmass

vagrant hornet
#

how do i move the camera higher and play as him?

tacit knoll
vagrant hornet
#

thanks

tacit knoll
#

Actually I think it's called SpringArm or something to that effect.

nimble sand
#

guys I'm having trouble choosing between Unity and Unreal. My friends say that Unreal is way harder than Unity, but has very good graphics. How hard IS it?

grave lark
#

Im bouncing in between the two for a few days now, still did not decide what it will be.

#

i think try both

sharp crest
nimble sand
#

ok.

vagrant hornet
nimble sand
#

3D games

#

just 3d

#

also I heard unreal has native support for multiplayer

#

which is another upside

#

and that graphics in unreal is always better

#

so I jsut wanted to ask

#

how tough is c++ in unreal

#

(not the visual scripting)

#

how tough did you find it

elder pumice
#

Hi guys, I have a question related to Unreal : when using the Sphere Reflection how does it works? I found a video where someone put 2 big Sphere Reflections encompassing the entire room and then adding some small sphere reflections for the reflective materials. Why is it like this?

modern kite
#

btw is the water system plugin in 4.26 broken?

#

it doesnt even work for me thats why 😦

vagrant hornet
#

yes its broken

#

practically unusable

modern kite
#

its pretty frustrating when it works for everyone else except you

#

huh

#

now it works

#

i just switched the level

#

it works on every level except the one i intended it

neon bough
#

does anyone know how to disable the asset version check of UE? I'm trying to open 4.27 stuff in 5.0-EA and apparently 4.27 is considered to be newer

olive topaz
toxic lily
#

i need to add a variable to this BPI but its read only, how can i edit this?

vocal marlin
#

does anyone knows what could cause an actor to jerk when playing an specific animation?

light thunder
#

Someone help me figure out this math for time units - (what's the simplest way ) i have a stopwatch component that tracks time in minutes, seconds, and milliseconds, to output a string timestamp - it also can get the float values however they are reset at interval (59 seconds becomes 1 minute, 0 seconds) (i'm assuming 999 ms becomes 1 second as well)

I'm trying to do the math to get the time difference between the two units (using a struct) because I know it will be likely that at some point, I'll be subtracting MORE from one of these items, so what is the simplest way to account for this

#

So if I had a time or 13 m 20 s 675 ms, and needed to get the difference in that, against 9 m, 56 s, 900 ms - would the simplest way to be just convert everything down to MS and then subtract, then convert back?

neon bough
#

is there no way to work around that "issue"?

left arrow
neon bough
#

yea thats kinda my plan now, looking for where that version number is defined

light thunder
neon bough
#

hoped it would just be some config flag, but apparently it's somewhere in the source 😭

limpid relic
#

Does anyone know any good courses to take for complete beginners with no back round in 3d software or coding

dense knoll
#

is there a way to add fake bloom via retainer boxs?

limpid relic
#

okay then, thanks!

left arrow
#

Is there a way I can blur this grass? The only things I know dont work when u hit "play"

thick herald
plush yew
#

how do I get rid of those spots

wide beacon
#

Does anybody know how i can implement ADS without totally re working my code

light thunder
#

How do I use use modulo to convert these milliseconds back to 3 different time units?

merry bison
#

Someone told me once, that I should have a Game Mode for every level. Is that good practice?

wide beacon
#

ik the gun isnt in his hand properly i will fix that, do i have to cast a camera to this to make it ads?

wide beacon
merry bison
merry bison
wide beacon
#

just depends on how you want to do it

merry bison
wide beacon
#

you using comps?

merry bison
wide beacon
#

components?

merry bison
wide beacon
wide beacon
toxic lily
#

i wanna replace the model for this M9 with a custom one i had made, the M9 has a skeletal mesh and everything my pistol is just a static model, is there i way i can just change the model?

wide beacon
#

ill show you

toxic lily
#

👀

wide beacon
#

if you would like to hop into a voice chat ill show you how

toxic lily
#

sure

#

PM or in this server?

vocal marlin
#

Is there a lerp var in ABP?

fringe thistle
#

Hello, please help! Where is COLLISION tool in Unreal Engine 5?!

glass jasper
#

Does anyone know why my mesh disappears in the distance? It happens with foliage but also with the raw FBX. The material is a basic solid color surface. Any help?

#

I tried "cull distance" in the foliage settings but that had no effect

arctic path
#

loving this sale...

