#ue4-general
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Is there a way to add a spline point on a camera rail say in the middle of it?
without having to alt drag the last point?
I don't know the technical terms, but these materials look like car materials and can be customized within that domain... when they are coperative
anyone able to help me with my issue? lol
oh. ok
What's the optimal size for an icon?
(in-game, full-screen ui)
I usually make them at 1000px for previewing, would 512px be too big
the optimal would be based on your platform and target resolution
the ui was designed w/ 1920x1080 artboards
and the actual build is being tested on a 1920x1080 screen
yep and in that design what size was the icons for the default scale of the ui?
i mean if you go larger, you scale them down, and if you go smaller, you scale them up. Unless you dont care about having them be 1:1 ratio to the design at the default screen size and scale
this was the prototype design
(ignore the one misaligned square, idk how to fix it)
yep so in that design if that is what you want them to look like on screen, what size are they
One thing to note that 8K is still super rare in practice, and the largest practical displays so far are 4K, so the best bet would be making it twice the size of the 1080p design.
I'll probably settle with either 256 or 512
welp if its 256 you can fit 4 of the icons top to bottom on your screen
yes obviously you can and probably will scale it, but that will remove information from the image so keep that in mind
They're all pictographs, so I won't be losing out on much
yep then just make sure they are power of 2 and you should be fine
most of the icons in UE5 are 256x256 for the UI, for reference
The actor icons, right?
yeah most of the icons used in the engine actually, you can find them in the engine content
it does look like they swapped to SVG for the latest stuff tho which is smart, no issue with size since it scales uniformly
The ones that are used for actor billboards are still in texture form.
Though indeed most of UE5's Starship UI is using SVG icons, which makes porting to UE4 isn't as straightforward as I initially thought. There are some leftovers from UE4 still visible throughout.
Question: Can all/most/some "install to engine" plugins be copied to a project folder instead and just work?
I believe practically all of them can be copied to a project folder
I'm trying to trigger a camera shake when a niagara particle is emitted... how would I do this?
The niagara system simply spawns explosions and their sounds (Play Sound) and I want the shake to go off at the same time
how are you starting/spawning the system?
Huh... never knew. I have to try this. Thanks!
Anyone know why increasing the resolution of my render in unreal engine makes it so shadows arnt visible in the render queue?
I just dropped the system into the scene. It's a variation of the "hanging particles" preset which is spawning midair explosions
Why not spawning it within a blueprint?
^^ you might need to hook up some code to have it do the shake then so when it fires off it can trigger a screen shake
I could spawn it in the scene for sure
This is what I was just trying but no luck.
That's in the bp the emitter is contained within
I thought I could just trigger the loop and the shake at once
I think the Epicenter value being 0,0,0 is the problem.
Haven't tested it much, but perhaps the vector is in world space.
Also both the inner and outer radius being 0 won't be significant enough to have a coverage.
hey, does anyone know how long "remember device" is supposed to last when logging using Epic's account? I have feeling it forgets about my pc just after few days, not sure if it's intended
any ideia on why 'move component to' node is stopping my code flow ?
@grim ore do u know any situation where 'move component to' wouldnt work ?
well if its not set up right it would fail
this node doesnt work inside for loops, right ?
well it can be triggered by one sure
it would basically be triggered as many times as you loop and once the loop is done it would continue running
so its pointless in a loop unless you are moving multiple components

well how is your code set up, and yes that seems like it would be correct if you call the same node again its going to just restart basically since the loop happens instantly
Can anyone recommend any good FPS assets that are free
even if its for different actors ?
it should be fine if its for different actors, are you sure it is?
Does anyone notice nvidia shadowplay sometimes stops recording by itself when fullscreen in UE games? Any tips to avoid?
like this code works as expected, it loops 4 times and all 4 items move
its silly code but for testing it worked as expected
i create a code like this yours on other level and worked
but this one its not working
the 'finished' its printed, the hello isnt
maybe a problem with the pawn ref or the location that Im passing ?
hey guys, when I set the Resolution to be X amount (say my full resolution, 4k), I'm having issues when my text scaling at the windows level is other than 100%. I'm currently at 150%, and it's making the application bleed into the monitor to the right. How do I fix this?
debug it, breakpoint on the move component to and find out what is inside the array you pas into the for each loop
show us
shrug your going to have to debug
sorry i have no ideia how to breakpoint/debug -.-'
use breakpoints and look at the data
where can i learn
press F9 while the move component to node is highlighted and it will get a red dot
then run the game, it will pause when that node runs. then you can mouse over the arrays and see what they say
any unreal front end developer that want to chat with me about some work i need another front end developer as good as me or more that have free time and be looking for some work?
$job
@grim ore i dont understand that instructions thing m8 i have put $job nothing happend :S
debug is for playing in the editor yes
you need to do that in the #instructions channel
i cant, it dont let me post there any message
or read the message
If you're hiring for permanent or contract-based employment, message Manny with the $job command to get started.
soo.....
'will pause' do you mean like press the button 'pause simulation'
if yes, it didnt pause
then that node isnt running
and yes it would literally stop running and you can go to the editor
btw 'u can mouse over the array' hover over the variable directly inside my pawn bp ?
is there a red dot on that node and is that blueprint compiled?
this is when it hits the breakpoint
its like this, its pause cause i did manually
and this is mousing over the array
no no, didnt show this bigger red thing in here
let me try again
i tried in the other level i said I used same code, worked like yours
stopped imediatly
but in that other level no
i will restart ue4 and pc to see
I changed the setup and increased those radii like you suggested and it did the trick, thanks!
This was with single explosion, not sure how to do it every time a particle is emitted in a system the emits more than one
I was able to call the niagara system and the shake at once
does a game instance stay consistent between maps? and if so what variables should i store in it?
@worn peakif it never stops then it never runs, if it never runs that means its not getting there. that means your array is probably empty
Is there a way to get some sort of notify from a Niagara system each time a particle is emitted? I guess I would need the location of each particle as well... not sure if it's worth it but it would be nice to know if it's possible.
Is there any given thing that can be done to stop a memory leak in editor? I'm experiencing it all the time...
@grim ore but if it was empty, it shouldnt be printing anything, no ?
its printing the 'hello', 'before' and 'finished'
well does the first one stop? the first print string that says hello
btw i put breakpoints even in the node right after the 'event' that trigger the whole code, a on click event
no, that one doesnt stop too
let me restart the pc btw who knows
so at the top you have a drop down that shows the current blueprint that is being debugged
so you need to make sure its the one that is running and needs to be debugged
circle is empty after pc reboot
yes hit compile or save and it will go back to solid
-.-'
guess i know what it is
i have a destroy for this object inside its own blueprint
i chaged the 'destroy' node to a 'set location' to far way from camera view
and now its doing the last iterarion
i will check if it will do for every object inside the array using a manual loop with branch nodes
So I have a quick question.
I just got a publisher, and they want a localization file with all the words in the game.
I used the localization tool to get a .PO. Are they able to translate it completely, and I can reimport the .PO in each language they translate to?
