#ue4-general

1 messages ยท Page 1022 of 1

drowsy snow
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Layered, as in anisotropy?

fallow hornet
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Is there a way to add a spline point on a camera rail say in the middle of it?

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without having to alt drag the last point?

frozen stratus
plush yew
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anyone able to help me with my issue? lol

drowsy snow
plush yew
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oh. ok

hearty walrus
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What's the optimal size for an icon?

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(in-game, full-screen ui)

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I usually make them at 1000px for previewing, would 512px be too big

grim ore
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the optimal would be based on your platform and target resolution

hearty walrus
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the ui was designed w/ 1920x1080 artboards

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and the actual build is being tested on a 1920x1080 screen

grim ore
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yep and in that design what size was the icons for the default scale of the ui?

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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

hearty walrus
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this was the prototype design

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(ignore the one misaligned square, idk how to fix it)

grim ore
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yep so in that design if that is what you want them to look like on screen, what size are they

drowsy snow
hearty walrus
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I'll probably settle with either 256 or 512

grim ore
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welp if its 256 you can fit 4 of the icons top to bottom on your screen

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yes obviously you can and probably will scale it, but that will remove information from the image so keep that in mind

hearty walrus
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They're all pictographs, so I won't be losing out on much

grim ore
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yep then just make sure they are power of 2 and you should be fine

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most of the icons in UE5 are 256x256 for the UI, for reference

drowsy snow
grim ore
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yeah most of the icons used in the engine actually, you can find them in the engine content

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it does look like they swapped to SVG for the latest stuff tho which is smart, no issue with size since it scales uniformly

drowsy snow
glacial pecan
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Question: Can all/most/some "install to engine" plugins be copied to a project folder instead and just work?

wary wave
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I believe practically all of them can be copied to a project folder

hidden tendon
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I'm trying to trigger a camera shake when a niagara particle is emitted... how would I do this?

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The niagara system simply spawns explosions and their sounds (Play Sound) and I want the shake to go off at the same time

grim ore
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how are you starting/spawning the system?

glacial pecan
rare tapir
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Anyone know why increasing the resolution of my render in unreal engine makes it so shadows arnt visible in the render queue?

hidden tendon
drowsy snow
grim ore
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^^ 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

hidden tendon
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This is what I was just trying but no luck.

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That's in the bp the emitter is contained within

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I thought I could just trigger the loop and the shake at once

drowsy snow
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Also both the inner and outer radius being 0 won't be significant enough to have a coverage.

trim trail
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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

worn peak
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any ideia on why 'move component to' node is stopping my code flow ?

grim ore
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general about engine. random chat in #lounge

worn peak
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@grim ore do u know any situation where 'move component to' wouldnt work ?

grim ore
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well if its not set up right it would fail

worn peak
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this node doesnt work inside for loops, right ?

grim ore
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well it can be triggered by one sure

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it would basically be triggered as many times as you loop and once the loop is done it would continue running

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so its pointless in a loop unless you are moving multiple components

worn peak
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im moving multiples actor ( roots )

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only the last iteration worked inside a for each

plush yew
grim ore
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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

plush yew
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Can anyone recommend any good FPS assets that are free

worn peak
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even if its for different actors ?

grim ore
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it should be fine if its for different actors, are you sure it is?

steady owl
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Does anyone notice nvidia shadowplay sometimes stops recording by itself when fullscreen in UE games? Any tips to avoid?

grim ore
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like this code works as expected, it loops 4 times and all 4 items move

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its silly code but for testing it worked as expected

worn peak
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i create a code like this yours on other level and worked

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but this one its not working

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the 'finished' its printed, the hello isnt

grim ore
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soo.

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that means it never runs

worn peak
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maybe a problem with the pawn ref or the location that Im passing ?

plush salmon
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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?

grim ore
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debug it, breakpoint on the move component to and find out what is inside the array you pas into the for each loop

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show us

worn peak
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I added this 'before'

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its printing the correct amount of times

grim ore
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shrug your going to have to debug

worn peak
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sorry i have no ideia how to breakpoint/debug -.-'

grim ore
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use breakpoints and look at the data

worn peak
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where can i learn

grim ore
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press F9 while the move component to node is highlighted and it will get a red dot

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then run the game, it will pause when that node runs. then you can mouse over the arrays and see what they say

worn peak
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oh

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i see

unreal venture
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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?

grim ore
unreal venture
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$job

worn peak
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in PIE play works too ?

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the debug

unreal venture
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@grim ore i dont understand that instructions thing m8 i have put $job nothing happend :S

grim ore
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debug is for playing in the editor yes

unreal venture
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i cant, it dont let me post there any message

grim ore
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or read the message

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If you're hiring for permanent or contract-based employment, message Manny with the $job command to get started.

