#ue4-general

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storm venture
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They do. The docs aren't that reliable. Like you said, spawned actors (during runtime) will run construction script, and also, any streamed level that streams in, or is already loaded and is simply set to visible, will also run the construction script on the actors within it, all during runtime.

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Regardless, the thing i mentioned earlier is a bug no matter what, because you get two entirely different behaviours depending on if you save the level manually or if you save it with the popup prompt.

covert summit
storm venture
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Are you using level instances?

covert summit
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No

storm venture
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I should have specified those, I haven't tested with old school streaming

covert summit
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just sublevels and streaming

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So this is in UE5?

storm venture
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Yeah, and UE4

covert summit
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OK well for that it makes sense

storm venture
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I'll show you the problem in a quick video

covert summit
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Think of it like level spawning

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Of course all the actors in it need Construction Script run, they are effectively spawned into the world -- imagine that you have a construciton script that checks where the ground is beneath it and moves the actor there

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it wouldnt know if there would be ground when loaded as a level instance

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level instancing is of course intended to load multiple instances of a level in at the same time

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i myself dont need that-- i have seen this feature but wondered where id use it. Curious what use case you are using it for?

storm venture
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But here, check this out

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Only difference is that I allow the save prompt to save for me

civic mauve
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The default FPS character has its character mesh attached to the FPS camera, but why would you ever want that?

covert summit
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why is this a problem may i ask? construction script will run when anything changes during editor time so you should write it to be idempotent and tolerant to being rerun

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i get that they are running during level instance streaming--- but if you just do "static prep" in ctor script and "runtime prep" in beginplay it shouldnt be an issue id think

sick parcel
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when you launch server and client, their windows size and positions reset to a default one, is there a way to make EU to remember how they were positioned and resized from last run?

covert summit
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yeah that has to be an import settings thing

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hmmm i do not see anything about brushes in import settings actually

storm venture
covert summit
storm venture
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I'm in the process of moving the construction script logic onto editor-exposed events, so i can just manually click my own pseudo-construction-script

covert summit
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what sort of things do the construction scripts do in your case?

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can you make a video maybe?

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confused replies multiple times im on a roll

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can you make a video maybe?

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im still looking at this ctor script stuff

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if, in fact object references are broken when the ctor script runs, it could be a pretty big deal tbh

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i was able to repeat it in 4.26 though it behaved a little differently

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end result was the actor from the previous load continuing to be ctor'ed on every recompile while in the second level

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it could actually be a memory leak, though unreal's garbage collector might be papering over it

dreamy lake
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I am using a Scene Capture 2D component - And set it to whitelist, but - for some reason, its rendering about 3 of my actors, which are not being put into that list.. everything else, it doesn't care about.. Any ideas ?

covert summit
# covert summit it could actually be a memory leak, though unreal's garbage collector might be p...

I do know that my initial understanding that it would rerun across all levels is totally wrong, for my project that would have been thousands of print messages on each compile. it's definitely only stuff that is loaded, which I think would indicate that if you want to have it reapplied on a different level you'd need to load that level first and hit recompile, and so on for all levels but not sure, needs more testing

storm venture
# covert summit what sort of things do the construction scripts do in your case?

my most complex use case is hard to explain, but i have UObjects that store data, they get auto constructed for some actors during the construction script, and those UObjects are created stored on an specific actor in the persistent level. it's all essentially a way to conveniently add "storage" objects that correspond to some of my actors so that i can keep track of data regardless of whether the levels that the actors are in are loaded or not. there's more to it, but that's the barebones, lol. but yeah, having that construction script run out of the level ends of breaking the logic that handles all that.

boreal moon
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Hey! Are there any side effects of using shared wrap option for landscape materials? I am trying to blend 4 materials into one.

storm venture
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basically, i drag an actor into the level, and i have my special "persistent" actor immediately log that new actor and keep track of it

grave nebula
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@boreal moonno

storm venture
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now i just have to have a button in between dragging it into the level and having the log get created

boreal moon
zinc shore
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how do you delete a c++ class from a project like i opend their location in my file-manager and reloaded my project but the classes are still in my content browser

frosty wedge
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Do I need like special permission to join the Unreal Hangout? or is it open to whomever? I've been struggling to get help on a few issues and I guess am trying to learn in person/ talk to people in person without spamming the wrong channels or blowing up any channel for that matter lol.

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okay perfect! Yeah I don't need to stream I'd just like to watch and learn.. That said.. are you aware of people in here specifically using UE for cinematics or film stuff? I'm not using it for games at this time

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All good, thank you for the info !!

vocal sorrel
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Hey everyone. How do I attach a post process volume to a camera so I can start getting depth of field results?

drowsy snow
plush yew
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I am not able to see size map and reference viewer any idea about it

vocal sorrel
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Oh okay. I'm actually trying to get my scene to be infared/thermal vision and was wondering if a post process volume could help me with that? @drowsy snow

drowsy snow
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The post FX settings in camera actors are exactly the same as post FX volume provides.

vocal sorrel
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Okay, so I would have to change the settings on my camera itself to start seeing those types of changes? That's fine because I just need a short video of my scene being in infrared.

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Thanks for the help! Im going to give that a go @drowsy snow

lucid egret
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I broke my .uproject association, how do I fix this?

vocal sorrel
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@drowsy snow When I change my post process settings of my camera I dont actually getting any changes. Do I need to enable something first?

next swift
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TLDR: If anyone wants to hang in a discord call and answer newbie questions that would be awesome. Hey y'all! I've been futzing about ue4 & ue5 for a few months on and off. I'm learning but it's slow and frustrating.
Also been playing around with voxel plugin pro.
I'm trying to learn c++ again since I had exactly 1 class in high school, but so far online tutorials have been hit or miss. Online courses have been decent but it feels like they teach just the basics, then just intermediate, then advanced. They don't seem to teach how you connect the basics up the chain to the finished product.
So if anyone is just chilling like me cuz my friends arent on, and you don't my answering newbie questions I'd love to see whatever you're working on and ask some questions!

plush rivet
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Not sure if this is the right place to ask, but my hard drive just failed and all I have is a cooked version of my database that I was using, is there any way to get the information back?

acoustic flower
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This is a stupid question, but is there a way to get the Unreal to stop compiling shaders all the time? I'm working in landscape and its non stop compiling .

covert summit
covert summit
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that being said on a good system it usually only takes a 5-20 seconds to update shaders for typical paint operations

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if you customized your landscape's component settings then you might have made a lot of very small components, which has better granularity but is less performant and would cause shaders to compile more often

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but if you didn't customize them, then you are at a good balance between granularity and perf so you just have to deal with it

quick shell
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what are the limitations or the reason you say no?

grim ore
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@quick shell some things are not exposed to BP, so you may need to use C++ to expose them. Some things work better in C++, large maths for example or looping stuff. You can do some general nice stuff in C++ and expose it to BP. etc. etc.

quick shell
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expose?

grim ore
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make function in C++, let Blueprints use it. All existing Blueprint Nodes are handled this way

gusty stag
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speaking of blueprints, I have a real dumb question. So I'm using Live Coding (the ctrl alt f11) in ue4. but i'm confused about actor event graph editing. if I edit an actor blueprint, it says it needs recompile, i know im not supposed to use the compile button anymore. yet ctrl alt f11 doesnt update the compile button in that actor... is this ok?

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oh ok, just not the world-editor compile button?

obsidian nimbus
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you cant drag c++ classes into a level, so u allways need to use some bp ๐Ÿ˜›

zinc shore
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I have a plug-in that add a custom character movement to the character class but I can only get the plug-in to work on windows and on Linux it acts like the plug-in docent exist why is that

grim ore
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linux may not be a whitelisted platform

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^^

obsidian nimbus
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and if you use 100% bp you are using other people c++ ๐Ÿ˜›

zinc shore
grim ore
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is it a compiled plugin or source?

zinc shore
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Like when it was white listed as win64 it would show up but once I add Linux UE stops even showing it

gusty stag
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thanks @plush yew

zinc shore
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I got it from the market place and updated it to a newer version of UE

grim ore
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welp does it have supposed for linux? I dont know if a launcher built plug in can work in linux

zinc shore
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Itโ€™s just shows windows

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But Iโ€™ve gotten plug-ins in the past to work by adding them to white list

grim ore
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maybe the others included support or source

covert summit
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yeah if its got source and its not using windows specific APIs or something it should work

zinc shore
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I can access the source and I did rebuild it with a project to a newer version of UE

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I didnโ€™t seem to se any platforms specific code cuz all it is is a custom character movement component

meager stag
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Anyone using plastic scm here? The saved folder seems impossible to ignore, I keep getting logs in changesets.

grim ore
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welp if the plugin is in the folder, the source is there, linux is whitelisted, and you build the project it should find the plugin and build it

meager stag
vocal copper
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Hey all ๐Ÿ™‚ I'd appreciate an advice ๐Ÿ™‚ I have a couple BP objects with widgets on level and I have to grab player's camera location, to adjust widgets facing direction. But if I try to get camera location from the camera manager of player controller on BeginPlay, it seems it's not initialized yet and returns zero location. It seems, objects on level get initialized earlier than player's camera.. Is there some sort of event I can bind my widgets rotation reset to? Or maybe there is a better and well known way to resolve such case? Thanks in advance ๐Ÿ™‚ plx, tag on reply

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witchcraft... Thanks ๐Ÿ˜„

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yes, it's tps, so should suit me ๐Ÿ™‚

nova spruce
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help

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nothing is casting shadows...

