#ue4-general

1 messages · Page 1040 of 1

hollow lodge
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build for windows 10

drowsy snow
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There might be some things changed from UE4 that I'm not aware of, and I'm staying with UE4 for a long while.

plush yew
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this mathew dude sounds pretty cool

hidden sparrow
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Hey, when I open my game in fullscreen in 1080p and alt-tab out of it, other apps like chrome etc get smaller. How do I fix this?

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Nvm fixed it with borderless fullscreen.

autumn latch
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hello everyone

plush yew
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hi

autumn latch
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my anim notify not working can anyone know this problem

plush yew
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gonna need more information then that

autumn latch
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notify not firing

grim ore
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it might be too close to the start or end and being blended out

plush yew
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did you find a solution to my problem mat? 😛

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I didnt get very far myself

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other then brute forcing it with different timelines and switch on ints

grim ore
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theres a few but nothing really pretty. your way might work. lerp lerping between both values and setting the current time based on the current position works, its waht I was testing, but sometimes stuff just feels ugly

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the last thing I was testing was they all spawn in at the 0 spot, but then you just set the new time on the timeline to a random spot on it and then poo it moves to that new spot and continues moving

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so your not spawning it in a different location, just fast forwarding the bouncy loopy to a random part right after you spawn it

plush yew
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the new time float parameter on the timeline node is the start time?

grim ore
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yeah the new time is the time you want it to jump to, then you run the set new time execute wire in and it jumps to that time

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im sure there is some maths that could do it more elegantly but I dunno I dont like maths

plush yew
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it works! 😄

thorn edge
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I mean its a new empty project, and the only think that it could is anti virus or something hogging down the cpu, I noticed very high usage from system at all time which is probably mean that its windows defender or something... (I got Bitdefender)
@grim ore love ur vids :o

sturdy trail
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Hey guys, general question: If I download an asset from the epic marketplace to a project and then move the folder its in in the windows file explorer, will that cause a problem?

thorn edge
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ya

plush yew
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thanks matheww!

grim ore
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if its taking a while to compile, look at how many c++ compiler threads are running in task manager. quite a few people install incredibuild and that slows it down

thorn edge
sturdy trail
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@thorn edge move it in the Content Browser in Unreal u mean?

thorn edge
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for updating reasons and stuff

sturdy trail
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OK so, you mean the assets should be in the main "content" folder in the Content Browser?

thorn edge
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/assets-store-item/assets....
/your-game-name-or-just-game/all of ur game files
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thats why they are coming in a separated folder

sturdy trail
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Oh OK. Thanks for the help

thorn edge
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👍🏻

thorn edge
grim ore
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a quad core should be about an hour and 45 minutes, an 8 core can do it in under 45, 16 cores is around 20

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plus or minus a bit based on that but even my dual core laptop could do it in under 3

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if your compiling the engine in visual studio you should be near 100% cpu use

thorn edge
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its 100% CPU usage but like 60-70% come from system

hidden sparrow
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Hey, my progress bar doesnt seem to work fine. Am I doing something wrong? Does float = 50 means the bar should be half full?

grim ore
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yeah shouldnt be that, there should bea compiler worker for each thread on the machine with everything else being minimal

plush yew
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can I ask whats the purpose of compiling the engine like that?

grim ore
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@hidden sparrowfloat = 50 means full

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percent on a progress bar is 0..1

drowsy snow
hidden sparrow
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oh ok thanks for help

drowsy snow
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Do your math and divide by 100

desert verge
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Is there a way i can only apply emission to one color of a material?

grim ore
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@plush yewyou compile the engine to do custom modifications to it, to test early changes, or if you need a dedicated server build

desert verge
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Just want to make the yellow line glow

drowsy snow
plush yew
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ah I see

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@desert vergenot really good with materials but could you seperate the yellow lines and layer it on top as a different texture?

thorn edge
drowsy snow
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It would be much more efficient to have the alpha channel serves as the mask.

plush yew
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@drowsy snowwhat anime is your banner from?

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looks 3d

drowsy snow
plush yew
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oh I see.. interesting haha

dawn gull
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Can I use a world position offset for a post process material?

desert verge
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Are there any performance issues with setting a light intensity high or emission high?

vernal dock
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hey guys i am trying to make a post in jobs how do i had a new line to my skills?