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soo.....

worn peak
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'will pause' do you mean like press the button 'pause simulation'

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if yes, it didnt pause

grim ore
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then that node isnt running

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and yes it would literally stop running and you can go to the editor

worn peak
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btw 'u can mouse over the array' hover over the variable directly inside my pawn bp ?

grim ore
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is there a red dot on that node and is that blueprint compiled?

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this is when it hits the breakpoint

worn peak
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its like this, its pause cause i did manually

grim ore
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and this is mousing over the array

worn peak
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no no, didnt show this bigger red thing in here

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let me try again

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i tried in the other level i said I used same code, worked like yours

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stopped imediatly

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but in that other level no

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i will restart ue4 and pc to see

hidden tendon
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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

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I was able to call the niagara system and the shake at once

pliant copper
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does a game instance stay consistent between maps? and if so what variables should i store in it?

grim ore
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@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

hidden tendon
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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.

upper bison
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Is there any given thing that can be done to stop a memory leak in editor? I'm experiencing it all the time...

worn peak
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@grim ore but if it was empty, it shouldnt be printing anything, no ?

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its printing the 'hello', 'before' and 'finished'

grim ore
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well does the first one stop? the first print string that says hello

worn peak
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btw i put breakpoints even in the node right after the 'event' that trigger the whole code, a on click event

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no, that one doesnt stop too

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let me restart the pc btw who knows

grim ore
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so at the top you have a drop down that shows the current blueprint that is being debugged

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so you need to make sure its the one that is running and needs to be debugged

worn peak
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circle is empty after pc reboot

grim ore
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yes hit compile or save and it will go back to solid

worn peak
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-.-'

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guess i know what it is

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i have a destroy for this object inside its own blueprint

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i chaged the 'destroy' node to a 'set location' to far way from camera view

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and now its doing the last iterarion

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i will check if it will do for every object inside the array using a manual loop with branch nodes

mystic island
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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?

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I've never messed with any localization stuff before

worn peak
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@grim ore worked with this

slim ivy
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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?

worn peak
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after I replace destroy node by anything else, if I go back its stop works again : T

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@grim ore do u remember if your objects was moving simultaneously or one after another

grim ore
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same time, the loop executes all at once which means each one will get started in the same frame

worn peak
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using the for loop doesnt work for me, only manual loop with branch

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like trying to use 'delay' inside 'for'

grim ore
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you cant use a delay in a loop

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loops run all at once in the same frame

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and you saw my code, it worked fine

worn peak
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i will try with a new project

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have no ideia why but its only doing properly the last iteration

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its something inside the bp

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i had no ideia that by destroyin it, could harm the rest of the code inside

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better move to a 'cemetery of cards' array instead of destroy it

cyan trellis
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Is it possible to render an animation with a transparent background?

wary wave
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no

forest phoenix
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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.

grim ore
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according to the code 3_1 should be 256

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ES2 was 75

lime gull
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Maybe im dumb, but shouldnt that come out as 25?

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Its giving me a 0

grim ore
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its a modulus

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so no, its 0

lime gull
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So how do I get the percentage of a value, do I do it through division?

grim ore
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or multiplications, what are you trying to do

lime gull
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For my specific example, Im trying to subtract a certain percentage of damage from attacks based on character stats

grim ore
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well percent is 0..1 , where 0.5 would be 50 percent

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so multiply number by 0.5 gives 50 percent of that number

lime gull
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alright thank you! I figured I was using the node wrong

grim ore
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yep % or modulo or modulus or mod gives you a remainder

radiant sun
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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.

pliant copper
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i made spline mesh actor but when i press alt and move one of the points to extent/extrude it, it doesnt do anything :(

forest phoenix
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@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!

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@grim ore Sadly that link leads to a 404. You think I can find it anywhere else?

radiant sun
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Oh, it seemed to be a problem with my skeleton... Why in the world did that suddenly change? :/

hazy galleon
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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.

pliant copper
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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

light thunder
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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

pliant copper
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whats the error?

light thunder
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looks like Behavior tree

runic fern
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hello guys are there anyway to get the authentication data from the website to the pixelstreaming app

jaunty wharf
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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?

ember geode
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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.

hidden meteor
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is their anwear where i can get support

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for unreal

ember geode
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If there is a question, there's an answer.

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But might not be the answer your looking for.

hidden meteor
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but an answer never the less

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thanks

pliant copper
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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?

sharp ermine
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(screenshot from a video) i cant find the keyboard events folder (im on version 4.26.2)

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is this named something differently?

vagrant hornet
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Iโ€™m using speedtree to make trees but when I import them to UE4 they look trash

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What are you peoples recommendations for making trees?

