#ue4-general

1 messages · Page 1027 of 1

plush yew
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I will get everything? No errors?

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Provided your computer is powerful enough

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Yesterday I wanted to use a project in a new version but I give up

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Because I get blueprint errors

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Hm

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My project was for version 4.25

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that's the problem

plush yew
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So, I will do another one and migrate the terrain

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Thanks for the help!

plush yew
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Animation, assets

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But I never said UE5

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4.26?

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Yes

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Do you still have the errors or did you start a new one?

sick parcel
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basic question, I'm not getting the way objects size is calculated

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there is a scale, but objects (meshes, etc) have like their original dimensions, that I can't see in the details panel

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so if I want to make a cube to be the same height as another model, how do I go about it?

plush yew
odd geode
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Hello!

Looking to see if anyone could help out with something possibly basic. I just started using Unreal Engine the other day, but do have experience with programming in general.

Question: While using "Move Component To" in the way of a coin toss motion, it seems that the rotation is acting up. When trying a 360 degree flip, it works the first time, but then only flips to 180 and back down to 0 degrees concurrently. Is there anyone who knows if there are any constraints that is the cause of this?

Version: UEv4.26.2

Attachment: Blueprint flow for the coin toss, as an actor component. It takes the inputs for how high to flip, how many flips, and how fast it will do the motion.

Appreciate any and all help, especially since I am still learning!

drowsy snow
odd geode
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Oh, I thought that forcing shortest path would cause it to not move if I have 0 degrees go to 360 degrees for example

mild phoenix
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Hello everyone who know what's going here?

plush yew
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fix your spaghetti code, itll help you in the long run when you start getting more complex

mild phoenix
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I package my game for android

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Sky is like this

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Glitching

drowsy snow
drowsy snow
odd geode
grave pollen
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Anyone have any resources on free/cheap books for ue4/blueprints/cpp?

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I’m trying this new weird concept called reading

drowsy snow
drowsy snow
steady hull
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So circled in blue is a separate cube with the material from quixel. Notice how it has a reflectiveness. Outside of the blue box (which is also currently selected) is a custom landscape material i made using the same textures from quixel. I can't seem to figure out how to get the reflectiveness quality to come up with the custom landscape material. Anyone have any ideas?

woeful dawn
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Does anyone have an example or a resource of any kind on how I can completely separate my client and server as two build targets and communicate using something like ENet? I want to bypass Unreal's replication stuff entirely to experiment with a much larger number of players in a slow-paced game

ashen frost
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wish i could help sad_moment

vagrant hornet
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When I rotate the sun below the terrain how do I make stars appear?

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With moon?

drowsy snow
granite spire
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@whole abyss ahh yeah

spare kernel
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Not really unreal related at all. Maybe ask in a unity discord server.

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If you want to discuss doing this inside Unreal Engine, then sure, ask.

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could always use #lounge @grave kettle

grave kettle
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ok thanks

winter rain
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What causes a child actor blueprint class to override a parent function?

soft tree
soft tree
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you could clean it up and make it easier on yourself if you turn all of those into a function, and save the variables coming from the event as local variables

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then you can just simply grab the node each time you need it, instead of those branched wires

odd geode
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Cant

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Tried multiple times

soft tree
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what do you mean cant?

odd geode
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It errors

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Move Component To can not be collapsed inside a function

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Annoys me 😦

soft tree
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oh! async function. that's why

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darn.

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well either way, you made it look pretty

odd geode
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Now I just need the original question answered 😄

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lol

elder viper
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Hi All! I am having trouble with UE5 projects showing up in the Unreal Launcher library. I created a new project but its not visible in the library so I can't add any other addon's to it

plush yew
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@odd geodenot like that no

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but its abit better

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use more variables

odd geode
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@plush yew what else would you do? I cant break it down into functions due to the Move to Component

plush yew
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for such a short bp it works okay, but id make the floats into variables

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wich also makes it easier to change them later on

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you dont really want node highways lol

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basically what @soft tree said! lol I didnt see that my bad

odd geode
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I guess that goes according to preference... I think in a coding perspective, as initializing a new variable in a method/constructor just to store the input variable is sloppy. In this case the code makes most sense to me as I read it as if I am doing a method call of FlipIt for the object.

plush yew
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its cause you have like 4 nodes in that bp

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once you have like 30 40 nodes for one function and have wires running everywhere youll be crying lol

odd geode
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I wonder what they do on backend for the C++ generation 🤔 if that local variable created is not actually created and it just references the input var

plush yew
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also making speed height and flips into variables makes it so much easier to change them cause you can create other function to SET those variables

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and just call upon that variable instead of running wires from it

odd geode
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Imagine this as a method call, the inputs are what its supposed to do, its just an action

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If I needed to change speed or whatever else, I'd do it on that actor level

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and create vars there

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before calling to flip it

plush yew
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sure man, if you end up having a blueprint looking like this

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cause you dont wanna make variables

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we warned you lol

odd geode
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I consider that sloppy because what that does is create a giant class and not have reusable code

plush yew
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its great tho

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lol

odd geode
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I've been having an issue with UE not pulling up the visual c++

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would make my life a bit easier if it let me, rather then have to hunt in the directories

soft tree
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I believe if you start your project off as a BP only project, it doesn't open the C++ classes

soft tree
# odd geode I've been having an issue with UE not pulling up the visual c++

If you do begin the project however as a C++ proj, then it does seem to bring them up. I haven't really converted a BP into a C++ proj before, but it may be as simple as just creating a C++ file in your project. I believe that creates the necesary generated VS files which will allow you to then open the engine provided C++ classes

drowsy snow
soft tree
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oh cool, then it is just as simple as I described?

odd geode
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Cool, though blueprints are a nice visual, but seems to take more time in some areas for me D:

soft tree
odd geode
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Yeah, I figure once I get into rest calls for db info is where that will matter

soft tree
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prototyping is way quicker in BP with it's instant compile time, and you can properly debug

brittle berry
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Guys I am beginner to Unreal engine what should i prefer blueprints or c++

plush yew
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do you know c++?

brittle berry
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No I don't know c++

odd geode
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Blueprints are in the aspect of high level design, C++ is low level, for people that do not know much about coding, it is stated you should start with blue prints and will be able to migrate pretty easily.

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If you want to know more, look at @soft tree provided link: https://www.youtube.com/watch?v=VMZftEVDuCE

It's not an either/or decision. Learn what makes C++ and Blueprints different, what they have in common, and how to use them together effectively. We'll also learn a thing or two about performance optimization and some basic software design concepts.

Read the article version: http://awforsythe.com/unreal/blueprints_vs_cpp/

00:00 - Introduction...

▶ Play video
brittle berry
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Oh thank you soo much

soft tree
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General consensous seems to be: even if you're comfortable in programming, you probably want to start off with BP so you can get a handle of everything that is available, and get a general understanding of how to couple systems together.

If you've never programmed before, I'd personally HIGHLY suggest they don't even attempt C++ until they are fairly comfortable with BPs

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but I'm no expert so don't take my word for it :). I'm still learning unreal as much as the next guy in here.

odd geode
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I definitely agree with that, because I am actually a Software Engineer for business applications, and working in a physics engine is an entirely different beast 😛

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Working with BPs are definitely helping paint a picture for me, but this is just day 2 of me starting

soft tree
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EE here with plenty of experience in programming. started off with Unreal++ (C++ but really, let's be honest.. its Unreal++ 🤣 ) and was stumped and lost.
Spent a lot of time with BPs and got way more comfortable

odd geode
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Electrical? Cool stuff, spent the first half of my life with Electrical

soft tree
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i should clarify. EE background but not a fully qualified EE. more like jr EE

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and bored af in the field. Would much rather do game dev 🙂

odd geode
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Ah gotchya, was an Electrician growing up, joined the military and was a nuclear engineer, then decided I wanted to do something more warm and went for software

soft tree
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oh dang. impressive.

odd geode
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Game Dev is what I originally wanted to do, but I don't think it would be as fulfilling as making one's own

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What company would you like to work for? or are you speaking of your own game?

soft tree
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Yeah. just looking to do indie dev for the most part

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I've been playing around with game dev for a few years, and now just settling down for the first "real" project

soft tree
quiet token
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how to finish spacegame im work on it almost 3 year now

drowsy snow
quiet token
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lmao ive been winging it this whole time

soft tree
dreamy zenith
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is there a way to attach a part of a mesh to the bone so it goes with the animation?

light thunder
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Does it matter if these wheels are like this in the physics asset?

plush yew
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I'm trying to open 4.26 project in UE5

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But I get blueprint errors

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😦

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Who can help me with that?

