#ue4-general

1 messages ยท Page 1029 of 1

grim ore
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how are you checking to see what resourcesa re being packaged?

peak oxide
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The package is for windows, it goes into a folder, the Content > Movies folder has all the image sequences that I have in the project.

grim ore
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the Movies folder is a special folder that is always packaged, so yes that one will

covert summit
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(Movies yes as MathewW said but) more generally, no, only the stuff you use is included

peak oxide
grim ore
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if you want to try and reduce possible extra files, yes you can remove them, but like they said its pretty smart to include what you use. in project settings is a packaging section and you can specifically call out maps to package and it will try and just package those maps and its required files (same with excluding stuff)

covert summit
#

i would see if you can put your stuff in other folders and still access it -- i would assume various ways of using that movie would actually participate in the packaging "trim" process

peak oxide
covert summit
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ahh no you definitely want everything used by your project in your Content folder

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or the Data folder

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(or... is Movies outside of Content actually?)

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but i mean to say, if content is loaded from outside your project, it could just be working because the game is looking outside itself

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definitely avoid that

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it wont work when run on other machines if its not in the package

grim ore
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yep all content for the project in the content folder, content/movies is just special

peak oxide
peak oxide
covert summit
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yeah im not sure how it handles pathing [so testing that its indeed not going to work elsewhere would require steps]

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but its just best to keep everything in your project folder, and by default that means Content until theres a special case like Data or something

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oh wait, just checked, no Data's in there too. Everything in Content!

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and always import via Content Browser in Unreal, and not file manager (until and unless that is not an option)

uncut vigil
paper ginkgo
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ah ty

robust spoke
#

Hiho i try to send a unpaid-gig, but there will not be Posted anything of my post xD

coral shoal
lyric sapphire
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for it was 1/4 of my actual fps

regal mulch
restive zinc
#

hey guys how does entity cramming work in UE4, I've seen it in minecraft and wondered how it will work in UE4 are mobs in minecraft physics actors that clump up on each other.

covert summit
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cramming in Minecraft is effectively a feature, not a bug, but most physics doesn't work like that

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if you wanted to do it in unreal you could use overlap on pawns, and then apply ambient movement away from the overlap

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you would want to use physics forces to have the same "explosive" effect that Minecraft contraptions leverage

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probably would do it by having an actor push other overlaps away with a small but constant force, and have pawns generally not collide physically with other pawns

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that way, the effect of many actors colliding with a mob contributes to a greater force

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you'd also want to limit it to X/Y iirc in Minecraft that is the case (mobs don't shoot upwards)

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you could prototype it in ue fairly quickly, just have a key that drops the pawns into a confined space, and another key to "open the door" with the expected effect that they would shoot out when the door is open

dim seal
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Hi guys, I'm getting this error while building engine from source. Any ideas what may be wrong?

covert summit
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nah not your bad

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but i did get a jab in at how damn long it takes to build this thing

covert summit
analog vale
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I am not sure what you mean ,are you trying to use the collision of a skeletal mesh ?

oak token
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question guys, why if when i set the "Capsule half height" of my capsule component to a lower number, the actor shrinks down to the ground

covert summit
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if you shrink it, it will not collide with the ground, and gravity will pull it down

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it will then settle at its new location based on its height, with the location being at the center of the capsule

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unless you mean your mesh automagically shrinks

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that shouldnt happen

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it would just clip with the ground in most default template setups

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because the collision is at the capsule, and the mesh isnt directly doing collision

oak token
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also thanks for the response

covert summit
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well why are you changing the capsule height at runtime (i assume)?

oak token
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for crouching

covert summit
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ahh yes

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well your character's animation should be accomodating for having less of a height

oak token
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ah so that's the same conclusion, huh

covert summit
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if your character is animating to the crouch animation, but the reduction in the capsule size is making them clip into the ground, then your adjusting the capsule too much

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its worth noting i do believe that character movement can automatically resize the capsule for you

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you still have to tell it how much but its a nice touch

oak token
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can only get the variable, not set it, unfortunately

covert summit
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well you shouldnt need to

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because its the size the capsule should ultimately be

oak token
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should be the one-size-fits all then

covert summit
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but its worth noting that despite the capsule being centered, i havent had an issue with crouch animations going "under ground" as it were

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including resizing the capsule so you have a lower profile

oak token
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er..

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sec

covert summit
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this is the default setting, characters in my game override the capsule half height and the crouched half height as needed but

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very little massaging needed

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you can see though that im offsetting the mesh negative on the Z to align it with the bottom of the capsule

hybrid cradle
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i ned a help, in my scene there is no AO, why?

covert summit
hybrid cradle
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its on everywhere, and never saw AO in first place

snow harness
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Hey people

hybrid cradle
covert summit
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this is the default

hybrid cradle
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wait, so i have to turn these off? cuz these are checked

covert summit
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no if you want AO then leave them checked

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but

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the postprocess volume can override it

oak token
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I see. just a moment and i'll digest your helpful insight on this

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thanks again

covert summit
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if you have a post process volume that is in effect in your camera location, or it is unbounded

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then it will override it

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here i apparently have it entirely off

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but you can have it on

hybrid cradle
covert summit
hybrid cradle
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its unvound in post process, and i am using cinematic cam actor

covert summit
#

oh check your show flags then

oak token
hybrid cradle
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show flags?

snow harness
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I need to create a small VR experience in ue4 and I am searching for a good series of videos that can go thru basically every aspect from the basics to the delivering of such vr experience. It doesnt have to be anything fancy, it's an academy project for prove of concept.

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has someone such sources on hand?

covert summit
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you can control a lot of render features there, might be disabled perhaps

hybrid cradle
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so when i click on cinecam there is no such thing as show flags, i must be missing somethign

covert summit
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ahmmm there are definitely show flags....

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at least Im pretty sure

hybrid cradle
covert summit
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well you could search ambient occlusion anyway

hybrid cradle
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is that what you are talking about? where my cursor at

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oops it did not show my cursor

snow harness
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No one got an answer for me?

hybrid cradle
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this is show button

covert summit
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search ambient occlusion on cine cam and play with those

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see if that enables it

hybrid cradle
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i am literally stuck in this since last 4 days

fierce tulip
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be nice if you kept UE5 stuff in the UE5 channels, thanks

hybrid cradle
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ok sorry

covert summit
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this is not unreal 5 specific

fierce tulip
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ยฏ_(ใƒ„)_/ยฏ

hybrid cradle
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thanks bro

covert summit
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ohhh

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dammit lumen

fierce tulip
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now you know why I suggested to keep ue5 stuff in ue5

covert summit
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yeah gotcha. this is getting confusing

snow harness
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Where can I ask question without getting ignored?

covert summit
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there was someone stuck trying to teleport to an actor

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had been posting for days

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turned out to be in ue5 in world partition, and the cell wasn't loaded

fierce tulip
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@snow harness if someone knows the answer, and you are asking it in the right channel, it wont be ignored.

covert summit
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no one saw it coming

snow harness
covert summit
snow harness
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I want to learn how to create a vr project from the beginning to the end

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Youtube seems to be not helping much

fierce tulip
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if you dont have much experience with ue4 in general I'd start with learning the regular workflows and learn how to use the tools before moving onto vr, because tackling both is just asking for troubles

snow harness
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I already know the basics and I already have created the enviroment, the problem is i dont know how to actually package it up, so i can run it standalone without having ue4 editor open

fierce tulip
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no point asking how to paint the mona lisa if you dont know how to hold a brush so to speak

covert summit
fierce tulip
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^
https://www.youtube.com/watch?v=Wjzjnv9E5SU (that whole playlist is good to get started)

This is episode 61 of my unreal engine 4 beginner tutorial series, in today's episode we use the settings shown in the previous video to package our game into an executable game folder allowing us to run the game outside of the editor.