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Is the issue with speedtree just the lighting?

grim ore
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@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

light thunder
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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

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if it is line tracing DOWN there should be no variance even in the impact point , not on x/y axis

light thunder
plush yew
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How much fps ya all get on UE5?

light thunder
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why is this look at function making them lean back??? I'm only targeting neck01 bone

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weird - why would their spawning not adjust their rotation - they are all like rotating 16 degrees on y axis? thoughts

next ivy
next ivy
ember geode
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Node.

lunar aurora
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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?

plush yew
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Is there any tutorial that shows how to make multiplayer fps game like valorant / CSGO?

next ivy
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@plush yew The first person shooter template pretty much does all that for you....

open eagle
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how

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bruh how can UHT fuck up an engine file like what

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I just tried to compile from editor, and then VS and got the same result

next ivy
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Show the compile from editor log

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Visual Studio's error log is worthless

weary basalt
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@open eagle Dont use Hot Reload.

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Also seems like the line above is missing a ;

open eagle
open eagle
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I don't even understand why it's trying to compile an engine file in the first place

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I'm using a launcher build

weary basalt
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Oh you probably messed up a Macro or something then.

open eagle
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how would I trace back to that?

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I'm so confused here

weary basalt
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Please dont use Hot Reload. If you make changes to C++ files, always close the Editor and recompile from VS.

open eagle
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I did

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I compiled from VS

weary basalt
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Check whatever the last file you were playing with i guess?

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Close the Editor

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Compiling from VS with the Editor open is the same as pressing the Hot Reload button in the Editor.

open eagle
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should I delete my project's intermediate and binary folder?

weary basalt
open eagle
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closed the editor and I get the same errors

weary basalt
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Im not saying that will fix it, its just bad practice to use HR because it can introduce arbitrary changes in behavior.

open eagle
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I'm deleting all the VS generated stuff and binaries from my project folder

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gonna regenerate the sln from the uproject

next ivy
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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...

open eagle
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still does the same thing

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aghhh I just regenerated the entire project source again and it still does it

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I have no clue what I did to cause this

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I do not remember modifying any cpp files after I initially had it compile properly

next ivy
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It wouldnt let you modify them anyways unless you have source control

latent sonnet
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Does anyone know a way to save the best time in a level?

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I have a timer function already I just need to get the best time to save for each level.

open eagle
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still completely in the dark here

desert verge
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anyone have a good tutorial on interior level design?

open eagle
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why would it be trying to compile an engine header

plush yew
drowsy snow
paper ginkgo
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when creating a c++ class is there a diff between the class name starting with a U vs an A?

drowsy snow
paper ginkgo
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hmmm gothca, did figure out my issue too, accidentally made an Actor instead of an Actor Component lol

dreamy zenith
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does anyone know of good low poly feudal japan asset packs?

drowsy snow
dreamy zenith
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thanks

plush yew
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I have uploaded my 2 games in playstore

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Can anyone tell how to get it further from here

dark depot
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@willow quarry by default the post process volume has a vignette of like 0.4 set check the settings in your post process

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nvm i see you also asked this is in other channels and got it answered

wise pelican
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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?

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i could only find stuff that implement discord api into ur game to show the game being played rather than the engine

icy egret
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does anyone know good tutorial about AI in Udemy?

forest phoenix
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@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?

drowsy snow
radiant sun
# jaunty wharf Hey there, I have a small question. How do game studios or teams working on unre...

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.

wise pelican
magic heron
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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

drowsy snow
magic heron
plush yew
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learning on top of your project that you intend to release is bad practice?

lusty kite
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I tried drag and drop with "Overview" but still cant put the map in my game.

drowsy snow
plush yew
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ah, so no bugs around deleting, updating assets e changing configurations in blueprints

lusty kite
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@drowsy snow can u help please?

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Or @plush yew ?

drowsy snow
lusty kite
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Thx

drowsy snow
# lusty kite <@!325627930484932608> can u help please?

Also please be patient when asking for help. #rules #2:

  1. 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.
lusty kite
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Ok

plush yew
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how deactivate this information box?

drowsy snow
regal mulch
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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.

plush yew
lusty kite
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I keep falling thru the forest ground

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Right after respawn

forest phoenix
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@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.

drowsy snow
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Honestly I only dabble with SM5+, not ES3 (let alone ES2).

plush yew
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To use OnKeyDown I need to click on override?

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this is mine, probably with the updated version of UE, |
V

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can someone try to explain what is the difference between a green box and a blue one? ๐Ÿ™‚

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๐Ÿ˜„

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I am far away from understanding

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How can I drag it to the blueprint graph?

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if I do not override and create a new one, I can

forest phoenix
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@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.

drowsy snow
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I never touched VR before (nor able to develop for it) shrugg
But I think 75 joint limit is also a mobile thing (and I'm also not developing for mobile)

vernal dock
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i just read ue4 is supported on the switch!?