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I put in a static mesh

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2 point lights. the objects have light/dark sides but dont cast shadows on the floor/walls

drowsy snow
quasi quest
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Hi guys, how can I save screen shots of each frame while maintaining high performance? Thanks

wary wave
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you can't.

jaunty cedar
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Looking to use an SQLite database in my game for world, npc and item information. UE4 has 2 plugins built in - SQLite and SQLite Support - and both have no description or other information or documentation. What do each of these do, why are they separate, and are there any resources on them? might i just be better off implementing support myself, or are these plugins decent?

drowsy snow
quasi quest
covert summit
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ahhhh

drowsy snow
covert summit
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well then it probably doesnt matter the frame rate

quasi quest
covert summit
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only have to sit through it once

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then youve got your PNGs to feed the hungry AIs

amber kayak
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Hello everyone, have a bit of a noob question., researched online but still not much answers. as I am getting the same result. But how do you version up a project on Unreal? everytime I do and work on something.. then go back to a previous version, I get the updated result. I literally version up the entire project, I was doing it only with the .uproject file too, but same result.

covert summit
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but hey

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if your AI starts identifying everything as Manny

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dont blame unreal ๐Ÿ˜›

jaunty cedar
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yeah i think "high performance" in this context means "doesn't take 10 goddamn hours to render a frame like blender" not realtime game performance

quasi quest
drowsy snow
covert summit
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more disk space, but it would crank through faster

drowsy snow
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Though just so you know that Sequencer is only editable in Editor (at least without source code modification, but that's another topic)

covert summit
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yeah actually sequencer could be a good way, you could use editor scripting to build a huge sequencer timeline of all the samples etc

quasi quest
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thank you very much, now I will look at how this "Sequencer" works

covert summit
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look im just glad the reason wasnt something like "i want a live replay" or something. best of luck

drowsy snow
nova spruce
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thank you ๐Ÿ™‚

quasi quest
hidden sparrow
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How do I udpate Scene Capture2D manually with the option Capture every frame Disabled?

drowsy snow
quasi quest
covert summit
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is hotdog or no hotdog

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sounds like these are built in ones

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but still probably not going to be updated (bazinga)

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ill go out on a limb and say i bet these two arent user facing anyway

drowsy snow
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Maybe even that new spanking Cycles X

quasi quest
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Yes, 0 interaction. Thanks!

covert summit
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oh yeah here they are

jaunty cedar
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yeah

covert summit
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has FSQLiteDatabase-- its a wrapper around SQLite. No blueprint or other unreal specific stuff afaict, yeah just use SQLite directly

jaunty cedar
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it seems like they have to be used in conjunction, no?

covert summit
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i guess its nice to not have to pull in your own sqlite and manage it as part of your Solution

quasi quest
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Forgive me, I don't know unreal and with FScreenshotRequest I had important slowdowns

covert summit
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assuming whatever version they bundle with it is sufficient

hidden sparrow
covert summit
jaunty cedar
covert summit
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might be extra nice if it has support for unreal filesystem abstraction

jaunty cedar
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yeah

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i'm basically just using it in place of what some games might just use a really large save file for in essence, just for keeping track of the state of every object in the world that has specific info that needs to persist, like dropped weapons and open world NPCs (which are randomly generated at the start of each save)

worthy flame
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How is the node called that you can name types and then later select them in actor or other BP's. The dropdown menu?

covert summit
covert summit
peak oxide
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I'm trying to clean up my project, I have a 'Failed to load' message in the Message Log.
How could I rectify this?
Failed to load /Game/icon/icon_mesh.icon_mesh Referenced by Plane.
I'm not using Plane, I don't think I added it.

worthy flame
covert summit
covert summit
worthy flame
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no the node thing

jaunty cedar
drowsy snow
jaunty cedar
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have to also deal with many to one/many to many relations etc

covert summit
jaunty cedar
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so rdbms is the way to go logically

drowsy snow
worthy flame
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yes ty

peak oxide
jaunty cedar
covert summit
jaunty cedar
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how tf did you even decode that he was talking about a switch, he just described enums and nothing else

covert summit
covert summit
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it is not easy

jaunty cedar
static wharf
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Welp, see you in a few hours...

covert summit
drowsy snow
covert summit
static wharf
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Nvm you mean vram

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I am fine on GPU VRAM useage

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Its using like nothing

covert summit
covert summit
static wharf
drowsy snow
covert summit
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oh really

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didnt realize 3060 had 12GB of VRAM

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huh, yeah it does

static wharf
covert summit
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oh yeah i see its because of gddr6x on the 3080 which has 10

static wharf
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Also helps that I got a new CPU a few days ago, this is way better then my 6700k

jaunty cedar
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i find my vram is fine on the 1080 i have, but compiling even a few shaders used to hammer my i5 6500 cpu into oblivion and could zap away almost my entire fucking work day whenever someone pushed new art, but since i upgraded to a ryzen 5800x it's like, blazing fast

drowsy snow
covert summit
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the thing sits at 100% for most things, and some stupid high temperature

static wharf
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And if you were wondering, I am opening the Infilitrator demo in UE5

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Gonna try enabling lumen on it and see how well that works

drowsy snow
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Infiltrator demo aged so well tbh, considering it was made in 2012-2013

jaunty cedar
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yeah, but it was a little bit bullshit

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it was using lighting features that aren't actually in ue4 and were removed

static wharf
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I wish there was a free system for distributed shader compiling, I have multible servers, and even one with a AMD Epyc 7302P

drowsy snow
static wharf
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But incidibuild is not free for distributed mode

jaunty cedar
static wharf
jaunty cedar
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but yeah, svogi being in demos but cut from the engine was really stupid

static wharf
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Speaking of elemetal, I know for a fact that doesnt work in UE5

peak oxide
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I'm looking into the error and I see that indeed, the Plane does not have an icon.

drowsy snow
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Infiltrator demo didn't use SVOGI. Elemental demo used to be.

drowsy snow
static wharf
jaunty cedar
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crytek was pulling off svogi on the xbox 360, so it feels weird to say the least that epic had to just cut the feature from even being an option due to console performance apparently with the 8th gen consoles

covert summit
drowsy snow
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Elemental demo is a little more easier on load than Infiltrator demo.

drowsy snow
covert summit
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I'm going to start using "blam" at the end of all my answers

static wharf
jaunty cedar
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afaik it runs fine on all modern consoles, even the switch

jaunty cedar
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cryengine itself is a right PITA but the svogi itself tends to work super well

drowsy snow
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Epic is a little bit idealistic when it comes to this IMO

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Even then UE4 proper had LPV, which is an alternate take on Voxel GI. Works like a charm outdoors, but not so much indoors.

covert summit
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the GI solutions in unreal are a graveyard though. Anyone remember light propagation volumes? I think it might still be there

static wharf
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I have to hop on a conference call in about 20 minutes, hopefully my system can handle compiling shaders and zoom at the same time

jaunty cedar
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although CE does do some things right - their C++ api for example, while terribly undocumented and verbose, is way nicer to deal with because it's a lot closer to standard c++ than unreal's, so while it's nowhere near as good of an engine as unreal is for usage, it has some things that IMO epic should take some notes from

covert summit
jaunty cedar
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that and some of the incredible optimization they have going on nowadays with their rendering although ue5 is ahead of them on that in some areas

static wharf
drowsy snow
jaunty cedar
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ce still doesn't even have a UI solution though lol, mf scaleform 3 in 2021

covert summit
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umg is a pain but it works

drowsy snow
covert summit
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never used scaleform but haven't heard good things

drowsy snow
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Don't get @covert summit started on CEF based UI Kotohoops

covert summit
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lmao

jaunty cedar
covert summit
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just dont get me started on how "using CEF is totally free because your computer already has chrome running"

jaunty cedar
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the workflow is like
fucked

covert summit
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omg it used flash !?

