#ue4-general
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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.
the Movies folder is a special folder that is always packaged, so yes that one will
(Movies yes as MathewW said but) more generally, no, only the stuff you use is included
Thanks, my project is heavy on movies but lite on the other assets.
Good to know, I'll work a bit smarter in this regard.
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)
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
I was happy to see that it did still package my image sequences even though it was outside of the project structure. It did throw up warnings about these links, but it didn't fail.
ahh no you definitely want everything used by your project in your Content folder
or the Data folder
(or... is Movies outside of Content actually?)
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
definitely avoid that
it wont work when run on other machines if its not in the package
yep all content for the project in the content folder, content/movies is just special
Thanks for the heads up, I'll be sure to check and adjust that.
my movies content is outside of my projects folder structure, but you're right in thinking that It only doesn't fail for me on my PC, and it likely will be a problem for any other machine.
yeah im not sure how it handles pathing [so testing that its indeed not going to work elsewhere would require steps]
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
oh wait, just checked, no Data's in there too. Everything in Content!
and always import via Content Browser in Unreal, and not file manager (until and unless that is not an option)
ah ty
Hiho i try to send a unpaid-gig, but there will not be Posted anything of my post xD
Is AMD's fidelityFX fsr available for ue4 somewhere already?
Edit: It's here: https://gpuopen.com/unreal-engine/#features
for it was 1/4 of my actual fps
@maiden swift is responsible for the Job Board. Not sure what's going on, but you might be able to DM him and ask. Make sure to post your chat history of the bot to make sure there are no errors on input side.
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.
if your pawns collide with each other they will shoot out in whatever direction they can to resolve it, they will not cram like in Minecraft. But often pawns are set to not collide with other pawns, so they'll just occupy the same space. It depends how you configure collision, but by default there is no collision mode I know of that will work like Minecraft's cramming
cramming in Minecraft is effectively a feature, not a bug, but most physics doesn't work like that
if you wanted to do it in unreal you could use overlap on pawns, and then apply ambient movement away from the overlap
you would want to use physics forces to have the same "explosive" effect that Minecraft contraptions leverage
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
that way, the effect of many actors colliding with a mob contributes to a greater force
you'd also want to limit it to X/Y iirc in Minecraft that is the case (mobs don't shoot upwards)
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
Hi guys, I'm getting this error while building engine from source. Any ideas what may be wrong?
^^ haha yeah i said the same in #engine-source
nah not your bad
but i did get a jab in at how damn long it takes to build this thing
recommend just posting to the most specific forum you can, and waiting patiently for a reply. if no one is around after awhile, you can bring it here, but try for a specific subtopic first
I am not sure what you mean ,are you trying to use the collision of a skeletal mesh ?
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
because the location of the capsule is the center
if you shrink it, it will not collide with the ground, and gravity will pull it down
it will then settle at its new location based on its height, with the location being at the center of the capsule
unless you mean your mesh automagically shrinks
that shouldnt happen
it would just clip with the ground in most default template setups
because the collision is at the capsule, and the mesh isnt directly doing collision
any tips to fix the clipping through the ground?
also thanks for the response
well why are you changing the capsule height at runtime (i assume)?
for crouching
ahh yes
well your character's animation should be accomodating for having less of a height
ah so that's the same conclusion, huh
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
its worth noting i do believe that character movement can automatically resize the capsule for you
you still have to tell it how much but its a nice touch
oh yes, going to use that if this doesn't work out but unfortunately you can't set the size at runtime
can only get the variable, not set it, unfortunately
should be the one-size-fits all then
but its worth noting that despite the capsule being centered, i havent had an issue with crouch animations going "under ground" as it were
including resizing the capsule so you have a lower profile
this is the default setting, characters in my game override the capsule half height and the crouched half height as needed but
very little massaging needed
you can see though that im offsetting the mesh negative on the Z to align it with the bottom of the capsule
i ned a help, in my scene there is no AO, why?
ahhg! noooooooo -- did you turn it off?
this is the default
wait, so i have to turn these off? cuz these are checked
no if you want AO then leave them checked
but
the postprocess volume can override it
if you have a post process volume that is in effect in your camera location, or it is unbounded
then it will override it
here i apparently have it entirely off
but you can have it on
check
its unvound in post process, and i am using cinematic cam actor
oh check your show flags then
hey grag
show flags?