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thats epic

plush yew
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is that right to be called on gameMode blueprint? I am not being able to see my print string...

drowsy snow
vernal dock
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thats awesome

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i assumed it was unity only because of the 3ds

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thats amazing thank god now i dont have to learn unity

plush yew
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the event graph,

drowsy snow
vernal dock
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epic thank you!

drowsy snow
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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.

stark zephyr
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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

granite spire
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Alrighty i'm here for 2 hours-ish gonna steam some help desk in 5

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just having some food

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@stark zephyr That's a hard one, have you tried to migrate to a fresh project?

stark zephyr
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@granite spire The people on the forum did with the same result.

granite spire
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could be direct X or something

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you ask a hard question let me see if I can have a look

stark zephyr
granite spire
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I don't have anything installed other than 4.26.2 anymore since I nuked me HDD

stark zephyr
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๐Ÿ™‚

granite spire
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it could be anything really, a lot of stuff changed in 4.26.2

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new water, new clouds

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it could even be something in the backend

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also a performance dip of 10FPS to be more stable in the long run might be a thing too

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@lusty kiteI see you got everything to work, good job, what did you have to do?

sharp ermine
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how can i replace the Mannequin with a custom model?

lusty kite
granite spire
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@lusty kiteIt also looks like your map isn't even spawning, so I'm not sure how you've done that

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@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?

lusty kite
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Idk

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I put it as new landscape

lusty kite
granite spire
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looks like it doesn't even load, i reckon you're level streaming but don't know it

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yeah you're level streaming

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you're not loading the level, at all

lusty kite
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And how do I do that?

granite spire
lusty kite
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K

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Im now not home ill do that later

granite spire
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then you will be a level instancing champion

lusty kite
#

K

plush yew
#

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...

granite spire
#

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

plush yew
#

sad as a rotten watermelon lying on some farm

granite spire
#

what are you trying to do exactly?

plush yew
#

a Terminal, you press a hotkey in-game, it appears and you control stuff from there

granite spire
#

so you will have to make your own "disabler"

#

welcome to unreal 4, the real work

plush yew
#

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")

granite spire
#

i've had to do countless work arounds like this, lol

#

what you want is

plush yew
#

hmm mysterious mysteries...

#

๐Ÿ™‚

granite spire
#

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

plush yew
#

๐Ÿค” 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...

granite spire
#

I made my own unconventional action bar

#

and it's fully modular, it has 0 keypresses for UI and no bind events ๐Ÿ˜‰

#

because they use ticks

#

and i'm anal about my ticks

plush yew
#

you are speaking some type of futuristic Indian language to me, I hope I catch on with the tribe ๐Ÿ˜„

regal ravine
#

๐Ÿ™‚ i need a help in UE4. I am a beginneer in this field.

granite spire
#

@regal ravine don't say you need help just say what you need

vocal herald
#

I'm using Procedural Foliage Volume but it doesnt spawn on seams between landscape tiles. How to fix this?

granite spire
#

@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

clever axle
#

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?

granite spire
#

@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

clever axle
#

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?

drowsy snow
#

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)

clever axle
#

so I can make a loading bar?

#

ah, I see

#

yea, no big deal.. I can make it in C++

clever axle
drowsy snow
drowsy snow
#

This method requires async level streaming for the widget to be animating

clever axle
#

But the question still stands: is there a way to grab the load progress?

#

Cause if not, I don't need an animation

drowsy snow
granite spire
clever axle
#

Well that's true I guess

granite spire
drowsy snow
clever axle
#

I mean.. The coolest solution of all would be to load the level inside the overview map and then zoom into it

granite spire
#

yeah so save and load locally then

drowsy snow
granite spire
#

@drowsy snow I've done it with my main game, I've preloaded everything and the spinning progress bar works too

granite spire
#

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

drowsy snow
#

I knew it.
My point is to have the loading screen to stay animated while loading, not hiding the fact that it's freezing.

granite spire
#

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

clever axle
#

Ye.. I should probably just wait for UE5 on all of this and go crazy with an overview map and Nanite

granite spire
#

yeah somewhat

#

but you'll be waiting a year

full lodge
#

Hi Guys! What kind of engine is a base of Unreal Engine????

granite spire
#

@full lodge Unreal engine.

#

@plush yew put in a fake delay, that's what I had to do for aesthetics

full lodge
#

There is no other base? E.g. open gl vulkan?

granite spire
#

Maybe fake it with a FMV

full lodge
#

@granite spire

granite spire
#

@full lodge unreal engine is based off C++, it's their own engine

drowsy snow
#

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)

plush yew
#

how can i fix this

#

cpu locked on 0.78 ghz

plush yew
full lodge
#

between Unreal Engine and OpenGL, Vulcan etc.

plush yew
#

why after some time with the editor opened, the Windows start to freeze?