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Scaleform GFx is a discontinued game development middleware package, a vector graphics rendering engine used to display Adobe Flash-based user interfaces and HUDs for video games. In March 2011, Autodesk acquired Scaleform Corporation and Scaleform GFx became part of the Autodesk Gameware line of middleware. On July 12, 2018, Autodesk discontinu...

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ok i take everything back

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please use CEF instead

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not to say that Flash's authoring tools werent really nice

drowsy snow
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To be fair Flash is rather lightweight, though it might be my placebo bias.

static wharf
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Didnt flash die? Dont tell me this is still supported? This looks like a security risk TBH

covert summit
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well its discontinued

drowsy snow
covert summit
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but "Autodesk Gameware" ? maybe still has some traces of it left?

covert summit
drowsy snow
covert summit
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nowadays you can just ask github copilot to make your web app for you so

static wharf
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You clearly havent done UI in another game engine, also known as Source 2, panorama is a pain

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It uses CSS and HTML, but its not standard syntax

drowsy snow
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That engine is too 90s than the competition.

static wharf
drowsy snow
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Did Valve even make proper Source 2 SDK accessible to public?

static wharf
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And then theres the s&box game coming out soon-ish, its a sequel to Gmod, but in S2, and full toolset

drowsy snow
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Kinda wished S&Box stayed in UE4

static wharf
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In a weird way, I kinda agree, but valve did a deal, S&box will basically be the S2 SDK, so valve doesnt have to release the full SDK

drowsy snow
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And Gmod being synonymous to Source doesn't help either

static wharf
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S&Box is a LOT diffrent, its more of a engine of its own, it wont even have a sandbox gamemode at launch

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Also, all gamemodes are more like indipendent games

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No more addons, so no more sharing assets between things

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Actually

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@drowsy snow Its more like the game "Core" then Gmod

steep light
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super general question, how do you fix the UI when it gets stuck in this mode?

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so far I haven't found a way to "cancel" that mode and the UI box remains locked until I move it somewhere else (which obviously breaks all the UI)

drowsy snow
high path
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im following this tutorial for a survival game and so far i got 1 part and the 2nd part is identical but it just has a different name, here is the first part

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then here is the second

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i dont get it

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why is there nothing there: fixed*

brave lark
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is there a way to force a packaged game to run in Unlit mode only and not do any of the lit mode rendering in the background. I frankly don't need any of it

drowsy snow
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Or Godot (a better alternative IMO)

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Though admittedly Blueprint is quite powerful for gameplay scripting, it has its own appeal.

brave lark
covert summit
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i love blueprint too much, id use unreal over anything else because of it

brave lark
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also, this is for oculus quest. I'm looking at godot later, but it's not quite ready for VR development

covert summit
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apparently unity has a visual scripting solution built in now, no idea if its good

drowsy snow
brave lark
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100% unlit materials with a fake PBR system injected

brave lark
covert summit
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isnt it... what was it called... Bolt or something?

drowsy snow
brave lark
covert summit
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yeah it was third party but now its bolted on

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omg im sorry i couldnt help it

brave lark
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ontop of that, fuck unity. I don't get source access. So I can't do anything in vulkan later if I wanted to

covert summit
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i hear that -- i actually started my gamedev in unity years ago

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i know C# extremely well so i thought it was a good fit

brave lark
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me too, XNA before that lol

covert summit
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it.

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was.

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not.

brave lark
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well cryengine in between, but barely any time in that

drowsy snow
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Don't get me started with its optimisation and over reliance on asset store

brave lark
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yup

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unreal has it's own set of problems. Right now for me it's dealing with low end platforms like oculus quest

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I'm ready to just make a branch and tear out everything I don't need

covert summit
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i mean others have shipped to oculus quest successfully with ue4 using forward shading etc

drowsy snow
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Even the most integral tools have to be sourced from Asset Store

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Things that Unreal Engine has out of the box.

covert summit
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btw i do wish unreal had a generalized way to build state machines

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i am using logic driver though, and its pretty great

drowsy snow
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I don't know if Unity still banning that lightmapper plugin or not.

dapper hatch
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Anyone have got squared shadows lol?

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Can you increase it for Lumen lighting?

covert summit
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hmmm, what kind of machine are you on?

drowsy snow
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Holy smokes, skydome materials are greedy as heck

dapper hatch
covert summit
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so what kind of machine are you on?

drowsy snow
covert summit
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the atmospheric sky one?

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if not, i wonder what that puppy takes

drowsy snow
covert summit
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its totally gorgeous, something that nice is bound to be heavy

drowsy snow
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Though his tuts are more towards cine rendering and less of a game ready one.

dapper hatch
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I increased it to 4096 and still the same lol

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Nothing changed

drowsy snow
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That was M_SkyTimeOfDay, doesn't even involve VCs.

covert summit
abstract veldt
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Does the game have to utilize Vulkan in order to easily work on the 3 computer platforms?

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PC, Mac, and Linux?

arctic drum
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trying to create a playstation 1 kinda vibe so im trying to lower the bitrate of my sound effects, how can I do this? I tried editing the quality level of sounds and changing sample rate quality but those settings seem to now be affecting anything. :\

thorny patrol
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anyone know why my geometry folder lookin weird

covert summit
covert summit
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also, resolution scaling to 1% does wonders to get that PS1 vibe lol

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found that out while implementing resolution scaling options UI ๐Ÿคฃ

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and to be clear, I mean doing your bitrate destruction and other preprocessing out of the engine. But the #audio guys might disagree!

arctic drum
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yeah already on that, some other guys from a different server were recommending the same

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and yeah I have a pixelation shader im using to lower resolutions

covert summit
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nice

arctic drum
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was going to try and do the whole polygon warping effect too but that is really hard to implement and I dont want to have to work on this project for another week since i was already trying to finish it in a few days and that was 2 weeks ago

idle mantle
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Hey sorry noob question, I need the UE 4.26 but I dont have the option here:

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I uninstalled the previous one and now I can install the 4.26 ๐Ÿ˜„

brave lark
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nope

brave lark
covert summit
pallid talon
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What is the difference between "Play Sound At Location" and "Spawn Sound At Location" ?

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Is that pretty much the same thing?

brave lark
covert summit
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right, especially useful for looping sounds

brave lark
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easier on the cpu and memory to handle things that way. Keep some sounds always present and start stop at correct times instead of spamming create and destroy functions.

light thunder
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How can I check if an object is a CHILD of something? I have like 15 cars and I want to be able to fire an overlap event if anyone of them crosses (without making a custom collision channel) - this is something that should work

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I don't just want to cast to everything going through this volume, only IF the colliding object is one of these cars

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@brave lark

brave lark
#

@light thunder you could do that, I think there's a node to check if an object is a child class of something. Or you could just do "implements interface" or a tag

sand bay
#

Hi, I have a few questions about Control_Rig(ing). Can I ask them here? or should I go to another channel? (SUPER new to unreal engine as a whole btw)

kindred iris
#

Is there a way to transform the progression bar in a widget to look something like this?

#

wait

fleet sparrow
#

How to check collision of a spawn object at runtime with static mesh

plush yew
#

Trying to replicate this mechanic in side scroller, but stuck at this part of the video (https://youtu.be/MLINAJt3lbs?t=733) because my character won't cling to the wall, someone plz help

Project Files : https://www.patreon.com/posts/52828728
This is the first episode of the tutorial series I am doing on "Legend Of Zelda - Breath of the Wild" like climbing system in unreal engine. Here, we will look into how to detect the wall in front of the player character and hang on the wall when the jump button is pressed. If player press t...

โ–ถ Play video
cyan bronze
#

I have a question... I have just created a player character in blender. Is making animations in blender better than in unreal engine 5

drowsy snow
#

also Control Rig and in editor animating is a thing in UE4.26

sand bay
#

i tried learning Blenderโ€™s animation tools like 6 separate times. it was always โ€œwhat does this do again?โ€ first time i use UEโ€™s control rig? I make a half walk, quarter turn, and pose for the camera all in 5 hours.

#

got to say i like UEโ€™s animation options

#

blender Probably has more control though, if you learn it

cyan bronze
#

Ok ty

paper ginkgo
#

so i just got the free NeoCity pack through KitBash3D, i downloaded and then exported it but when i tried to open it in Unreal engine 4.26, the unreal editor loading screen pops up, gets to 75% and then closes with nothing happening after. possible reason for it?

worthy flame
#

can someone tell me what object does it need to be. Its a actor. Whatever I attach there is a warning

#

the cast always fails and it doesnt give me access to variables

drowsy snow
worthy flame
rich spoke
#

Uh.. I remove these move/scale/rotate icons by accident. Anyone know how to return 'em?

kindred iris
short prawn
#

is there a way to set a blueprint to be readonly in the editor so it can't be modified at all?

knotty summit
#

Hello, I saved my project and closed Unreal Engine, but right after that my computer shut down due for some reason (not relevant), after I open the project again, engine crashed. I also not able to open other projects too, and it looks like something wrong with materials.