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.
has someone such sources on hand?
on the cine cam actor
you can control a lot of render features there, might be disabled perhaps
so when i click on cinecam there is no such thing as show flags, i must be missing somethign
well you could search ambient occlusion anyway
is that what you are talking about? where my cursor at
oops it did not show my cursor
No one got an answer for me?
this is show button
ok it doesn't call them show flags but yeah I think I see it
search ambient occlusion on cine cam and play with those
see if that enables it
be nice if you kept UE5 stuff in the UE5 channels, thanks
ok sorry
this is not unreal 5 specific
thanks bro
now you know why I suggested to keep ue5 stuff in ue5
yeah gotcha. this is getting confusing
Where can I ask question without getting ignored?
there was someone stuck trying to teleport to an actor
had been posting for days
turned out to be in ue5 in world partition, and the cell wasn't loaded
@snow harness if someone knows the answer, and you are asking it in the right channel, it wont be ignored.
no one saw it coming
Well, I am searching for a video series of VR ue4 beginner development.
it's kind of broad for me, but hopefully someone can help
I want to learn how to create a vr project from the beginning to the end
Youtube seems to be not helping much
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
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
no point asking how to paint the mona lisa if you dont know how to hold a brush so to speak
ohhh well that's another matter. you just use File menu -> Package, but more specific package questions are good in #packaging
^
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...
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
(so whats the real answer, this is ridiculous)
Hey fellas, cant figure out why scene capture 2d not rendering beard on my chaaracter
Checked LODs and stuff, its ok on level, but not rendering on scene capture
You're kinda making it confusing, and omits necessary details about your PNG files from your question.
Heightmaps are generally 16-bit greyscale images, no colour information necessary.
(and converting an 8-bit to 16 bit does not magically add more detail)
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.
Though Windows Properties view can be misleading for this kind of inspection anyway.
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"
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...
I am very new to unreal engine... can any1 help
Sorry, missed the question ๐
What UE version are you using?
4.26.2
Are you building from source code? Vanilla engine plugin shouldn't require recompiling.
I am totally new to unreal engine.. I am just double clicking on my project
So it's a project downloaded from somewhere else?
no I created it
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
Try verifying your engine installation from the launcher
done.. bt no help
didnt work*
okay I fixed it
just deleted the pythoneditor from plugins folder
How do I get the option to change the Unreal Engine version here? (ignore that it's in Finnish)
The file association to Unreal
normally you get that when you installed the launcher and at least two unreal engine versions
(iirc)
oh, so if I have only 1 engine version I won't need it?
dont think so?
file type also has to be associated in windows
It's really dependant on how you want player collision to behave
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
how do I install a custom engine?
what I'm trying here is to install the Respawn engine
I got the engine .rar and extracted it
Respawn Entertainment's engine
doesn't sound Unreal related
The ones who made Jedi Fallen Order
Respawn doesn't publicly distribute their engine that I'm aware of
I think they do
I'm pretty sure they do not
but can you advice me in installing it?
no.
why
because it sounds like what you have obtained is illegal
souns to me like u downloaded some malware ๐
haha, probably
engine.rar?
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.
nobody will help you in here
so you're telling me what I'm trying to do is against the epic TOS?
what you've been doing is probably against the law
and against respawns TOS
yup
I've been told that it's 100% legal what I'm doing
you could put a bridge in bridge
turns out, the engine is technically not respawn's
yeah it's like a copy of it
Jedi Fallen Order engine is UE4.
yes
But I'm not going to question how you even get confidential fork of theirs without permission
this guy made a mimic of Respawn's custom UE4 for modding
I didn't get anything from them, I got the engine from here https://github.com/FallenOrderModding/UnrealEngine-Respawn
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
without experience you cant even.
just start with getting started tutorials.
points at pinned message in this channel
https://dev.epicgames.com/community/learning
(some courses that are available in https://learn.unrealengine.com/ are missing in the Epic Dev Community site)
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.
certain Youtube tutorials should probably come with warnings to never follow them
XD
i saw one recently where they said the character was moving when he was moving the camera around.