#

restarting it, at the same Windows session, resolves...

bronze tapir
#

Is anyone using Pixel Streaming in production or a live demo or something? I can't really find anything online.

clear hornet
#

I am looking for advanced help with control rigging, anyone available to take some questions?

lusty kite
plush yew
#

Is the .h file the header file ??

lusty kite
#

?

loud crater
#

I'm getting blank windows when opening new assets, PhysicalMaterial or SoundReverb. Anyone experienced this?

lusty kite
#

My new landscape wont load how do I fix that?

drowsy snow
plush yew
#

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

plush yew
loud crater
stray smelt
#

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

chrome beacon
#

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.

lucid grove
#

Why mesh from megascans have this black places in it?

chrome beacon
forest holly
#

Looks like... normal issues or lightmap?

#

If you switch to lighting mode are they there?

granite spire
#

@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.

lucid grove
granite spire
#

@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.

lusty kite
#

You're welcome for being kept entertained!

granite spire
#

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 ๐Ÿ˜‚

#

I just have a lot to say, and try to not be so elaborate

lusty kite
#

Its ok for me

#

K

#

Understandable

Have a nice day

granite spire
granite spire
# plush yew

Your PC is probably "throttling" might have huge temps or your cooling isn't efficient, but that's more PC help than UE help

granite spire
#

@bronze tapir Pixel streaming on a material? or what?

granite spire
granite spire
#

@stray smelt do you have that auto exposure crap on?

granite spire
cosmic axle
#

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?

granite spire
lucid grove
forest holly
#

@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

granite spire
chrome beacon
cosmic axle
granite spire
#

@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.

bronze tapir
forest holly
#

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!

granite spire
cosmic axle
#

Welp that definetly compromises if I need to fix a bug in a said level which the saving system is active for example...

granite spire
cosmic axle
#

But thx anyway! I'll see what I can do

granite spire
#

@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.

#

I'm not paying attention a great deal i'm spam answering questions before bed

#

Gotta answer fast SonicWTF

plush yew
#

I like robots.

granite spire
#

@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

lucid grove
granite spire
#

I want to show this off, 1 tick it'll be awesome because it'll burn everyone's eyes

cosmic axle
granite spire
#

@cosmic axle yeah give it a test, tag me with your findings, because I need to know too

whole abyss
#

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

granite spire
#

I would have an answer if I was like a year ahead of where I want to be right now DogeSmile

whole abyss
#

is there any way you can like automatically have UV's like you can in blender?

granite spire
#

You bois and grills ready to see this cancer?

cosmic axle
whole abyss
#

i figured it out, by looking at another material haha, i just needed a texture coordinate node

granite spire
#

Oh wait I only got light bleed RIP

#

Dunno why landscapes don't block light, it's really annoying

flat crater
#

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

granite spire
#

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

chrome beacon
flat crater
#

thanks, juicybear

sturdy pebble
#

Should I use blue prints or C++?

wary wave
#

yes

flat crater
#

yes

granite spire
#

@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 DogeSmile

#

@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.

sturdy pebble
#

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.

flat crater
granite spire
#

@sturdy pebble have you done any coding before?

flat crater
#

well the c++ docs do not matter that much, because you can read the complete c++ source code of unreal

drowsy snow
granite spire
#

BP is the sanic mode of UE4

sturdy pebble
#

ok

granite spire
#

but when compiled he over ate the code and runs 10% slower

flat crater
#

blueprints are completely valid to use even when you are fluent in c++. it just depends on the use case.

drowsy snow
#

Don't feel ashamed just because you use BP at all.

sturdy pebble
#

and yes i've done c# and written code in cpp but not that much

chrome beacon
kindred viper
#

true story. Every C++ coder uses blueprints. Anyone who says otherwise is stubborn or a liar ๐Ÿ˜„

granite spire
#

I use BP to prototype loads of stuff, I'm experienced, but I like to actually get stuff done (and nod off on stream)

drowsy snow
#

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

sturdy pebble
#

so use blue prints and cpp

granite spire
#

@chrome beacon Maybe the newer versions can't be tricked, why are you wanting an old version?

flat crater
#

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

chrome beacon
#

I had only the latest 4.26 and the 5.0 early access installed

flat crater
#

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

chrome beacon
#

I need to keep on using 4.26 until my assets aren't updated tor 5.0

sturdy pebble
#

Im gonna start with c++ and if things ghet hairy ill use BP

flat crater
#

if you are completely new to unreal: start with bp

sturdy pebble
#

ok

flat crater
#

because it's just faster to prototype and learn the engine

granite spire
#

@sturdy pebble Unless performance, always BP, they're not that far off performance wise, think C++ as a performance polish

sturdy pebble
#

sure but I dont want to rely too much on visual scripting

granite spire
#

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 DogeSmile

flat crater
#

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

chrome beacon
#

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

flat crater
chrome beacon
#

what didn't work at all was creating the link for the 5.0, the cmd prompt failed with that one

flat crater
#

and you will have faster successes that make it fun to learn

sturdy pebble
#

ok

#

Ill try Ue it loooks so much harder than unity

#

And BP

granite spire
#

@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 DogeSmile ), 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.