#

If I don't open any maps, it doesn't crash.

#

What should I do? Do you need more info? (I removed saved and Intermediate folders, didn't help)

knotty summit
#

I guess opening blueprints also cause crashes

wary wave
#

if you don't already have debugging symbols installed, install them

#

then the callstack might actually give you more information

#

otherwise you're just going to have to attach a debugger and see what struct it is that's crashing

knotty summit
#

Thanks, if I can't solve the problem today I'll download debugging symbols. I remember it was requiring a big space

drowsy snow
zinc flume
#

Guys is it hard to learn like visual scripting?

#

I mean no code scripting?

#

I want to make a single/multi player action game like broforce

drowsy snow
#

Also google-fu capabilities.

wary wave
#

no such thing as no code scripting

#

visual code is still code and all the practices are still more or less the same

drowsy snow
wary wave
#

most people ask about it because they have been misled to believe that visual scripting magically means they don't need to learn to program

#

which has a long tail in Epic's marketing for Kismet

#

and of course is not true

#

well, it's a scripting language, but that's pedantry again

#

you absolutely want programming fundamentals to be able to work with it

buoyant graniteBOT
#

:triangular_flag_on_post: fananrufas#1731 received strike 2. As a result, they were muted for 1 hour.

sinful mesa
#

Is there any tool built in into UE for impostors ?

plush yew
#

ive been trying to figure this out forever but i cant seem to put my head around it, i was wondering if anyone knows how to make a simple apply button? ive tried everything i could but for some detail i make a character selection menu in the main menu changing a sprite i have in the character bp it works but when i open a knew level it changes back to default, i may be getting it wrong but ive never done it before so im a little confused

stray ruin
plush yew
#

@stray ruin yeah ive been trying to figure that out but ive tried to make a save system and it doesnt work ive make pleanty actually so is there a more simple way of doing it?

stray ruin
plush yew
#

okay thank you

idle mantle
#

hey is that possible to go back from 4.26.2 to 4.26 ?

fierce tulip
idle mantle
#

because when I launch a project my friend gave me:

#

(I press yes for all windows) and my friend told me I need 4.26

fierce tulip
#

you dont need to recompile for going back a subversion. (4.4.1 to 4.4.0)

#

just means you are missing some stuff he did not submit

proud dome
#

Im planning to make a universal card game (for example, blackjack, poker, spades all in one game), but confused on how to start it off by.
The idea of the actual game is that there will be a seemingly looking 3d environment (a table, and some props on top of it), but since it'll be like an 2d card game, do i need to make the table like an actual 3d object, or just like an image?

fierce tulip
#

whatever floats your boat Tom

#

either/or

idle mantle
#

Sorry what do you mean by submit?

#

File missing in the project folder he gave me?

drowsy snow
#

I've been stuck in 4.26.0, for the record ๐Ÿ˜›

fierce tulip
#

version control or however he send it to you.
I dont know the exact word for it as I dont compile a lot of stuff myself.

#

@drowsy snow whats the stuff/files called if you compile plugins code?

fierce tulip
#

prooobably, or prerequisitiiiiihave no idea

#

i need my coffee

proud dome
#

also also, are there any free assets, or tutorials? i literally cannot find a single playing card tutorial on unreal, if i do, they are all in 3d (for like poker and such)

drowsy snow
#

I don't think plugins deal with prerequisites ๐Ÿค”

fierce tulip
#

maybe because ue4 is generally 3d.
there is a card-game in the learning tab, and there are a few cheap examples on the marketplace.

drowsy snow
# idle mantle

Try compiling from the .sln / Visual Studio, and see what errors it give.

idle mantle
#

I'm an artist very noob with this kind of stuff, will ask him that thanks!

drowsy snow
#

Usually that happens because something that's required for the plugin is missing, like dependencies (which sometimes went ignored in the .gitignore file)

fierce tulip
#

dependencies was the word i was looking for

knotty summit
sinful mesa
#

wow complicated is that impostor thing ๐Ÿ˜›

high path
#

help where did my components go

#

my screen looked exactly like this earlier i had all my components but now they are gone but they still function in game?

zinc flume
#

Does anyone here have like finished game lol I wanna try it

#

Like some of pro devs herr

drowsy snow
zinc flume
#

No I mean like someone from here

#

From this server

fierce tulip
#

nothing free at least

digital anchor
#

fortnite

zinc flume
#

It's ok

violet goblet
#

"Documentation": Substance Painter->Unreal
once substance painter had neat documentation on how to import textures from SP to unreal (and how to connect textures to create material)
is that page gone??

fresh yarrow
#

how do I fix cache/deriveddatacache not being saved? I tried finding the settings in the project settings and defaultengine.ini but there is nothing

plush yew
#

one last question to the one i had about 2 is hours ago, when changing a sprite in the widget for the character can i use the game instance to save it in other levels besides it selecting it and it works then when opening another level it sets the sprite to the default, also sorry for asking its a little bit of a stupid question and also sorry for the bad grammer lmao

fierce tulip
#

@oblique tangle could you please read the #rules
please dont post the same question in multiple channels.

#

also, i think #blueprint would be the best place to ask, not #graphics so perhaps delete the two you already made, and ask there.

iron hull
#

Hello! which is the best channel for beginner help?

wary wave
#

whichever one is relevant to your specific questions

drowsy snow
#

Cheek in tongue naming at best Shijou

uneven hemlock
#

what does vector length node do

#

and what does transform direction do

light thunder
#

Is there anyway to put a decal to go mimic a landscape spline? (I can't swap out the static mesh involved easily

wild tendon
#

I have a question, in a video for making grass, they use a thing called Landscape Grass Type in the misscelaneous tab, but when i try to add that to my content folder it is nowhere to be found, is it moved somewhere else or do i have to enable it somewhere or does that not exist anymore???

light thunder
#

It is probably an addon/plugin you haven't enabled or a newer version of the editor maybe

wild tendon
#

ok i will look into it, i was already thinking that but i have no idea what it would be called

#

No, i am not able to find it in there, any other fixes?

wild tendon
#

thanks alot ๐Ÿ˜

tiny coyote
#

is there something like a physics speed value? Because I want to play the physics a bit faster

plush yew
#

Why does it take hrs to install

fierce tulip
#

depends on your hardware and a few other things

tiny coyote
#

@plush yew thanks! I will try it out

#

@plush yew It speeds up the physics but it also speeds up other stuff. Can I limit this only to physics or only to a specific actor?

#

Never mind. Set Custom Time Dilation is what I need. Thanks!

blissful atlas
#

Hi guys, im having little problem of output: The render target size doesnt match with the requested size. SceneViewport: 1910, 1006. Media output: 1920, 1080

Anyone knows how to change to match 1920x1080?

#

Ive tried to change in editor preferences, but when i hit play the resolution back to 1910 x 1006

late trench
#

Hey,
I wanna make a dancefloor that chages colors at random or with a pattern.
This is my result so far but there's plenty taht isn't working for me. I would like to animate the transition between colors with a fade. I would like to have some squares turned off. And I would like to have a fixed color palette.

#

this is the material that I applied to a plane in an actor BP which I repeated to make the dancefloor

#

this BP

#

I feel like I should be looking into a single material or a particle system but I don't know how to do it. Can someone point me a tutorial whith techniques similar to what I need?

cedar snow
tight ember
#

Can anyone help me figure out this d3d device loss error. I keep crashing while using the content browser and cascade modules. I went threw everything I could find on Google. So please I accept all forms of help

worn copper
#

Getting this error on standalone launch: Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/RenderCore/Private/ShaderCore.cpp] [Line: 379] Shader requested a global uniform buffer of type 'SceneTexturesStruct' at static slot '[Name: SceneTextures, Slot: 0]', but it was null. The uniform buffer should be bound using RHICmdList.SetGlobalUniformBuffers() or passed into an RDG pass using SHADER_PARAMETER_STRUCT_REF() or SHADER_PARAMETER_RDG_UNIFORM_BUFFER().

sinful mesa
#

Question about occlusion culling. It doesnt seem to work on trees and foliage spawned by procedural tool nor manually painted by foliage tool. Is it normal ? I am speaking about hardware occluding

cloud grove
#

Hey all very new to UE, seeking help. Need to rotate an object around the world origin, world space (0,0,0),
when I press spacebar. Has this question been asked or can anyone help. Appreciated

rancid lagoon
cloud grove
#

Thank you @rancid lagoon

rancid lagoon
#

Are there any Epic employees here?

rancid lagoon
fierce tulip
#

@rancid lagoon yes, why do you ask?

rancid lagoon
#

just curoius

grim ore
#

randomly people from all places randomly show up in this discord, so randomly there might be Epic employees. everything is possible!

grave pollen
#

Well that was random

tight ember
#

@fierce tulip you able to help me? You might have better knowledge about d3d errors.

grim ore
#

if its lost or hang, its a hardware issue 90% of the time

fierce tulip
#

"could be anything"

grim ore
#

overclocked card, overvolted card, etc

#

hell bad PSU causes it. like he said, could be anything

drowsy cobalt
#

Idk if you're the real Matthew, but boy are those tutorials useful.

fierce tulip
#

best bet is always, house build on an ancient burial site

grim ore
#

call the Poltergeisterer!

loud knoll
#

if need help with your hardware link the specs it will help its a bad idea to overclock anything on a dev pc if it decreases stability even .1 % for me anyway.