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It says that project shoudn't be more than 20 characters

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Is that the reason? I will rename the folder.

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Errors in first person character

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What's wrong?

vagrant hornet
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Can I easily convert a project written in blueprints to C++? Or do I have to remake the entire thing?

quiet token
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playslotanimation must have been renamed to something else

plush yew
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Oh

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Is that the reason?

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But why?

quiet token
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yes the red means the function doesnt exist

vagrant hornet
quiet token
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epic must have renamed it in ue5

plush yew
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Oh

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What should I do then?

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I rename it?

quiet token
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we must find out what play slot animation has been renamed or updated to

plush yew
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Alright, thanks

quiet token
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that too its prob just a saved hash mismatch, right click the node and press refresh

plush yew
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But do you think is a problem if name project has more than 20 characters?

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I renamed it to a short name

drowsy snow
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There's a reason why Epic ditched Nativisation in UE5.

plush yew
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Alright.

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I will try

drowsy snow
plush yew
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any better way to get variables out of break hit results?

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I mean, the first person character is not even working

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Should I recreate it? @plush yew

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How do I open the error console?

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I don't see it now

quiet token
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PlaySlotAnimationAsDynamicMontage look for that

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its changed to that in ur5

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dang i see it

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what is gunAnimationBP ?

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i would just try putting a new PlayslotAnimation node down

plush yew
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I refreshed nodes

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What should I do now?

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Oh

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My project is working now!

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I just removed the animations

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I will just add new one

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Thanks for the help!

neat shale
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hey guys do you think i should use this vehicle system for the physics in my game

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or this system for the destruction and details

teal badger
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I hope this question belongs here

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I have tons of assets in some directories. I want to delete them, but some are referenced elsewhere. This I know because the engine warns me about it. However, there's no option to tell it "don't delete those". No way to "uncheck" or remove them from the "to be deleted" list.

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I've seen this and similar questions posted around. What's the solution to this problem?

fierce tulip
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there is a cheap marketplace pack that can show unused assets for easy removal. (though even with that I would rather back-up first)

teal badger
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Mmmh. Sounds like a missing feature. Thanks for the quick answer!

exotic thicket
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clean me up scotty

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is that a real product lol

hidden sparrow
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Hey, I have and editable text box that needs a password. How do I make it check if the password is correct when the player hits ENTER on his keyboard? When I make a Enter Pressed node it works only when the player clicks his mouse out of the text bar.

silent sentinel
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Hello, my name is Itai,
I wanted to ask if there is a list of all the indie games developed at unreal?
I am currently conducting research about some games and a list of indie games made in unreal or indie company that are developing in unreal will help a lot.

fierce tulip
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did you google? because there are quite a few lists

silent sentinel
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I could only find a few companies

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but not list

fierce tulip
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try "list of unreal indie games"

silent sentinel
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It only shows games in unreal but not indie

fierce tulip
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though with so many users, there will probably never be a complete list

teal badger
# teal badger Mmmh. Sounds like a missing feature. Thanks for the quick answer!

If someone is interested in an alternative answer: I basically tracked the references whenever I was deleting something that was being used in the level of interest. So it's basically trial and error hitting "cancel" on the delete dialog window, then selecting/unselecting holding Ctrl to add/remove from the "delete list".

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It's a pain in the ass, though

hidden sparrow
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Wow it works thank you so much

odd geode
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@soft tree yep, sorry about that, just stepped away for some food and whatnot... as for me with unreal, too many ideas, just need to focus on one 😛

grave osprey
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How game like footnote can render from the sky ?

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Do that simply use lod ?

idle mantle
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hello please is there a lot of difference between ue4 and ue5?

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for learning UE, u4 is better?

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Thanks, Ue4 then

grim ore
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@idle mantlelearn ue4, learn how it works and get comfortable with it, then read the notes when ue5 comes out on how to migrate to it, then use 5.

grave osprey
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@grim ore is there a tips to optimize code ?

grim ore
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uh... probably?

drowsy snow
grim ore
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^^ generally profile your code, thats how you learn what needs to be optimized

hidden sparrow
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Hey I was just wondering, is there a way to do that with other keys? For example with the F3 key. It doesnt work when I am typing in the textbox.

grave wigeon
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wtf this is so weird, i just looked at a blueprint and actually understood what and how its doing.

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thought this day would never come

prime willow
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@grim ore where can i learn about profiling my code o-o

gloomy stratus
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uhm.. i'm not sure where to ask for help regarding this issue, I feel incredibly stupid but I cannot for the life of me figure out how the levels work in unreal.. every time I make a new level, whatever I add to it shows up in my other level. how do I fix this?

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also maybe it's worth mentioning when I hit play the contents from the other level don't show up

grim ore
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go to window -> levels and see what is in that window

gloomy stratus
grim ore
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and what does it show when you load up the main level?

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or is that the main level?

gloomy stratus
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that is main level

grim ore
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ok so where do you want the items to be loaded into, and any reason for using level streaming?

gloomy stratus
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i wasn't even aware that I was using level streaming

grim ore
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it looks like you are based on that, you have a main level then your dungeon level is a sub level in it

gloomy stratus
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oh I see, how do I make it its own level?

grim ore
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which one? the main level or the dungeon level

gloomy stratus
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I want them both to be separate, and they'll be accessible through blueprints later on

grim ore
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right click on the dungeon level and remove selected

gloomy stratus
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is it going to remove the level entirely?

grim ore
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it will remove it as a sub level

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if you need to move items into it that you put in the other level, you should move them first

gloomy stratus
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okay sweet thank you

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i wish it was a bit more clear but maybe i just didn't understand it

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when I created the level it automatically did that, weird

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but nvm thank you!!

grim ore
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well if you just loaded up levels then it should never have done that

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i dont think it can do it by itself

merry gazelle
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I know the source control method, I was wondering if making copies of a project is also a valid way to backup?

covert summit
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no inside unreal today?

light thunder
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What's a quick and dirty way to animate that texture there?

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I can make those faces a new element in blender just need a quick material function

tall mountain
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Testing Iphone 12 with NDI HX wireless to unreal

covert summit
covert summit
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going to do a virtual performance type thing?

light thunder
covert summit
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that I don't know (know so little about materials and DCC)

quiet raft
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primal oasis
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Excuse my ignorance but hopefully have a simple question - I am displaying a photograph in an image in a widget. But I need the photo to change after an event. What type of variable do I use to store a photo for use as an image in a widget?? Is Texture2D appropriate? I’m having problems with it and wondering if something else is a wiser choice as a variable type?

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Any advice is welcome

torn summit
primal oasis
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Texture2D is what I use for icons etc but I’m not sure it’s right for photos etc too

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And I am often getting the “power of 2” error with the photos used because photos typically don’t conform to an aspect ratio that uses numbers that fit power of 2

covert summit
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you can definitely just use Texture 2D

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the power of 2 thing is true though

primal oasis
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Does power of 2 apply universally then?

covert summit
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not sure there's a better asset type for non power of two textures

primal oasis
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Sure, thanks

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Photos typically don’t use an aspect ratio that fits power of 2 numbers

covert summit
primal oasis
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So they’re gonna have to either be cropped weirdly or have white space added I guess

covert summit
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are you sure its not a warning

primal oasis
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On iOS it’s just replacing the photos with a power of 2 error msg

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But only ones loaded in using a variable

covert summit
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ah well that forum post hit it on the head

primal oasis
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If I just add it manually to the widget it’s fine

covert summit
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i would venture a guess that its the limitations of OpenGL ES

primal oasis
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Thanks I’ll read that now

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Appreciate your help btw

covert summit
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oh here we go

primal oasis
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Yeah that forum post is the same scenario

covert summit
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@primal oasis

This is badly documented, however for UI you can make non-power of two textures work on iOS by setting texture’s compression to UserInterface2D
-- https://forums.unrealengine.com/t/using-non-power-of-2-image-sizes-for-umg-widgets-on-mobile-ios/127482/2

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so there ya go

sinful whale
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Interesting question - why can I make a C++ class that's a child of USceneComponent and I can make a Blueprint class that's a child of USceneComponent but I can't make a Blueprint class that's the child of a C++ class that's a child of USceneComponent?