#

they should keep it going on forever. lol

plush yew
#

Hi all, I imported an alembic file into my scene. But is there any way I can chose when to trigger the animation ?
Have it static for a while, then play the animation whenever I decide ? For instance at a certain frame

plush yew
glass jasper
plush yew
#

yes of course. If you don't like just retype the command with a different number

#

the default is always 1. So that's what you can go back to if you want

narrow mauve
#

Would it be a good idea to use virtual textures for foliage

runic fern
#

Hello guys ..
Can i Use Pixel Streaming for webapp instead of HTML5
and launch more than one instance on same device ?

#

Because when i try to launch more than one page its streaming same instance i want to connect each page with specific instance

limber badge
#

Hello. Someone new how make something like "Press any Button to start"?

restive zinc
#

@plush yew and @left arrow ask that in #graphics

grim ore
#

@limber badgewhich part of that do you not know how to do?

limber badge
#

The all inputs we can change in project settings->inputs. When we make press any Button we need to add really much button in settings for action. Can i optimization this problems?

grim ore
#

there is an any key button you can use

limber badge
#

Ou.
Its real. Sorry. Thank you!

steady hull
#

is there a tutorial on how to get github set up to collab in unreal? I found a tutorial online but i dunno if it's outdated

grim ore
#

nothing special about ue4 in github

#

just set up github like normal

steady hull
#

ok so it's prob not outdated it's from 2018 dunno if there was something new

restive zinc
#

Well i don't really understand you AO but @grim ore on the point of building an efficient health system for ai and characters to use, do i use a component with an interface or what are your suggestions.

grim ore
#

.git as a product has not changed much, git-lfs was added at some point but i think it was before 2018

worn granite
#

So, really, just learn GAS unless you wanna go full on ECS

#

If you're looking to make your own and keep it simple, component is just fine and you shouldn't need an interface

restive zinc
#

i just wanted a health component for characters and ai no necessarily abilities

#

i guess a modular health component

worn granite
#

Well, efficiency and all

restive zinc
#

in a component BP, the Event any damage cannot be called that's why i was thinking of using an interface

worn granite
#

Hardly anybody does the built in damage stuff

#

You can do a function library that wraps a GetComponwntByClass and Is valid and then calls the function on the component

restive zinc
#

so how do i call that function from the library to the component

#

@worn granite

worn granite
#

There's already a function you call on an Actor

#

Actor->FindComponentByClass (or GetComponentByClass)

#

It's going to be typecast if it is valid

#

Actor->FindComponentByClass ()->Your function(params);

restive zinc
#

why would i need to check if the component is valid

wise tide
#

Can someone explain references to me

worn granite
#

this pushes the safety checks into one place so you don't have to do it everywhere - you wanna just call a "DoDamage" node and eventually handle "DamageDone"?

#

Best way to do this BP only is a component + function library.

you can do comp+interface but doing so means anything that can take damage needs to implement the interface

#

but if you aren't super interested then I won't push the method

granite sinew
#

Hi guys! Sorry to interrupt you! I have a probably silly and noob question. I'm making a map, I have trees house etc, every time I open this map I have the same amount of shader compiling. Every single time. Now I'm starting to remove asset to debug the mesh that have the infaust material. Do you have any advice? (I'm using some marketplace assets FYI).

Thank you very much! 🙂

cloud sluice
#

anyone feel like helping me w simple animation bug on new char? been stuck on it for a few hrs but its so simple. let me know and i can share my screen

wise tide
#

why cant i?

#

nothing is worth the money currently

#

us supporting the current prices keeps them high after this bullsh#t

modest trench
wise tide
modest trench
#

no problem!!

light wigeon
#

anybody know how can use the multi user?

solar mulch
restive eagle
#

use something like hamachi

#

but you should just use source control

#

multi user is not that flexible and mainly you can just move actors around the level

solar mulch
restive eagle
#

it's better if you limit 1 user at a time that works on the level, once he's done he can submit it to your source control

solar mulch
#

we don't know how to use source control

#

how we can use it?

restive eagle
#

either rent a vps or host it on your local machine

#

source control is a smart decision even for a one person team

#

i wouldnt recommend using the multi-user editing, its mainly for editing the level but it has too many problems

solar mulch
#

I think the only way is source control

#

I don't know

restive eagle
#

maybe it's the only but its the best one

#

you dont need to work on the same blueprint at the same time

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one person does an edit, he submits it. other person downloads it and continues working

#

source control will check the file out (lock it) until it gets submitted

solar mulch
#

ok thank you 🙂

restive eagle
#

look for tutorials on youtube: ue4 perforce

#

if you are planning to host it on your local machine, you will have to open ports so other team members could access it

inland flicker
#

Complete gamedev noob here, just curious

#

At what point does an NDA become commonplace/expected between team members or freelancers? Is this even common practice amongst hobbyists?

wise tide
finite ocean
#

Getting this weird lighting effect... Any help would be appreciated.

quiet token
#

there was this blog post about ue4 and how everygame looked the same and how to fix it.. case study pubg vs any vid u find here, including the one above

does anyone have that link or tips on how to get rid of that grey ue4 look

quiet token
#

the issue at hand was color grading

toxic lily
#

does anyone know how to create a HUD for ASLV4? been at it all day and cant get it right

grim ore
#

@wise tidewhats the issue beyond not understanding the error?

wise tide
grim ore
#

you should probably watch some learning tutorials on blueprints then.