Bro I want to learn but I feel it's too hard
no, just base pose at 0.0.0
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
type of item? integer
slots? no idea, integers
integers for all data types, why need anything else, ever?
also long winded tutorials with a lot of dead air and no editing
It's going to be hard if you don't want to learn.
I want
if you don't want to learn, you've picked the wrong thing tbh
But it's looking hard
because I can tell you that after 14 years of doing this, I still have to learn things all the time
i see a tut where he said nullpointers are fine as long as they dont affect performance
Though granted I started as modder since 2006, and game SDKs are no stranger, so your mileage may vary.
also he had no idea u could check isvalid
some of us have been doing this for 20 years, and it does not get any easier
@fierce tulip I'm not even 20 yrs old lol
I usually recommend trying to make simple arcade games for first projects
Missile Command, Snake, Brick-Breaker style games
yup
though Pong is annoyingly multiplayer ๐
but than again learning bad practices is better than nothing , its not like u cant unlearn stuff
and that's a whole other hole you don't want to fall down on day zero
I'm 22. There's a ton of youngins in the game dev space nowadays.
Try practicing by making simple games, get hang of the editor.
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.
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
This or this style
Ik
yup, you'd be learning for a few years just to be able to contribute to projects of that scale
take small steps, keep your goals small, and have fun.
hehe
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!
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.
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" ?
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
But that's not super helpful... I'd try posting it in #blueprint
ill do it, thank you!
@blissful atlas blend time is 0
but if increase stop blinking my media when switch camera?
Does anyone know why the shadows keep flickering in my render
video to show u what i mean ^^^
guys who can help me in my game i have lot of problemes
Per #rules no. 7:
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Also per #rules no. 2:
- Be patient when asking for help. This isn't an official Epic Games support channel so we can't guarantee a response. Don't ping people unless you're replying to them. If someone can help, they will. If not, come back in a few hours and consider rephrasing your question or adding more details.
What would you add to make this look cooler? more appealing, more dramatic
fog
DOES LIGHT NOT AFFECT WORLD IN MOBILE PREVIEW?
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
oh my caps lock was on....
this is in play in viewport
this is in mobile preview...
ITs more than just Assets / placing Naturally, u need a lot of Knowledge, for Lightning etc, Color Grading and more Stuff, try LUTS; learn about Enviroment Lightning etc, theres a lot to Learn for Composite.
Try an FOG / + an Special LUT, for more faster Dramatic Look, and try to get more Depth
also DOF would be nice
@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
but thx for the response!
Color LOOKUPTable and DEPTHOFFIELD, and dont worry, anyone started as Rookie , yw
Anyone know of any online courses for UE4 Blueprint or C++? Not video tutorials, but with an instructor
could abyone reslve my issue too?๐๐๐
@forest holly Unreal engine hosts a live training videos with many instructors, you might wanna look into that
try to read https://docs.unrealengine.com/4.26/en-US/SharingAndReleasing/Mobile/Lighting/// not fan of Mobile , but good Luck
Setting up lighting for mobile games.
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.
this is taking forever to load...
lemme try this
it worked, thanks man
thank you
yw Bro 
are you not supposed to be able to add instanced foliage static meshes this way?
Can i stop timeline where it is, when i trying stop its finish timeline and after that stopping
what does this "orbit mode" do in the particle effect window?
post proccesing
@analog vale Messin with the settings to try and make it more appealing, Thanks!
you should try finding a good LUT
something with a blue tint would look cool
is any fixing this?
@devout swift Changing the camera movement, by turning it off you will control the camera like a normal viewport
what do you mean? when I turn it on or off my camera still moves the same way
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
Orbit mode is like where the camera moves around in circles i guess you can say
The material viewport using orbit mode for example
@devout swift Hope you got it
I see, is this Niagara or the default system?
oh I see, thanks!
np ๐
without installing the icons the crash is a generic report and we cant tell what is causing it.
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)
hey guys i am looking for some one that can mod a game for me , nothing big just enable demorec / demoplay
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.
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
i mean it kinda works but it makes me stuck in game
Unreal Engine's replay system relies on MP replication.
you mean you can call the console commands, but when you start playback, it goes screwy?