midnight bolt
#

Is it possible to convert decal into static mesh, with all the deforms?

flat crater
#

@granite spire haha i wish players without dev experience knew just how much more work mp actually means for a game

sturdy pebble
#

BP it is

flat crater
#

it's really insane when you experience it yourself for the first time

plush yew
#

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?

granite spire
#

@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

flat crater
#

i am pretty sure you were not the first nor will you be the last dev team that underestimated networking

granite spire
#

so you would have to in code do a < or > for up and down

flat crater
#

i think every game dev that does networking for the first time will underestimate it

#

at least it was the case for me too

granite spire
#

people don't understand

#

they just don't

flat crater
#

yup ๐Ÿ˜„

granite spire
#

networking is like walking through the flames of hell

#

"Oh this thing doesn't work, but it works in SP?, Good luck"

plush yew
#

@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?

granite spire
#

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

worn granite
# sturdy pebble sure but I dont want to rely too much on visual scripting

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.

flat crater
#

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

granite spire
#

@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

granite spire
plush yew
#

serious, mouse stuff is awesome

#

X and Y

#

3 different buttons

worn granite
#

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

plush yew
#

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 ๐Ÿ˜„

#

and comparison stuff like, "you did climb Everest once"

tough perch
#

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.๐Ÿ˜

cedar wave
#

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.

granite spire
#

@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" DogeSmile

#

@tough perch Try new editor window

chrome beacon
#

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

granite spire
#

@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

chrome beacon
#

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

granite spire
#

could be your internet

#

I pretty much try to avoid the launcher like the plague

flat crater
#

it sucks so much. i really appreciate epic and their investment decisions, but this abomination is the exception

chrome beacon
#

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

granite spire
#

they have billions, but no sense to fix their crap

chrome beacon
#

the UE_4.26 folder reached a 36GB size... the original one was 12-13GB... something seems really wrong

granite spire
flat crater
#

๐Ÿ˜†

granite spire
#

"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

hidden tendon
#

Does anyone know if physical materials work with skeletal meshes?

chrome beacon
#

I'm going crazy... I have no idea what I should do now

untold merlin
#

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.

granite spire
#

@chrome beacon reboot it, and reboot your modem, imo, mine took like 20secs to load, could be epic servers

chrome beacon
#

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...

worn granite
#

@untold merlin go on YouTube, search "UE4 BP Max Payne" and if you find nothing it doesn't exist

untold merlin
#

Thanks

worn granite
#

Then you can break down individual portions of what you want to do and ask about them here. I never played MP3

untold merlin
#

Found the one

granite spire
#

@chrome beacon she be updating

worn granite
#

that was a stab in the dark. Have fun

chrome beacon
#

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, RPGโ€™s, slashers or fighting games. The template includes a combat system, a system for character movement, a system for managing characterโ€™s level...

โ–ถ Play video
#

Did I mention the John Wick vibes either? Well I did now, didn't I. Alright... I'll stop feeding you my obsession! ๐Ÿ˜…

#

Launcher almost done... no idea what exactly but that's like it seems right now

drowsy gull
#

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๏ผŸ

regal ravine
#

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.

chrome beacon
#

if the clouds are black it should mean the shaders aren't compiled yet

drowsy gull
#

My computer is not bad , and more important is that the shader compiling was finished , when there was still no clouds.

chrome beacon
#

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

granite spire
#

@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.

regal ravine
#

Ok Thanks for keyword

drowsy gull
#

But on Artstation there's already some artworks of volumetric clouds with UE5

#

There must be something else wrong

chrome beacon
#

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"...

granite spire
granite spire
drowsy gull
#

Things went stranger. I checked Show Sky Dome , then the whole scene turned grey

#

If I remove the light , then it went dark

plush yew
#

left and right scale parameters have some default? like right always being positive or something?

chrome beacon
#

might be that link-thing I did with cmd prompt that messed things up badly!??

drowsy gull
#

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

plush yew
#

mine just start freezing my PC from time to time, then I need to restart

#

so annoying but the engine is so epic

drowsy gull
#

rtx3060

inland flicker
#

Is it possible to remove megascans from my Epic Launcher vault list?

chrome beacon
#

my GTX1070 8GB is now hiding in shame...

inland flicker
#

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

regal ravine
drowsy gull
#

๐Ÿ˜‚

regal ravine
#

When I click play ๐Ÿ˜ฎ it does not show like exactly ๐Ÿ˜ฎ

granite spire
#

@drowsy gull That should be fine to render those clouds.