#

your trying to call an event in a blueprint and for some reason hook a variable up to it

wise tide
#

i asked for some yesterday but didnt get much response

grim ore
#

asking for help becase you dont know how the systems work isnt really going to get much help

#

your construct building is an event on your ui widget

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your trying for some reason to call that event on another blueprint

wise tide
#

to place the building in map

#

you got any guides that explains references

grim ore
#

you have an event called Construct Building inside your Main UI HUD Blueprint

wise tide
#

yeah

grim ore
#

you have a variable called Pawn Controller Ref

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that variable is of type Camera Pawn Controlla

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your trying to for some reason go "Hey Camera Pawn Controlla, call the Construct Bulding event that is inside of you"

wise tide
#

i see

#

thanks

grim ore
wise tide
#

sweet thanks for the help

grim ore
#

theres also good docs

wise tide
#

i googled searched all that came up was full tutorials which didnt really help as it wasnt explaining what i needed to know

grim ore
#

yep

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your not going to find "hey you have this problem, here is how to fix it" when the problem is not learning the basics

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the explanation to what you need to know is learn the basics

wise tide
#

like i said i googled and i also asked if anyone had any recommended beginner information

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thanks though

#

that website is what i needed by the looks cheers

steady hull
#

to use git lfs do i need to run the git bash install command on the directory where my project is?

soft tree
#

@wise tide did you select a class first?

soft tree
#

try selecting the class first?

wise tide
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tried no go

soft tree
#

It's VERY difficult to figure out what problems like this are if you're a total beginner because you often don't know what you don't know.
Hence, you can't google the right terms, don't know what the actual problem is, etc

wise tide
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yeah im just confused why alot of it is reference after reference

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and i always gotta reference something

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but that link old mate gave is a good start im looking at it now

grim ore
#

a reference is something that says something is something

soft tree
#

well.. say you have like 20 people standing in front of you.
You want one to jump.
So you send out an instruction to jump
but without referencing which person should jump, no one knows, and thus no one does anything

grim ore
#

^^^

soft tree
#

computers are pretty stupid. they need to be explicitly told what to do

wise tide
#

yeah makes more sense

grim ore
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if your in the same blueprint as the event, SELF means this blueprint so you are fine

#

if you need that specific person to be told, you need that REFERENCE to the person

soft tree
#

We're not anywhere near the point where AI can predict what you actually want them to do.
So you have to be very explicit in their instructions

wise tide
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i have done ue4 before only done html, css,php and lua this whole visual thing is different

grim ore
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its the same thing

wise tide
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makes sense why i used self so many times haha

grim ore
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if your doing code in one script and need to talk to another, you need a reference heh

wise tide
#

makes more sense now

soft tree
#

But def take Mathew's advice. learn the basics with the courses, so that you can have a much better understanding.

wise tide
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yeah what im doing now

soft tree
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Once you do, and if you have problems, you'll be much better able to explain what your problems are, and people will be better able to assist you

wise tide
#

thanks

soft tree
#

as for your problem, you're not giving it the correct TYPE reference

dusk steppe
#

not sure what category this fits under, but does anyone know how to dynamically show/hide fields based on selections like this?

soft tree
#

It's like if you want one person to jump, but instead of pointing at a person to do it, you pointed at a tree

wise tide
#

would be funny to do

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your in game click space and boom tree jumps in front of you

rich kayak
#

Hey guys I just got a SSD to work better with unreal. Should I move the Unreal Engine + project + my compiler there or only the project?

soft tree
rich kayak
soft tree
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🤷‍♂️ maybe someone else can chime in. I have all on an SSD so I don't know what the impact of each one is separately

wise tide
rich kayak
wise tide
#

makes sense to move the lot

soft tree
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yes, but if OS can't access and process it fast enough, I wonder if that itself will bottleneck

grim ore
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the project isnt a big deal unless you are compiling, loading is generally a one off when your in the project. C++ compiling can really stress the hdd with access times. Shaders can as well but again usually only once. Window itself being on an SSD is a big "feels faster". The Engine? eh