(and yes, it should also be noted that the replay system doesn't do anything at all on singleplayer games)
yes it replays it but i cant move
what do you mean you can't move?
it's a replay, I would not expect you to be able to move
i can't move the camera ore look around i am stuck
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?
oh sorry it was a setting
Can I remove the TAB key from trying to focus on a widget?
oh hi!
Hi, should several different FoliageTypes based on the same mesh/materials cause more drawcalls than just 1 FoliageType if the same amount was painted?
say 5 instances of 1 FT vs. 5 instances of 5 identical but unique FTs
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
but from the tests i'v done it seems to be the case
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?
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
and there's some latency issues with it
https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Math/Rotator/FindLookatRotation/ how is this function implemented?
Find Look at Rotation
is there a "Free for the month" package in the marketplace yet? did I miss it for this month?
Tuesdays
latency shouldn't really apply to me no?
first tuesday of every month
Are you able to find out?
no I couldnt
I have everything not focusable so it doesn't focus on the big box but it still focuses on my text box
look up for bool in option and there is focusable option there put that to false
oh
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
oh
give me min
okay
if user type something then it gonna unfocus
what do you mean by that? is the set focus a toggle? I Don't really understand how the focus stuff works.
(few do lol, its a mess)
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
oh wow
that is literally what i just faced
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
Have you figured it out? It's so weird
i have but its hacky and it might not work in your case
depending on what you want
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
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
so what i did was used the Navigation controls on the button:
the "Next" one is what is used for Tab
now none of the options will actually disable Tab
however you can hijack it
if you use Custom and add a blueprint function, if you return nothing then tab will not work anymore
but you wont then be able to get the TAB event because its been consumed
but, the function could act as a TAB event....
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
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
unless you do something hacky like this
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.
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
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.
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
okay, I have never done this stuff I so I have a lot to learn. Thank you so much
I am having trouble installing unreal engine 5 early access, any help?
STATE THE PROBLEM
bump :3
why does the light bleed through like this
why does it night change brightness at different times of the day
reinstall
do you mean "how do i use this function" or should i go rummaging through the engine source to find out?
alright thanks a lot
well it probably takes the vector difference between start and target (start - target), then builds a rotator where that resulting vector is the X vector of the rotation
oh wait its target - start rather
but yeah
oh hey its literally what it does ๐
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.
yoo can i have a link?
nvm
already found by myself
it's 100% not. instances of actors in unloaded levels should not be executing anything.
Please explain why you think that would be intended?
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
i never had many instances of the same bp with a huge construction script so i could care less ๐
altho base classes often have a bunch of construction goin on, it doesnt really add up too much
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
cant you just create bp and select scene component from base classes?
oh interesting
but why is that required for SceneComponent when its not for a regular actor subclass?
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?
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
their goal was to have a C++ subclass of SceneComponent and create a Blueprint from that
absolutely, youll be able to upgrade your UE4 project to UE5
ahh k
awesome thanks was just making sure ๐
yeah good to know ahead of time, i had the same question when EA came out ๐
yeaaaaaaa, it would suck to start something awesome then being unable to move it over
mmhmm
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?
i guess
So im tryin to make it so a grenade makes a character ragdoll upon exploding, any tips?
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
Split the Desired Size input pin.
What would THe name be for a node for that?
Just right click on the Desired Size input.
ohhh I see it mb
splitting is super handy
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
does any know how to get unreal groom hair to reflect in a planar reflection capture?
#graphics
Though I'd wager that Groom Hairs are way too expensive for planar reflections.
is it possible to use UKismetMathLibrary out of the ue4 project?
but if im not gonna share it
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
yea
not sure why you would need unreal's specifically, it's not magically better then any other one
Does anyone know how to make a digital alarm clock in Unreal Engine.
looking for some analogue of findlookatrotation
By alarm clock, do you mean clock prop, or actually functioning clock app?
i have a few more questions about groom hair, what channel would be appropriate for that?
okie thank you
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.
guys why is there no Classes/Components/StaticMeshComponent.h when I try to include it ? I just began learning unreal
#include "Components/StaticMeshComponent.h"
https://docs.unrealengine.com/4.26/en-US/API/Runtime/Engine/Components/UStaticMeshComponent/
StaticMeshComponent is used to create an instance of a UStaticMesh.
fml I was doing 'component"s"' xD
thank you
Hold Ctrl + L in viewport.