regal ravine
#

I am trying to build andriod game in ue4. So i play with "Mobile Preview"

granite spire
#

@regal ravine Try checking out some mobile shader tutorials

grim ore
#

@regal ravinewell it says compiling in the top left, let it finish

drowsy gull
storm shard
#

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

buoyant isle
#

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 ?

regal ravine
grim ore
#

this means wait

cursive sky
#

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?

calm pollen
#

my app an android crashes after about 17 seconds on multiple devices, does anyone know any possible reasons why?

grim ore
#

check the adb log

calm pollen
#

how do i do that?

grim ore
#

its an android thing, look it up

calm pollen
#

it works fine in the editor

chrome beacon
#

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!

grim ore
#

you connect to the device and run the adb log comands and you can view the logs running on the device

calm pollen
#

oh ok thanks

grim ore
#

@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

cursive sky
#

im not sure how do do that

#

the material shader thing

grim ore
#

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

drowsy snow
cursive sky
#

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

cursive sky
grim ore
#

maths

drowsy snow
#

Maths, and clamping tricks

chrome beacon
#

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

drowsy snow
#

It's fairly simple if you know how:
Every progress bar is 1/10th of the entire percentage.

grim ore
#

actually why not just use that image as the image on the progress bar?

drowsy snow
chrome beacon
#

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

drowsy snow
#

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)

cursive sky
chrome beacon
#

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

grim ore
#

@cursive skyI have no idea, but if its a progress bar then yes. otherwise you just do it yourself. also you should never bind.

cursive sky
#

why?

grim ore
#

binding wastes resources unless your information changes every frame, will it change every frame?

cursive sky
#

I use it with hunger and stamina so yea it does change very fast

grim ore
#

I didnt say fast, I said every frame

#

does it change every frame? no it doesnt

drowsy snow
cursive sky
#

so Mathew what should i do instead?

grim ore
#

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

cursive sky
#

alright

narrow mauve
#

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

merry bison
#

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?

grim ore
#

well what is in current level number right now?

merry bison
#

1... its default value is 1

grim ore
#

ok... so the issue is ?

#

or the issue is you somehow want to get the level number from somewhere and put that?

merry bison
#

yes

grim ore
#

so how do you know what level you are on?

merry bison
#

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

grim ore
#

thats the question. how are your levels named?

#

or how do you load the next one

merry bison
#

Level_01, Level_02 etc.

grim ore
#

so honestly the easiest way to do this is to use the game instance, or to use the level blueprint

merry bison
#

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

grim ore
#

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

grave radish
#

I couldn't find anything online about this, but why would the gamemode override be blocked out?

grim ore
#

so yes you would have to have that code in every level

merry bison
#

gaah, that's the only way to do it?

grim ore
#

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

merry bison
#

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..?

grim ore
#

You could use the Get Current Level Name node and strip out the "Level_" part @merry bison

merry bison
#

yeah, that would be a way to do it... it doesn't feel clean though

grim ore
#

well what doesnt feel clean?

#

your literally asking how to get the name of the level you are on

merry bison
#

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

grim ore
#

well you can use the variable but the variable would just be the level you are on isnt it?

merry bison
#

variable is in game mode right now

grim ore
#

but what I mean is the variable is just supposed to hold the level #

merry bison
#

yes

grim ore
#

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

merry bison
#

is there a way that i can update a variable in gamemode from a level bp?

grim ore
#

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

merry bison
#

hey, i'm the one asking ๐Ÿ™‚

#

u respond to my question with more questions

grim ore
#

no i mean you want to set the variable in the game mode from the level blueprint, using what info?

merry bison
#

okay listen

#

on every level bp i have a variable with the level #

#

currentlevelnumber = 3

#

for example

grim ore
#

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

merry bison
#

tried that, didn't work.. but let me try again

grim ore
#

well it should work, thats how it works

merry bison
#

doesn't work

grim ore
#

show your code

merry bison
#

code from level bp here:

grim ore
#

so the node that is not hooked up doesnt work for some reason.................

#

I wonder why

light thunder
#

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? **

grim ore
#

also your projects game mode is called BP_Level_01_GameMode ?

merry bison
#

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.

grim ore
#

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

merry bison
#

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

grim ore
#

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

merry bison
#

good idea, let me try that

light thunder
#

@grim ore Can you offer guidance on that collision question?

grim ore
#

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

merry bison
#

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

still breach
#

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?

grim ore
#

emissive material?

worthy oyster
#

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 ...