I've never messed with any localization stuff before
@grim ore worked with this
Did someone experienced the same problem, that if you have more SkyAtmosphere at the same time but in different lvl only 1 gets showen but not 2 at the same time?
after I replace destroy node by anything else, if I go back its stop works again : T
@grim ore do u remember if your objects was moving simultaneously or one after another
same time, the loop executes all at once which means each one will get started in the same frame
using the for loop doesnt work for me, only manual loop with branch
like trying to use 'delay' inside 'for'
you cant use a delay in a loop
loops run all at once in the same frame
and you saw my code, it worked fine
i will try with a new project
have no ideia why but its only doing properly the last iteration
its something inside the bp
i had no ideia that by destroyin it, could harm the rest of the code inside
better move to a 'cemetery of cards' array instead of destroy it
Is it possible to render an animation with a transparent background?
no
Hi! I could use some help. I'm on a project that uses feature level ES3_1, and I need to know if there's any way to easily bump up the dismal joint limit of 75. It's a project for VR headsets, not for phone hardware from 2014, so that limit is a serious issue.
according to the code 3_1 should be 256
ES2 was 75
but there is a link to the code that handles this in this answer hub post, you could try modifying it and seeing if that works https://answers.unrealengine.com/questions/93756/how-can-i-increase-the-bone-limit-on-mobile.html
So how do I get the percentage of a value, do I do it through division?
or multiplications, what are you trying to do
For my specific example, Im trying to subtract a certain percentage of damage from attacks based on character stats
well percent is 0..1 , where 0.5 would be 50 percent
so multiply number by 0.5 gives 50 percent of that number
alright thank you! I figured I was using the node wrong
yep % or modulo or modulus or mod gives you a remainder
I've double checked all my settings and this crap is still happening... It was fine yesterday, but for some reason it won't work today.
i made spline mesh actor but when i press alt and move one of the points to extent/extrude it, it doesnt do anything :(
@grim ore Thank you! Will forward this info. Sadly I'm not a programmer but an animator, so I will have to just wait, but it came as a shock to me that the joint limit could be that low in 2021 - even for mobile!
@grim ore Sadly that link leads to a 404. You think I can find it anywhere else?
Oh, it seemed to be a problem with my skeleton... Why in the world did that suddenly change? :/
Does anyone know whats going on, i have a firefly particle system in my project and in the viewport and when i play my sequence the fireflys are working the way they are supposed to, but when i render out with movie render quene, the fireflys move for the first few frames then stop for the rest of the animation.
when i ragdoll my mesh it gets seperated from the capsule collider and so when i reattach it and reset its loc and rot it looks like its teleporting back to where ever the ragdoll started, how can i make the capsule collider follow the mesh so that it doesnt look like its teleporting baclk
So, this editor utility crashes the SECOND time I run it - can anyone guess why? AFAIK this crashing happens even if I undo the effects of the first iteration - it never crashes the first time -
the objective it to spawn AI characters onto a nav mesh before runtime
whats the error?
looks like Behavior tree
hello guys are there anyway to get the authentication data from the website to the pixelstreaming app
Hey there, I have a small question. How do game studios or teams working on unreal work on the same project at once? Me and my team at university are trying to do such a thing but both github and that integrated coop system in ue4 work like crap and require plenty more effort than would be reasonable. Is there a simple solution?
Nope. Perforce but you'll need your own server, or go with assembla which cost money. Pretty much any source control. But as everything it takes a bit to setup after that it works pretty good.
If there is a question, there's an answer.
But might not be the answer your looking for.
PackagingResults: Error: Missing UE4Game binary.You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:UE4Game <Platform> <Configuration>
UATHelper: Packaging (Windows (64-bit)): ERROR: Stage Failed. Missing receipt 'C:\Unreal Engine\Projects\MyGame\Binaries\Win64\MyGame.target'. Check that this target has been built.
what am i supposed to do?
(screenshot from a video) i cant find the keyboard events folder (im on version 4.26.2)
is this named something differently?
Iโm using speedtree to make trees but when I import them to UE4 they look trash
What are you peoples recommendations for making trees?
Is the issue with speedtree just the lighting?
@forest phoenixif you mean the github link in the post, you need to link your epic account with github so they can add you to the source but again it should not be an issue for es 3.1 on device
How is this vector math wrong like this? What did I miss? It should literally be only different in the z axis = LogEditor: Attempting to add actor of class 'StaticMeshActor' to level at 3331.07,10313.50,180.54 LogBlueprintUserMessages: [MainLevelRefactored] true LogEditor: Attempting to add actor of class 'BP_Clock_C' to level at 3151.73,4237.03,0.52
if it is line tracing DOWN there should be no variance even in the impact point , not on x/y axis
You think there would be an easy way to randomly spawn an AI onto an existing navmesh (but randomly) but I haven't found one
How much fps ya all get on UE5?
why is this look at function making them lean back??? I'm only targeting neck01 bone
weird - why would their spawning not adjust their rotation - they are all like rotating 16 degrees on y axis? thoughts
Lighting looks fine when the skeletal mesh is unanimated but as it moves some really weird lighting occurs. The sun is actually pointing in the direction I'm looking so I shouldnt even be getting shadows from this side of the mesh....ideas? https://streamable.com/lidxgz
To contrast, it looks fine in the skeleton mesh menu. The directional lighting in both cases is pretty much coming from the same place but obviously having issues ingame. https://streamable.com/ys0rgk
What you mean? Get a random position in reachable point bode?
Node.
What is the Get Random Reachable Point In Radius Node in Unreal Engine 4
Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples
Note: You will need to be logged into your Epic approved GitHub account to access these examples files. https://github.com/EpicGames/Signup
What is the Get Random Point In Navigable Radius Node in Unreal Engine 4
Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples
Note: You will need to be logged into your Epic approved GitHub account to access these examples files. https://github.com/EpicGames/Signup
Hi, I'm trying to pack my project in Unreal 4.23 and looking in the log file comes out without errors! But when you run the packaging file it doesn't happen, it doesn't run the game... what can it be? What would be the solution?
Is there any tutorial that shows how to make multiplayer fps game like valorant / CSGO?
@plush yew The first person shooter template pretty much does all that for you....
how
bruh how can UHT fuck up an engine file like what
I just tried to compile from editor, and then VS and got the same result
its an engine file
I don't even understand why it's trying to compile an engine file in the first place
I'm using a launcher build
Oh you probably messed up a Macro or something then.
Please dont use Hot Reload. If you make changes to C++ files, always close the Editor and recompile from VS.
Check whatever the last file you were playing with i guess?
Close the Editor
Compiling from VS with the Editor open is the same as pressing the Hot Reload button in the Editor.
should I delete my project's intermediate and binary folder?
oh
Sure, see how that goes.
Same issue
closed the editor and I get the same errors
Im not saying that will fix it, its just bad practice to use HR because it can introduce arbitrary changes in behavior.
I'm deleting all the VS generated stuff and binaries from my project folder
gonna regenerate the sln from the uproject
Have you tried just looking to see if you accidentally modified the cpp file? If you click on the error in the engine console it should be rather clear.
Also if you never used hot reload you would never get anything done. But yea when you have an error you cant figure out always start with that - pretty much the only thing Unity still does better than UE...
I just verified the engine lol
still does the same thing
aghhh I just regenerated the entire project source again and it still does it
I have no clue what I did to cause this
I do not remember modifying any cpp files after I initially had it compile properly
It wouldnt let you modify them anyways unless you have source control
Does anyone know a way to save the best time in a level?
I have a timer function already I just need to get the best time to save for each level.
still completely in the dark here
anyone have a good tutorial on interior level design?
why would it be trying to compile an engine header
I mean, valorant and csgo hand model is separate from the character right?
Look at the Shooter Game template from the Launcher's Learn tab.
when creating a c++ class is there a diff between the class name starting with a U vs an A?
U prefix is generally for Object things.
A prefix is generally for Actor things.
AActor is inherited from UObject, but only AActor classes can be placed in the level.
hmmm gothca, did figure out my issue too, accidentally made an Actor instead of an Actor Component lol
does anyone know of good low poly feudal japan asset packs?
Sketchfab and Turbosquid should have few of them.
thanks
I have uploaded my 2 games in playstore
Can anyone tell how to get it further from here
@willow quarry by default the post process volume has a vignette of like 0.4 set check the settings in your post process
nvm i see you also asked this is in other channels and got it answered
anyone know if theres a plugin or something to make discord show as a status the project and/or file your working on currently in unreal?
i could only find stuff that implement discord api into ur game to show the game being played rather than the engine
does anyone know good tutorial about AI in Udemy?
@grim ore It's very strange. The feedback I'm getting is that UE4 throws an error message about joint count exceeding 75 (it's a measly 107 joint count for a character with sleeves, skirt and facerig, so it's not like I didn't optimize it). Is there anything we can do about it without changing the source code?