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the correct answer is to get a bigger SSD and put it all on it... lol

toxic lily
#

does anyone know what node i would use to set it up in such a way where you can only shoot WHILE aiming?

soft tree
vocal sorrel
#

Does anyone know how to put 2 of the blue "Actor" variables into 1 input? Every time I try to put the second one it it replaces the first one

grim ore
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you can only do that on nodes that allow it

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so it either works or it doesnt, usually its on nodes that toggle stuff

vocal sorrel
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Oh I see. yeah Im trying to get 2 static mesh variables into 1 input. Each static mesh triggers a ripple but I cant seem to get both into the desired target

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Do you know of a possible work around for this? Im probably not explaining it very well

grim ore
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yep you would just have to duplicate the node you want to use and run it twice

spice talon
#

Is there a quick/automatic way to copy all source files (ie. textures, models) that are referenced outside of your project folders, to inside your Content folder?

vocal sorrel
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See I duplicated the blueprint but I dont think Im allowed to duplicate the "Event Tick" and "Event Begin Play" am I? Cause when I run it nothing activates on the duplicated part

grim ore
#

you shouldnt need to duplicate that

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you have your mesh , your trying to plug your mesh into a node

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so now you have your mesh, you plug it into a node, then after than node runs you plug the other mesh into a copy of that node

vocal sorrel
#

Okay Ill try it and get back to you. One sec!

grim ore
#

your running the node twice, once for each mesh

rich kayak
grim ore
#

depending on what your trying to do there might be a more elegant soltution, but we cant see what your doing heh

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@rich kayakthen yes put your windows and source code on the SSD, the issue is going to be... visual studio on the SSD as well is going to eat up space 😦

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128gb SSD for doing coding work is a pain in the butt

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if you ever watch visual studio it uses its drive for temporary files while compiling, same with the drive where the project is at

narrow mauve
#

Are there any major complications moving a project into a source build of the engine

grim ore
#

only if you re using launcher plugins really

#

well and hopefully not trying to go backwards lol, or a custom custom branch

narrow mauve
#

ya lol

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okay all good

rich kayak
vocal sorrel
#

@grim ore is it okay if I send you a screenshot so maybe you get a better understanding? Its not much code at all I just dont know exactly where to dupliacte the part

narrow mauve
#

Mathew you are so active on here helping people..cray cray

grim ore
#

you can paste the code here

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or describe it in more detail!

spice talon
#

I'll give more context to my question about moving source asset files to Content - I'm trying to set up Git+GitHub for the first time and work with a collaborator. He has pulled the project down and is getting errors on opening that seem like the project is trying to reference assets that don't exist, which would make sense if some of my source asset files are stored in Content and some are elsewhere on my end. How do people typically deal with that?

vocal sorrel
#

Okay here is the entire blueprint. I put three arrows to where I am trying to have the "ForceMesh1" go into the same place as "ForceMesh". Let me know if you need more info

grim ore
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yes so you would just duplicate that code and the nodes and replace forcemesh with forcemesh1

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so tick -> set relative location -> set relative location

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and the begin play would end with Register Dynamic Force -> Register Dynamic Force

drowsy snow
grim ore
#

the "Cleaner" way of doing it would be to have all your meshes in an array, then you just loop thru the array and that code would be ran for each loop in the loop

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but for 2 items.... copy/pasting the nodes and replacing ForceMesh with ForceMesh1 is like 15 seconds

vocal sorrel
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Id be really interested to learn how to make a proper array. And yeah so i copied and pasted all the code except the Event Tick and Begin Play and replaced ForceMesh with ForceMesh01 but it didnt work

spice talon
#

@drowsy snowis there a quick or automatic way to copy all source files into a folder inside the Project folder? Actually not even sure how to properly do it with a single file and keep the references straight.

grim ore
#

its not pretty but thats what you do

vocal sorrel
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I think i got what you mean for the duplication and it worked!

grim ore
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literally copy all the info you need, paste it and hook it up after the one that works

vocal sorrel
#

Yeah exactly, thanks! Sorry for not getting what you meant

grim ore
#

yep yep. if you did this in an array it would be tick -> For Each Loop -> Set Relative Location

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and the for each loop would have an array plugged in that had your static meshes, it would run that code twice, each time with one of the meshes

vocal sorrel
#

Thanks! Im going to try that because basically each of these ForceMesh is a water ripple effect and Im doing a massive ship so Ill need quite a few. Thanks again!

drowsy snow
grim ore
#

then yep if its a bunch look into using loops, the nice thing is the array is dyamic so you just add/remove from the array and the code wont care how many times it has to run

drowsy snow