covert summit
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@sinful whale definitely wouldnt expect that limitation

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yet ive run into other bizarre limitations on blueprint classes myself

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are you sure you have annotated the UCLASS correctly in C++ though?

primal oasis
sinful whale
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I'm not 100% sure I've done that, but I also have just taken the auto-generated C++ and tried this so I haven't even touched the UCLASS annotation that was given to me

covert summit
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eh im not sure there is a specific annotation needed, just that it is, infact, a UCLASS

sinful whale
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Well that it definitely is

covert summit
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@sinful whale if the UCLASS was compiled while you are in the editor its possible hot reload failed

sinful whale
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To be honest I'm not sure if subclassing SceneComponents is the right thing to do here because it's been really difficult to understand, really, the correct use cases for Actors vs Components

covert summit
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in which case restarting the editor may make it show up

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or, as in my case, when i compile my C++, the editor helpfully crashes during hot reload, ensuring that i always have the latest up to date version when it comes back!!

sinful whale
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LOL quite helpful

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Just tried that, and nope

covert summit
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bummer

sinful whale
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Tried compiling and rebuilding the project as well

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This gives me the vibe that I'm doing something that most people don't do or shouldn't do

covert summit
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well i mean if you have it built, then surely you can add the C++ scene component to a blueprint itself right?

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if that works, then yeah its in the editor

sinful whale
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Oh yes, that works just fine

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But from what I've seen there's a strong paradigm of components having both a C++ segment for hard logic and a Blueprint segment for scripting and higher-level interactions

covert summit
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ehh

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as a programmer of 20 years, who is seasoned in C++ and many other languages, i prefer blueprint and i have yet to hear a good reason for why to use c++ over blueprint with only two exceptions: performance and "im used to it already"

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performance is all fine and dandy, but more often then not blueprint (which is compiled to C++) will be OK

sinful whale
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Honestly, as someone in the same boat, I'm quite impressed by Blueprint

covert summit
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as for "im used to it", more power to ya

sinful whale
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For a lot of stuff I don't see why I wouldn't use it, but I do feel a little bit silly doing loops and math and other more basic programming things with giant blocks 😦

covert summit
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yeah i have managed to write 90% of my project in blueprint, proudly

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there is C++, as i started from actionrpg, and sometimes you just have to even if it makes no sense

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in those cases i try to punt to blueprint as much as i can, and only change it out when the perf is an issue

sinful whale
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I'm doing a pretty basic 2D project so I don't think I'm going to be anywhere near any perf issues

covert summit
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if you strive to be event-driven and not just use tick all the time, and especially you avoid casts during your per-tick blueprints, you can go very far

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but i did have another idea

sinful whale
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I should be just about entirely event-driven as well

covert summit
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what if you make a SceneComponent BP and then use Class Settings -> Parent Class to reparent to the C++ base class?

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maybe?

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if that works, then the base class not showing up in New Blueprint is a bug for sure

primal oasis
covert summit
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@primal oasis so i have a very "systems heavy" project, where there is one BP base class for all characters, which has patrol logic, sense logic, etc. player characters are just that base character class as well (subclassed to add specific meshes and anim BPs etc). i have towns in my game that have hundreds of characters

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i made the mistake of handling a lot of that patrol stuff per tick (still working my way out of that)

primal oasis
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Ah I see

covert summit
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i also had a bp lib that had a Get Game Mode BP and Get Game Instance BP (pretty sure i inherited these from ActionRPG from Epic ironically) which does Get Game Mode -> Cast to GameModeBP

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my towns with hundreds of characters were getting 15fps on my Skylake i7-7700/GTX 1080Ti

primal oasis
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What’s your target platform?

covert summit
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the only change i did was to eliminate the "on demand fetch and cast" and replace with storing a casted reference to the Game Mode / Game Instance / Player Character / Player COntroller

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bam, 60fps

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i found out via profiling that each cast costs 0.009ms

primal oasis
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That sounds smart

covert summit
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but there were hundreds, thousands of them

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per tick

covert summit
sinful whale
# covert summit if that works, then the base class not showing up in New Blueprint is a bug for ...

Hmm doesn't work but I found something kind of interesting re: registering...https://forums.unrealengine.com/t/proper-use-of-uscenecomponents-and-registercomponent/29235

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I'm going to investigate a bit more

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I'm done with my paid software work for the day, time to do some unpaid work 😛

covert summit
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same boat as me my friend 🙂

primal oasis
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Is any guide available for profiling to get that kind of granular perf info btw?

covert summit
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addicted to learning unreal

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Yes! There are a few great guides in Inside Unreal playlist on the Unreal Engine youtube

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let me see if i can fish some out

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i have watched almost all of Inside Unreal, highly recommend

sinful whale
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This project has been a long time going, but hey I've learned a whole ton of things

covert summit
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i found it with Window -> Developer Tools -> Session Frontend -> Profiler

sinful whale
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Interesting so I cannot make a Blueprint that is parented by ANY child of USceneComponent even the ones that are already part of the engine

covert summit
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Might I ask what the goal is though? what's going into this scene component?

sinful whale
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Except the Blueprint class I already made that's a child of USceneComponent

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Super weird, there's a pretty firm wall here

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So basically I have a card game with 4 players. Each player has a hand and a discard pile and there are graphics to display each of those things. I'd like to make my graphical component that does that once and place four of them on the screen in four different positions in 4 different orientations

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Given that the logic for all the state changes (draw/discard/etc) and animations will be the same for each of them, it's just a matter of putting them on the screen

covert summit
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and the Scenecomponent would live on which actor?

sinful whale
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I imagined I could have a single Actor representing the whole playfield to control them all - then each hand is a SceneComponent and then the hands have a bunch of PaperSpriteComponents as their children (so they're transformed in relative space)

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It is entirely possible that I am not understanding how to utilize these constructs correctly because the docs are SUPER vague about what should REALLY be used for what

covert summit
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simpler option would just be to have each player be an actor though

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would be better encapsulation of the logic

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also would easily let you scale to 5 players

sinful whale
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Heh scaling to 5 will never happen due to the rules of the game, but I can definitely see how doing each player as an Actor would work just fine

covert summit
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yeah the docs are very vague about what the right delineations are

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i think its mainly because there are no agreed upon delineations

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lol

sinful whale
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TBH it's probably because this engine has been developed for YEARS and the lines have moved a lot and been made super blurry by people who tried/needed to push them at times

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As always happens with long-term/large-scale projects

covert summit
#

oh yes absolutely, if a licensee needs something, or epic needs something, or a licensee upstreams stuff that epics ok with etc

#

lots of hands

sinful whale
#

Heh yeah

#

I have a friend who used to work on Gamebryo who said similar things

covert summit
#

and look at where it's gone, thanks todd howard!

#

😛

#

still cant climb ladders though

#

anyway, i definitely dont think you would need to go C++ for perf for a card game, and also doing a more straightforward implementation with multiple actors that each have their own scene components should be easier and faster to implement and net the same result, unless you are doing some crazy stuff 🙂

sinful whale
#

I am really trying to avoid crazy stuff

#

TBH I wrote all this already in Pixi.JS (which is a lot simpler and 2D only) so I know it's not a huge deal

#

But trying to get a good handle on all the paradigms involved has left me more worried than I should be about painting myself into a corner

covert summit
#

oh it's programming like anything else

#

anything can be refactored :-)

#

though I have legitimately spent days doing the refactors, all with very tedious work

#

I used to have different base classes for different kinds of characters (something I inherited from actionrpg btw)

#

so I had PlayerCharacter, EnemyCharacter, NPC

#

but this is a terrible idea for a big systems based game

#

so when I decided that it was the wrong path I had to meticulously collapse all the behaviors down into one base Character class

#

the payoff was amazing, because now I can possess any character in the game, and all of the games systems work the same

#

enemy, NPC, player character, party member whatever

#

that allowed me to build a gameplay inspection in angular/nodejs with a web socket plugin, so now I can see all characters and their stats, status etc and possess them, kill them, etc. it has been instrumental in development