Try checking 16 bit bone index support in project settings
There is a somewhat simple solution that requires a lot of communication. As mentioned, one way is to have all the files on a server, that way they are easily accessible by all team members. The other way, is you lay out a plan of who does what, and carefully handout specific tasks. That way you can just migrate certain mechanics into a final project, after that it's just really fixing the project settings, and then making sure all the files are being referenced correctly.
Also for more answers to this, checkout this thread on the forums https://forums.unrealengine.com/t/how-teams-work-on-large-games-in-ue4/79138/10. It's a common question for any game engine, so don't be too specific when researching.
Make use of sites such as Trello for tracking of tasks, have weekly meetings, and for uploads, well you shouldn't need that much space. Try only upload necessary changes and keep the old files locally. Or you could ask your uni if they have OneDrive or something, often they have a crap ton of storage for student accounts.
Thank you very much kind stranger
Whats up you Unreal Wizards.
We are recently getting more and more into making product configurators and want to have a look into Unreal for these applications. I mostly understand the concept behind making it in Unreal and the templates helping. My huge question now is how to implement it into a website. I was watching some configurators from the likes of Porsche and such, it seems they dont render the images on the client side, but more likely rendering the image on a server and send it to the client.
Are there any documentations about this topic? I only find stuff for a configuartor within Unreal but nothing on how to actually implement it on a website. Help would be very appreciated
You're looking for Pixel Streaming.
https://docs.unrealengine.com/4.26/en-US/SharingAndReleasing/PixelStreaming/
Run your Unreal Engine application on a server in the cloud, and stream its rendered frames and audio to browsers and mobile devices over WebRTC.
That is what I was looking for. Thank you very much
learning on top of your project that you intend to release is bad practice?
I tried drag and drop with "Overview" but still cant put the map in my game.
Eh, many developers learn along the way as they making games that they're going to release.
ah, so no bugs around deleting, updating assets e changing configurations in blueprints
Help
@drowsy snow can u help please?
Or @plush yew ?
In the Levels tab (Window -> Levels):
Thx
Also please be patient when asking for help. #rules #2:
- Be patient when asking for help. This isn't an official Epic Games support channel so we can't guarantee a response. Don't ping people unless you're replying to them. If someone can help, they will. If not, come back in a few hours and consider rephrasing your question or adding more details.
Ok
how deactivate this information box?
This?
Was there a function on the Character or CMC to test of a Character fits Standing and Crouching?
I know about EncroachingBlockingGeometry(..), but that doesn't take crouching into account.
disabling the two checks on Visual Style did not affected the tip box
@drowsy snow No luck, sadly. Oculus used to run ES2, and it's very hard to find out if it's actually running ES3. There's got to be some setting somewhere that fixes this.
Oh wait, you're dealing with VR specific issues?
Honestly I only dabble with SM5+, not ES3 (let alone ES2).
To use OnKeyDown I need to click on override?
I am following a tutorial about creating a Terminal System (link: https://80.lv/articles/how-to-create-a-terminal-system-in-ue4/) and this is the image I am trying to reproduce. However I noticed some changes.
this is mine, probably with the updated version of UE, |
V
can someone try to explain what is the difference between a green box and a blue one? ๐
๐
I am far away from understanding
How can I drag it to the blueprint graph?
if I do not override and create a new one, I can
@drowsy snow Yeah, it's VR, but it was mentioned that the 75 joint limit is not correct. There was some info that Epic has reintroduced the joint limit of 75 because of a potential crash, but that it should be possible to put it back. Should have been a checkbox in project settings with a warning, because a joint limit of 75 is crippling.
I never touched VR before (nor able to develop for it) 
But I think 75 joint limit is also a mobile thing (and I'm also not developing for mobile)
is that right to be called on gameMode blueprint? I am not being able to see my print string...
Always have been, since day one of the Switch.
thats awesome
i assumed it was unity only because of the 3ds
thats amazing thank god now i dont have to learn unity
OK! It is being called actually, I test a Hello World textbox. However this OnKeyDown modified function is not showing.
the event graph,
Also, it's not the same as mobile port - it's fully fledged UE4 with SM5 compatible rendering.
epic thank you!
Also(!) there are plenty of UE4 games on Switch already, including but not limited to, Shin Megami Tensei 5, Rogue Company, and even Nintendo's own Yoshi's Crafted World. Heck, even Fortnite.
Hi, has there any progress been made with the performance/fps drops introduced in 4.26? Switching to 4.26 resulted in a 20 fps drop for me. Using the GPU stat monitor I saw that VisibilityCommands is eating up 5ms frametime o.O In pre 4.26 this stat doesnt even appear on the monitor. https://forums.unrealengine.com/t/4-26-performance/154610/115
Alrighty i'm here for 2 hours-ish gonna steam some help desk in 5
just having some food
@stark zephyr That's a hard one, have you tried to migrate to a fresh project?
@granite spire The people on the forum did with the same result.
could be direct X or something
you ask a hard question let me see if I can have a look
There were a lot of bug reports filed regarding the performance drop. Epic rolled out a hotfix in 4.26.2 for the VisibilityCommands issue, but it did nothing for me xD https://github.com/EpicGames/UnrealEngine/commit/d69ec2eb90d7d6be4683abbc9a9d9841c36dabed
I don't have anything installed other than 4.26.2 anymore since I nuked me HDD
๐
it could be anything really, a lot of stuff changed in 4.26.2
new water, new clouds
it could even be something in the backend
also a performance dip of 10FPS to be more stable in the long run might be a thing too
@lusty kiteI see you got everything to work, good job, what did you have to do?
how can i replace the Mannequin with a custom model?
I just put in a map but i keep falling thru it
@lusty kiteIt also looks like your map isn't even spawning, so I'm not sure how you've done that
@sharp ermine https://www.youtube.com/watch?v=4TrLiekYABY Through the act of retargeting
Quck tutorial on retargeting animations in UE4.
Uses the third person animations (third person template), Futuristic Soldier from the marketplace, and Animation Starter Pack (free on UE4 marketplace)
@lusty kite That wasn't what I was talking about, but anyway, the map doesn't even look like it loaded, are you using level streaming?
Like this
looks like it doesn't even load, i reckon you're level streaming but don't know it
yeah you're level streaming
you're not loading the level, at all
And how do I do that?
https://docs.unrealengine.com/4.26/en-US/BuildingWorlds/LevelStreaming/ @lusty kiteRead all of this
Asynchronously loading and unloading levels during play to decrease memory usage and create seamless worlds.
when you're done go through this tutorial, in a fresh project https://www.youtube.com/watch?v=XE2x4TZHxHg
https://www.youtube.com/watch?v=PyMMgWKd5QM then this one
This video was the voted for video by my Patrons and YouTube Members. Show your support at patreon.com/ryanlaley at Silver Tier and you can cast your vote for next month's video.
In this video I explain how level streaming works and how you can use it for both collaboration and for optimisation. This is a technique used in many games and is one...
then you will be a level instancing champion
K
OK, I tried but did not get any result. I noticed that "GetKey" is green and in the post is blue, is this causing the Print String malfunctioning?
In the link you send, they recommended setting a delay but is not possible inside a function, not even setting a macro...
UI input mode is to disable game controls
so they could disable keyboards, I haven't had the chance to test this though, but I imagine that's how they work
only allow clicking of the UI
sad as a rotten watermelon lying on some farm
what are you trying to do exactly?
a Terminal, you press a hotkey in-game, it appears and you control stuff from there
I am thinking about setting key shortcuts (actually it was on my mind, I just wanted to gave the player a chance to type the whole command, instead of using "prediction mode")
Hit Console > F_DisableGameInput
your game input function should disable the controls of all your player
so you will need a check before each player action, so a boolean to check if you have console activated
๐ค I will save this piece of chat for later, however I think about make all the pawns controls with UI systems...
like Fallout 1 moving on the map system...