It's only for directional light tagged as atmospheric light.
Thank you!
Does anyone know how to fix the viewport so I can use RMB to rotate the viewport camera?
See the Editor Preferences.
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
or explain step by step what i need to do

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?
What, for your own engine? Or Unity?
kinda my own hahah
i need only this one func
I would go look at the UE source code for it
Do you know how to use BP?
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
yeah
Rotator*
I've made some small games here and there
Have you started the project already using BP?
i need to get yaw from it
No, The project me and my friend trying to work on rn is c++
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
I would suggest starting with BP and then port things to C++ as needed
C++ is a very large topic with a lot of concepts. It's also rather poorly documented for UE TBH
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
I'm guessing you are talking abut the Tom Looman C++ course
There's also Reuben Ward's C++ courses.
I saw "reubs" course, he has remade Modernwarfe fare etc
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
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
He has reputable track record teaching Unreal C++
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
yeah i understand
But when you purchase the patreon do you get accses to all his tutorials?
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++
You don't need C++ to make a game in UE though
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
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
Yeah i understand
How to determine whether or not you should be using Blueprints or C++.
I love this video
am I too tired or is the blueprint channel gone
You are too tired
it is under programming
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...
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!
how would i get text to pop up on my screen after interacting with something?
@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.
Would I run into any issues following a ue4 tutorial while using ue5?
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
@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
Alright, thanks
how good of a game could be made in blueprints? could a AAA game be made using them?
can i go all the way possibly without c++?
well I dont know what all the way is, so maybe?
my c++ hasnt really been used since i was 13 learning to hack and make sites..
like to completion
and ship
to customers xD
well we have no idea what your game is so again, maybe?
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
Well, I know people who are using BluePrints to create entire projects, which are quite great.
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
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
o.o
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.
so you can just use blueprints xD
you want to use only blueprints, then use only blueprint.
hmm
Is the process of converting a blueprint into raw c++ easy?
why wouldnt blueprints be good for multiplayer?
every blueprint node has C++ behind it, so converting is not difficult
I think replication and multiplayer is quite difficult and tough in BluePrints, however you, might, not think so.
It would depend on how well you understand the Multiplayer aspect of Bueprints, in projects.
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
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
whilst blueprints feel like an easy mode version of c++
yes i have heard that that's what going to happen to me and im putting time aside every night to study more multiplayer and replication stuff
if you dont know ue4, learn ue4 and single player. then after you have that all memorized, work on learning multiplayer
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
so that's kind of what im figuring out with the culling ranges, and such but its alot of fun and i have time so im messing around and figuring it out
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
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.
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
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.
Yeah.
okie im off to nap with my samoyed hes getting antsy
take care you guys and thanks again~
Yeah, no problem.
any better way?
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?
A simple tool for converting Frames Per Second to and from Milliseconds.
Snappy Guru's (Will and Jordan) are your go to Educational Source for software such as Unreal Engine, Blender, Substance Painter/Designer/Alchemist, SpeedTree, GitHub. We serve as a one-stop-shop for any of you amateur developers out there!
Any suggestions for videos can be left in the comments or sent to our email.
Thanks
Help! ๐ 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
Following this tutorial https://www.unrealengine.com/en-US/onlinelearning-courses/hololens-2-mixed-reality-production-for-unreal-engine
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
#rules (number 8), #instructions
why can't i write on #u#volunteer-projects
doh, i should have cleaned the project before building it after copying it over
I don't think thats possible
It is rather possible ... Only a lot of work is there
the word covert is the problem, you mean redevelop
i wouldn't have thought ue4 would have been a good option either
What flash game did you want?
probably find an html5 engine is about the best thing to convert a flash game into
This work Iv'e done this before with e papa pizzeria games https://www.youtube.com/watch?v=HwZNdl56V1E
how to play flash games on your desktop
it basicly does what you want
The point is, the game is Multiplayer
then you would have to recreate the game
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
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
what's wrong with that?
#instructions on how to post a job listing
I send on #volunteer-projects
Right click on the .uproject -> Switch Unreal Engine version...