We target the windows platform however this tutorial can be used to package and publish onto Android, Mac, PS4...

โ–ถ Play video
snow harness
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Okay

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nice

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thank you

surreal cloak
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Hey, I'm importing height-maps info ue4.

What do they look like?
This.

Whats the answer that everyone gives as to why it looks like minecraft, "Oh!, that means its 8-bit!"

But what do the height maps I've used indicate?
16-bit and 32-bit

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(so whats the real answer, this is ridiculous)

lucid grove
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Hey fellas, cant figure out why scene capture 2d not rendering beard on my chaaracter

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Checked LODs and stuff, its ok on level, but not rendering on scene capture

drowsy snow
fierce tulip
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(and converting an 8-bit to 16 bit does not magically add more detail)

drowsy snow
# surreal cloak

On further inspection, those resolutions definitely not typical for Unreal landscape, and since 32-bit greyscale doesn't really exist, it seems like you're attempting to use RGBA8 PNG as a heightmap.

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Though Windows Properties view can be misleading for this kind of inspection anyway.

young quartz
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I am getting an error " the following modules are missing or built with a different engine version:
UnrealEnginePython
PythonConsole
PythonEditor
Engine modules cannot be compiled at runtime. Please build through your IDE"

surreal cloak
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I used heightMapper, but it produced the same results.

I also tried terrain.party but it's completely broken. upon hitting the download button, I consistently produces a website error. (test it for yourselves maybe you have different results)

So Terrain.party was out fo the question, so instead I found a website that is a forked github repo (i think) that functions as an alternative to terrain.party.
Here is the link - https://cs.heightmap.skydark.pl/

As you can see, I have tried every option I know, but nothing is working...

young quartz
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I am very new to unreal engine... can any1 help

drowsy snow
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Sorry, missed the question ๐Ÿ˜›

young quartz
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4.26.2

drowsy snow
# young quartz 4.26.2

Are you building from source code? Vanilla engine plugin shouldn't require recompiling.

young quartz
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I am totally new to unreal engine.. I am just double clicking on my project

drowsy snow
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So it's a project downloaded from somewhere else?

young quartz
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no I created it

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I was adding megascan bridge. And after that I face this error. I dont get it how to fix it.. or add those modules manually

drowsy snow
young quartz
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done.. bt no help

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didnt work*

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okay I fixed it

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just deleted the pythoneditor from plugins folder

lucid egret
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How do I get the option to change the Unreal Engine version here? (ignore that it's in Finnish)

robust tree
fierce tulip
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normally you get that when you installed the launcher and at least two unreal engine versions

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(iirc)

lucid egret
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oh, so if I have only 1 engine version I won't need it?

fierce tulip
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dont think so?

wary wave
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file type also has to be associated in windows

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It's really dependant on how you want player collision to behave

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in our case it's a little greater than shoulder width, which theoretically means we clip through scenery sometimes, but also it makes it much easier for the player to navigate tight spaces

lucid egret
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how do I install a custom engine?

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what I'm trying here is to install the Respawn engine

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I got the engine .rar and extracted it

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Respawn Entertainment's engine

wary wave
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doesn't sound Unreal related

lucid egret
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The ones who made Jedi Fallen Order

wary wave
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Respawn doesn't publicly distribute their engine that I'm aware of

wary wave
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I'm pretty sure they do not

lucid egret
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but can you advice me in installing it?

wary wave
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no.

lucid egret
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why

wary wave
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because it sounds like what you have obtained is illegal

obsidian nimbus
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souns to me like u downloaded some malware ๐Ÿ˜›

wary wave
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haha, probably

obsidian nimbus
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engine.rar?

lucid egret
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the guide i use says this:

How to gain access and use the Respawn Engine Version

I can not legally make the custom engine version public to all as it is against Epics TOS. However it is extremely easy to get access to it.

wary wave
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nobody will help you in here

lucid egret
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so you're telling me what I'm trying to do is against the epic TOS?

wary wave
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what you've been doing is probably against the law

fierce tulip
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and against respawns TOS

wary wave
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yup

lucid egret
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I've been told that it's 100% legal what I'm doing

wary wave
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you could put a bridge in bridge

lucid egret
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turns out, the engine is technically not respawn's

obsidian nimbus
lucid egret
drowsy snow
lucid egret
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yes

drowsy snow
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But I'm not going to question how you even get confidential fork of theirs without permission

lucid egret
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this guy made a mimic of Respawn's custom UE4 for modding

zinc flume
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Guys is it possible for me with 0 experience create survival game better than muck lol and where can I learn everything about ue4 I wanna be good game dev

fierce tulip
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without experience you cant even.
just start with getting started tutorials.
points at pinned message in this channel

drowsy snow
# zinc flume Guys is it possible for me with 0 experience create survival game better than mu...

https://dev.epicgames.com/community/learning
(some courses that are available in https://learn.unrealengine.com/ are missing in the Epic Dev Community site)

Epic Developer Community

Epic Developer Community Learning offers tutorials, courses, demos, and more created by Epic Games and the developer community.Learn UE and start creating today.

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If you're in desktop, it's up there besides the search box. If you're in mobile, it's in the right side menu.

wary wave
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certain Youtube tutorials should probably come with warnings to never follow them

fierce tulip
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XD

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i saw one recently where they said the character was moving when he was moving the camera around.

zinc flume
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Bro I want to learn but I feel it's too hard

fierce tulip
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no, just base pose at 0.0.0

wary wave
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my favourite was when some guy came in here trying to follow an inventory tutorial, and the entire thing was handled by juggling integers around

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type of item? integer

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slots? no idea, integers

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integers for all data types, why need anything else, ever?

drowsy snow
wary wave
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lmao

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I mean it's "fixed" I guess ๐Ÿ˜‚

drowsy snow
zinc flume
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I want

wary wave
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if you don't want to learn, you've picked the wrong thing tbh

zinc flume
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But it's looking hard

wary wave
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because I can tell you that after 14 years of doing this, I still have to learn things all the time

obsidian nimbus
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i see a tut where he said nullpointers are fine as long as they dont affect performance

drowsy snow
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Though granted I started as modder since 2006, and game SDKs are no stranger, so your mileage may vary.

obsidian nimbus
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also he had no idea u could check isvalid

fierce tulip
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some of us have been doing this for 20 years, and it does not get any easier

zinc flume
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@fierce tulip I'm not even 20 yrs old lol

wary wave
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I usually recommend trying to make simple arcade games for first projects

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Missile Command, Snake, Brick-Breaker style games

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yup

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though Pong is annoyingly multiplayer ๐Ÿ˜„

obsidian nimbus
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but than again learning bad practices is better than nothing , its not like u cant unlearn stuff

wary wave
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and that's a whole other hole you don't want to fall down on day zero

drowsy snow
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Don't even think about making survival or battle royale games. Don't think about the profit right away. Just hone your damn skills first.

zinc flume
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Yea I wanna create game in the future like cool cartoony comic looking survival game with nice style grass and environment with cool comic looking enemies and yeah multi-player mode too that would be awesome it's not a next gen graphic game it's just simple lovely looking game but still very good that's my goal

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This or this style

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Ik

wary wave
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yup, you'd be learning for a few years just to be able to contribute to projects of that scale

fierce tulip
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take small steps, keep your goals small, and have fun.

wary wave
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hehe

drowsy snow
# zinc flume Ik

Don't forget to check the link I posted, and other resources in the pinned message. The mods already pin helpful links for you to get started.