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i am using manny bot

zinc shore
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how can i have a radial force only push objects that are not blocked by another object like a wall

grave kettle
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Anyone have any ideas for a low poly couch party game or a game that i can play with friends? Gang beast is a good example but i cant come up with anything

fallow heath
late yoke
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is this a good server for learning unreal engine? or should i find another one that takes questions and such

grim ore
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yes to both?

late yoke
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okay in that case i got a question lol. how do you use the default UE4 mannequin that moves around? I have the basic character actor and player start both placed in my level. but when i press play nothing appears.

grim ore
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so which mannequin? and did you use a template when making a project or ?

late yoke
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the default blank white unreal engine mannequin i see in a lot of tutorials. i made an empty project, it just has a square tile and the light sources and such

grim ore
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well if you chose the blank template then you wouldnt have the mannequin

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if you chose another one that has it, then it would be hooked up and a blueprint in your content browser

late yoke
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i see, okay ty

grim ore
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so thats why im trying to figure out which template you chose so we can go from there

inner cloak
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Any of you used the Advanced village pack ? I'm trying to disable/remove matinee content but i dont see how to stop all the anims

dense knoll
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Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x0000000000000054

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UE is consistantly crashign

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with this

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nvm

river ridge
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Hey guys, is there a way to link that spawn kunai exec to both Delay ?

native wharf
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Hey, I'm unsure where this would fit, so I figure the general Unreal Engine channel will suffice

I've been looking through the container flags for the I/O Dispatcher and noticed there's one for Encryption.
I've been unable to find a setting in engine or ini to enable encryption of utocs.
If someone could let me know, that would be fantastic! (Please ping as I may not be on to see when/if there's a response)

autumn flame
river ridge
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yes

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one moment let me plug it in

halcyon anvil
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Hi guys ,How to fix the flicker shadow in animation ,Really thanks for help!!

tender pecan
# thorn edge I mean its a new empty project, and the only think that it could is anti virus o...

Have you tried a dedicated build server?
That way you can also separate your client and server builds and run them in parallel.
We use Azure for our cloud builds and publishing to the storefronts, for local builds we rarely compile the source for the engine locally, server builds take less than an hour whereas local builds tend to take 3 or 4 times more

But it is always a good idea to investigate your compilation logs, and see what takes a long amount of time, and yes 100% cpu is normal for builds, so dont expect to be doing anything else while building, as it will impact your build time directly.

Also, building blank projects? LOL. That should take about 5 minutes tops. I am talking about building and packaging a large scale production here, if your blank project is taking 3 hours to compile check your compilation logs dude, something def wrong with your PC.
I am using BitDefender at work, and Windows Defender at home ( for personal projects ), and I can confirm they do not impact our builds ( of actual games, not blank projects ) to any degree, even building our medium sized projects take a few minutes on local PC.

azure scarab
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Stupid newbie question, but I created a project and it has several folders in the world outliner like I'd expect, except it has both Lighting and Lightting (note the second t), and I can't delete it, so I assume it's necessary. What's it for?

old kite
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is there a simple FPS graph of some kind? i wanna see when i get FPS spikes, and its hard to tell from the viewport FPS counter variable.

inner cloak
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Any of you know how to get HD screenshots of a viewport at exactly 1920x1080 ?

uncut vigil
old kite
signal ocean
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I am attempting to make a settings widget, and am following my teachers instructions, but now I am getting this error, the teacher had it as well, but it seemed to fix itself after he replaced some nodes

uncut vigil
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@old kite yes this is it

signal ocean
old kite
devout swift
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When you right click a uproject and "Launch Game" is that the same as chosing "Play as Standalone" from the editor?

halcyon anvil
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Really thanks,I enable the Dynamic inset shadow ,it disappeared。But the shadow is really hard,then how to fix it。

regal mulch
thorn edge
tender pecan
thorn edge
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btw should I scope to the project solution or does it need to be inside the engine solution?

thorn edge
tender pecan
thorn edge
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I know, it looked weird to me but thats how the generate project set it up

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so do I need to scope to the project solution?... 🤔

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@tender pecan

tender pecan
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for starters yes. def do not recompile the solution if you dont need to.

thorn edge
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it wouldn't detach the project from the engine tho?

vocal herald
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Is there a way to see a dynamic spotlight in orthographic view without enabling Forward Shading?

tender pecan
thorn edge
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welp ill give it a shoot

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thx

tender pecan
halcyon anvil
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Really thanks!!👍

thick herald
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Just wait. This is normal depending on your machine etc and can take a significant amount of time.

halcyon anvil
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Hi guys,is possible to create an animation material with gif?

drowsy snow
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It's like one of the most common technique used in 2D games.

halcyon anvil
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I see,Man.👍

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Really thanks for helpings!!

plush yew
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Hey any way to reduce cpu draw thread?