I made my own unconventional action bar
and it's fully modular, it has 0 keypresses for UI and no bind events ๐
because they use ticks
and i'm anal about my ticks
you are speaking some type of futuristic Indian language to me, I hope I catch on with the tribe ๐
๐ i need a help in UE4. I am a beginneer in this field.
@regal ravine don't say you need help just say what you need
I'm using Procedural Foliage Volume but it doesnt spawn on seams between landscape tiles. How to fix this?
@vocal herald You need some type of overlap, but I've never bothered with UE4's one
the bounds of that foliage actor must have -10 around the sides to prevent the randomness overflowing
@plush yewGood to know
let me bring up my thing
yeah so gamemode you don't want handling any commands like that
I know it's not network
but you have to view your stuff as a client
always have in mind all of these as a client/server
Gamemodes are only for mode rules, so rules of your game
that's it
or anything a server needs to feed to a client about your game
game instance is your "global variables"
if you need me to help i'm on stream at the moment just doing random stuff, i'm like a mini-helpdesk
cause i'm trying to improve my skills
@vocal herald These redboxes are my procedural generation, which dump down blueprints, so I can farm trees and rocks, you could even go as to get the surface type if you're doing that
Hi! I have a general question: I want to have several maps that the user can play on. My idea is to have a map select level where I load and unload the maps(levels) with loading screens in between?
Is this a bad idea or is there a better way to do something like this?
It's not a bad idea.
@clever axle If you are not using level streaming, which I don't recommend because it's convoluted and a headache, then you would just do that, swap out the level but load your stuff into the game instance that you wanted to keep
hm.. so basically open map level -> show splash screen -> OpenLevel("somemap") -> hide splash screen?
Is there any way to grab a progress on the OpenLevel?
Though keep in mind that all game threads are frozen when you're hard switching levels, so you'd implement the loading screen in C++
(I forgot how do I put it in my source code tho)
So basically this but in C++ then
More like:
Open level -> show loading screen slate while loading -> Remove the slate when the level loading is flushed.
Pretty much, yes
This method requires async level streaming for the widget to be animating
But the question still stands: is there a way to grab the load progress?
Cause if not, I don't need an animation
Not that I'm aware of, no.
But you should at least give an animated throbber to let players know that the game isn't crashing.
Before you swap levels, you load what you want to keep in the game instance, the game instance is there to hold your variables, it does not change perlevel, so stats and what not should be there.
Well that's true I guess
I pretty much don't use C++ for loading, you can preload before a load screen to "fake it" in BP's
He's referring to the loading progress, not carrying over vars across level
I mean.. The coolest solution of all would be to load the level inside the overview map and then zoom into it
yeah so save and load locally then
Though, again, Unreal would freeze the game when loading a map until it's done.
@drowsy snow I've done it with my main game, I've preloaded everything and the spinning progress bar works too
using Async Level Loading?
nah I don't remember it was a while ago
but if you load a widget and then load a level the widge will play/freeze, then when you finish loading the level after a 2nd tick or what ever, then you can disable to widget
that's what I did and it looks good
and while it loads the little spinning thing freezes and moves then freezes
I knew it.
My point is to have the loading screen to stay animated while loading, not hiding the fact that it's freezing.
yeah
you would have to multi thread that
so some C++ action
but I've never had a case where I've needed loading
I love all streamless stuff
so block on level just freezes things
or something
can't say i'm experienced with dealing with level loading, I love 0 loading
Ye.. I should probably just wait for UE5 on all of this and go crazy with an overview map and Nanite
Hi Guys! What kind of engine is a base of Unreal Engine????
@full lodge Unreal engine.
@plush yew put in a fake delay, that's what I had to do for aesthetics
There is no other base? E.g. open gl vulkan?
Maybe fake it with a FMV
@granite spire
@full lodge unreal engine is based off C++, it's their own engine
You're referring to RHI (Rendering Hardware Interface).
Which in this case, Unreal Engine is its own engine, but do utilise many range of RHI, from DX11, OpenGL (mobile only), DX12, Vulkan, Apple's Metal, and PlayStation's RHI.
If you're going to make your own game engine, start with programming graphics in either DX11, OpenGL, or entirely in software.
The first version of Unreal Engine was started as a software renderer. (so does id Tech 2 until John Carmack drooling over OpenGL)
i was trying to fix it from 2 hours and do u know that i just pulled the charger adapter out of my laptop and it fixed
no no, I just need that knowledge for drivers compatibility like OpenGL, Vulcan,
between Unreal Engine and OpenGL, Vulcan etc.
why after some time with the editor opened, the Windows start to freeze?
restarting it, at the same Windows session, resolves...
Is anyone using Pixel Streaming in production or a live demo or something? I can't really find anything online.
I am looking for advanced help with control rigging, anyone available to take some questions?
Idk which part of that I need, can you guide me through it please?
Is the .h file the header file ??
?
I'm getting blank windows when opening new assets, PhysicalMaterial or SoundReverb. Anyone experienced this?
My new landscape wont load how do I fix that?
Yes.
I was programming the cpp file after sometime my windows crashed and a window appears that end process can make it work so I clicked then black screen appears and it was not working so I clicked and holder the power button so it can shut down but when I on my laptop my laptop is not oning any idea what can I do
Like this
I will now get nice slaps ๐ญ๐ญ๐ญ
So sorry for this stupid question. Windows/Details was unticked. Solved
Any idea what might cause my environment to be so much brighter/washed out in-game? It looks good in-editor, but changes once i play. I have ruled out auto-exposure
It happens once I save the level. It's fine up until that
Hello everybody. I just installed an SSD to replace the old HDD as disk D and manually moved the installation folders from the old to the new one keeping the same exact path. I ran the Launcher then but it seems the launcher does not detect the folders { UE_4.26 and UE_5.0EA } . What have I done wrong. Should have I used a specific other procedure instead? I hope somebody can help me sorting things out Thanks.
I found this guide https://nerivec.github.io/old-ue4-wiki/pages/installing-ue4-to-a-different-hard-drive.html but I'm not ure how valid that is
Why mesh from megascans have this black places in it?
Aren't they just more intensely shadowed areas!?
Looks like... normal issues or lightmap?
If you switch to lighting mode are they there?
@lusty kite You read all of what's on that website, then you follow the 2 videos that have visual step by step instructions, if you have done all of that and still don't know then you need to learn how to google, because that's 3 lots of resources that are very easy to follow, and if you need a tutor I think there's people that do that, which sounds to me like what you need, I don't tutor I just link videos and answer questions, which I've given you plenty of easy to follow examples, the best thing with videos is you can stop and start them.
Yeah, seems like they are. Disabling shadows fix problem. Kinda, cause i need those shadows ๐
Is there a free tutor?
Look for Global Illumination.
@lusty kiteAlso asking why something won't work, and you don't have basic understanding on streaming levels is really bad.
The free tutor is the epic website content, which I linked, and youtube, if you can't follow youtube then you have to pay for it, because it's not something I can sit here for 2 hours explaining to you, I just don't have that time, and if you're not willing to go through the helpful content then you can't be helped because you're not helping yourself, that's a large part of gamedev, you get pointed in the right direction and figure it out, if you need someone to sit down for hours with you, you gotta pay, because people have their own stuff to deal with, we're lucky people give up some time to help people here.
You're welcome for being kept entertained!
I'm hoping I don't come off mean, that's not my intent.
I'm aware I've come off mean a few times, and it's not been my intent ๐
I just have a lot to say, and try to not be so elaborate
@clear hornet try #animation
Your PC is probably "throttling" might have huge temps or your cooling isn't efficient, but that's more PC help than UE help
Magic, maybe you flushed out some data in your RAM or pagefile
@bronze tapir Pixel streaming on a material? or what?
Yes, I do believe so.
Your laptop died? sounds like the cooling's gone on it, as I said before it probably overheated, just give it like 30 mins
@stray smelt do you have that auto exposure crap on?
Yeah you can't manually do anything with UE4, I swapped my HDD's around and UE4 hated it, so I just redownloaded it
Hey! So, I've been reading the documentation for the save/load system and the cooking/patching features (of which both I still don't really understand).