I don't have that option
because for some reason .uproject files aren't associated to UE4 on my computer
can someone help me? i want the knife to not move when im going up and down
finally figured this out after two days..
Hey everyone I really dont know whats causing this and I coudnt find anything online
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
Can someone tell me what this is called? Please and thank you! I am trying to do a tutorial
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
:triangular_flag_on_post: Ulfric#6969 received strike 1. As a result, they were muted for 10 minutes.
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
โค๏ธ
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
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?
Is Flurry as the Analytics Provider limited to only iOS and Android packaging/deployment/builds/whatever?
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.
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
What are you talking about? FBX is 3D object, while TGA is 2D image file.
Hi i searching someone to help for free: #volunteer-projects
PLEASE
Just Connect it to the camera, or maybe you can try to enable "use pawn control rotation" in the character blueprint self
HOW DO I CONNECT IT TO THE CAMERA?
wait why am i writing in caps lol
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 ๐ญ
nvm, found it kinda
?
@plush yew stop rebumping your questions. last warning.
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
bounds != extent
I assume the approximate size also takes into account collision geometry, if any
if i have 10 material instances on 10 meshes with different textures, does unreal make 10 draw calls?
So the Box Extent from the Component Bounds ! = Extent????
yes
it's the extent of the bounds, it is not the size of the object
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
the extent is just the maximum distance from the root in each axis
@civic cobalt
(of the bounds, which may be axis aligned)
thank you for the answers
Okay, I'm trying to scale up a collision box based on the mesh size - it works fine but I can't seem to set the relative location of the collision to match up
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
ok, ty
but how do i deal with tiling trunk textures?
Just only map the UV's of the truck to the area on your texture that is leaves and tile it horizontal (you'd put the leaves literally above it) something like that
This works to get the mesh bounds of the car and resize this collision box to match it
It's better to try to find an example of something and see how they did it, like those signs - I haven't been into tilable materials in awhile
can i tile my uv inside one square?
I think so I just can't remember, sorry #graphics is good for in depth things but they might take awhile, not as busy as general
thank you
@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
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
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?
ah, it's not centered around the mesh anyway
okay, so your problem is literally just a failure to calculate the offset correctly
correct
I mean, this is as simple as math gets
Right after I scale it to the mesh (but not the in-game velocity0
you know the origin of the component before scaling, you know how much bigger it is, so.... just adjust the location
I get the relative location and save it in the construction script
Hi everyone
I have a problem with some shader And decal when ray tracing is on
Someone can guide me
right, well you're not actually using it in your calculation above
i want a wacom tablet for sketching and modelling does anyone has reccomendations !
ohh i forgot ty
Okay so I know there's going to be some /2 here
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
For crawling, What'd be a good way to deal with collisions?
Till now all my movement has been with the collision capsule
Modify your collision capsule when the crouching happens
yes, but if crawling, would i need more than one capsule then?
You could do that too, and just set collision enabled on it when you crawl and disable the other one
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
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.
Sure, but it'd be best results if my animations sorta ligned up with the collissions
otherwise the legs will clip into walls
Does it increase package size though?
There is an AI traffic system that uses tick to update its movement and box traces for collision avoidance
things not connected get cooked out @vocal flume
I'll see if i can maybe implement this.
sorta got wall hugging working btw. It's just the animations that need refinement really
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?
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.
closing a level doesn't unload it, FYI
it probably should, but once an asset has been loaded it tends to stay loaded
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
no you didnt
hey, i set the player blueprint as the main one, but i still get spawned in the old one, what should i do
yes we did, but then you started about the generator which has nothing to do with heightmaps themselves, just how you generate em
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?
16 bit does not mean 16 bit greyscale
what does that mean?
btw, how do i disable the default fire(the balls)
Can height maps be properly used in UE4 without using image editing tools like Gimp, Photoshop?
this
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:
- Ease of use/Learning curve must be low.
- Export to Unreal 5
- Support/Tutorials.
- Import of real world locations/heightmaps.
What are your experiences?
why can not i place that?
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?
just converting an 8 bit to a 16 bit does not magically add the grayscale color between those values.
it's 16bit image
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.
i just told you. "a detailed description of what you did, what went wrong, what you expect the result to be"
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...
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
So you mean that some of the channels are empty?