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    draw thread around ~10-25ms
    gpu thread same as draw 
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9000 actors in the level

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i use occlusion volume

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lods

fresh geode
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hey guys I have the problem that whenever I build Lighting (current screenshot in High) I get these weird shadows and also the meshes in the dark look somehow emitting light? I am using RVT and the Megascans Assets for this. Anyone got an idea?

plush yew
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max fps in packaged is 80 and lowest 25-30

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hlods will help draw thread?

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or i have to merge some small static meshes

drowsy snow
plush yew
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my max draw calls are 2000

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oh no

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i am looking in the heaviest place where i have 25 fps

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average draw calls are 3500

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and sometimes max get 13000

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its too much i know

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maybe hlods will help this?

drowsy snow
plush yew
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@drowsy snow so hlods are not good idea ?

drowsy snow
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HLODs are just for reducing poly count, not necessarily affect draw calls.

plush yew
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but merging materials when building hlods can reduce draw calls

shell surge
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Hey guys

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do you think that building a nice environment in UE5 with gtx 1070 is possible?

blissful briar
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Hello,

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Can someone help me with this tutorial ?

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I tried recreating it but it looks totally different

blissful briar
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it starts okey but then it get really weird

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gets

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any ideas what can can make the Niagara effect look this weird?

blissful briar
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okey let s talk there :d

dusky slate
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Does anyone know how to fix my Problem:
When i paint 2 Materials in my Landscape Material ontop of another, the Tile where the materials got painted just turn into the default material.

honest vale
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too many textures on the tile?

dusky slate
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only 2

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i have the base texture that lies on the whole landscape, and i can easily paint 1 Material ontop, but when i paint a second in the same tile it removes the material

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there you can see, as soon as the 2 materials get into the same square, it sets it to the default material

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no shader compile window anywhere

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are my textures too big?

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that i know, but normally they should compile after a while

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where the red box is, i started painting them in the same tile

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obvioulsy the yellow failed to compile is also the problem

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any idea on how i can fix it?

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could i fix it with a lower resolution texture?

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or how could i fix that?

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on what node?

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or where do i switch it?

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that?

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sampler source?

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wich one should i take?

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i just want to paint multiple materials ontop of each other 😅

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Thanks, works perfectly 👍

ancient oracle
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im using the hello mod kit but everytime i try to package the mod it fails anyone know how to fix?

honest vale
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that's what I meant by "too many textures on the tile", good thing you got it solved 😄

plush yew
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I have a function that spawns in random actors onto my other actor, How do I destroy those?

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wait nvm im dumb

pearl mortar
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Could anyone help me with this issue? ^^

dawn gull
wary wave
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the linked images no longer exist

dawn gull
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Oh dang

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Well does anybody have some code for affine texture mapping? I can't find anything on git and im not able to buy a plugin for it rn

limber mesa
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Hello everyone having issues with weight paint. I’m trying to paint one bone and it’s getting copied to the other side anyone know why?

steel sand
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Hi

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Does anyone here know how to use unity

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I kno but I got banned from the unity one

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For so dum reason

limber mesa
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@plush yew I do not have mirroring on

steel sand
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I dmed a mod asking How he became a mod, and I said I wasn’t asking for mod I just wanted to know the story, then he said “the next message u send is a ban for unsolicited dm” and I asked what unsolicited meant and I got banned

limber mesa
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It’s only acting up with the back legs for some reason

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Must be a bug or something because I reparented it and so far it’s not acting up

thick herald
steel sand
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K

vocal ermine
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Hey, does anyone know why I dont have BaseCharacter_BP?

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Or where to find it

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Im at a TextTutorial Step where it says: Change the DefaultPawnClass to BaseCharacter_BP

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I use the FirstPersonTemplate. So, I have to make it?

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I can send a link, its just Text, one sec

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Its right under CreatingTheGravityGamemode

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At the start

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Im here right now

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Oh wait I see

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Yeah my bad

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Alright thanks

plush yew
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Hey I'm kinda lost, in unreal 1.17 I cant find the event OnReceiveDamage

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Is that a big??

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Bug*

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if you package your game does it package everything in the content browser or just the stuff you used?

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Oh

exotic thicket
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I use it. I feel attacked.

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lol

plush yew
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Oh thx!

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@exotic thicketif it works it works

exotic thicket
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Might need to move out of it tbh if we ever move the project to UE5 since I think it was deprecated or perhaps even removed?