#

@fierce tulip You going to be streaming anytime soon? I miss your streams

vocal sorrel
#

Hey everyone, is anyone familiar with trying to create an infrared camera or giving objects a certain temperature through blueprints?

loud knoll
#

couldnt you do that with the em channel on the material, and change per object so the bloom would make it look like increased temp?

#

create a float var named temp and hook it to the em mat channel then you can boost it in the construction script

vocal sorrel
#

I can give that a go thanks! I have a big freight ship in the water and have it pick up the various different temperatures. Would that just make the whole boat black/white?

tight ember
loud knoll
#

well you would have to set it up so the game play elements were hotter to show up over the background so the player knew to go for them

#

I would start with the boat and set up a base temp so it looks cool then boost the objects based on importance

#

so the player can see the priority

grim ore
#

@tight emberdownload something like msi afterburner and downclock the card in memory, core, and vcore. see if it helps.

#

your 3090 might be factory overclocked and just this side of unstable

tight ember
loud knoll
#

oh 3090? yeah check the temp's those things run hot get HWmonitor as well so you can see what the temps are for the CPU

vocal sorrel
#

Thank you for all this info @loud knoll it sucks I am not comfortable/experienced enough to make this but I'll give it a go. I am imagining it in my head what you are saying but I don't know how to actually create it in the blueprints

loud knoll
#

What temp is it @tight ember

tight ember
#

I have 2 custom fans around it. 13 total i case, ,3090 doesn't ever break 58

grim ore
#

I know my 3080 was stable in everyything but 1 UE4 project when loading it would crash with d3d hang and lost. This was due to me undervolting it 1 step too much. Everything else ran fine it was just that one random project

loud knoll
#

@vocal sorrel well thats the fun part of game development, taking what is in your head and figuring out how to do it mang we all struggle with it

tight ember
#

Wait CPU temp or gpu

loud knoll
#

@tight ember both I monitor both when I am having troubles

vocal sorrel
#

@loud knoll True yeah. Is there any tutorial or something you could refer me to that is something like you talked about?

tight ember
#

I have a led that show temp based on color. It's always green so less than 50 for cpu

loud knoll
#

@vocal sorrel go through the learning tab of the Launcher and start at the getting started tab, in a few weeks you will be able to create this idea

tight ember
#

This didn't really start until a few weeks ago after I added a water material to this bad mesh

grim ore
#

anything could cause it, hang or lost is when your trying to do something and something goes wrong. its really generic but too much pressure on the GPU tends to be a cause

#

like pushing the GPU past the limit of how much power it needs to do the operation, or doing an operation that takes too long on the GPU and it thinks it is hung

loud knoll
#

@tight ember does it happen with a template project?

tight ember
#

Hmm ill have to see if removing it helps

loud knoll
#

I would leave it

#

and create a template project

loud knoll
#

and create simple spawner that spawns spheres until you see your memory hitting like 20 GIGS

#

or what ever something to stress test your machine

#

random colors etc

#

if you use a template project then you know its your machine

#

because those projects have nothing but clean perfect bp runnings them or good enough that they dont break anyones machines just report errors on builds on one case

tight ember
#

Ill give this a shot when I get home.

vocal sorrel
#

@loud knoll Thank you so much! yeah this is for a job to gather real data so its a little time-sensitive so Im just gonna put my head down and get to it!

tight ember
#

And seriously @grim ore and @loud knoll for helping me find a road to try.

loud knoll
#

@tight ember please tell me this isn't with UE5 because if it is that then well all bets are off

#

if you are using UE5 then just tell yourself you are a tester working with unstable code and really that is all you can do right now unless you want to fix the bugs they are fixing.

tight ember
#

No it's ue4

#

I just absolutely can not believe it's a faulty GPU. It's has to be something else. Like sloppy work on my end

loud knoll
#

well since you aren't at the machine its sort of useless to help right now when you cant do anything to fix it

tight ember
#

Right. I feel that. I just can't focus at work. This problem is eating my attention

#

Especially when google had helped me zeto

loud knoll
#

Well since GPU are in such high demand I wouldnt be surprised if a larger % are used and or returned and resold but if you are sure it was new that should give you hope, but I got GPU's directly from Nvidia and they had issues so it can happen.

tight ember
#

So thank you. Ill probably return in 3 hours let you know what is happening

loud knoll
#

I am getting my 3080TI from NVIDIA directly and still am waiting for it, so I am sad

tight ember
#

I wonder how much of a headache it would be to use my warranty.

loud knoll
#

none in stock for even employees

tight ember
#

See that's my fear of even sending it in.

loud knoll
#

well I would do a real test on it outside of unreal

tight ember
#

Like I probably won't get one back for like a year.

loud knoll
#

test it with other games and sample projects

#

its unlikely broken it might need the BIOS updated and settings tuned but you can do that

#

first thing I do is stress test new hardware

#

so I can tuned it and not worry about crashing

tight ember
#

I have with game, it ran Skyrim and GTA 4 at max settings no problem. I also use microdose vr. And that is a ue4 game, witch also has zero issues

loud knoll
#

try and do some GPU rendering

grim ore
#

just take the pressure off the card and see what happens, there is a good chance UE4 is just pushing it past its limits. make it run slower basically and see what happens

loud knoll
#

something that hits it hard with the stress test softwares out there

tight ember
#

Does video renders in adobe count?

idle mantle
#

Hey what visual studio do I need for UE4? my friend told me I need to install VS

#

im a noob

loud knoll
#

they have it listed on the install page @idle mantle

#

with a link

#

they have community version

pallid cove
#

Hi, guys. I keep getting this PISS-POOR message when I try to run and debug my game. I need some help here!
Any volunteers?

loud knoll
#

its free and works fine, you can use 2019

idle mantle
#

I will install VS 2019 then thanks! ๐Ÿ™‚

grim ore
#

dont use vscode, use VS or Xcode @pallid cove

idle mantle
#

its not free lol

#

I will use Xcode

grim ore
#

VS 2019 Community is Free

loud knoll
#

very free

idle mantle
#

ahhh thanks a lot! btw its not for me it's for opening my friend's project lol

#

im an artist ^^'

grim ore
#

are you sure you need it to open their project?

pallid cove
idle mantle
#

Oh ok ๐Ÿ˜ฎ but if I don't need the editor is that a problem for me?

#

the project give me error message if I don't have it I think

#

will test..

grim ore
#

I can say VS and Xcode work in macOS , with Xcode being the actual recommended. tryin to make Code work isnt going to help your issue

idle mantle
#

I have windows10

grim ore
#

@idle mantlewe dont know what your friend gave your for their project, or what they used when making it. I was just asking are you sure you need visual studio to open it?

pallid cove
idle mantle
grim ore
#

did you generate your xcode solution files from your .uproject? @pallid cove

grim ore
#

right click the project, services, generate xcode

pallid cove
#

You guys REALLY NEED to join Shawnthebro's discord.

grim ore
#

do we?

pallid cove
# grim ore do we?

You don't seem to have certain knowledge that he has. You guys haven't figured out this problem much yet.

dark depot
#

HAHAHAHAHAHA

grim ore
#

well... uh...

#

he hasnt figured it out yet has he?

pallid cove
#

I already tried your suggestion of generate XCode Project, and it went nowhere.

dark depot
#

then go there for help. there isnt a requirement for people to help you here mathew is taking his time to try and help no need to basically insult people becuase you can get your project to work

pallid cove
median kettle
#

does anyone know why shadows are wacky after building light

upper mortar
#

Just a question: I have about 2 weeks (most days) of unity experience and according to everyone unity is easier to learn than unreal. But I can't do shit with all the unity tutorials. For example, I tried making a character movement script that works properly and got somewhat better result than all the tutorials I saw but it still wasn't as good as an actual game like half life. Then I tried making landscapes but as much as I tried I couldn't even get close to something like eevee on blender and I can't find anything about urp or hdrp, hoping it would look better.