Have fun!

drowsy snow
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Oh right, almost forgot, @zinc flume
Take your time learning. Nothing in this world is instant. It's normal to take 1 or more years to get hang of the editor and Blueprints.

blissful atlas
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Hi everyone, can anybody help me? Im using this blueprint for switch cameras, but when i switch is blinking my media. Does anyone know what node can i use in place of "Set view target with blend" ?

forest holly
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I feel like in most cases I wouldn't want to change cameras but to change the location of the camera I'm using already

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But that's not super helpful... I'd try posting it in #blueprint

obsidian nimbus
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@blissful atlas blend time is 0

blissful atlas
obsidian nimbus
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it wil blend over time

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dunno what blinking u mean

rare tapir
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Does anyone know why the shadows keep flickering in my render

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video to show u what i mean ^^^

loud meadow
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guys who can help me in my game i have lot of problemes

drowsy snow
#

Also per #rules no. 2:

  1. Be patient when asking for help. This isn't an official Epic Games support channel so we can't guarantee a response. Don't ping people unless you're replying to them. If someone can help, they will. If not, come back in a few hours and consider rephrasing your question or adding more details.
versed lion
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What would you add to make this look cooler? more appealing, more dramatic

delicate oar
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fog

tiny grove
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DOES LIGHT NOT AFFECT WORLD IN MOBILE PREVIEW?

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IM TRYING TO MAKE A TORCH LIKE THING IN CHARACTER`S HAND AND IT IS WORKING FINE IN VIEPORT AND EVERYWHERE BUT NOT IN MOBILE PREVIEW

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oh my caps lock was on....

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this is in play in viewport

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this is in mobile preview...

sturdy smelt
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also DOF would be nice

versed lion
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@sturdy smelt I am using asset for practice ^^, I will try look for the lighting, I will research what's DOF and LUTS, its mainly practice of lighting and pp

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but thx for the response!

sturdy smelt
forest holly
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Anyone know of any online courses for UE4 Blueprint or C++? Not video tutorials, but with an instructor

tiny grove
versed lion
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@forest holly Unreal engine hosts a live training videos with many instructors, you might wanna look into that

sturdy smelt
# tiny grove could abyone reslve my issue too?๐Ÿ™„๐Ÿ™„๐Ÿ™„

aHH probably its this: -> By default, support for Movable Spotlights on mobile devices is disabled. To enable this feature go to Project Settings > Rendering > Mobile Shader Premutations Reduction and then check the box next to the Support Movable Spotlights option to enable them. Once enabled you will then need to re-start the UE4 Editor before you are able to use them.

tiny grove
sturdy smelt
narrow mauve
#

are you not supposed to be able to add instanced foliage static meshes this way?

wanton bloom
#

Can i stop timeline where it is, when i trying stop its finish timeline and after that stopping

devout swift
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what does this "orbit mode" do in the particle effect window?

versed lion
#

@analog vale Messin with the settings to try and make it more appealing, Thanks!

analog vale
versed lion
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Will do

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I saw someone making a custom one with photoshop, which looked amazing

analog vale
#

something with a blue tint would look cool

versed lion
#

@devout swift Changing the camera movement, by turning it off you will control the camera like a normal viewport

devout swift
versed lion
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In the default particle system it is the same, with niagra it changes it. I don't know why isn't it effecting the default one

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Orbit mode is like where the camera moves around in circles i guess you can say

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The material viewport using orbit mode for example

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@devout swift Hope you got it

devout swift
versed lion
#

Default

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This is niagra

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If you want to try niagra install it under the plugins tab

devout swift
versed lion
#

np ๐Ÿ™‚

blissful atlas
#

anyone know solve this problem?

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Everytime i click in static mesh unreal crash

fierce tulip
#

without installing the icons the crash is a generic report and we cant tell what is causing it.

light thunder
#

I have an AI traffic system that is using tick to box trace for actors in front of the vehicle and update movement, etc - is this terribly expensive - I can't think of any easy way to refactor ALL of his logic, it's the initial sequenced tick event (I'm even leary of using a looping timer because that might throw things off)

plush yew
#

hey guys i am looking for some one that can mod a game for me , nothing big just enable demorec / demoplay

wary wave
#

so there's a number of problems here;

Firstly, I doubt anybody is just going to make a mod for you, but if you wanted to recruit someone for such a task you should be using the job boards, as per #rules and #instructions.

Secondly, if the game doesn't already support it, it probably doesn't actually work.

plush yew
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ohh ok

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thx for telling

wary wave
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demo recording and playback is usually pretty easy to 'enable', but for it to actually work, the networking has to have been written with it in mind

plush yew
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i mean it kinda works but it makes me stuck in game

drowsy snow
#

Unreal Engine's replay system relies on MP replication.

wary wave
#

you mean you can call the console commands, but when you start playback, it goes screwy?

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(and yes, it should also be noted that the replay system doesn't do anything at all on singleplayer games)

plush yew
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yes it replays it but i cant move

wary wave
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what do you mean you can't move?

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it's a replay, I would not expect you to be able to move

plush yew
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i can't move the camera ore look around i am stuck

upbeat tendon
#

hi, i've just reinstalled windows and tried to install epic launcher, the store and my library have vanished, anyone know how to fix this?

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oh sorry it was a setting

glass rapids
#

Can I remove the TAB key from trying to focus on a widget?

unreal frost
#

oh hi!

last topaz
#

Hi, should several different FoliageTypes based on the same mesh/materials cause more drawcalls than just 1 FoliageType if the same amount was painted?

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say 5 instances of 1 FT vs. 5 instances of 5 identical but unique FTs

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you would think that as long as the source mesh of the FTs is the same it should act as the same and not add more drawcalls

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but from the tests i'v done it seems to be the case

sick patio
#

my laptop is a ryzen 3 with no GPU can i fully do unreal engine projects on a remote online pc? like with aws or something?

whole fern
#

just remember that they aren't cost efficient. If they were cost efficient every cryto miner would be using them instead of making GPU farms

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and there's some latency issues with it

fast pendant
serene birch
#

is there a "Free for the month" package in the marketplace yet? did I miss it for this month?

wary wave
#

Tuesdays

sick patio
serene birch
#

wait

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we aren't tuesday yet indeed XD

civic charm
glass rapids
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no I couldnt

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I have everything not focusable so it doesn't focus on the big box but it still focuses on my text box

civic charm
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look up for bool in option and there is focusable option there put that to false

glass rapids
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I have a text box where you can put in the message to put in chat but I can't set it to not focus

glass rapids
#

okay

civic charm
#

You tryed this>

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?

civic charm
glass rapids
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what do you mean by that? is the set focus a toggle? I Don't really understand how the focus stuff works.

covert summit
#

(few do lol, its a mess)

glass rapids
#

I use the enter key to open and close the chat but when it is still in Input mode game and I press the tab key it can still somehow focus on the chat and I can type in it

covert summit
#

that is literally what i just faced

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everything online tells you to remove focus from everything but yeah obviously that wouldnt work for text boxes, or also if you wanted to use gamepad navigation, like in my case

glass rapids
#

Have you figured it out? It's so weird

covert summit
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i have but its hacky and it might not work in your case

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depending on what you want

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so for me, i dont have textboxes, i just have one UserWidget that contains a button, and i use that button for all my buttons

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I want gamepad navigation, and I want the TAB key to open my in game menu- i also want hitting TAB again to close that in game menu

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so what i did was used the Navigation controls on the button:

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the "Next" one is what is used for Tab

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now none of the options will actually disable Tab

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however you can hijack it

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if you use Custom and add a blueprint function, if you return nothing then tab will not work anymore

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but you wont then be able to get the TAB event because its been consumed

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but, the function could act as a TAB event....