But my question is: if I don't make changes to the saving system (of which I have the cpp component implemented along with the code), and I release a patch to my game, theoretically the saves from previous version won't be compromised right?
That's Global Illumination shadows, welcome to issues that are annoying, wait till you get patterns
Im happy i just have one mesh that having this problem
@granite spire I think you are being a bit condescending... You're also being helpful but you could be a bit kinder about it.
It's not what you're saying but how you're saying it
Good question, I'm not too sure with C++ but if you don't mess with the saving output, it shouldn't mess with those saves, because it's just variable reading.
The guides I found have a procedure for that but they are moving the whole thing, I just need to move exclusively the two engine versions only so i dunno if the same procedures are still effective. I really would like to avoid downoading it all again
By saving output you mean both the variable value and implementation?
@forest holly I'm not really sure how to be, I avoid using emotes, and any characteristic as it was taken negatively before because people misinterpreted it, I can't really win so I just speak like a robot.
I'm a robotic bear.
No, I mean this: https://docs.unrealengine.com/4.26/en-US/SharingAndReleasing/PixelStreaming/
It looks awesome!
Run your Unreal Engine application on a server in the cloud, and stream its rendered frames and audio to browsers and mobile devices over WebRTC.
I don't know... just try to remember what it was like when you were new to something and needed help I guess.
But I don't think being a robot is something to be proud of.
Being (a compassinate) human is!
Yeah those things, I think if you don't mess with what you're saving and loading it should be fine I would imagine, I would be interested to know though, I haven't had to do saving yet really, I messed with it before but that was like a year ago, was a pain in the butt because I didn't have a grasp on the engine well.
Welp that definetly compromises if I need to fix a bug in a said level which the saving system is active for example...
I'm not sure if there's like a tool for that, perhaps a registry edit maybe, let me have a squiz at my install
But thx anyway! I'll see what I can do
@cosmic axle Mmmm if you have the same variables in and out it should be fine, I would've though UE4 export-dumps what you want to a file, but I think it has obfuscation I imagine it has some type of hash tag, and wouldn't be surprised if it auto compares game versions too.
@chrome beacon https://nerivec.github.io/old-ue4-wiki/pages/installing-ue4-to-a-different-hard-drive.html This looks like something for you.
I'm not paying attention a great deal i'm spam answering questions before bed
Gotta answer fast 
I like robots.
@lucid grove It's plagued in mine, and it's to do with AO and GI, I have a screenshot somewhere where's it's full disaster city, let me see if I can find it
Im using both, so yeah, its probably it
I want to show this off, 1 tick it'll be awesome because it'll burn everyone's eyes
Guess the only way to be sure is testing. But that will be a hell of a problem if all the players suddenly lose their saves on a random patch I release... There must be a way to an awnser to this, it's such a huge deal!
@cosmic axle yeah give it a test, tag me with your findings, because I need to know too
hey, i'm very new with unreal, and i'm trying to create a simple checker texture to use on BSP Brushes. Need a lil help with it
I would have an answer if I was like a year ahead of where I want to be right now 
You bois and grills ready to see this cancer?
Sure! If I remember I will tell you... I just wouldn't count on it cuz I'm only gonna work on it next week and I'm forgetfull ;-;
i figured it out, by looking at another material haha, i just needed a texture coordinate node
Oh wait I only got light bleed RIP
Dunno why landscapes don't block light, it's really annoying
It's alright
when i have two actors of the same class that tick, can i be absolutely certain that one of them will never tick twice without the other one ticking once in between?
(or in another way: does unreal ever skip a tick on an actor while not on another?)
it's what i would think, just wanna be sure
A tick will always play it's frame dependent
you don't get half a ticks
from what I know anyway
unless you're doing multi-threading then yeah I think you can play and hold 1 thread while another plays I'm pretty sure too
I already read that one but they assume I'm moving the engines from drive C but I actually have them installed in the old HDD which is now used as external usb drive so I dunno how exactly I should proceed in this case. I'm just afraid of making mistakes
thanks, juicybear
Should I use blue prints or C++?
yes
yes
@chrome beacon well so lets break this down so you understand it:
mklink /j 4.8 D:\Unreal\4.8
pretty much the only important thing there I think
cd "C:\Program Files\Epic Games\"
Only gets command prompt to that directory, because the directory was already made mklink must edit one of the registry files or something /j is the command 4.8 looks to be a version number tag then D:\Unreal\4.8 is the precreated directory.
So if it's on your external drive so you want to type cd "X:\Epic Games\" X being your directory, then it'll dump the rest of the files in the D directory
also, that looked less spammy with me typing that out 
@sturdy pebbleI've used BP for ages, there's legit no reason not to start with em, I'll be moving to C++ soon because of the project requirements for instancing and performance.
Ok so it doesnt matter which one I choose?
I've just heard that the C++ docs are very barren compared to the BP docs.
ideally you use both and choose by use case. but that needs experience and knowledge
@sturdy pebble have you done any coding before?
well the c++ docs do not matter that much, because you can read the complete c++ source code of unreal
Also, take my word for it:
Using Blueprints in Unreal Engine is not an embarrassment.
BP is the sanic mode of UE4
ok
but when compiled he over ate the code and runs 10% slower
blueprints are completely valid to use even when you are fluent in c++. it just depends on the use case.
Don't feel ashamed just because you use BP at all.
and yes i've done c# and written code in cpp but not that much
Sorry but didn't help... my old installation was on a very different directory. i did follow that 'procedure but despite the cmd prompt told me the link was created the launcher keeps on trying to install the engine
true story. Every C++ coder uses blueprints. Anyone who says otherwise is stubborn or a liar ๐
I use BP to prototype loads of stuff, I'm experienced, but I like to actually get stuff done (and nod off on stream)
I assume you're coming from Unity, in which case:
Blueprint is the higher level scripting
C++ is the lower level scripting, and can be used to beef up BPs
so use blue prints and cpp
@chrome beacon Maybe the newer versions can't be tricked, why are you wanting an old version?
there is a lot of code in games that is not run every frame and not hard on performance. in those case BP often make development way faster
I had only the latest 4.26 and the 5.0 early access installed
i often end up prototyping something in BP before translating it into cpp because it's just faster for me to try out stuff real quick and translate later than start with cpp directly
I need to keep on using 4.26 until my assets aren't updated tor 5.0
Im gonna start with c++ and if things ghet hairy ill use BP
if you are completely new to unreal: start with bp
ok
because it's just faster to prototype and learn the engine
@sturdy pebble Unless performance, always BP, they're not that far off performance wise, think C++ as a performance polish
sure but I dont want to rely too much on visual scripting
learning the engine is only one thing, making a game is already a challenge then finishing it is another thing, which a lot of people fail at, like myself and my demos 
i agree with that bear, but would add that there are rare cases where a thing really just can't be done in BP, not because of performance
but that is pretty advanced stuff
Oh wait... it started installing then very quickly started cleaning it up and a new download of 7.7GB started which I guess is an update of these days
you don't have to, you can always add c++ to your project later, but first you should get an idea of how stuff works in the editor
what didn't work at all was creating the link for the 5.0, the cmd prompt failed with that one
and you will have faster successes that make it fun to learn
@sturdy pebble #Storytime
I have actually been coding in BP for years, I come from C# monogame/xna background and wanted to do my own engine mentality too (Yes I'm one of those annoying people
), blueprints taught me quite a bit, allowed me to get to the important part of game dev, if you're stuck for years leaning code you eventually find out that that's not even the thing you're supposed to be learning, you realized coming up with systems and engaging gameplay is #1, so you put your "engine fetish" on hold till you become a dev master.
But then you realize that you don't know anything, buy you help people with vast knowledge, but then you still feel new because you're making systems that are complicated and have no documentation because they haven't been done before.
Then you tell your team "you realize adding multiplayer has cost us 2 years?" which then you will curse UE4's multiplayer system and thank the Lord that you didn't develop your own engine even though you replace half of UE4's stuff.