#

can play as the cow in the field if you want

sinful whale
#

Heh

#

Yeah that's super useful

#

They say you write everything three times

covert summit
#

very useful for debugging issues with the patrol system, as the characters have full day night schedules

sinful whale
#

I was able to get huge functionality improvements out of rewriting my game server (Typescript -> Rust). Perf increase from the language change, which was nice, but mostly just...doing it again with a better picture of what I wanted

covert summit
#

i have rust on my to-do to get into, but I love typescript too much and have got good at milking perf out of nodejs

sinful whale
#

I adore TypeScript, was lucky enough to work somewhere that was really big into it (because, interestingly enough, they were REALLY big into C++ and felt TypeScript kinda "fixed" JS for them)

covert summit
#

it does fix JS honestly

#

when i run into a package on github written in plain old JS it bothers me

#

if i need to use it and they arent maintaining it, i fork it and refactor to TS 🙂

sinful whale
#

When it comes to servers, tho, I've taken a strong liking to Rust - I've been working with it for a few years now so I'm comfortable with it and I can write code that is INSANELY reliable. Being able to pinpoint every possible crash and be assured of no memory leaks is a godsend....dynamic languages can have trouble with that

covert summit
#

comes down to perf mainly -- if you need to soak every instruction out of as few servers as possible, then a systems language will win, and you dont have the GC randomly interspersing "zone outs" every so often

#

the kind of memory leaks you can get in GC'ed languages are the same you can get in rust ironically, the ones where you keep a reference

#

though rust will force you to decide that you are sharing that reference

#

and then shame you for it 🙂

sinful whale
#

Hahahah quite aggressively

covert summit
#

anyone else with general Qs feel free to jump in, dont let our banter stop you 🙂

sinful whale
#

LOL yeah just tech babble 🙂

covert summit
#

but yeah in my case it took me about a year to really get comfortable with UE and gamedev, and every step of the way i was doubtful that i could actually do what i wanted

#

then i put it down for six months, and during the pandemic i booted up the project i had and said "damn this is pretty good" and got hooked in, learning everything i can, tackling every feature that i wanted

#

huge ups to Inside Unreal, without victor and the folks at epic doing those live streams I don't think I would've hit the point where "i think i can do this for real" was a reality

sinful whale
#

I've been working on this overall project off and on for several years

#

I'm finally at the point where building a client is something worth doing

covert summit
#

so have you considered just using replication here though?

#

the server can be unreal too

sinful whale
#

I think that ends up being really wasteful TBH

covert summit
#

you might be right for something logically serializable like a card game

sinful whale
#

I have a very small amount of state data that needs replicating and some really basic events to send back and forth

covert summit
#

plus you could imagine having different clients

sinful whale
#

I think Unreal server would end up being overkill for that

#

Yeah multiple clients are a strong possibility

vale flare
#

Does anyone know how to use the same clothing data for multiple LODs on a single clothing asset?

covert summit
vale flare
#

skeletal meshes with the Nvidia cloth solver i believe

#

i think it's newer than the APEX cloth

#

might still be apex but a different solver for it, i'm not sure, not too used to it

covert summit
#

that would make sense, i know little about this, just that APEX is/was the way to do cloth- what "clothing data" needs to be provided? things like stiffness or so to inform the solver?

vale flare
#

well so, yeah it's basically just parameters for how to cloth physically functions in reference to movement or other forces

#

but since i need to have LODs for my clothing, because otherwise it would impact performance too much, i need to replicate the clothing settings for it

covert summit
#

i think possibly #graphics would be the best place to surface it

vale flare
#

however, it's not letting me apply the same clothing data to different LODs

#

ahh okay

covert summit
#

kind of surprised there's not a "#meshes", indeed also surprised theres not "#lighting" but ill be sure to bring it to #server-feedback at some point

#

i guess also #nanite and #lumen are standins, though its breaking into the topic to ask about related topics that are not nanite and lumen 😛

vale flare
#

alright i'll try to fiddle with it some more and post there if i can't get it, if anyone else knows anything i'd appreciate any help

covert summit
# vale flare alright i'll try to fiddle with it some more and post there if i can't get it, i...

but in any case, i would guess that whatever DCC package you are using, you have to export the cloth information per LOD that you export. If you don't want to explicitly do the LOD in the DCC package, you can use LOD groups / automated LOD within the editor (which is amazing) and im sure that handles scaling the cloth data for you, but your mileage may vary because its an algorithm [you may be surprised what it can do]

arctic drum
#

For the longest time I was using Unreal version 4.21 just cause thats what all my old projects were built on. Recently I moved up to 4.26 to try ray tracing since I have an rtx 2060, but now the engine takes about 8 minutes to load and sometimes when saving or adjusting materials I get "GPU Crashed or D3D Device Removed". Anyone know why these things might be happening on newer versions of UE4?

covert summit
#

@arctic drum what CPU do you have?

covert summit
arctic drum
#

Intel i7 9750h @covert summit

covert summit
#

ok its not skylake, so its not my specific issue, but I had "d3d device removed" when the graphics driver crashed

#

and it crashed for me, because AVX512 instructions are bugged on Skylake CPUs

#

you are on Coffee Lake, so it shouldnt be the same issue (though a related one could exist)

#

It was one of many issues I faced that were solved with a BIOS update which enabled the Intel microcode update to work

#

you can check Windows Event Viewer to see if your driver crashed and was automatically restarted

#

it is crazy how often that happens on it's own without you knowing

arctic drum
#

where can I find windows event viewer

#

do I need to install this or is this on the control panel somewhere?

covert summit
#

tap "Start" button on your keyboard and type "windows event viewer"

#

its built in

arctic drum
#

nope

covert summit
#

i dont have an example of what you would expect to see if your graphics driver crashed

arctic drum
#

cant find it

covert summit
#

oh, just "event viewer" sorry 🙂

arctic drum
#

ak ok thanks

covert summit
arctic drum
#

where do I go to see if it crashed or not?

covert summit
#

this is a bit outside the scope here, so you should do some googling, but the left has categories of events that windows records (things like System, Applications etc), and when you choose one you can see all the events recorded for your system. Look through the categories and take a look at the red error messages that show up. You should see something related to NVIDIA in one of the categories (probably System but don't assume so) if the driver crashed

#

check what it says, often it says "the device driver for device MY GPU was restarted"

drowsy snow
#

Also, DX12 in UE4 is prone to crashing, for whatever reason.

arctic drum
#

would updating the BIOS possibly fix these issues?

covert summit
#

oh yeah if there's a control to tell the editor itself to use DX11 (i think there is) you can try that

arctic drum
#

ah ok

#

ill try finding that

covert summit
drowsy snow
covert summit
#

its error prone, and if you are not careful, you can brick your machine, and sometimes there is no way to recover, though most modern motherboards provide a way

arctic drum
#

ok, how would I know? I think I tried updating my computer's bios when I was like 12 years old and it somehow f*cked my hardrive up

covert summit
#

it probably f*cked your motherboard up

#

hard drive was probably fine

drowsy snow
covert summit
#

yes

#

thats the least risky

drowsy snow
#

BIOS has nothing to do with this.

arctic drum
#

I had to update my drivers for VR.

covert summit
#

normally its fine to use the newest drivers but when problems occur and it looks like the drivers are crashing, its a good troubleshooting step

#

im on game ready for 3080 Ti

#

everything's fine

arctic drum
#

cool cool

arctic drum
covert summit
#

no I think it'll work as is in the shortcut properties

#

if that's what you mean

arctic drum
#

kk

#

Damn I used the dx11 command and my project opened up in under a minute

#

I was waiting like 5-10 minutes previously

#

Any lag spikes I was getting were gone, Ill report back if it crashes again. Kinda weird that dx12 was so unstable and is the default setting especially if they're done updating UE4 now that UE5 is out.

covert summit
#

it is weird actually

#

but hey, if it's working you've found the culprit

arctic drum
#

yep, thanks @covert summit and @drowsy snow for the help!

covert summit
#

I can't imagine there aren't others in here with rtx 2060 who are in dx12 just fine

#

yeah maybe they just broke the latest drivers though

arctic drum
#

yeah, for total context im using an omen laptop with rtx 2060, i7 9750h, 16 gb ram, and 500 gb ssd with 2tb hdd though both have under 100 gbs left. Also the 2060 might be a mobile version rather than the full rtx 2060.

covert summit
#

yeah actually that could be it

#

I'd say that's almost definitely it, most users of unreal being on desktop, maybe not finding the driver bug

arctic drum
#

?

#

ah

#

Yeah also me not knowing whether I have a mobile version or not might be an issue cause I know they have slightly different drivers but for some reason my control panel and device manager doesn't tell me if its mobile or not. Just calls it an RTX 2060. So I assume they somehow got to fit the entire card in here or why else would they not say that.