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now since these properties are per focusable widget you would need to do this on any widget that has user focus if you want TAB to not switch widgets

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unfortunately the internet is right that short of editing the engine source yourself or completely opting out of focus, you wont be able to turn off that tab behavior

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unless you do something hacky like this

glass rapids
#

Idk if it would apply but this is what I am trying to do. I have made a chat system so a player can press (ENTER) and then this pops up and they can type. then once they are done typing the can press (ENTER) and it will send the message. But if I press (TAB) it does a thing where it does that focus outline but now it does it on the text box because there is no focusable option on text boxes.

covert summit
#

so you just want to disable the TAB behavior on this box so it doesnt go into a weird state?

#

then yeah, set Custom on the Next property of Navigation on the text box, implement a BP event that returns nothing

#

should be golden

glass rapids
#

yeah, The weird state is where it is invisible and you still can type because the only way to view the chat is by pressing enter. Okay, I will try that.

covert summit
#

you might want to see how it works with arrow keys and Shift+tab as well

#

those are the keys that activate Back/Up/Left/Down/Previous

#

(though other keys can also do it like gamepad left thumbstick etc)

#

i think arrow keys should be fine because the text box consumes them though

glass rapids
#

okay, I have never done this stuff I so I have a lot to learn. Thank you so much

clever drum
#

I am having trouble installing unreal engine 5 early access, any help?

broken heath
#

STATE THE PROBLEM

clever drum
vagrant hornet
#

why does the light bleed through like this

#

why does it night change brightness at different times of the day

broken heath
vagrant hornet
covert summit
# fast pendant bump :3

do you mean "how do i use this function" or should i go rummaging through the engine source to find out?

fast pendant
#

i mean

#

what calculations are applied there?

#

@covert summit

clever drum
covert summit
#

oh wait its target - start rather

#

but yeah

#

oh hey its literally what it does ๐Ÿ˜›

storm venture
#

hey so i found a pretty nasty bug that exists in both ue4 and ue5. when compiling a bp, the construction script runs on instances of the actor contained in closed levels.

fast pendant
#

nvm

#

already found by myself

storm venture
#

it's 100% not. instances of actors in unloaded levels should not be executing anything.

broken grotto
#

Please explain why you think that would be intended?

covert summit
#

yes this is entirely expected

#

the construction script runs at editor time to prepare a blueprint actor in the level

#

if you use it, it will need to re-execute construction script across all uses of that blueprint across your project (when recompiling)

#

i would guess the misunderstanding might be: you might think construction script runs at runtime to initialize the blueprint but it does not

#

yeah inheritance is another factor

#

it also just makes sense that you would pay the price of re-running construction scripts once instead of having to have a complex system to check whether construction scripts need to be re-ran at level load time (when loading in the editor i mean)

#

and if you are playing in standalone (editor) that logic would also need to be handled at game runtime

#

and also be duplicated or at least factored in at packaging time too

obsidian nimbus
#

i never had many instances of the same bp with a huge construction script so i could care less ๐Ÿ˜›

#

altho base classes often have a bunch of construction goin on, it doesnt really add up too much

sinful whale
#

Following up on my previous adventures, it is ENTIRELY possible to make a Blueprint class based on a SceneComponent. You just have to actually tell Unreal you want to do it. Your UCLASS declaration needs to include Blueprintable and possibly BlueprintType if you want to be able to use it as a variable

obsidian nimbus
#

cant you just create bp and select scene component from base classes?

covert summit
#

but why is that required for SceneComponent when its not for a regular actor subclass?

obtuse siren
#

guys general question - if I start a project in UE4 when UE5 fully releases I would be able to transfer my UE4 project to UE5 right?

covert summit
#

here i have no Blueprintable. Is it just because ACharacter is special in some way? It cant be that ACharacter has Blueprintable, because SceneComponent is also Blueprintable

covert summit
covert summit
obsidian nimbus
#

ahh k

obtuse siren
covert summit
#

yeah good to know ahead of time, i had the same question when EA came out ๐Ÿ™‚

obtuse siren
#

yeaaaaaaa, it would suck to start something awesome then being unable to move it over

covert summit
#

mmhmm

sinful whale
#

Yeah I wanted to make a SceneComponent that spanned C++/BP

#

It seems like it's based on use case

#

Like you might have a lot of C++ SceneComponents or UObjects that you want to make available to Blueprint but just to use, not to subclass - and you don't want your Blueprint "new class" list to be enormous, so you have to "opt-in" to Blueprint subclassing for only when you think it's appropriate

#

But for some types they just kinda presume it's always useful so it's on by default?

covert summit
#

i guess

dreamy zenith
#

So im tryin to make it so a grenade makes a character ragdoll upon exploding, any tips?

kindred iris
#

ANyone know how I'd get a connection like the red line I drew? I get this message to change the node I use but am not sure how to connect them.
Usage of 'Set Brush Size' has been deprecated. Use SetDesiredSizeOverride() instead

drowsy snow
kindred iris
drowsy snow
kindred iris
#

ohhh I see it mb

covert summit
#

splitting is super handy

kindred iris
#

Yeah that should be really useful now that I know that

#

thanks

covert summit
#

yeah you can also drag off from Desired Size and type Make

#

if that comes in handy elsewhere

#

all structures (or at least most grr) have Make and Break nodes for them

meager tiger
#

does any know how to get unreal groom hair to reflect in a planar reflection capture?

drowsy snow
covert summit
#

maybe internet has broke ๐Ÿ˜›

fast pendant
#

is it possible to use UKismetMathLibrary out of the ue4 project?

covert summit
#

no

#

and by that I mean, yes, but you do not have a license to do that

fast pendant
#

but if im not gonna share it

covert summit
#

check the unreal engine terms and conditions to be sure what you want to do is allowed

#

but probably not

#

is this about look at rotation? there are tons of vector libs out there

covert summit
#

not sure why you would need unreal's specifically, it's not magically better then any other one

dreamy prairie
#

Does anyone know how to make a digital alarm clock in Unreal Engine.

fast pendant
#

looking for some analogue of findlookatrotation

drowsy snow
meager tiger
meager tiger
#

okie thank you

rose tree
#

Does anyone know how to unlock the viewport so I can move around in it? Right now it's only allowing me to zoom in and out.

pliant mauve
#

guys why is there no Classes/Components/StaticMeshComponent.h when I try to include it ? I just began learning unreal

pliant mauve
#

thank you

strong smelt
#

how do you get this gizmo for a directional light?

drowsy snow
#

It's only for directional light tagged as atmospheric light.

rose tree
#

Does anyone know how to fix the viewport so I can use RMB to rotate the viewport camera?

rose tree
#

Even went over the Editor Preferences between a properly working project and this one

fast pendant
#

Could smone implement find look at rotation at without unreal engine or gimme a already ready-to-use library with this func in it? Thank u

fast pendant
dire spindle
#

Guys i need some advice i want to start learning c++ now but the thing is i want to make a survival ish game but i cant find like any tutorials online or something like that... Any advice?

drowsy snow
fast pendant
#

i need only this one func

rose tree
fast pendant
#
FVector const NewX = XAxis.GetSafeNormal(); // normalize vector

FVector const UpVector = ( FMath::Abs(NewX.Z) < (1.f - KINDA_SMALL_NUMBER) ) ? FVector(0,0,1.f) : FVector(1.f,0,0);

const FVector NewY = (UpVector ^ NewX).GetSafeNormal();
const FVector NewZ = NewX ^ NewY;

return FMatrix(NewX, NewY, NewZ, FVector::ZeroVector);
#

i don't know how to turn FMatrix into Rotator vector

dire spindle
fast pendant
#

Rotator*

dire spindle
rose tree
fast pendant
dire spindle
#

Because i wanna work in a coding enviorment when i grow older and i think maybe learning how to make games in c++ now will hlep me in the future

rose tree
#

C++ is a very large topic with a lot of concepts. It's also rather poorly documented for UE TBH

dire spindle
#

I have gotten some like inspiration from rust etc

#

yeah @rose tree I understand

#

I found courses but they are paid but really good so i might maybe save up to that or something

#

(Its a course of a survival game where you can drive cars etc) so it might actually help me

#

The thing is i dont know if its a good idea or not

rose tree
#

I'm guessing you are talking abut the Tom Looman C++ course

drowsy snow
#

There's also Reuben Ward's C++ courses.

dire spindle
#

I saw "reubs" course, he has remade Modernwarfe fare etc

rose tree
#

You will get a lot out of just porting a couple BP's that you already have working to C++

#

I thought that the Tom Looman one was some open world multiplayer game thing

dire spindle
#

yeah, the thing is the "reub" guy he has everything im looking for, Like items for scopes and stuff like that (attachments to weapons) how to make a driveable car and stuff like that. What i've learned from his videos is that he is explaining pretty well in my opinion and i want to know if it will help me to learn c++ etc

rose tree
#

It's not likely to hurt you

#

You will likely learn at the very least some stuff

drowsy snow
dire spindle
#

oh

#

That sounds good

drowsy snow
#

Even before his viral remake videos.