Then you realize it's taken you 6 years of solid work, research to finally get a contract for work, but then you realize you're the most experienced and start training the team up, struggling to learn things, but then you learn how to help people and get a good feeling for it.
Is it possible to convert decal into static mesh, with all the deforms?
@granite spire haha i wish players without dev experience knew just how much more work mp actually means for a game
BP it is
it's really insane when you experience it yourself for the first time
I know that Axis goes from -1 to 1... can I double the same command to someone who does not have a mouse wheel, split it into two buttons?
@flat crater We had a game near feature complete, until multiplayer caused use to remake it from the ground up, which added 2 years, I wonder if people experience the same stuff I have, because I'm rarely stumped on a question here, which I think is a good gauge of skill, I've been trying to up skill myself and finding that hard to do at the moment.
@plush yew not unless it's different names, as "Mouse Wheel Axis" with +1 and -1 will just do nothing
i am pretty sure you were not the first nor will you be the last dev team that underestimated networking
so you would have to in code do a < or > for up and down
i think every game dev that does networking for the first time will underestimate it
at least it was the case for me too
yup ๐
networking is like walking through the flames of hell
"Oh this thing doesn't work, but it works in SP?, Good luck"
@granite spire I mean, I just repeated the "Mouse Wheel Axis" and it works fine... so I would turn one of them empty but add in configurations key mappings later on. Does it cause any bug?
then you find out it's a replication issue, but then you find out it's how replication is done and you messed up the order of that replication because widgets are drawn last, so things stop working /don't exist
a good compromise is to define your core structs and enums in code. You dip your toes into C++ land, but it's not too difficult to set up.
The reason I suggest doing so is that you'll have to move these types into code if you later want to leverage C++, and by doing it early you won't have to worry about how to redirect them.
but on the plus side: you can laugh at streamers raging in FPS games when they play with like 120fps but a 60ms ping screaming NO REG! NO REG! FIX THIS SHIT DEVS!!!! at their screen
@plush yew a singular mouse wheel will work, but having another will confuse it, I don't even think you can reuse that either you probably want to have 2 separate named buttons for that, as those names are just for what buttons but don't have specifics on what they do, they're either movement or button down, if you have 2 movements on the 1 control for + and - it's going to trigger those at the same time, if you have another category with another name it will be fine because you're not adding 2 commands to the 1 button, if that makes sense
ok
That is good advice, as they're not too heavy and a good mindset, same with creating your own functions
ok, I like mouse commands so much that unfortunately (till now) I will need to advice that you need a mouse with a wheel to play.
serious, mouse stuff is awesome
X and Y
3 different buttons
Yeah a Types.h and a Helpers.h/.cpp would be a great start - wouldn't need much at first but since you already have some C++ it helps you justify doing a bit of heavy lifting if you need it
I remember back in my kids day a software that counted how many kilometres you mouse slid on the screen, they even had a leader-board ๐
and comparison stuff like, "you did climb Everest once"
How to optimize and debug playing in editor. When I press play in editor it takes about 10 min to start but fps is around 80. This doesn't happen in packaged.๐
While I was learning networking, the more I learned about networking, the more I learned that to do networking the best, you don't do networking as much as possible.
@plush yew Do this, and add "Input_" so you can trim it later on and use that as your display name, and yes, that's my "invention" 
@tough perch Try new editor window
I dunno what the hell is going on now... the launcher was like frozen and had to close the window to reopen it from the toolbar but looks still frozen in the same screen
@chrome beacon It's loading
blue bar is always loading, but why it takes 10 years is because I herd the epic launcher is written with UMG's
the bar below is not frozen, it keeps on going but it's several minutes like that already... it takes only a few seconds usually
it sucks so much. i really appreciate epic and their investment decisions, but this abomination is the exception
internet is going pretty well, must be something else despite the task Manager gives no bad sign and both CPU and GPU are going smoothly
they have billions, but no sense to fix their crap
the UE_4.26 folder reached a 36GB size... the original one was 12-13GB... something seems really wrong
@flat craterhttps://www.youtube.com/watch?v=iEAGmBRC1dc replace mac with epic launcher
The Original Designer Of This Video Can Be Found Here:
Hunter Cressall
YouTube Channel: Vexxarr (http://www.youtube.com/user/Vexxarr)
http://www.huntercressall.com
https://www.facebook.com/hunter.cressall
An original anti-mac advertisement that caused many laughs.
๐
"No you can't do anything, you have to wait for the all mighty launcher"
don't get me wrong, I like epic
but this launcher has to go
Does anyone know if physical materials work with skeletal meshes?
I'm going crazy... I have no idea what I should do now
Hey guys. I want to recreate something like max payne 3's controls/animation. Anyone have a tutorial recommendation? I have Advance locomotion implemented already.
@chrome beacon reboot it, and reboot your modem, imo, mine took like 20secs to load, could be epic servers
the taskbar icon looks like that now... it was 1/3 several minutes ago now is 2/3... probably I should let it do its thing...
@untold merlin go on YouTube, search "UE4 BP Max Payne" and if you find nothing it doesn't exist
Thanks
Then you can break down individual portions of what you want to do and ask about them here. I never played MP3
Found the one
@chrome beacon she be updating
The closest thing I saw to Max Payne, the 1st, is this https://www.unrealengine.com/marketplace/en-US/product/close-combat-fighter
The video is pretty dope... MaxPayne vibes all over the place... I simply love it! https://www.youtube.com/watch?v=20RYQ0upKPU
Project - https://www.unrealengine.com/marketplace/close-combat-fighter
The Project Close Combat: Fighter is created to provide developers with a template for games of different genres: action games, RPGโs, slashers or fighting games. The template includes a combat system, a system for character movement, a system for managing characterโs level...
Did I mention the John Wick vibes either? Well I did now, didn't I. Alright... I'll stop feeding you my obsession! ๐
Launcher almost done... no idea what exactly but that's like it seems right now
Hey bros I am working with UE5 and tried to create a volumetric clouds.But whatever I do, the result would always be that nothing appeared , or to be better , I can see black clouds floating ,but they were always black , even the materials also black.However , nothing appeared though, my laptop's fans ran crazily.And UE told me he was compiling shaders .Could anyone help me๏ผ
Is there any good tutorail for Andriod game making in UE4?
I was trying to make several touch button (like hayday, pubg have) for different operations. but i am not getting the idea how to go ahead and clickable operation in blueprint.
let it do that, takes a while but all is gonna be fine
if the clouds are black it should mean the shaders aren't compiled yet
My computer is not bad , and more important is that the shader compiling was finished , when there was still no clouds.
I dunno then
my suspect is that without a very good RTX and overhaul rig working with UE 5 won't be an easy task at all
@drowsy gull #ue5-general Try there, also UE5 is unfinished, that's the problem with it, you might have found something broken and will never know due to lack of documentation.
@regal ravine You're best to break down what you need to learn, like "UMG touch controls for android" then adapt them to your project.
Ok Thanks for keyword
But on Artstation there's already some artworks of volumetric clouds with UE5
There must be something else wrong
In the meanwhile... the launcher still frozen in the black screen "doing something we cannot know"...
Murphy definitely has a law for "buying an SSD to speed work 3"whatever" times up and ending up slowing it 3"whatever" times down"...
Yeah that's the problem with it though, it could also be your GPU if it doesn't support a certain thing, but check with the ppl in UE5 chat
Just gotta wait it out I guess, looks like it's doing something
Things went stranger. I checked Show Sky Dome , then the whole scene turned grey
If I remove the light , then it went dark
left and right scale parameters have some default? like right always being positive or something?
it's definitely downloading the installation... UE_4.26 now reached 53GB from 39 it was... I really don't get this... it's downloading things which were supposed to be there already
might be that link-thing I did with cmd prompt that messed things up badly!??