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
Do you have a recommendation as to where I can generate these height maps?
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
Hi guys, im having 2 problems in my scene. First when i put some static mesh and build make error โenable 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
i tried to validate the files and this is what i got
sorry
@astral dustyou are not packaging correctly, you need to package to a platform (like windows 64 bit)
@astral dusthow did you rename the project?
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
just renaming those 2 things shouldnt cause an issue, is this a C++ project?
Mathew knows a lot more than me but do you have an issue when you play? check the logs in your saved folder ?
its a blueprint project
i can not place that for some reason, any ideas?
@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)
i didn't found anything bout it, maybe i skipped it.. i thought this thing is the "Player Start"
i see
does it say player start?
well time to do it i guess
#ue4-general message Game Mode Docs, linked earlier
I have a very hard time believing you didn't find anything about a GameMode inside the GameMode docs
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
i could try that (i think i alrdy did) but the issue is with the BuildTarget=UE4Game being auto added in the config file
well it shouldnt be , make a copy and delete all but the Content and .uproject
and open that copy up
alright
renaming the project folder should have 0 impact on the project, renaming the .uproject might but normally no issue if its BP only.
yeah it never happend to me before
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 ?
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?
https://i.imgur.com/065lHFJ.png There wouldn't be a way to have more control over animation interpolation here would there?
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
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...
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?
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.
Also, construction scripts do run at runtime
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.
Emits light *
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
how do i teleport to a specific cord? i need the action name
Just change their position
how to?
You need a reference to the actor you want to set the location of.
get Player or sum?
this will work i guess
No, they do not. However, it will run for spawned actors that arent placed statically in the level
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
An overview of the Blueprints example level, example 1.4: ConstructionScript
how can i know the cords of the player?
GetPlayerCharacter -> GetActorLocation
Get Location from the reference
no, i wanna get the specific cords of the block im standing in at the moment
we dont know what a "block" is in your game
just the cords
Not sure I follow. What Rez said is how you get the location. Unreal doesn't use blocks
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
ill explain better
or do you mean the world composition cell
i want to press a button and see my cords, can i do that?
im assuming "cords" means "Coordinates" but yeah im doubtful im correct
i want the x, y and the z, arent they default?
yes
X Y Z of WHAT
thats the Location
W H A T
of the player
yes
they told you how, get the location...
GetPlayerCharacter node, connect it to GetActorLocation
you said no I want the coords of the block they are on
that is literally how you get the X, Y, Z
then we went down this stupid rabbit hole
@grim ore breathe, lets be nice
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.
^^ yep
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
well Print String will render it on the screen
during runtime, in the editor, in the blueprint viewport,?
WHERE do you want to see the coordinates
just on the screen. i dont care where
also WHEN
anytime
yeah then Print String will do it for you, it prints in the upper left in blue text
then just click on the item and you can see it in the details panel
it only works in development, not when your game ships
It's not a continuous event, it'll just fire once. You could use the Tick event which would spam the results to screen. Not a very graceful solution though.
yeah, i just want to see the cords of a soecific place
i know, event is okay for me
click on the item, look at details panel, look at location
context
so your ultimate goal is to teleport still or is this different?
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
i want to make a command, that teleports to a specified place, i wanted to get the cords of this place
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?
this is a place in the map, because of that i need the cords
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
define problem, break down problem into clear things, make it work
You could put an actor at the location you want to teleport to if it's something known before hand. Then you could place it in the editor and then use GetActorLocation of that and pipe it into the SetActorLocation of the player. Then you can move the object around if you need to change the teleport point.
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?
what you dont like pure quality? its a PNG sequence, you can also render to AVI but its quality isnt very good
a specific place on this huge map
im trying, ty
ok again.. how do you know where this place is?
this is what im trying to do
So just any random point?
i think what they want is pretty clear at this point
it put the camera under the world!!! and its annoying me
im asking you as the dev, how are you saying "this is the place I want to go to"
oh haha
is it something you look at? is it random? is it a coin block?
it is the highest place in the map, i want to get it cords and make a teleport command to there
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.
got it, thank you
delete your placeholder cube when you are done as well
sorry for being rude
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
this worked
๐
ok, thank you for that
: D