#

I learned few things Unreal C++ from his tuts.

rose tree
#

I would still suggest just starting with porting over some BP's for the games you already have. It's not a bad spot to start.

#

It's how I learned a bit of BP

dire spindle
#

yeah i understand

dire spindle
#

The thing why i want to learn c++ in coding pretty fast is because my brother is a really good modeller, He has made some money of it and i wanna kinda make a game with him where he is doing the models and i make the rest of it and yeah thats why i want to learn how to code in c++

rose tree
#

You don't need C++ to make a game in UE though

dire spindle
#

I know, But of what i've heard and stuff like that is if you learn c++ everything will become easy and idk but c++ was faster or something i cant remember what he said but something in that direction

rose tree
#

C++ executes faster and is more performant then BP, it's also way way more difficult to pickup. I 100% suggest picking it up. I just wouldn't suggest waiting until you learn C++ before starting your game.

#

Learn C++ while you make your game. You will likely pick it up faster that way. What you can do is implement something in BP and get it working. Then port part of it or all of it over to C++.

#

It's much easier and it will likely feel way more rewording

dire spindle
#

Yeah i understand

drowsy snow
dire spindle
#

haha

#

Yeah i'll figure something out

rose tree
forest holly
#

am I too tired or is the blueprint channel gone

rose tree
#

You are too tired

pine dawn
#

it is under programming

devout swift
#

is there a setting to make the output log focused when I run the game in the editor?
Kinda of annoying to always be switching between output log and content browser...

misty gazelle
#

I have a building system in place where the player can pick an item and spawn it in, and then attach it to another object. I have a base mesh that will be like a frame that the player can build off of. I want to make it so that the player can add wheels on their own to any point on the vehicle. However, every tutorial I have found follows the same four-wheel vehicle component and I cannot find what I am looking for. How would I go about making a car that's movement is influenced by its wheels, similar to games like robocraft or crossout? Thanks in advance!

indigo totem
#

how would i get text to pop up on my screen after interacting with something?

grim ore
#

@indigo totemyou would use UMG and either add it to your viewport or spawn in a blueprint with a widget component if you want it in the world. Or the widget component can be part of the item you interact with and it could be made visible.

strong jasper
#

Would I run into any issues following a ue4 tutorial while using ue5?

indigo totem
#

cool thx mathew, another thing. How do i make a trigger box only work once. I want it to be disabled after youve gone through it

grim ore
#

@indigo totemdisable it if its a component (set it to not active), or use a do once code after the trigger (disable is probably better). If its an actor, destroy the actor

#

@strong jasper you might, it depends on the tutorial. You should not be learning UE5 if you re learning Unreal Engine, learn UE4 first with UE4 tutorials

strong jasper
#

Alright, thanks

quick shell
#

how good of a game could be made in blueprints? could a AAA game be made using them?

grim ore
#

yes

#

should it be? no

#

at a certain point games should be using a mix of BP and C++

plush yew
grim ore
#

well I dont know what all the way is, so maybe?

plush yew
#

my c++ hasnt really been used since i was 13 learning to hack and make sites..

#

like to completion

#

and ship

#

to customers xD

grim ore
#

well we have no idea what your game is so again, maybe?

plush yew
#

well its a multiplayer arena fighters with possible pve if i can make the pvp just right after launch or so

#

so sumfin like dragon ball xenoverse 2 for example

#

gotcha force

#

etc

celest trout
#

Well, I know people who are using BluePrints to create entire projects, which are quite great.

plush yew
#

yeah i can never find the definite answer to

#

can you use just blueprints or c++

#

it always goes to use whatcha want or use both based on effiecency of project needs

grim ore
#

what do you mean you cant find the answer?

#

that is the answer

#

you literally use what you want to use and should use based on the project

plush yew
#

o.o

celest trout
#

It would depend on how you want to structure, organize, and create your project.

BluePrints are great for Single-Player projects, so I do not think it would be a great idea to use BluePrints for Multiplayer projects.

plush yew
#

so you can just use blueprints xD

grim ore
#

you want to use only blueprints, then use only blueprint.

plush yew
#

hmm

strong jasper
#

Is the process of converting a blueprint into raw c++ easy?

plush yew
grim ore
#

every blueprint node has C++ behind it, so converting is not difficult

plush yew
#

o.o yeah i heard that

#

that you can convert the blueprints to c++

celest trout
plush yew
#

well i used to do java scripting and c++ and xmtl <- probably spelling it wrond as a teenager

#

i havent touched it since and even than id make mistakes during writing code up

#

and i feel like that can have problems when doing c++ in unreal

grim ore
#

if your goal is to start with multiplayer, set aside a few years to do it all wrong and learn before you expect your project to get to completion

plush yew
#

whilst blueprints feel like an easy mode version of c++

plush yew
grim ore
#

if you dont know ue4, learn ue4 and single player. then after you have that all memorized, work on learning multiplayer

plush yew
#

yeah im still learning blueprints and the basics of unreal even 1 years later

#

and everytime i look into some aspect of unreal i find such cool nodes and systems

plush yew
#

which nodes I should take a look when trying to set an blendspace like, position hand on C, position hand on D#, ... all the octave notes; then set it to, play C for 2 seconds then play D# for 4 seconds

#

i typically come here when i have a question i think some of the veterans might know if google and youtube arent helping or making it clear x3

celest trout
#

Overall, my greatest advice is to keep the motivation, drive, momentum, and work. Everyone is going to tell you things and it is up to you if you want to use the advice or not, and whether that advice applies to you.

Work.

Continue the work, and keep creating your vision, into reality.

plush yew
#

yup yup its another reason why i ask the questions i do

#

i know it can be frustrating and i apologize that *
but alot of people here and on forums have tons of experience and knowledge and can give you some perspective you havent even or would be able to grasp far in advance

#

honestly the most exciting part of my journey so far is that ive been able to figure out fixes and solutions for issues that i couldnt find online and didnt even check online for

#

and i feel thats a really good step in the right direction when youre able to backwards or forward solve issues and ideas on your own without any hand holding :3

celest trout
#

Yeah, do not apologize, it is not frustrating to answer, anything.

Sometimes people keep asking questions and they work through the answers that others give to them. Sometimes, people do not think about what the projects they want to create.

Life and work is not about the answers that others give to you, even though it is helpful.

Life and work is about making the solutions and the answers that will help you to create your vision into reality.

celest trout
#

Yeah.

plush yew
#

okie im off to nap with my samoyed hes getting antsy

#

take care you guys and thanks again~

celest trout
#

Yeah, no problem.

plush yew
#

actually should be a float since it is the input of blendspaces, alright?