Not my hardware' problem I can see. If my hardwares are to weak, the fans won't stop because GPU was keeping working. But the fact is that after shader compiling's finish , the fans slowed down , which means all the works it has to do have been done
mine just start freezing my PC from time to time, then I need to restart
so annoying but the engine is so epic
what's your GPU?
rtx3060
Is it possible to remove megascans from my Epic Launcher vault list?
my GTX1070 8GB is now hiding in shame...
I know adding them through Bridge individually avoids this, but I didn't realize this until after I'd downloaded a few sets through Epic
๐
When I click play ๐ฎ it does not show like exactly ๐ฎ
@drowsy gull That should be fine to render those clouds.
I am trying to build andriod game in ue4. So i play with "Mobile Preview"
@regal ravine Try checking out some mobile shader tutorials
@regal ravinewell it says compiling in the top left, let it finish
Yep. I think I can try it in UE's own scene to see what is going wrong
My output is saying this ever .5 seconds while the editor is open. Sometimes it's SlateUI instead of Unaccounted. Anybody know why?
It's really filling up the logs with junk
hi guys I got a problem with my animation tab I cant even see the frames that I add on the timeline maybe its just an option to toggle ?
Not get it bro! Can you say where ?
this means wait
Hey, How can i make a default UE4 progress bar have lines and as i change the percentage of the progress bar the lines appear and dissapera
you know what i mean?
my app an android crashes after about 17 seconds on multiple devices, does anyone know any possible reasons why?
check the adb log
how do i do that?
its an android thing, look it up
it works fine in the editor
from 5:43 to 6:13 the UE_4.26 folder is stuck at 53,1GB {40GB more than it was before changing drive!} and the launcher looks like still working and Task manager doesn't report any frozen status... what hell am I supposed to do now!? I'm really going nuts!
you connect to the device and run the adb log comands and you can view the logs running on the device
like this
oh ok thanks
@cursive skydepends on how accurate you want it, you could just have an image in the front that is the black borders and then put the progress bar behind it, otherwise some custom material shader code or multiple progress bars that you sync up
well you could try in #graphics or google, I am sure someone else has this issue or there might even be a marketplace asset
look up for like segmented progress bar
"split" the progress bar by chaining multiple progress bars
the image i sent has it synced up so i could just use it bit i cant bind the progres percent for some reason
cause its not a normal progress bar
how do i link multiple together?
maths
Maths, and clamping tricks
the lack of real time technical support by the way is so annoying, I'd say... how am I supposed to act now... I have no idea what the launcher is doing
It's fairly simple if you know how:
Every progress bar is 1/10th of the entire percentage.
actually why not just use that image as the image on the progress bar?
similar to this https://youtu.be/Zho3dWwas9A?t=127
Restart the launcher and clear the web cache.
Should I force it down and restart it? if I do so I run the risk it has to restart the installation all over again... it's a nightmare, is freaking me out
If you close it with Task Manager, it should continue where you left off.
For me it works everytime I have to turn off my computer while downloading upgrades for the binary launcher (I keep at least 3 separate copy of UE)
do these have the option to bind to progress percent?
alright... I'll trust on you. All this goes beyond any reasonable logic by the way... copying the installed version using a perfectly identical directory/path should work like for any other program... the fact UE needs to be reinstalled from scratch makes no sense
@cursive skyI have no idea, but if its a progress bar then yes. otherwise you just do it yourself. also you should never bind.
why?
binding wastes resources unless your information changes every frame, will it change every frame?
I use it with hunger and stamina so yea it does change very fast
Well, you have gone quite far, isn't it.
I was about to tell you that you can trick the launcher by four steps, without reinstall from scratch...
so Mathew what should i do instead?
you would do it manually when things change. Your health changes, updated whatever needs to change. Or you can use event dispatchers on the item. I am just saying binding is a waste of resources if you are not updating every frame. If you are its fine, and you can still bind its just.. again... not something that should be done
alright
Trying to get these branches to spawn at the arrow components. They never get added in the right positions. Not sure what to do?
ah nm I got it
I want to show the level number at the beginning of every level. I have this code in my GameMode, where I also have the variable of level number. How can I set this variable depending on which level is currently playing? Can it be set from the level BP?
well what is in current level number right now?
1... its default value is 1
ok... so the issue is ?
or the issue is you somehow want to get the level number from somewhere and put that?
Let's say I'm on level 3, but the text and variable still shows 1... I have nothing that updates it
yes
so how do you know what level you are on?
that's part of the question
how can i update that Level Number variable which resides in GameMode, depending on which level i'm currently at
Level_01, Level_02 etc.
so honestly the easiest way to do this is to use the game instance, or to use the level blueprint
i tried having the code in level BP's and there it works, but i'd have to have the same code in every level BP
I dont like the 2nd way but it would work, your levels each have a unique blueprint (level blueprint) and on loading the level you could have it set that variable in the game mode
I couldn't find anything online about this, but why would the gamemode override be blocked out?
so yes you would have to have that code in every level
gaah, that's the only way to do it?
the other way it to use the game instance, its an object that stays alive between level loads and you can store the "current level" variable in there before you load the next level
if i need to change a detail then i'd have to change it in 100 BP's if i have 100 levels
hmm, game instance..?
You could use the Get Current Level Name node and strip out the "Level_" part @merry bison
yeah, that would be a way to do it... it doesn't feel clean though
well what doesnt feel clean?
your literally asking how to get the name of the level you are on
compared to using a variable with the value in it, using the level name and strip out letters from it doesn't feel like the right approach, it'd work but it's not optimal
well you can use the variable but the variable would just be the level you are on isnt it?
variable is in game mode right now
but what I mean is the variable is just supposed to hold the level #
yes
ok so there are alot of ways of doing it but..
unless your level/map names are not going to be the same as the order they are in there is no easier way
is there a way that i can update a variable in gamemode from a level bp?
if they arent, then you need to associate # with level/map name in an array or list
yes you can update it, just update it
but how would you be updating it?
like how are you going to get that number
no i mean you want to set the variable in the game mode from the level blueprint, using what info?
okay listen
on every level bp i have a variable with the level #
currentlevelnumber = 3
for example
ok if you want to do that then you get the game mode, cast it to the class, and set your variable in it
that is the same way you would talk to any other class and set any variable
tried that, didn't work.. but let me try again
well it should work, thats how it works
doesn't work
show your code
code from level bp here:
so the node that is not hooked up doesnt work for some reason.................
I wonder why
A question regarding overlaps/collision - is it costing a calculation every time you overlap an item that falls within the same collision channel, (in this case, visibility) - so if you are trying to be as efficient as possible, you'd only go after a specific collision channels?
**are there less calculations when searching for a specific collision channel, because no decisions have to be made regarding "is this colliding" when those other channels aren't being queried? **
also your projects game mode is called BP_Level_01_GameMode ?
yeah it was connected before i did something to it...
never mind the gamemode name, it's changed now
that's old stuff that i haven't changed.
welp the code you pasted wont work and I have no idea what you are using now but what I suggested is how you would do it
I'm guessing that this may be set after the gamemode already started to show the widget.... which could explain why it doesn't seem to work
that would be the next thing to check yes, the order of operations
your game mode can be changed so it doesnt do the widget automatically, its in its own event say called "created whatever widget" that the level blueprint calls
so level bp -> talk to game mode -> create the widget
good idea, let me try that
@grim ore Can you offer guidance on that collision question?
the only real answer is always "profile it", but beyond that someone in #legacy-physics might have the real math. I dont think checking against multiple channels is a large enough cost to matter as more than likely its a bit mask check so its super efficient
solved!
that was IT.... the level code was run AFTER the gamemode code
thanks man, sometimes it helps just to talk back and forth to someone @grim ore
hey guys kinda confused as to why this material appears lit in an unlit environment. I set the material to unlit but it still shows up as lit :( any suggestions?
emissive material?
hey there guys im new to unreal and went ahead with a beginners tutorial from "make games with katie" but the door tutorial didnt quite worked out for me https://www.youtube.com/watch?v=3NpM8v-ukEY
In this video, we'll learn a few fundamentals like:
- What is a Blueprint Class?