So is it worth at my stage trying to ditch unity to learn unreal instead or is unreal gonna be even more of a pain?

grim ore
#

you have 2 weeks into learning

#

give it a couple months if not years

steady siren
#

Guys how can I make these shadows a bit more nicer?

#

I have deep shadowsn on

#

a dynamic light single light source in the scene

#

disntance field on for the light and the static mesh

#

but this groom doesn't have a nice shadow

ember geode
steady siren
#

I have increased the resolution of distance fields

#

and lightmaps

#

don't really know what else to do

tepid granite
#

Hello, is there any way how to import virtual cameras output to vmix?

limpid gulch
#

Is it possible to make a wireframe mtl for objects in Unreal?

drowsy snow
limpid gulch
#

How do I do it?

blissful atlas
#

Guys please how i restore my plane? I cutted and now is cutted forever

#

Everytime Ill make a plane, now come like this

charred temple
#

Can anyone tell me how to add jumping to a VR project?

steady siren
#

@distant totem does this work for static meshes too?

frozen pond
#

how to change level position on persistent level ?

uneven hemlock
#

How do I add a sphere collision that acutaly collides

#

doesnt collide

steady siren
#

change the collision to overlap all? @uneven hemlock

uneven hemlock
#

Didnt work

steady siren
#

make sure the parent is not passing down any collision settings

fierce tulip
#

get a newer device

distant totem
distant totem
steady siren
#

I have used distance fields and they did the trick on the static mesh really nicely @distant totem
But on the groom hat, the shadows aren't crisp

#

like I sent the screenshot

#

And there is not distance field setting for the groom actor

plush yew
#

hey guys im new to ue4 how do i make ui?

#

like a hotbar sort of thing

#

i know nothing about this stuff

steady siren
#

@plush yew The deep shadow option is already enabled
And I have tried the hairstands commands. They don't do much

#

I can try the hair shadow density thing

cedar snow
#

that should get you started

plush yew
#

thanks

#

also is it possible to import character animations from another game such as fortnite?

steady siren
#

Tried these set of commands. Didn't do much

cedar snow
#

there are free character animations from another epic game on the market place

#

search for paragon

plush yew
#

ok

limpid gulch
#

Is it possible to hide the triangulation if my model is all quads b4 I imported it into unreal?

celest viper
#

what is this

#

i understand the Roughness part

#

its called a scaler i think but how do i create it

thick herald
#

default is hold down S and left click

celest viper
#

thank you

thick herald
#

๐Ÿ™‚

normal lantern
#

Hello Everyone, yes Yet another newbie...:(

#

haha back when i was in school we had YAST (Yet another system tool) in linux... guess i could be YAN(Yet another newb)

#

I'm running into a problem trying to run stinking faceware on my own model.. I'm following this god awful tutorial by faceware

#

but right at about 3:08 he talks about dragging in a asset pose (that we have been using) well i hate to tell you "We never have been using it!" i checked all their vids

#

So i have a model with animation sequences, and it has all of the facial identifiers for "eyeblink" and such

#

but when i create an asset pose it gives me Pose_1500 all over again, but they are all tied to the full animations... not the individual eyeBlink curves

#

If anyone is willing to pass a newb some help anything would be appreciated

#

I'll be hanging in Artist Alley for a bit

steady siren
#

maybe its a naming thing?

normal lantern
#

I have no clue, but i've been racking my brain for 2 days now trying to get that one part figured out

#

i've tried creating the asset from the blueprint

#

i've tried creating it from the actual animation

#

i've tried creating it from the skeletal base

#

still comes out screwy

#

The metahuman is cool, but i don't really want to play with the metahuman, want to play with my own designs

#

Looking at the (Face Mesh) it has all thre morph targets, but anytime i create anything based on the mesh it doesnt carry forward the targets

steady siren
#

I don't have anything to advise you except if you know something to be working, I always try to reverse engineer it

#

and then follow the same pipeline

wet schooner
#

This may be a dumb question but is there any way to make the axis transform control thing straight

#

it's super annoying to try and make accurate dupes

#

If I have to that's one thing but i'm wondering now if i'm just being dumb and there's a better way to do it haha

stray ruin
#

one of the buttons on top right viewport

wet schooner
#

I did not know that was an option

#

ill check the top right rn

wet schooner
#

this will help save a lot of time haha

stray ruin
#

lol np

old dune
#

hey guys, been on U4 for about 2 weeks. So far in self learning im just working on simple things like a basic map with a racetrack and simple vehicles. I have the map making down pretty well minus a good understanding of how layers work. I got roads from splines down but whenever i adjust them i need to manually update to the terrain which causes the landscape to overlap sections (plus when i place a vehicle it tends to slip through the spline mesh itself) If im in the wrong group let me know its literally my time posting

stray ruin
#

should update terrain by itself

old dune
stray ruin
#

gl

fair herald
#

Does anyone know what the XRVisualization plugin is, a good documentation link much appreciated.
I was looking for it on the net but I couldn't find anything interesting information, not even an introduction, all I find is a doc page with some function list.
I like to know what it is and what it do.

open gorge
#

โค๏ธ

misty gazelle
#

I am making a game where the player builds a car from the ground up, similar to Robocraft and Crossout. Of course, due to the nature of how the tires are applied, I can't just use a vehicle movement component or vehicle wheel component. I have ventured into raycast hover components that I can attempt to modify into wheels. However, I don't know how to implement this so that the wheels have an effect on the system as a whole. What should I do in order for the wheels to be able to move an entire assembled vehicle, similar to Robocraft and Crossout? Thanks in advance!

loud knoll
#

@misty gazelle I never played those games or did much with the vehicle component but it seems it would be easier to extend this component by adding the ability to remove the tires so they can be swapped with what ever the player does which I would assume would be putting different types of tires with slightly different capabilities, you might be able to just hide the default tires when they are swapped the properties change to give them the right properties. In a sense the car would always have tires but they wouldn't be visible to the player until they locked in the build or placed the different version on to the car.

#

to add to this if you want to have a hover craft with no tires to be a "legal" build then swap to your other movement method if the player creates this type. So this way you get the benefit of the tires if they build that or no tires if they build that.

paper ginkgo
#

so im trying to drag and drop a .uasset in to my project but getting an error that its an unknown extension but both my project and the .uasset should be for 4.26 so idk why im gettting it

kind dew
#

I'm trying to migrate animations from one project to another. But when I do, the folders in the destination project are just empty.

icy egret
#

Hi I have a question
Can I use "Set master pose component" with some AnimBP setting?
I want to use same skeletal mesh for 1st and 3rd person mesh, then I have to make 1st person mesh head disappear, but I don't want 3rd person mesh head to disappear
so I should set 3rd person mesh animation not to disappear

upbeat fjord
#

How can I make my tree foliage collidable. I added a collider to my tree trunk but my character just goes through it still

ashen frost
#

any knowledge on how to edit when the jump animation plays?

#

my character just kinda looks stupid when it starts jumping because its 2 inches off the ground lol

brazen mirage
#

my app always crashes here is the log file

Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0020 - 'INTERNAL_ERROR')

UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_SlateRHIRenderer
UE4Editor_SlateRHIRenderer
UE4Editor_SlateRHIRenderer
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll

PLS HELP

heavy fulcrum
#

as a template

#

Im new to EU4 but I copied the same logic and got my jumps working

young quartz
#

anyone expert in megascans? How to fix the pattern ground material? Any specific tutorials on megascans?

ashen frost
heavy fulcrum
#

The third person template in general is a fantastic starting template

#

I came from Unity recently and UE4 has built in components worth like $60+ in unitys marketplace

#

amazed me

ashen frost
ashen frost
heavy fulcrum
#

While I find animation for movement to be much easier in UE I am struggling with how to implement actions

#

such as attacking

#

Does Unreal have something similar to Unities Animation trigger system?

plush yew
#

Where can I find a roadmap for planned features in Unreal?

idle mantle
#

Hey please, ho0w canj I reupload a project?

#

I clicked by error on ''not now'' button

#

I guess... and now I can't "update" anymore

plush yew
idle mantle
#

@plush yew Yes hum I downloaded the project with GIT yes

#

but I don't use it otherwise

plush yew
#

For your case, maybe try restarting the editor?

drifting elbow
#

we have a large character which is also part of the game mode. The skeletal mesh is fine, but the animation blueprint references lots of animations. So basically when I try to open the playercontroller, UE loads the whole character with all mesh data, animations and more, which takes a long time. how would I fix this?

woven whale
#

hey anybody interested in making a survival game with me?