โ–ถ Play video
grim ore
#

what does the door look like right now in your viewport in the blueprint?

worthy oyster
grim ore
#

what if you set your Z scale back to 1 and try it again

dire parcel
#

I have been looking through the #hire-a-freelancer but can't seemed to find anyone with retro experience,

grim ore
#

i mean its a really weird way of doing it but I can see it would work, just more prone to issues

dire parcel
#

does anyone know somebody who can do PSX/PS1 modules for characters?

still breach
worthy oyster
grim ore
#

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

worthy oyster
worthy oyster
grim ore
#

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

worthy oyster
#

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?

grim ore
#

so set the scale back and what does your timeline look like?

worthy oyster
grim ore
#

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

worthy oyster
#

you mean like that?

grim ore
#

that looks like the video yes

wanton bloom
#

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

grim ore
#

physically put in borders, or when you move the camera check the current locations and stop it if its out of your "border" numbers

worthy oyster
grim ore
#

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

worthy oyster
#

i have only one iisnt it the same on both nodes?

grim ore
#

welll................

#

look at the names of them

#

and double click on each of them

worthy oyster
#

ooohh i thought "new tack 0" would be the timeline

grim ore
#

that is the track on the timeline

worthy oyster
#

do i need to make 2 seperate or can i just reuse them for multiple nodes?

grim ore
#

you could use 1, but you want 2

#

also the projectile should not be opening it, its checking for the character

worthy oyster
#

its now on both of those but its still not closing it up

grim ore
#

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

worthy oyster
#

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?

grim ore
#

^^

#

your animation is 1 second, your timeline is 5.

worthy oyster
#

my...timelineis 5? isnt it 1 on time?

grim ore
#

open the timeline

worthy oyster
#

jep

grim ore
#

look at the grey part of it

#

and look at the top where it says the length

worthy oyster
#

oooh you mean the lenght 5?

#

this sucker

grim ore
#

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

plush yew
#

slow down the speed

grim ore
#

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

worthy oyster
grim ore
#

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

worthy oyster
grim ore
#

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

grim ore
#

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

worthy oyster
grim ore
#

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

worthy oyster
# grim ore

but this one with the upper one bcs i cant plug this into the upper one?

grim ore
#

why cant you hook it up like I just pasted?

worthy oyster
#

ah nvm just blind af

#

its...its stuck down now

grim ore
#

when your in the area or when you leave?

worthy oyster
#

both

grim ore
#

show what it all looks like now

worthy oyster
grim ore
#

the bottom you changed it, its in component now (the end overlap) it should be other actor

worthy oyster
# grim ore

theres still my red line thats why i thought

warm plume
#

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?

worthy oyster
grim ore
#

for your code the cleanest way is going to be like this

#

obviously edited to your numbers for the door, mine was 50

worthy oyster
grim ore
#

well the projectile should not be opening it, its checking your character on the overlap

#

so verify it is

worthy oyster
#

character mesh?

grim ore
#

your saying the projectile is opening the door right?

worthy oyster
#

no i was saying that the projectile was hitting the box

#

like the trigger it self

grim ore
#

oh thats weird uh. this is the default for the box

#

overlap all dynamic is the preset

worthy oyster
#

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?

neon grove
#

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

grim ore
#

@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

worthy oyster
grim ore
#

what is it hitting?

warm plume
grim ore
#

oh wait ok I can see it hitting in mine, sec

worthy oyster
grim ore
#

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

worthy oyster
grim ore
#

Project settings (you are here)

#

then Collision (you are not here, look on the left)

worthy oyster
grim ore
#

yep then...

#

so click on the arrow next to Preset

worthy oyster
#

like that?

grim ore
#

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

worthy oyster
grim ore
#

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 ๐Ÿ˜ฆ

worthy oyster
#

so on a complete empty one i dont need to do that?

grim ore
#

empty what?

worthy oyster
#

like wihtout anything in the scene

grim ore
#

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

worthy oyster
#

there are templates but do you mean bland also as a template? i think not?

grim ore
#

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

worthy oyster
#

ok so i need to do those overlap settings on every new project or is it normal on the blank one

grim ore
#

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

worthy oyster
#

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 ๐Ÿ˜„

grim ore
#

yay

light thunder
#

What am I missing here? why are they spawned so far away?

shell compass
#

@light thunder I think it's because you're passing in GetWorldLocation (which is absolute) into Relative Transform Location

#

Try just removing that node

manic fiber
#

Is there a shortcut to compile and save when working on something? I can't seem to find anything

merry bison
#

The engine is weird and funny sometimes.. it seems to be impossible to animate outlines in widgets.

sharp crest
light thunder
#

And it changes if I start the game

still moat
light thunder
paper crest
#

is it true that behavior tree better than bp? performance wise i mean

autumn elbow
#

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.

paper crest
#

dat bone Y rotation?

autumn elbow
#

Y translate

#

wait.. each square on the grid is how much?

paper crest
#

i saw 0..90

#

so i assume its rotation

autumn elbow
#

that's the total amount of frames

paper crest
#

my bad

#

i mean look at the value.. 0 -> 73.01

autumn elbow
#

this seems to be a bug in unreal

#

the value shown in the popup near the mouse is not the same as the value shown in the text box

#

so each grid mark is .5cm