#

I might try the mobile version of the driver just for kicks to see if that solves anything big or small

#

though might just break stuff, we'll see.

covert summit
#

but yeah for future reference for all (I've seen reports of this around), "direct3d device lost" means the device provider (the driver) ended the directx device session unexpectedly, which is a gfx driver crash

#

the Nvidia drivers are universal for the most part

arctic drum
#

hm, that doesn't sound normal. Yeah if issue persists next i'll install an earlier version. Then after that try mobile drivers.

covert summit
#

if you choose the wrong entry in the driver download wizard webpage, you will know because it will tell you

arctic drum
#

ah good to know, then the normal rtx drivers must be fine cause I never had any issue installing them.

#

guess they really fit an entire rtx card in a laptop

covert summit
#

that thing has mainly existed for quadro versus GeForce, but things could've changed

#

and I have evidence to say it has changed

arctic drum
#

huh, yeah and I can't imagine me using a laptop being the issue then because a desktop with the same specs could be easily built with no differences unless they have a special laptop motherboard or the powersupply is somehow messing things up.

covert summit
#

I installed that 3080ti yesterday, from a 1080ti before it, and yeah I got basic adapter at first until I downloaded a new driver

covert summit
arctic drum
#

how so do you think then? Cause if im not getting any errors when installing the drivers then I have the same rtx 2060 a desktop would have right?

#

so why would a laptop be getting more errors?

covert summit
#

because this particular code path hadn't had enough field testing, because it's probably hit by the editor itself, which does more granular interactions with the gpu than any consumer game would

arctic drum
#

interesting

covert summit
#

so it crashed, and Nvidia barely knows it's a problem because two few people are hitting it on mobile gpus and submitting the error reports

arctic drum
#

are they really completely coming out with ue4 versions or do you think this will somehow get fixed? Cause it kinda seems like a big issue

#

I can't be one of the only people doing ue4 stuff on a laptop

covert summit
#

you should actually tell them about it if dx11 is great and dx12 nets you "DX device lost" then they should fix it

#

you'll need to give them enough info to reproduce it

arctic drum
#

customer service? I've been sending the crash reports

modest trench
covert summit
#

there's an unreal bug tracker if you Google for it, but if you post it to Answers epic staff will route it

covert summit
modest trench
#

more like the context menu disappearing etc

covert summit
#

interesting, maybe related

arctic drum
#

Ill keep working for tonight, if issues arise again i'll try other fixes, either way Ill set a reminder to post there in the morning with all information.

covert summit
#

or my new gpu is bunk but let's hope not

arctic drum
#

did you bite the bullet and buy from a scalper or did they restock?

covert summit
#

I got 3080ti ftw3 on Amazon direct sold from Amazon for 1400 which is MSRP

arctic drum
#

nice.

covert summit
#

thanks to fixitfixitfixit

#

a stock alert bot service that is amazing

arctic drum
#

A friend of mine's gpu died when they came out and he said "ill just get one of the new 30 series"

#

rip to him

covert summit
#

oh no

arctic drum
#

I think he only just recently ordered a 3070

#

but he talked about buying one like a month and a half ago.

#

Been using integrated graphics and looking up LowSpecGamer videos

covert summit
#

The 3080Ti is overkill and overpriced unless you are doing gamedev, but 3090 would be better

#

that double VRAM is worth it for unreal editor

arctic drum
#

Yeah he mostly does blender as a hobby, and uses his 3d art student roommate's computer for rendering

covert summit
#

yeah DCC is certainly another reason to justify the ludicrous expenditure

#

but 3070 is going to be great compared to anything lower so, shrug

arctic drum
#

yeah, well I gotta get back to some things, thanks for the help guys!

covert summit
#

the 1080Ti got me a whole year of unreal dev but man was I praying I could use the new hw accelerated light baking-- ironically the project has evolved and with the day night cycle, it makes more sense to go full dynamic

#

still there are levels with no day/night that would benefit from static lighting-- for now the accelerated baking path will be useful, but with lumen looming...

#

it is the meme, its either light baking or cooking, but your hardware will be doing it while you sleep

#

more probably both

mint raptor
#

is there a way to have a packaged game stay alive and not throttle itself down when it's window loses focus?

covert summit
#

yes

#

in fact you shouldnt have that happen in packaged iirc

#

but it will happen with Play In Editor (PIE)

mint raptor
#

oh interesting, so a packaged game should be running and using resources the same active or inactive (focused or not)?

covert summit
#

i believe so

#

the editor itself does this

#

due to this editor pref:

#

Play In Editor is literally in the editor, so it will do that. But if you play Standalone or a packaged build, that shouldnt happen on its own

#

not that it would be unreasonable for it to happen by default with a project-level preference but i dont believe it does that by default, are you experiencing that?

mint raptor
#

My issue must be something else then

covert summit
#

hey i could be wrong, maybe it does this in packaged too

mint raptor
#

I'm trying to understand myself

#

Stat unitgraph and stat fps don't seem to indicate a performance drop

#

I think it might be something else

icy cobalt
#

Hey (Correct me if incorrect channel),

I was having trouble importing an asset I created in blender, it was appearing inside out or something. Any suggestions?

mint raptor
#

I'm not an expert with 3D modling tools but is it possible you can try flipping the normals in blender?

plush yew
#

Hello, I have a question, how do I make my character move by itself in a cinematic?

covert summit
icy cobalt
#

yes

covert summit
#

check out #graphics for those ones, im sure folks can help

spring arch
#

You need to flip normals on the mesh

icy cobalt
#

can you do that once imported in UE?

spring arch
#

You can make the material double sided

#

And you will see the other side always

covert summit
#

will have a perf impact, but acceptable if its not very high polygon

spring arch
#

But its more correct to flip normals inside blender

mint raptor
icy cobalt
#

I checked flip on import, didnt seem to change anything yet tho.. I also couldn't get usd export to work, so just using fbx currently

plush yew
mint raptor
#

You can use splines to make paths

plush yew
#

hmm, you have a tutorial o something?

mint raptor
#

Once you can get that cube to follow a path

#

you can execute it and record it

#

in your case a character but with animations playing

plush yew
#

oh, thanks bro

mint raptor
#

Assuming you know how to make a character animate etc..

plush yew
#

yeah, thanks

covert summit
#

alternatively, if you already have it set up to use AI / MoveTo / navmesh, you could trigger that too, but the timing is harder

mint raptor
#

True ^

covert summit
#

on the plus side, you would be moving responsibility for foot sliding to a system that is built for it

mint raptor
#

You can make Waypoints and have your AI move to those waypoints

#

But assuming you've made an AI

#

Which for making a navmesh and using "Move To" isn't too bad

plush yew
#

oh thanks, but... a lot of nodes XD

mint raptor
#

Think you can mix it up the spline can offer points to "move to"

cobalt orbit
#

is there a way to take the content from one of your projects and putting it in another one? i have the map being made in one world, but i want to move it over the the VR template once building it is done. Is that do-able?

mint raptor
#

Projects or map?

covert summit
#

yes you can use the Migrate option in the Content Browser to copy* an asset and all associated assets to another project

mint raptor
#

For projects yes, if you wan tto move from one map to another map in the same project you can just copy objects from one map's world outliner then open your new map and paste

covert summit
#

^^ yep

#

Sounds like you just want to build a world with a certain template (like fps or 3rd person shooter) so that you can play your map and then port it into a VR game and yes no worries on that

odd barn
#

for some reason i have 2 folders for the engine install. is this a problem?