#

I will compose a lot on top of this, should I create a blueprint only for that or set it on the character?

polar hawk
gusty wren
#

Help ;

#

From where I learn unreal.

elder zenith
gusty wren
#

Thanks

rain herald
#

Help! ๐Ÿ™‚ Does anyone ever found this error: ERROR: No target name was specified on the command-line

#

Im trying to package an Hololens app with Unreal 4.26

upbeat tendon
#

i've got a really weird problem, i compiled my code on my old dev box, copied the code over to the a new better system, when i compile it complains that 'AresDamageStatics': 'struct' type redefinition - this is odd as the code still compiles on the old box, the only that that would have changed is a fresh VS 2019 installation

tardy wing
#

Hi

#

I searching someone to free help with converting flash game to UE5

wary wave
tardy wing
upbeat tendon
#

doh, i should have cleaned the project before building it after copying it over

dreamy prairie
tardy wing
#

It is rather possible ... Only a lot of work is there

upbeat tendon
#

the word covert is the problem, you mean redevelop

#

i wouldn't have thought ue4 would have been a good option either

dreamy prairie
#

What flash game did you want?

upbeat tendon
#

probably find an html5 engine is about the best thing to convert a flash game into

dreamy prairie
#

it basicly does what you want

tardy wing
#

The point is, the game is Multiplayer

dreamy prairie
#

then you would have to recreate the game

tardy wing
#

Yes

#

I go to recreate

#

I did all the game files just looking for someone to help me migrate from Actionscript to UNREAL Engine 5

upbeat tendon
#

i need to express my joy in the upgrade i've had, i went form a 6 year old laptop to a custom build ryzen 9, my landscape shaders took something like 3 hour to compile, i just watched it all complete in a couple of mins

plush yew
#

what's wrong with that?

tardy wing
plush yew
lucid egret
#

how do I set file association to a custom engine?

#

this thing "EngineAssociation":

drowsy snow
lucid egret
#

I don't have that option

#

because for some reason .uproject files aren't associated to UE4 on my computer

plush yew
lucid egret
narrow wave
#

Hey everyone I really dont know whats causing this and I coudnt find anything online

narrow wave
#

my quixel materials look blurry with the wrong uvs

#

and wrong texture

#

as soon as i click on it

#

the texture switches to the correct one and I cant check what was going on

shrewd moth
#

Can someone tell me what this is called? Please and thank you! I am trying to do a tutorial

narrow wave
#

yes

#

oh really

#

ffs

#

thank you so much

#

do you have any more info so I can follow up on this, would be really appreciated

buoyant graniteBOT
#

:triangular_flag_on_post: Ulfric#6969 received strike 1. As a result, they were muted for 10 minutes.

narrow wave
#

thank you so much!

#

you just saved my ass (assignment ends in a couple of hours), do you have paypal I want to buy you a coffe

#

โ˜•

#

โค๏ธ

shrewd moth
#

@plush yew @narrow wave do either of you guys know what this is called XD

narrow wave
#

i know x)

#

a node ?

shrewd moth
#

Hmmm okay

#

Thank you @plush yew

primal oasis
#

Hey need some advice - is it possible to record position of touch when a umg button is pressed on mobile/ios? for me the button seems to prevent that information from being available

oblique tangle
#

Hey guys! Anyone know how I can go about clamping the edges (X,Y) of a circular widget?

#

So, making sure say a child widget cant move outside the edges of the circle?

astral seal
#

Is Flurry as the Analytics Provider limited to only iOS and Android packaging/deployment/builds/whatever?

whole fern
# sick patio latency shouldn't really apply to me no?

Of course it applies. Normal keyboards and mice have a latency of 1-2ms when cabled into a machine, if you are going to use a virtual machine, internet lantency will add ontop of that, assuming a latency of 15ms, then your inputs will have a latency of 17ms from typing or moving or placing objects, with a latency of 90ms then that input lag will be 92s etc. Packet loss is also a thing. When you send data and it's not received by the server, so it would have to be resent doubling any existing latency.

wary wave
#

There's actually more latency than that, since UE4's input processing etc adds additional latency

#

I don't know precisely how much latency there is by default, but it is significant

#

UE3 onwards introduced significant input latency for games though, it's worth noting

#

it's a contributing factor as to why UT3 feels like wading through invisible lead soup when playing with the mouse

drowsy snow
#

What are you talking about? FBX is 3D object, while TGA is 2D image file.

tardy wing
plush yew
# plush yew PLEASE

Just Connect it to the camera, or maybe you can try to enable "use pawn control rotation" in the character blueprint self

plush yew
#

wait why am i writing in caps lol

meager stag
#

Is there any way to see which an asset like material has on a mesh uasset file? I need to import the bunch of files but they all are losing references and I cant figure out what the original folder structure was. Surely old reference that must be saved somewhere in file ๐Ÿ˜ญ

#

nvm, found it kinda

plush yew
fierce tulip
#

@plush yew stop rebumping your questions. last warning.

light thunder
#

Am I reading this component bounds correctly? I thought it was the same thing as the size/dimensions - so I did it on this mesh, (which says 799 on the X) but when I print this to screen, it only says 200

#

LogBlueprintUserMessages: [AI_Car_Source_ChildHatchback1_C_31] X=200.137 Y=106.793 Z=76.216

#

Why does that not say X= 799

wary wave
#

bounds != extent

#

I assume the approximate size also takes into account collision geometry, if any

civic cobalt
#

if i have 10 material instances on 10 meshes with different textures, does unreal make 10 draw calls?

light thunder
wary wave
light thunder
#

This is why you will see people put multiple textures/decals on a single texture and just UV Map different elements to different parts, so they can all use the same texture

#

like this

wary wave
#

the extent is just the maximum distance from the root in each axis

light thunder
#

@civic cobalt

wary wave
#

(of the bounds, which may be axis aligned)

civic cobalt
#

thank you for the answers

light thunder
civic cobalt
#

im thinking how to make my 10 different tree types do 2 drawcalls, one for trunk, one for leaves

#

i could put all leaves in one texture

plush yew
#

ok, ty

civic cobalt
#

but how do i deal with tiling trunk textures?

light thunder
civic cobalt
#

im not quite sure what you mean?

#

do i make 10x1 ratio texture?

light thunder
light thunder
civic cobalt
#

can i tile my uv inside one square?

light thunder
civic cobalt
#

thank you

light thunder
#

@wary wave Sorry I replied to the wrong person - so I am matching this collision volume to the bounds of a mesh in this actor's construction script

#

works great, but during game I am scaling up that same collision due to velocity

#

(for longer stopping distance)

#

That also works, but the location doesn't get updated correctly and I'm having trouble figuring out the math

wary wave
#

I mean it will be correct if the origin of the mesh is centered

#

if it isn't, then there's not much you can do

#

but it sounds like you're doing something really bizarre anyway

light thunder
#

well shit

#

lol

#

So, I'm using this AI Traffic pack and the guy is ticking out box traces for collision checking

#

I wanted to see if I could make it more event based and so I put some new collision volumes on the meshes to trigger overlaps

#

Does that seem a unnessary thing?

wary wave
#

ah, it's not centered around the mesh anyway

#

okay, so your problem is literally just a failure to calculate the offset correctly

light thunder
#

correct

wary wave
#

I mean, this is as simple as math gets

light thunder
#

Right after I scale it to the mesh (but not the in-game velocity0

wary wave
#

you know the origin of the component before scaling, you know how much bigger it is, so.... just adjust the location

light thunder
#

I get the relative location and save it in the construction script

solid stump
#

Hi everyone
I have a problem with some shader And decal when ray tracing is on
Someone can guide me

wary wave
plush yew
#

i want a wacom tablet for sketching and modelling does anyone has reccomendations !

wary wave
plush yew
light thunder
#

And in the construction script I am taking the new box extent (which is the size of the mesh/new collision) and I'm setting that to my "Original Front Collision Size" (before it gets scaled for velocity)

#

I also take that same thing's relative location and save it to a variable

#

And I agree with you, this should be simple math

#

originally I thought I had to take the scaling up and divide that by 2 and multiply 3 but I can't remember why

#

sorry, not multiply by 3, but by the original relative location

#

Like this -

#

What do you mean exactly, what's your use case?