#

im currently just thinking of some ideas, but if you're interested; DM me.

brazen mirage
#

how do i turn unreal engine game into exe

vagrant trench
#

Is it possible to package the unreal editor

vagrant trench
brazen mirage
vagrant trench
#

But keep in mind

#

You will probably get errors

wary wave
vagrant trench
#

At compiling

vagrant trench
#

I tought is it possible to make a software like substance or blender

#

With the tools inside

zealous shard
#

is Unreal source build supposed to take up almost 200gb? the epic launcher version barely took up 20gb

neon magnet
#

Quick question - should I rig a door with bones or do the usual way of using the pivot and setting up its rotation animation blueprint?

zealous shard
#

Not sure what would be more performance-friendly, but probably easier to just do it through blueprint with a timeline. That way you can tweak it more easily as well if needed.

neon magnet
#

I'm debating on what type of interaction I want as well. I'm leaning more towards an Amnesia-type interaction where you click-drag open a door

#

because I'm not sure how I'd deal with the collision with the player in the regular "press button to open door" animation, especially since I need to keep the doors opening one way like in real life

zealous shard
#

makes sense

#

in the past, for doors and elevators in various projects, i typically lean towards controlling them manually rather than through animations, since I have much more control over the actual movement (and for things like you are saying, to click and drag open a door, etc)

shrewd moth
#

Hey All, I am doing a tutorial where I spawn a cube with a button.... I am having a hard time figuring out what the heck to do! Can Anyone help?

stray ruin
#

maybe if you give more info

zealous shard
charred siren
#

Has anyone ever seen the problem where UE4Editor.exe completely freezes and is unkillable (via task manager, procmon, taskkill etc) without a reboot? It happens randomly to us on 2 different machines, after either building lighting (which completes successfully), or when just loading new lighting data someone else built in the editor. A few seconds passes and then boom, complete freeze. โ˜น๏ธ

#

Canโ€™t attach a debugger, that freezes too. Seems like a driver interaction, have updated to the latest of everything though (both machines are AMD GPUs but different models)

zealous shard
#

ya GPU driver issue would be my guess as well

charred siren
#

Any ideas how to diagnose further? I havenโ€™t had this issue before but it started happening randomly when we began to block out larger levels

#

Itโ€™s kind of a productivity killer when itโ€™s a coin toss whether youโ€™ll have to reboot your machine to continue working

neon magnet
#

oh and as a bonus it allows you to kill both processes that are deadlocked essentially

#

or you can just do it yourself once you figure out what is really behind it

charred siren
neon magnet
#

Right. I also use Process Lasso which I find far more powerful and useful than the standard task manager or even sysinternals' tools sometimes. The logging of process lasso is very very handy and useful.

hidden cairn
#

heya. There a mod about? Wanted to check something before I ask in channel?

vestal tinsel
#

i have a question

#

how can i force actor to disappear/ be destroyed?

granite spire
#

@vestal tinsel Depends when you want to do that

#

set visibility and then destroy actor is what you want

vestal tinsel
#

well, after it reaches target point

astral dust
#

guys what do i need to add in blueprint to make the player eject from the character he is controlling and can freely move his camera (basically photomode)

granite spire
#

@hidden cairn eh, just ask me, i'm here, I was going to stream some UE4 stuff but i'm playing DSP instead cause, I took a nap now I'm all sleepy.

vestal tinsel
#

so far i have managed to get the actor to target point but then it just stays there

hidden cairn
#

Thanks @granite spire - I need to do the EPic trainers assessment - was supposed to do it last year but have been non stop training since Aug lol. Anyway I have tow do two 1 hour training sessions today for the basics and blueprints and record them using Zoom - wondered if anyone wanted to help by being in class? The videos will be private and just for Epic

granite spire
#

@vestal tinsel then when you hit it's target point you want to call destroy actor, it will disappear and move to garbage collection, how you do that is up to you.

vestal tinsel
#

can i post picture here?

granite spire
#

@hidden cairn Oh that's pretty neat, not sure what you would do about that? is it an event? I generally just stream and record it and then act as a help desk.

granite spire
hidden cairn
#

Well Im going to do a private session on zoom about 1pm my time (bst) so anyone who wants to pick up some skills is welcome - however obviously understand that I will need people to enable webcam and audio and its two pretty basic lessons compared to what I normally teach ๐Ÿ™‚

#

I have six slots but three are taken now

granite spire
hidden cairn
#

shall do

#

and thanks JB

granite spire
#

and then post in #events perhaps? I'm not too sure.

#

I feel it's a good mod question, but I'm a big dumb dumb

vestal tinsel
#

something like this?

hidden cairn
#

will do

granite spire
#

@vestal tinsel Yep, that should destroy it, but that's only self being AI controller, you will have to get reference to your character

vestal tinsel
#

and how do i do it?

granite spire
#

there's a node I don't remember for it

hidden cairn
#

Thanks for the help there JuicyBear

granite spire
hidden cairn
#

you trying to kill an actor on event ?

granite spire
#

in his AI, I don't think you can just run destroy actor

hidden cairn
#

probably not - what you could do however is just cheat

#

set your actor scale to 0.0001

#

then hide it

granite spire
#

nah set a boolean flag, that is "pending kill" then add a checker on your main ai char, but then you'd have to get main ai char anyway defeating the purpose

hidden cairn
#

oh good one

granite spire
#

you just have to call the AI controllers parent

#

this is all going off memory though

hidden cairn
#

AI Moveto is a remarkably useful node

granite spire
#

oh

#

why don't you setup a killbox @vestal tinsel just use a move to command of the kill box

#

and teleport the actor there

#

that would be ultra clean solution

loud knoll
#

lifespan is another way to remove actors

granite spire
#

yeah but he wants it when they move to a location

#

wonder if it's get parent pawn or something

loud knoll
#

yeah I use lifespan of .02 all the time

granite spire
#

i feel he's doing it a bit wrong, if it's a location, a killbox should be set at that location that does the removal of that ai, not detecting from the ai controller, that's how i'd do the logic for it

vestal tinsel
#

so can i use kill z volume?

loud knoll
#

nah

granite spire
#

that's if you want to kill something if it goes low enough but that's bad

vestal tinsel
#

i see

granite spire
#

usually you setup a killbox BP and place it around your map that anything that overlaps dies

loud knoll
#

dont use a killz make a box and give the AI damage once they enter it with begin overlap

granite spire
#

so then you're not hard coding coordinates in the AI itself, so that it can just do it's AI thing

#

2 of us have the same idea so it's correct ๐Ÿ˜›

loud knoll
#

also if you want the ai to play animation after it dies you might have to spawn another copy of it if you wan the body to remain

vestal tinsel
#

so i should create box and make it that any actor that touches it will be destroyed?

loud knoll
#

event destroyed will trigger after the actor dies

#

well if you want that you can do that or you can test to make sure it is your AI

#

== actor class

granite spire
vestal tinsel
#

i see

granite spire
#

I hope that gives you information

vestal tinsel
#

sort of

loud knoll
#

they have a basic tutorial where you create a grenade and blow up an AI

#

or bomb what ever

#

did you go through that?

fierce tulip
vestal tinsel
#

@loud knoll no, where is it?

loud knoll
#

@fierce tulip ah thats cool mang, my mic broke the head phone disintegrated in the heat so I took off the ear pads and wear it around my neck because I am too cheap to replace my 15 dollar mic

fierce tulip
#

hehe

loud knoll
#

@vestal tinsel google is your buddy should be on the epic site thats how I learned almost everything then MattewW has a great set of single node tutorails.

granite spire
#

I got sick of my astero a50's mic and splashed out because people like my voice so it's a bit of an investment

hidden cairn
#

I got the Samson pro - Im streaming most days and its a great mic

granite spire
#

i spent 6 hours educating myself on mics, lol

#

then found one that doesn't pickup keyboard typing

hidden cairn
#

Most of the time Im training architects / AEC types so its serious business faces ๐Ÿ™‚ Its nice to stream some gamedev now and again

granite spire
#

ahhh

#

nice

#

i was going to do UE4 dev but, fatigued

loud knoll
#

I try to never show my face on stream it only scares the kiddies to see such an old man working on a game

granite spire
#

lol

hidden cairn
#

I have three people lined up for teaching now so hopefuly that will be enough for Epic

granite spire
#

I didn't but then I did and my stream got raided so, I mustn't be too bad to look at ๐Ÿ˜‚

hidden cairn
#

gah my ugly mug is all over the streams sadly

granite spire
#

I wouldn't mind being a teacher

loud knoll
#

yeah my days of being a hot dude are long gone now just a fat bald man its good and bad

hidden cairn
#

lol we are all bald fat men

granite spire
#

but streaming helpdesk is giving me a bit of a purpose, I'm enjoying it

hidden cairn
#

this is the way

granite spire
#

lol

#

i'm chubby and still got hair, been receding for years though I think my hair just gave up and was like "you know what? this is far enough"

hidden cairn
#

looks like I need a "pro" background for this damn stream

granite spire
#

I haven't been stumped on questions around here really, but I still feel like I know nothing

hidden cairn
#

usually its my gaudy living room

granite spire
#

I also don't know how to use twitch properly lol

hidden cairn
#

I cheat and used streamlabs

granite spire
#

yeah I was told last night to use that

#

dunno what it does but I'll check it out when laziness goes away I kind of just stream because why not

loud knoll
#

streamlabs is good I use it parts of it but made my own theme like 6 years ago before the sold them and it is really simple

hidden cairn
#

its pretty good - its basically a click and go solution

#

and if you pay the premium version you get hosting, a domain and stuff that automatically fills with your stream and data

loud knoll
#

yeah I aint paying anyone to stream anything last thing I want to do is try to make money streaming game development

hidden cairn
#

same here. I bought it because I liked the hosting package though

#

Im a full time trainer so Twitch aint my income stream

#

not enough people watch the streams to make fat bank anyway

granite spire
#

yeah

loud knoll
#

you would have to use metahumans and create a hot avatar in a hottub then you can really pull in the viewers and $$$.