#

i'm having trouble installing quixel bridge and i'm wondering if that the problem

covert summit
#

ahhhhmmmm that does seem weird

#

need to check mine though

#

yeah no that isnt normal

#

perhaps you changed a setting somewhere

#

but quixel bridge asks you what engine to install to

odd barn
#

i'm gonna try uninstalling and reinstalling

covert summit
#

^^ go for it -- but quixel bridge itself should ask you to pick an engine folder and if you pick the inner folder it should install it into that

#

if all else is working quixel shouldnt be the weak link

odd barn
#

yeah idk

covert summit
#

i think quixel also allows you to install its plugin into project, you could do that and skip the issue entirely

#

if you do that, then as long as the unreal editor starts up it should be fine

odd barn
#

everything else works its just when i try to export from quixel it says the engine isn't running

covert summit
#

i see yeah

#

i guess its possible the double directory trips it up

odd barn
#

well somehow i think i made the engine think i was installing it to the engine folder

#

because when i just started reinstalling the file location was set to ue 4.26

covert summit
#

but enjoy the free stupidly dense assets, I have :-D

#

looking forward to seeing this new in engine version in ue5

mint raptor
#

Quixel has given me troubles even in 4.26. Have to manually download the files from site, no fix worked for me

covert summit
#

interesting

mint raptor
#

UE5 got me excited for the integration there but it still gave me issues

covert summit
#

huh. it was really easy to set up for me

mint raptor
#

Well it would download but I didn't know where it was putting it and never found where it downloaded them

#

so that is probably a user error

#

Haven't spent too much time with UE5 though

covert summit
#

ohhh

#

it's supposed to offer you an export option after download, via the quixel bridge unreal plugin

#

you just do one more step after download and bam

mint raptor
#

I thought it would put the files in the folder I was performing the operation in

#

It would be like download and I never saw it

covert summit
#

in quixel bridge with ue4 it's an extra step, afaik in ue5 it should be drag drop

mint raptor
#

I'm off to bed now good night everyone

covert summit
cobalt orbit
#

its like a festival so thought it would be good to make it for vr

shell compass
#

You know what would be nice for UE4? And I don't know if it already has this feature and I just haven't found it...

Marking any BP variable as "watch" to get them to show up on-screen while playing. Maybe even have some nice visualizations like histogram for floats and axises for Vectors and such.

#

Adding a print text node and printing a value to screen in order to judge how it updates is like the most common thing I do probably.

wraith fog
regal ravine
#

My screen texts are not showing :/ i am beginner

final moth
#

UE 4.26.2

#

I can see this server is really busy 😄

final moth
#

should I report this bug also on the page which has a bug? 😄

civic charm
final moth
#

I noticed that crash is caused only by particular material

civic charm
#

oh

final moth
#

If I put another material in the slot, the crash doesn't happen

final moth
#

but funny thing is that the problematic material works fine on another asset

final moth
#

so if you ask me, the ugly bug is in question which UE folks have to figure out.

civic charm
#

dk

final moth
#

but this is also not going to happen since their bug report form is also buggy 😄

civic charm
#

righty

regal ravine
#

there is no User Interface option in my ue4 :/

civic charm
#

scroll down you will find it

regal ravine
#

OMG!!!!!!!

#

thankssss

civic charm
#

your screen resolution is low that's why it not showing

regal ravine
#

:/ Not having too money yet to buy a good resolution screen

civic charm
regal ravine
#

yes laptop bro

civic charm
#

ik

#

my laptop is 17.5 inch

#

wait let me send screen shot how it look

regal ravine
#

😮 wow! i covers everything

#

my one is 14 inch

civic charm
civic charm
#

still you can make games that's whole point

regal ravine
#

Yeah trying to do

plush yew
#

any tips for designing a good main menu like I suck at it

civic charm
regal ravine
plush yew
civic charm
#

thinking Buffring

plush yew
civic charm
#

wait

plush yew
civic charm
civic charm
plush yew
plush yew
plucky grove
#

Hello!

I am using a .bat file that launches my project as standalone executable (by pointint to the unreal editor and the project path)

Does someone know of a way to write the .bat so that one click on it will open two instances of the application and puts them side by side?

civic charm
plush yew
civic charm
plush yew
civic charm
civic charm
short obsidian
#

I dont't know if it's good place but can you scale skin asset in the editor? I cant find the option for it

plush yew
#

How can i cast to animbp from level blueprint? Whatever i do it is not working

#

And should i enable public for variables?

regal ravine
#

Why can i not connect to GameManager Variable?

late grotto
#

I have a problem with textures and tessellation. Which channel is the right one to ask for help? Im new to UE and this discord ^^

fierce tulip
late grotto
#

okay thanks ^^

regal ravine
#

I also created a "GameManager" by Actor class. :/ But its referenced variable does not have any target pin

#

Following this tutorial to ceate screen widgets. 🙂

viral marten
#

how could I line trace my actor which is static and doesn't simulate physics?
I tried setting custom collision to overlap "Visibility" in my actor's static mesh component as shown in the picture
and this is what I tried in code:

GetWorld()->LineTraceSingleByChannel(HitResult, Location, ReachingEnd, ECollisionChannel::ECC_Visibility, CollisionQueryParams);

but it doesn't hit an actor

plush yew
#

ah the market place is down, meaning its that time of the month.

#

free assets are being cooked now.

civic charm
autumn latch
civic charm
civic charm
civic charm
#

it will work i think

viral marten
regal ravine
civic charm
#

DM?

regal ravine
civic charm
autumn latch
#

when i retarget

regal ravine
#

ok call me. we can try

civic charm
autumn latch
#

okey

drowsy snow
#

It's currently Friday.

#

And July 1st was Thursday.

civic charm
plush yew
#

what would be a better practise. Creating one camera shake bp and changing the values when needed. Or create seperate camerashakes for each event?

small vault
#

Does anyone know what to do with the 'r values that need to be versioned' list in the cooker settings? I get the impression that I could use it to vary these settings in builds but I'm not sure how? Do I need to expose my ini file so I can change them or something?

broken heath
#

Any method for moving folders without breaking out materials and linking and ruining the project? It all works normally till i restard my project and realize it lost all materials applied to meshes

fierce tulip
#

only move them trough the content browser, fix up redirectors afterwards. else you gonna have a bad time

drowsy snow
#

Inb4 "incompetent million dollar company" message cliche because of it

broken heath
drowsy snow
broken heath
#

No I didn’t

#

I did fix up redirectors

#

But

#

I think i will do the manual relinkings and fixes as it’s not too complicated

autumn latch
hard escarp
#

I just installed a source copy of 4.26,2 and when I try to build it I'm getting this error..

#

Build started...
1>------ Build started: Project: UE4, Configuration: Development_Editor x64 ------
1>Using 'git status' to determine working set for adaptive non-unity build (E:\UE4.26.2).
1>Creating makefile for UE4Editor (no existing makefile)
1>Creating makefile for ShaderCompileWorker (no existing makefile)
1>Building UE4Editor and ShaderCompileWorker...
1>Using Visual Studio 2019 14.29.30037 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.29.30037) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
1>Building 5 actions with 8 processes...
1> [1/5] UE4Editor-EngineMessages.lib
1>E:\UE4.26.2\Engine\Intermediate\Build\Win64\UE4Editor\Development\EngineMessages\EngineMessagesModule.cpp.obj : fatal error LNK1106: invalid file or disk full: cannot seek to 0x6AF7
1> [2/5] UE4Editor-EngineMessages.dll
1>E:\UE4.26.2\Engine\Intermediate\Build\Win64\UE4Editor\Development\EngineMessages\EngineMessagesModule.cpp.obj : fatal error LNK1106: invalid file or disk full: cannot seek to 0x6AF7
1>C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets(45,5): error MSB3073: The command "....\Build\BatchFiles\Build.bat -Target="UE4Editor Win64 Development" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild" exited with code 6.
1>Done building project "UE4.vcxproj" -- FAILED.
========== Build: 0 succeeded, 1 failed, 2 up-to-date, 0 skipped ==========

#

Anyone have any ideas?

#

no

#

wish it was that

drowsy snow
bleak ginkgo
#

ooh

#

ok ok

sudden plover
#

How long does it take to insert a script in ue5, for me it stays stuck on compiling for 30 minutes

drowsy snow
#

Just put the Player Start actor into the map.

drowsy snow
#

Yes.

past basin
#

they are the same class just renamed it right?

light thunder
#

How do I override a construction script if it takes place AFTER the child's construction script???

haughty slate
#

UE4 - I added a new trace channel and suddenly a whole bunch of stuff broke. It looks like what happened is that all my box and line traces lost their previously assigned trace channels, essentially getting bumped down the list and replaced with something else. Is this a known issue? Something I should have done when adding the trace channel to prevent this from happening?

grim ore
#

not that I have seen, and no it should not happen

plush yew
#

are there any videos or guides on sound design? in ue4 or in general I guess?

narrow mauve
#

Is there not a way to increase the line thickness of the collisions :..they are hard to see at the scales I have. Drawing a debug sphere lags tf out of my computer

drowsy snow
#

Have you get multiplayer replication working?

grim ore
#

you are in the third person example map, the one with the stairs?

haughty slate
grim ore
#

ok so which one are you trying to get this working in lol...

drowsy snow
#

Do you actually know about multiplayer replication, and get it working?

grim ore
#

your project or the third person template

drowsy snow
#

Because if you don't have multiplayer replication working, you're not going anywhere with the multiplayer mode.

grim ore
#

you just need player starts and the engine will handle spawning in your default pawns at those starts

#

thats it

#

sample map, 3 players starts, 6 clients all spawning where they should be

#

I did nothing special

#

do you have a default pawn set up?