#

Just make a bool on your anim_BP right by the function that your notify is supposed to do

#

then when you want to ignore the notify, just set that bool to false

#

Beyond setting another notify on the same animation that signifies the end of it, but yeah I get what you mean I think

whole abyss
#

For crawling, What'd be a good way to deal with collisions?
Till now all my movement has been with the collision capsule

light thunder
# whole abyss

Modify your collision capsule when the crouching happens

whole abyss
#

yes, but if crawling, would i need more than one capsule then?

light thunder
#

You could do that too, and just set collision enabled on it when you crawl and disable the other one

whole abyss
#

I'm wondering if it'd cause problems if i rotated the capsule or not?

#

What i'd want, is visually, the upper body and lower body. Kinda move separetly

vocal flume
#

Generic Question: Does lot of unused nodes in my blueprints affect my project size or performance? I tend to do a lot of trial and error and sometimes I just leave like huge network of nodes without a connection to a trigger node so it is just there. never executed.

whole abyss
#

Sure, but it'd be best results if my animations sorta ligned up with the collissions

#

otherwise the legs will clip into walls

light thunder
#

How expensive is it to tick a simple box trace?

#

tied to only simple geometry

vocal flume
#

Does it increase package size though?

light thunder
#

There is an AI traffic system that uses tick to update its movement and box traces for collision avoidance

fierce tulip
#

things not connected get cooked out @vocal flume

whole abyss
#

I'll see if i can maybe implement this.

#

sorta got wall hugging working btw. It's just the animations that need refinement really

plush yew
#

does anybody know a good free pack of knives in the marketplace?

#

how do i set this blueprint to the main one?

#

here it is, im not swapning in it

#

ok. ill search it

#

wheres is that?

#

i can not find it

#

ok, thank you

#

im still in this blueprint

#

this knife is the blueprint i wanna spawn in

#

what do i do?

storm venture
# covert summit yes this is entirely expected

i can tell you for a fact that it's not intended. this behaviour doesn't happen when saving properly and switching levels, but the bug is easily reproducible when you try switching levels before saving (and the "would you like to save the following levels" prompt pops up), then the bug exists for all levels that were saved with the popup prompt. even if you're right and it was intended (which it definitely is not), then the flip-side of it is the bug (when the save prompt doesn't pop up)

#

essentially, if you try switching levels and the save prompt pops up, then every time you compile the bp, the construction script runs on all the closed levels that you just saved. of course it should run the construction script on OPEN levels, but it makes zero sense to run on closed levels. what if the construction script requires getting references to other actors? it breaks, because the level is closed.

wary wave
#

closing a level doesn't unload it, FYI

#

it probably should, but once an asset has been loaded it tends to stay loaded

surreal cloak
#

Hey, I'm importing height-maps info ue4.

What do they look like?
This.

Whats the answer that everyone gives as to why it looks like minecraft, "Oh!, that means its 8-bit!"

But what do the height maps I've used indicate?
16-bit and 32-bit

fierce tulip
#

we already answered that yesterday

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<_<

surreal cloak
#

no you didnt

wary wave
plush yew
#

hey, i set the player blueprint as the main one, but i still get spawned in the old one, what should i do

fierce tulip
#

yes we did, but then you started about the generator which has nothing to do with heightmaps themselves, just how you generate em

surreal cloak
#

people responded, but it was not an answer that I could use

#

the properties of the file on the left of the picture says 16 bit. So how is that not an adequate file?

wary wave
#

16 bit does not mean 16 bit greyscale

whole abyss
#

what does that mean?

plush yew
#

btw, how do i disable the default fire(the balls)

surreal cloak
#

Can height maps be properly used in UE4 without using image editing tools like Gimp, Photoshop?

fierce tulip
brisk nimbus
#

Hey,
Weยดre starting work on a TV show soon and will need some world creation tools.
Iยดve looked at a couple of them, not all of them offer trials, so Iยดm wondering if you can suggest what to use...
Our requirements:

  1. Ease of use/Learning curve must be low.
  2. Export to Unreal 5
  3. Support/Tutorials.
  4. Import of real world locations/heightmaps.
    What are your experiences?
plush yew
#

why can not i place that?

surreal cloak
#

Hey guys... I just went into gimp and turned my heightmap into a greyscale. Yes it's 16 bit.
But do you want to know what the end result looks like?

fierce tulip
#

just converting an 8 bit to a 16 bit does not magically add the grayscale color between those values.

surreal cloak
#

it's 16bit image

fierce tulip
#

i'd suggest you to write in #graphics with a detailed description on what you did, what went wrong, what you expect the result to be. because with the limited information that you are giving we'll be in an infinite loop of the same question and the same answers.

surreal cloak
#

What other information do you need?

#

Thats about all I have

fierce tulip
#

i just told you. "a detailed description of what you did, what went wrong, what you expect the result to be"

surreal cloak
#

All I want is my levels to look normal like this -

#

Not like this...

#

Is there a resource I could be directed towards that can solve this weird blocky effect, forget the materials, I just dont want minecraft maps...

wary wave
#

if you have a 16 bit, RGB image then you have just 5 bits of data in the first channel

#

it doesn't matter how you resave that image, you only ever had 5 bits of data

#

putting 1 litre of water into a 5 litre bucket doesn't give you 5 litres of water

#

where-ever you're generating that heightmap from originally is where you're going to need to change that output

surreal cloak
#

So you mean that some of the channels are empty?

wary wave
#

well, perhaps not empty, but definitely useless

#

you only want one channel, and you want all 16-bits of information in that channel

#

so you want a 16-bit greyscale image

surreal cloak
#

Do you have a recommendation as to where I can generate these height maps?

astral dust
#

guys im having problem with packaging the game

#

this is what my logs say

#

my build target is empty in the project settings

#

im suspecting its because I changed my project name and it messed up my config folder but i dont know how to solve it, looked it up but no solutions seem to work

blissful atlas
#

Hi guys, im having 2 problems in my scene. First when i put some static mesh and build make error โ€œenable error coloring to visualize UE4โ€ i already tried make lightmap index to 1. But didnt work. My second problem is when i click IN some texture that i import UE4 crashes. Someone know how to solve this problems?

#

My static mesh

astral dust
#

i tried to validate the files and this is what i got

whole abyss
grim ore
#

@astral dustyou are not packaging correctly, you need to package to a platform (like windows 64 bit)

astral dust
#

it is being packaged to windows 64 bit

grim ore
#

@astral dusthow did you rename the project?

astral dust
#

I just renamed the project folder then the project file

#

forgot to rename it within the config file

#

but added the line [URL]
GameName=DeathRealm

#

still didnt work

grim ore
#

just renaming those 2 things shouldnt cause an issue, is this a C++ project?

grave pollen
#

Mathew knows a lot more than me but do you have an issue when you play? check the logs in your saved folder ?

astral dust
#

its a blueprint project

plush yew
#

i can not place that for some reason, any ideas?

grim ore
#

@plush yewsomeone linked you the documents on that earlier, its not something that goes in the world

#

@astral dustyou might need to migrate all of your content to a new project, that target option should not be showing up. renaming a folder and the project name should not cause this issues (it will still package)

plush yew
astral dust
#

i see

grim ore
#

does it say player start?

astral dust
#

well time to do it i guess

grim ore
cedar wave
#

I have a very hard time believing you didn't find anything about a GameMode inside the GameMode docs

grim ore
#

Player Start is a Player Start

#

@astral dustyou could always make sure you remove all temp folders and try opening the project and building again before doing that. just leave the .uproject, Config and Content folders