- What is a class in software development?
- What is inheritance?
You'll then learn how to build a door in Blueprint scripting using a timeline and trigger volume.
As mentioned in the video, if you want to learn more about fundamental object oriented programming ...
what does the door look like right now in your viewport in the blueprint?
is that a garage door?
just a tutorial for a simple sliding door
what if you set your Z scale back to 1 and try it again
I have been looking through the #hire-a-freelancer but can't seemed to find anyone with retro experience,
i mean its a really weird way of doing it but I can see it would work, just more prone to issues
does anyone know somebody who can do PSX/PS1 modules for characters?
thanks man
from the blue piece to 1? then i need to set it into the multiply node or dont i? mine is on 26,19.... and i typed that into this node she had 50 and she typed that into the node
well that is the Z value so I think that is fine for yours, just change the Z scale to 1 (yours is .52 right now) and try it again just to see what happens
?
but...i dont want it like that?
ok but, we are trying to figure out what the problem might be
its just to see if the scale is causing it to change the location incorrectly
still glitching down and still not closing up after it was activated and it needs way too long to close it up as hers i think it was at 39:48?
so set the scale back and what does your timeline look like?
so hers goes from 1 to -1, it looks like yours goes from 0 to -1
but I cant tell since I cant see your left axis
you mean like that?
that looks like the video yes
Hey guys, i made a camera system(top-down) i can move camera but its going to forever how can i block camera border of map
physically put in borders, or when you move the camera check the current locations and stop it if its out of your "border" numbers
that boy is fixed now but it doesnt go back up and can i somehow turn the colision for projectiles from the trigger volume off?
well... how many timelines do you have?
and how many did you fix
and yes you would figure out what collision channel the projectile is on, and then turn off that channel in the collision box in the door
i have only one iisnt it the same on both nodes?
ooohh i thought "new tack 0" would be the timeline
that is the track on the timeline
do i need to make 2 seperate or can i just reuse them for multiple nodes?
you could use 1, but you want 2
also the projectile should not be opening it, its checking for the character
its now on both of those but its still not closing it up
if you want to learn how to do it with 1 timeline, you can see which nodes are basically the same between open and close and take a try at making it
well I dont know what your code looks like right now, but it works for open so it should work for close if you start it from the end
it might also be an issue with the fact its set to 5 seconds long and your animation is 1 second
ok no i was just stupid its working now with sometimes just glitching down at once but how to fix this delay of returning back up?
my...timelineis 5? isnt it 1 on time?
open the timeline
jep
the timeline is 5 seconds long, just because you are only setting 2 keys at 0 seconds and 1 second does not mean the entire thing is not 5 seconds long
so when it reverses from the end it has 4 seconds of the door open, then 1 second where it goes from open to close
its still really weird
slow down the speed
well first
its working like it should be
your moving in and out of the door...
so open from the top, then close from the bottom, then open from the top, then close from the bottom
what do you want to tell me with this? ๐
the "technical" way to do it would be to play it back forward and reverse
its just you need to actually start thinking about how you want it and code it how it should work, its not a perfect solution that was a tutorial on how stuff works and you can make things happen
then you cant be standing in the doorway for too long or it stays open a while
change it to play and reverse instead of play from start and reverse from end and see what happens
yep if you need the door to auto close when your in it, thats another thing
so how is the door supposed to work and change your code to make it work
you sure about that reverse thing?
ok so the issue comes from the fact you are using 2 different timelines now
after the end overlap, after the cast to first person, hook up that wire to the reverse on the first timeline (the one on the top)
so now the bottom timeline -> code after it is not hooked up
your thought of "cant I use 1 timeline' was the right direction to end up in
again this was just a "learn how to do something" tutorial, it cant answer all the questions or problems or cases
this is also a super weird way of handling it so it might still end up with issues.. heh, yay programming
you are frying my brain right now so you want me to do this?
so now you are using 1 timeline and 1 set of stuff to happen on the timeline for open and close, play and reverse, begin and end overlap
why cant you hook it up like I just pasted?
when your in the area or when you leave?
show what it all looks like now
the bottom you changed it, its in component now (the end overlap) it should be other actor
Hi im new here. Hope its ok to start with a question: I try to run a Startup Movie in the Project Settings Movie. Its mp4 h.264 codec 1920*1080 resolution 23 fps but it doesnt show up . Has Anyone an idea what the problem could be or where i can find a proper documentiation how the video has to be done to show up?
thanks thats a whole lot smoother and its even working ๐
for your code the cleanest way is going to be like this
obviously edited to your numbers for the door, mine was 50
back to this question to what should i set it to?
well the projectile should not be opening it, its checking your character on the overlap
so verify it is
character mesh?
your saying the projectile is opening the door right?
ik but the projectile is hitting it but overall it works so i set it now to character mesh and it works also but doesnt it means that lets say enemies could trigger that part too or its this covered by the other actor part?
anyone knows how are voxel plugins made?
right now im using the procedural mesh component but it seems to be a bit slow
idk if they use some other type of code or what is used for those plugins
@warm plumeThis thread seems to have some ideas, https://forums.unrealengine.com/t/startup-movie-help/54860 , I can say I tried the sample movie that Tim posted in there and it worked for me in my test project in the editor in standalone mode
@worthy oysterchange the box to overlap all dynamic like I showed and it should stop the box from blocking
and the part where "Start Overlap -> Cast to First Person" covers what can trigger the door to open or close
still projectiles hitting it
what is it hitting?
Thanks ok i will try to figure it
oh wait ok I can see it hitting in mine, sec
oh ok
so the default profile settings for projectile is set to block... why epic.. why
so this is stupid but its th way it works, you need to go fix these. sec
Project settings -> Collision then open the Presets
double click on the ones that say overlap, like this
and change the bottom checkmark for projecile to overlap or click the top checkmark that says overlap
you would have to do that to all of the ones that say overlap, like OverlapAll and OverlapAllDynamic and OverlapOnlyPawn
where he fuck are you there
?
like that?
no
that is for the projectile, the projectile was fine
your Overlap Presets are wrong.
OverlapAll, OverlapAllDynamic, OverlapOnlyPawn
those are not all set to Overlap only
so on those 3 add projectiles?
double click on them, click Overlap at the top, hit save
repeat 3 times
if you open them you will see they say overlap for all but the projectile, that means it will overlap everything but the projectile and it will block it which is not what you want.
its just the way epic set up the template ๐ฆ
so on a complete empty one i dont need to do that?
empty what?
like wihtout anything in the scene
well this is for the project, you just do this once to fix the issue with the template is all
the template has an issue, this fixes it
I just mean this project, you are not fixing the actual template
you cant fix the template so if you ever use the first person template again, the project you create with it will have this issue as well
and its just the projectile and first person with this issue
ok so i need to do those overlap settings on every new project or is it normal on the blank one
its JUST an issue with the projectile and the first person template
so if you make a new project using the blank template, you are fine
if you use the vehicle, you are fine
heck if you use the first person feature pack it wont have the issues since it doesnt have the projectile lol
ok thanks for all the help and effort you put into here right now you helped me really out and the door is working fine ๐
yay
@light thunder I think it's because you're passing in GetWorldLocation (which is absolute) into Relative Transform Location
Try just removing that node
Is there a shortcut to compile and save when working on something? I can't seem to find anything
The engine is weird and funny sometimes.. it seems to be impossible to animate outlines in widgets.
mods pls delete my post #freelance-jobs message
That helps - is there a trick I can do to get the "ground" of that box?
And it changes if I start the game
You should actually use the relative location instead.
Still having troubleing
is it true that behavior tree better than bp? performance wise i mean
Hey yoooo..... quick question... What is the Y axis on the graph here? Distance from Zero ?
If so, then the graph is saying I moved 73.8 cm.
but when I could the grid spaces, it doesn't seem so.
dat bone Y rotation?
that's the total amount of frames