#

do you have players starts?

#

you do it the same way in the sample project as you would any project, nothing special

#

so your map has multiple player starts in the level?

#

but...

#

yeah you only have 1 player start..

#

how can you expect to fix it if you arent using more than 1

#

your player start is in your place actor menu in the top left, you would drag them in or you can copy one in your level

haughty slate
#

I'm noticing that when I hover over a float output in the blueprint editor with a live debug filter, it sometimes reads the value correctly and at other times it says "variable out of scope". A print of the float is reading the expected value. Is this something I need to be concerned about?

grim ore
#

ok so thats a player start

#

also

#

that looks like ue5

#

so why are you in the unreal engine channel?

drowsy snow
#

Okay, I think I know your problem

grim ore
#

and your just using it in single player right?

drowsy snow
#

Set your Net Mode as "Play As Client"

grim ore
#

so then why are you asking about multiplayer lol?

#

Im trying to direct you to the correct channel

drowsy snow
#

To be fair, most likely scenario to use replication in single player game is to use replay system.

plush yew
#

AttachTo: '/Game/FirstPersonBP/Maps/UEDPIE_0_FirstPersonExampleMap.FirstPersonExampleMap:PersistentLevel.FirstPersonCharacter_C_1.FirstPersonCamera' is not static (in blueprint "FirstPersonCharacter"), cannot attach '/Game/FirstPersonBP/Maps/UEDPIE_0_FirstPersonExampleMap.FirstPersonExampleMap:PersistentLevel.FirstPersonCharacter_C_1.Mesh2P' which is static to it. Aborting.

#

what is this?

#

trying to fix it but I cant figure it out

grim ore
#

but they arent

plush yew
#

Yea I figured but theres nothing static to it

#

its the standard firstpersoncharacter

grim ore
#

what is the mobility of the mesh you are attaching to it?

plush yew
#

it says mesh is ''static'' but no way to toggle it to movable

grim ore
#

how are you creating the mesh?

plush yew
#

its just there, its the Mesh2p

grim ore
#

where is there...

plush yew
grim ore
#

is it a component in the BP? change it there. Is it a static mesh actor in the world? change it there. do you spawn it in? change it after you spawn it in before attach

plush yew
#

I must of pressed something

drowsy snow
#

Bloody hell. At least you get it working now.

plush yew
#

But I dont see where to not make it static

#

theres no mobility

drowsy snow
#

Also, please, UE4 in the meantime if you're just starting out.

light thunder
#

I'm trying to override a variable on a parent BP - but I want to do it in the construction script it possible - but I know this can cause crashes due to making an infinite loop using the construction script - I don't think I am doing it but I am getting crashes - I'm changing a simple float variable that changes a material parameter amount (basically the light intensity of a turn signal) - I wanted to be able to change that intensity based on the child, because some of them need more brightness than others - but unless there is some way to run a "get variable from child BP if it is using this parent currently" I'm not sure which way to go about it

#

They are trying to help you, take their advice and focus on 4 if you are starting out

drowsy snow
#

As a beginner, you have no concern about the lack of Nanite/Lumen and more advanced animation tech (which some of them already exists in UE4)

plush yew
#

any idea guys? 😩

light thunder
#

I can just about guarantee you I am more determined than you are - but UE5 is simply not ready - this is one of those rare times where it's not you, it's the engine

drowsy snow
#

If I were you, I'd just yeet the UE5 away from the storage, and install UE4.26 instead, and then use it for learning.

light thunder
#

and only some really, really experience UE4 developer is going to recognize what is missing in UE5

grim ore
#

they are not interested in learning ue, just playing with it. best to just leave them alone\

drowsy snow
#

No (it's less than 1 MB/s), but I've downloaded and installed UE4 since a long while.

plush yew
#

@grim oreyou got any idea what I messed up? I cant seem to fix it

drowsy snow
#

And it's not really hard - you can use the built in damage system to reduce the target's health point.

light thunder
#

Well shit - The moment I clicked on the instance in here, the editor crashed - 3 times now -

drowsy snow
#

One option is to cast a line trace (length depending on the weapon), and check if it hits a player class before actually applying damage event.

grim ore
#

@plush yewwhen do you get this error?

drowsy snow
#

You got a long way to go.
Learn with UE4 in the meantime (UE5 won't be production ready until sometime next year)

plush yew
#

instantly, and it moves my character down the floor aswell

drowsy snow
#

The problem is that there are some strange UE5 exclusive errors that weren't present in UE4.

light thunder
#

What's the way to find out the offending PIN in this error Assertion failed: OutPin->LinkedTo.Num() == 1 [File:D:/Build/++UE4/Sync/Engine/Source/Editor/GraphEditor/Private/BlueprintConnectionDrawingPolicy.cpp] [Line: 506]

plush yew
#

its mesh2p but I dont know whats wrong with it lol

light thunder
#

You guys tried

plush yew
#

obviously its static but I got no idea how to NOT make it static

light thunder
drowsy snow
light thunder
#

make sure you set it to movable before the joint creation is attempted

plush yew
#

not possible

drowsy snow
#

I have warned them, at least.

light thunder
light thunder
plush yew
#

tried that aswell man

#

it just aint there lol

#

thats why I'm so confused

#

its telling me. oi! its static you dummy

#

but I cant change it to movable

drowsy snow
#

If it's a mesh spawned in runtime, it should be movable already.

plush yew
#

yea I mean its just the default firstpersoncharacter

drowsy snow
plush yew
#

yea its completely broken now

#

spawning under the floor

#

cant move

#

fuck me lol

#

barely touched it

drowsy snow
#

Guess try copying from the template folder, or using the barely used "Add Feature or Content Pack", or make new project with FP template.

plush yew
#

sigh

#

thanks anyway

light thunder
#

There's a reason why - it's not ready yet

#

you are trying to fly a plane that isn't finished being built yet

#

if you are a great and experienced pilot, you will probably make it get somewhere - but if you aren't, you are going to crash, quite literally

#

UE4, in this context, is as finished as you are going to find

#

Dude I AM a fox

drowsy snow
#

Cut the roleplay, and start with UE4.

plush yew
#

dudes just a failed troll, just stop pleas

drowsy snow
light thunder
#

@drowsy snow This is a weird editor crash - the moment I click on a particular function in a blueprint when the game is running, it crashes - (if it is targeting an instance)

drowsy snow
#

Just don't say that I (and several others here) haven't warned you.

You have the option to use UE4 in the meantime, and move to UE5 once it's fully released.

light thunder
#

I think there is a marketplace Plugin for it @plush yew

grim ore
#

while in camera move mode, scroll the mouse wheel to adjust the speed

drowsy snow
#

I bloody told you. SeriKnife

light thunder
#

I actually think Ian was right about the trolling

drowsy snow
light thunder
#

I've tried undoing the changes to that function

drowsy snow
light thunder
#

next step I'm literally going to delete the function itself and copy all the blueprints from the last perforce revision

plush yew
#

youre not learning, youre on here being annoying

drowsy snow
#

Learning means accepting advice from others who know better, and follow it. Not being an egoistic arsehole.

light thunder
#

You do realize though, that everytime you have a comment/line on here, it pushes up any questions people have so that they are less likely to be answered, right? doesn't mean you can't have a general chat but it's something to consider if people are asking questions, they have #lounge and other places to chill

#

Assertion failed: OutPin->LinkedTo.Num() == 1 [File:D:/Build/++UE4/Sync/Engine/Source/Editor/GraphEditor/Private/BlueprintConnectionDrawingPolicy.cpp] [Line: 506] @drowsy snow

#

Then stop asking for it.

drowsy snow
grim ore
#

You...Are..A...Bad...Person.