#

if you want to get weird you can always delete the Config folder as well, those are just defaults

astral dust
#

i could try that (i think i alrdy did) but the issue is with the BuildTarget=UE4Game being auto added in the config file

grim ore
#

well it shouldnt be , make a copy and delete all but the Content and .uproject

#

and open that copy up

astral dust
#

alright

grim ore
#

renaming the project folder should have 0 impact on the project, renaming the .uproject might but normally no issue if its BP only.

astral dust
#

yeah it never happend to me before

brittle tundra
#

hello, I don't know where I should post this, but I have an instant crash if I try to go to landscape mode in one of my level:

#

any ideas ?

pulsar finch
#

I'm getting a failed package (playing through the editor is fine) with the following error
PackagingResults: Error: Cannot create SoftObjectPath with short package name '0.000000'! You must pass in fully qualified package names
I don't know of any object named 0.000000 so the error isn't really helpful. Any idea on how I can figure this out?

whole abyss
#

https://www.youtube.com/watch?v=LNidsMesxSE I watched this again, and got curious, if i could maybe cheat by only having animations with 2-6 keyframes each, and just author how the keyframes get interpolated

GDC

In this 2014 GDC session, indie developer David Rosen explains how to use simple procedural techniques to achieve interactive and fluid animations using very few key frames, with examples from indie games like Overgrowth, Receiver and Black Shades.

GDC talks cover a range of developmental topics including game design, programming, audio, visual...

โ–ถ Play video
covert summit
# storm venture essentially, if you try switching levels and the save prompt pops up, then every...

if your construction script cannot access other world actors when it runs on levels that are not currently open in the editor that are accessible when the construction script runs when the level is open, then it's a bug, but I have a hard time believing that, because if it were true then unreal itself wouldn't even know what actors were in that level in order to run the construction script on them in the first place

#

again, and forgive me if you understand this, but construction scripts don't run at runtime, so they can only access statically placed actors (the ones in world outliner)

#

but are we talking about sublevels here as opposed to a level being a world?

storm venture
#

If you place an instance of MyActor in both Level_1 and Level_2, and you open Level_1 when currently in Level_2 (after saving), then when you compile MyActor (in Level_1), it will run the construction script on a generic version of MyActor along with Level_1's version of MyActor. Level_2's version of MyActor is not touched. This is the normal and intended behaviour in UE4 and UE5.

If you place an instance of MyActor in both Level_1 and Level_2, and you open Level_1 when currently in Level_2 (without saving, so it pops up a prompt and saves for you), then when you compile MyActor (in Level_1), it will run the construction script on a generic version of MyActor along with Level_1's version of MyActor AND Level_2's version of MyActor. This is not the normal and intended behaviour in UE4 and UE5.

storm venture
blissful atlas
#

Anyone know how to stop this emissive lighting when i go further in viewport?

pulsar finch
# pulsar finch I'm getting a failed package (playing through the editor is fine) with the follo...

Can anyone point me to some good resources for debugging the editor? I've now built the engine via source, but I'm finding that when I run the editor in debug from VS, once it launches I don't seem to have a link to the code any more, though the Editor does show it's in Debug.
This could be very much a noob issue on my side as I don't have much experience with debugging projects like this.
My goal is to trace whatever is causing the package build to fail as the log doesn't provide enough information.

grim ore
#

what do you mean by stop emitting light? is the material on that object set to unlit? or is it using the emissive channel on it

plush yew
#

how do i teleport to a specific cord? i need the action name

whole abyss
plush yew
plush yew
pulsar finch
#

You need a reference to the actor you want to set the location of.

plush yew
#

this will work i guess

covert summit
#

I just tested this

#

I got a construction script print message for my player character (which is spawned) and nothing else

#

However, when I modify my construction script and recompile, i see the print message in the editor for all of my characters in the level

#

(this is a common character base class)

#

The construction script runs at editor time unless the actor is spawned in which case it happens at spawn

plush yew
#

how can i know the cords of the player?

covert summit
pulsar finch
plush yew
#

no, i wanna get the specific cords of the block im standing in at the moment

covert summit
#

we dont know what a "block" is in your game

plush yew
#

just the cords

pulsar finch
covert summit
#

is it a 2d game, or.... do you mean the 2D location on the ground plane or something?

#

or do you mean the component of the landscape you are standing on

plush yew
#

ill explain better

covert summit
#

or do you mean the world composition cell

plush yew
#

i want to press a button and see my cords, can i do that?

grim ore
#

no

#

because you dont know what coords are

#

define coords, then you can

covert summit
#

im assuming "cords" means "Coordinates" but yeah im doubtful im correct

plush yew
grim ore
#

X Y Z of WHAT

covert summit
#

thats the Location

grim ore
#

W H A T

plush yew
covert summit
#

yes

grim ore
#

they told you how, get the location...

covert summit
#

GetPlayerCharacter node, connect it to GetActorLocation

grim ore
#

you said no I want the coords of the block they are on

covert summit
#

that is literally how you get the X, Y, Z

grim ore
#

then we went down this stupid rabbit hole

covert summit
#

@grim ore breathe, lets be nice

pulsar finch
#

Take the value from the GetActorLocation and put it into the string of the Print String. That will print the current location to string. If you want to be able to do that at any time then you need to hook something like a Press key event into the logic so you can run it during play.

covert summit
#

^^ yep

plush yew
#

ok, i thought i can just see the cordinates on the screen. i'll use a custom event and a print action for it. thank you

covert summit
#

well Print String will render it on the screen

grim ore
#

during runtime, in the editor, in the blueprint viewport,?

#

WHERE do you want to see the coordinates

plush yew
grim ore
#

also WHEN

plush yew
#

anytime

covert summit
#

yeah then Print String will do it for you, it prints in the upper left in blue text

grim ore
#

then just click on the item and you can see it in the details panel

covert summit
#

it only works in development, not when your game ships

pulsar finch
plush yew
grim ore
#

click on the item, look at details panel, look at location

covert summit
#

so your ultimate goal is to teleport still or is this different?

grim ore
#

location of player, magic.

#

again this is what I meant by rabbit hole, we need a clear definition of what they want in the first place

plush yew
grim ore
#

ok thats clearer

#

now how do you define this "specific place"

covert summit
#

oh ok so you dont want the coordinates of the player, but instead of another actor in your level, so that you can teleport your player there hey?

plush yew
covert summit
#

usually folks will make an actor in their level to "mark" where they want to go

#

that way you dont have to hardcode the coordintes to teleport to

grim ore
#

define problem, break down problem into clear things, make it work

rare tapir
#

why unreal do this???

pulsar finch
grim ore
#

problem is "I want to go somewhere when I press a button". Next step is "where is this somewhere". we are on this step now. how do YOU know where this somewhere is?

covert summit
plush yew
grim ore
#

ok again.. how do you know where this place is?

plush yew
cedar wave
#

So just any random point?

covert summit
#

i think what they want is pretty clear at this point

rare tapir
grim ore
#

im asking you as the dev, how are you saying "this is the place I want to go to"

grim ore
#

is it something you look at? is it random? is it a coin block?

plush yew
grim ore
#

drag something into the world from your place actors tab, say a cube

#

move the cube to that spot, look in your details panel, look at the location. now you have the location. you can put that into your set actor location for your teleport command.

grim ore
#

delete your placeholder cube when you are done as well

plush yew
#

sorry for being rude

grim ore
#

you can also right click the word location and copy it, then paste it in your set actor location node

#

you arent being rude, you just need to try and think through the problem if you want help that helps

#

it just took us a while to figure it out since your actual question was not very clear

plush yew
covert summit
#

๐ŸŽ‰

plush yew