hidden cairn
#

no public free training tends to make fortunes - learned that eventually

granite spire
#

I can talk to myself for 12 hours straight, so, I have that type of streamer personality, lol

hidden cairn
#

yeah thats about the only way#

#

lol same here JB

#

when I used to make tutorials for my old site 3d-palace some of my training sets were like 100 hours long

#

mostly because I just talk a lot

granite spire
#

good voice + mic + soothing chill stream, I got it made

granite spire
hidden cairn
#

lol - well my voice is easy to understand and neutral/friendly so I get to teach a lot of Euros where english is a second language

loud knoll
#

alright we are going to get in trouble for spamming bs in this channel

granite spire
#

it's worse when you are passionate about something

hidden cairn
#

tomorrow I am teaching belgians for example

#

yeah I agree

loud knoll
#

we need to help folks

granite spire
#

ahh yeah that's right no worries

hidden cairn
#

I used to get so damn excited moving verts around

granite spire
loud knoll
#

one last thing you can stream to help people in this discord now - just use the !stream command on the mannybot

granite spire
#

you have to stream to discord though yeah?

loud knoll
#

anyone test DLSS plugin using volumetric fog to see if you get an FPS increase?

plush yew
#

guys do you develop apps on mobile? and if yes what ads implementation do you use?

#

tried researching and most sources point out that i should be using unity for mobile app development just because the ease of ads implementation

hot beacon
#

anyone know how to fix unreal crashing
"d3d device lost"
i have tried so much and yet nothing is fixing it

wary wave
#

if you're on a laptop, it's probably because Windows is switching between GPUs

#

if you're not, the best you can do is change drivers

hot beacon
#

yeah im on laptop

#

how do i fix that

wary wave
#

depends on what you're running, but you should be able to specify to only use the dedicated GPU when running Unreal

hot beacon
#

i tried to

#

but it did nothing

#

its only having this problem with unreal nothing els

wary wave
#

it's an Unreal problem that has persisted for a long time

#

there's really not much you can do

hot beacon
#

.-.

#

greaatteee

sage dove
#

for me it went away when i updated graphics drivers

hot beacon
#

oo ill try that

hot beacon
#

it didnt work

#

any other things you know that might fix it

#

i did something got to do with latency ill see if that made a difference

spoiler alert it didn't

hardy nacelle
#

I have problem with BlueprintImplementableEvent
I have declared function as this

void DoSmth();

And defined it in BP derived from that class (BP -> Functions -> Override)
I am calling it in C++ by DoSmth(); By it doesn't call function defined in BP

hot beacon
#

ook yeah im desperate now anyone know anything that will stop unreal from crashing with this bloody d3d error bs

vestal tinsel
#

so i still have problem with making killbox

dapper oak
#

ive just tried compiling after some editing and now im getting this error 0>C:\Program Files\Epic Games\UE_4.26\Engine\Source\Runtime\Engine\Classes\Components\PrimitiveComponent.h(2423): Error C4430 : missing type specifier - int assumed. Note: C++ does not support default-int but all that is there is a GENERATED_BODY(). What do I do?

hardy nacelle
#

I am trying to use EditorApplySpline in C++ but I get error unresolved external symbol [...] EditorApplySpline [...]

obsidian mist
#

Hi, i am looking for advice on how to make this projectile sphere from First Person Example, to be movable upon player colliding with it?

thin tendon
#

@obsidian mist Enable simulate physics. Then set it to collide with the player.

#

An Ai perception stimulus source has to be an Ai controlled source?

#

When I add a stimulus source component to a building part and not an enemy my AI don't get triggered by the building part they ignore it.

worn copper
#

Do anyone have story Game concept?

stuck linden
#

Does anyone know how to make my 3P mesh not collidable with my own character ?

fallow hornet
#

is there a way to rebind an actor in the variant manager?

#

nvm answered my own question by right clicking

thin tendon
#

@stuck linden 3p?

buoyant graniteBOT
#

:no_entry_sign: dev mac#2593 was banned.

obsidian mist
iron frigate
#

hey guys! id like to share a project of mine made in UE for the quest, but im not sure how to upload it on sidequest, any leads?

stuck linden
thin tendon
#

@stuck linden One way would be to create a custom collision channel for your player and then set the third person mesh to ignore that channel. Or you could set the third person mesh to ignore the pawn channel.

obsidian mist
#

i also wanted before to try dig into jump function in the template but i couldn't, is it maybe because i downloaded unreal engine without the source element?

light thunder
#

I'm using a skeletal mesh/actor class map to spawn a certain actor - the skeletal meshes are simply shown in the construction script so I can see which actor will be spawned and place it accordingly, due to size variations - but I also want to override the construction script so I can just tell it to spawn a certain actor (versus randomly picking one during construction - only problem is, when I select the instance I want spawned, the construction script never shows anything after I choose an instance class to spawn, if I do that it goes invisible (even though the actor spawns fine)

#

This should be easier than it is - I just want to spawn a certain class and depending on what class is selected to spawn, display that mesh of the actor (before runtime, hence the construction script)

lost sleet
#

Anyone know if there's a way to disable the axis ui element in an object preview tab?

#

I know in the regular editor you can just press G, doesn't seem to be a way to do it here though

light thunder
#

then just zoom in onto the object, hopefully it will offset that axis UI element to the collision box's origin - not a perfect solution but could work

lost sleet
#

I'll give that a go, cheers โœŒ๏ธ

light thunder
#

I think at this point I should know what this is or how to stop it, but I can't figure out how (right clicking doesn't seem to reveal anything)

wooden echo
#

Does someone know why my exposed properties still don't appear in the details panel of my class' defaults? Shouldn't there be a "Components" section? Or am I doing something wrong?

whole abyss
#

I'm using an edited version of the movement component for my player, and i'll probably do the same with the enemies. But how should i approach player and enemy interacting? Like punching an enemy, or jumping on one, or for me i'd like to a thing where you can swoop between their legs

#

How should i deal with collissions then?

cosmic matrix
#

Hello,
I m starting using the replay feature but i can t find the way to exit replay mode after calling playreplay().
Anyone know how to achieve this?
I can t find lots of doc on this feature.

light thunder
#

nice thing about this is that you can make it do something different for each item that implements the interface

whole abyss
#

If so i could probably do some fancy animations, but still make sure both instances don't suddenly go into a wall or through the ceiling

light thunder
light thunder
whole abyss
#

For instance, one tiny character, going through anothers legs for some move. If there's a wall on the other side, i'd want them both to just get scooted a little bit so there's space

light thunder
#

But you can also make an event notify from the animation (like when the hand box collision is furthest out) and make things happen then

light thunder
obsidian mist
#

how should i decrement or increment variable? i see that there is macro but it does -1 or +1, i need to change it inside this macro or somehow duplicate it?

light thunder
#

seems like if that was the case, he'd hit his head on the wall and the enemy would play a 'grab failed leg dive to punish player" animation

light thunder
whole abyss
#

if you understand what i mean

light thunder
whole abyss
#

definetely

obsidian mist
#

i think i need to replicate this kind of set

light thunder
#

but if I remember arkham correctly, I think they simply moved both actors to a different location but they rotated the player camera maybe so it wasn't as obvious

light thunder
#

simple as that

whole abyss
#

That might be the best solution. Still then i somehow have to check for collissions beforehand. I was wondering if there maybe was some way, with 2 seperate collission capsules interacting, they just stay within bounds, but also still interlocked

#

Like when you run into a wall, the capsule just stops on the wall

#

It's a bit complicated to wrap ones head around maybe

light thunder
#

and abandon all attempts to do anything until you've watched those videos and setup those systems

whole abyss
#

right right sure, i'll do some more research