drowsy snow
light thunder
#

@grim ore Assertion failed: OutPin->LinkedTo.Num() == 1 [File:D:/Build/++UE4/Sync/Engine/Source/Editor/GraphEditor/Private/BlueprintConnectionDrawingPolicy.cpp] [Line: 506] how do I fix this blueprint editor crash - happens when I switch to the FUNCTION that that blueprint is on, but only when I'm targeting an instance during gameplay

buoyant graniteBOT
#

:clock2: ♡♡#5261 was muted for 2 minutes.

light thunder
#

wow

spare kernel
#

Please keep conversations chill. 🙂

light thunder
#

but when I pasted it back, it crashed

grim ore
#

@light thunderyou might not be able to, it might just be a bug. without running a source build and crashing it in the editor you cant see what exactly causes it

light thunder
#

just toggles on material parameters to switch on turn signals

light thunder
#

I've had this happen once before and it was literally an execution reroute pin that wasn't connected to anything

#

and the editor/BP assist were not happy about that

#

lol I thought of that too

drowsy snow
#

Try disable any project specific plugins, especially the one you have suspicions on.
Again, assertion failure error could mean anything - it could stab the wrong code or processes.

light thunder
#

but considering I rarely have to mess with my wires and they are all laid out cleanly, I'll take it

plush yew
#

@plush yewhow old are you? did you just start with making games?

drowsy snow
#

Folks, let's dismiss them this time.

plush yew
#

how old are you? @plush yew

gaunt abyss
#

You are walking on a thin line, I advise you to calm down

I even just warned you instead of striking you and yet you are continuing

plush yew
#

sounds to me youre not even old enough for discords tos lol

drowsy snow
gaunt abyss
#

Ok lets switch topics

copper holly
#

Why is there no tutorials/documentation on Mannequin Rig? Anyone know of any?

inland flicker
#

Lol muted for asking for help. This channel makes me giggle every time I check it

light thunder
copper holly
#

The free rig of mannequin

light thunder
copper holly
#

Ill check that one out

#

but yes it does. The Control Rig, of the Mannequin Control Rig.

#

You can create your own Control Rigs, but they released a free mannequin control rig, animating with that etc is severely under documentated

inland flicker
#

@light thunder Unless some of their messages were deleted, it's pretty simple to judge but thanks for the heads up

drowsy snow
#

It works for weird rigs as well, even MMD standard rigs.

copper holly
#

Thanks

drowsy snow
inland flicker
drowsy snow
copper holly
drowsy snow
copper holly
#

Ya with create linked animation sequence, but once its a sequence asset can you animate further while having the Control Rig?

drowsy snow
copper holly
#

ok thanks. I can't seem to get animations to run in the level sequencer on the mesh, it just animates the bones but i think that link might help I think I have to bake the animation in

drowsy snow
#

Fairly old presentation, but general points still applies:
https://www.youtube.com/watch?v=TYSdxW2WHcI

Control Rig is a highly flexible tool based on Blueprint that can be used to drive animation inside UE4. In this Unreal Engine Learning Theater session by Epic’s Wes Bunn during GDC 2019, you will get a look at the Control Rig system and learn how to set up a Control Rig Blueprint to drive and animate a Skeletal Mesh, illustrate how Control Rigs...

▶ Play video
copper holly
#

but half the time baking destroys the Rig etc or crashes

#

Ok ill watch that too, most just seem to go over how to create a rig for like an hour lol

drowsy snow
copper holly
#

Its probably cause I was mashing it together

drowsy snow
# copper holly Its probably cause I was mashing it together

I have a research/machinima project where I tested Control Rig extensively, and with modular characters no less. The crashes would only because of D3D Device Hung after working with CR for an hour or so (which somehow not happening in Windows 11 dev builds)

copper holly
#

Well you should make a Youtube tutorial on your understandings cause severely lacking lol

drowsy snow
light thunder
#

@drowsy snow LogBlueprintUserMessages: Warning: SetTimer passed a bad function (TurnSignalOnOff) or object (AI_Car_Source_ChildSportscar_2)

#

What does it mean to "pass a bad function" if you aren't overriding it at all?

copper holly
#

=/= actually

drowsy snow
drowsy snow
#

Though I might consider writing a tutorial for UE4 CR in my blog HaruThink

copper holly
#

there you go 😉

#

even articles can't find poop on animating specifically with a control rig, let alone the provided mannequin control rig

#

have to slow down a video of someone showing himself animating at 5x speed lol

drowsy snow
#

I know for a fact that there are gimbal lock problems with a control that doesn't use Euler Transform, which can cause issues with in-engine animating process.
I wrote about this in UE forums, but I should make a more extensive writing on it, maybe tomorrow.

copper holly
#

basically ya.. slow down that 14 seconds because the guy went over it like its common knowledge which is probably is so i understand but ya fun

#

This is my first test with the new control rigs in Unreal Engine4. I'm using the Sequencer to animate, but there is a lot of missing feature commonly use in other program.
The process is little more complicate than Blender but you can still use to create simple animations.
If you want this rig, please let me know.
#ue4 #animation #controlrig

▶ Play video
#

only video i found on the actual workflow

drowsy snow
#

I swear the older live streams used to be shorter and more concise, especially the era that I'd like to call "Alex era"

copper holly
#

thats where I came from cause it doesn't work the way he explained, you can't just add an animation like he did it doesn't animate

#

There isn't, but ok.

#

this one is good though

drowsy snow
copper holly
drowsy snow
#

But yeah, I'm prepping to write some tuts on using control rig.

copper holly
#

👍 thanks

#

thanks this ones good too at https://youtu.be/SIp4vFoU_d8?t=3176

Control Rig is a scriptable rigging system that is based on Blueprint and is mainly designed for controlling properties to drive animation. This week on Inside Unreal Helge and Jeremiah will break down the Mannequin Control Rig example from the Marketplace, show how to use Control Rig with Sequencer to animate a character, give tips on how to de...

▶ Play video
#

although he still just adds an animation without baking or anything dunno how it just works automatically mine doesn't

#

sounds expensive lol

#

everything seems expensive but unreal always finds a way to optimize it

#

Like ALS just run time IK?

#

locomotion rather

drowsy snow
#

In a related note, I feel like this inspires Control Rig, and can give you idea on the applications:
https://www.youtube.com/watch?v=KLjTU0yKS00

GDC

In this 2016 GDC talk, Ubisoft's Alexander Bereznyak breaks down the basics of IK Rig technology for animators, and explains how it can be used for everything from video games to feature films.

Register for GDC: http://ubm.io/2gk5KTU

Join the GDC mailing list: http://www.gdconf.com/subscribe

Follow GDC on Twitter: https://twitter.com/Officia...

▶ Play video
#

(removed my time mark)

elder crest
#

so i got 6 out of 8 guns working. would anyone like to see?

drowsy snow
elder crest
#

oh that was just an epic picture i took. nothing to do with live streaming each gun

copper holly
elder crest
#

thanks

#

i have 2 more attachments i gatta work on but before that im thinking about moving onto hit boxkes and health

copper holly
#

https://youtu.be/SIp4vFoU_d8?t=3213 anyone know how to add "additive control rig", this way doesn't work anymore it seems, additive control rig doesn't exist seems

Control Rig is a scriptable rigging system that is based on Blueprint and is mainly designed for controlling properties to drive animation. This week on Inside Unreal Helge and Jeremiah will break down the Mannequin Control Rig example from the Marketplace, show how to use Control Rig with Sequencer to animate a character, give tips on how to de...

▶ Play video
haughty slate
#

I'm comparing line trace results to an array of physical material > surface type. When getting a reference from this array, should I be concerned that in the blueprint editor it says "variable is not in scope" when in-game everything appears to be running fine? Values are printing correctly etc

#

(this is with debug filter running)

grim ore
#

so your not pausing it right, just showing the variable while running?

haughty slate
#

Yeah just switching window to bp editor

grim ore
#

yeah thats fine, its not in realtime and it might be in a function. if the result is fine, then your fine. You can always breakpoint it to verify for sure (but your data is good so your fine)

haughty slate
#

Ok great, thanks for the reassurance. I just get very nervous when things feel unstable somehow!

dreamy zenith
#

does anyone know how to troubleshoot animation BP ?

plush yew
#

anyone here making a game similar to 2d Sonic?

drowsy snow
plush yew
drowsy snow
plush yew
#

I mean the main one in mind I can think of is Freedom Planet, but I'm sure there's others

#

cuz I kinda wanna make my game like it, but I'm afraid ppl will be like, "oh great another Sonic clone...😒 "