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I mean it works and is reasonably feature complete so I don't personally see that as being "left to rot" if hasn't received feature updates

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but it did always feel a bit strange that it was so deeply built into the engine

wary wave
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RIP: Tesselation

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I suspect it's just plain gone, but I hope not

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that's kind of the thing - there's no vestigial code path or references, it's been completely cleaned out, which is why I suspect it's gone gone

plush yew
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Hey, I have some questions. I immediately want to say that I'Polish and my English is not very good. In general, I'm just starting with the Unreal Engine and I would like to ask you what c ++ is used for and what blueprint. I hope you understand me. I mean that I think there are things that are better to do in c ++ but also there are things that are better to do in blueprint and I would like to ask you if you can explain to me what is done in blueprint and what in c ++ .

wary wave
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if it comes back, it won't be in Nanite

plush yew
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how do I cast to a widget blueprint? What object do I put in?

vocal ermine
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@plush yew Can you help with the next step plz "Creating the Set Gravity Function" Its really unclear on where I have to do that

plush yew
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Cant

vocal ermine
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The GamemodeBP, LevelBP or CharacterBP?

plush yew
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I know what casting does

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but I dont know how to get the hud

vocal ermine
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Because I cant find anywhere a Purple Set Gravity Node

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Or can I name them?

plush yew
vocal ermine
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When I click it nothing pops up

vocal herald
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I have a post proccess material and I want to debug some values in real time in game. For example SceneDepth values. I've found debug nodes in material, but they freeze if I start the game

short tundra
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What exactly is Unreal's console? Is it a debug feature or is it going to be a part of the compiled program?

short tundra
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Yes to what

wary wave
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both questions

short tundra
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What.

wary wave
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it's a debug feature, that you can elect to have compiled into various build configs

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so the answer to both questions, is 'Yes'

short tundra
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Can you change it's look?

wary wave
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if you want to dive into the source code, definitely

short tundra
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Damn

wary wave
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I've never looked into it, but it'll be doable

short tundra
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I think it will be alot of work to change it through the source code

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Did the developers really provide no way to change the GUI?

wary wave
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I mean the GUI is written in code, so that's where you'd change it

short tundra
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What about disabling it and making a custom console with provided functions?

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Can you even disable it?

wary wave
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you can disable it, but then you'd be replacing the whole thing, which is pointless

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might make more sense to create a UI widget that just reads from it, and has a text box + button to push stuff back into it

short tundra
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Well then guess I'll just leave it as it is

plush yew
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I got a animation playing with footsteps, whenever I die. I ragdoll and disable movement, however the footsteps are still going.

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what can I do to disable that?

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I used change animation mode haha

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Guess your solution works better

analog wasp
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/stream

eager marsh
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is there a way to easily retrieve specific component from an actor and check for its tags?

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and when we use otherActor from OnBeginOverlap does it detect other actor from collision with any of its component or the mesh or something? so if we for example collide with the first component? and in that case is it possible to check for tag for the bounding box specifically? and how would i go about getting to the bounding box

coral mortar
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which channel is best to ask about a simple lighting issue?

vale silo
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Can someone please confirm if 4.27p3 doesn't work with VTs when using GPU Lightmass to bake lighting ?

grim ore
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@eager marshif its a component on a blueprint, it has a variable assigned to it. you can get that variable and check for its tags if that is what you are asking

eager marsh
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you can get it as variable in c++?

grim ore
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well is this a blueprint class or a C++ class?

eager marsh
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its a blue print class that inherits from c++

grim ore
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then you should have a variable assigned to that component in C++ no?

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alternately you can get component by class on an actor and get the first component it finds of that class

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as for the other question, the on begin overlap has the component that was overlapped as a property if you want the component that triggered the overlap

eager marsh
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does on begin overlap use any mesh/collisionobject it has? so if i have 4 collision boxes for example first one to collide will trigger overlap?

grim ore
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depends on how you have it all set up, normally the root object is the main collider

eager marsh
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this is how i have it setup

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i was following a tutorial and im experimenting on my own before progressing

grim ore
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well your root has no collider, so the mesh (if it has one) and the collision box should both be valid for triggering

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but it depends on how you have them set up

eager marsh
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I added "Recharge" tag to collision box but for some reason it doesnt get triggered and im trying to figure otu why

grim ore
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what doesnt get triggered?

eager marsh
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this is the code

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i have the collision box set to overlap and mesh set to block

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collision box is set to overlap all but it still doesnt get destroyed on collision

grim ore
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well have you debugged to see if the code is ever called at all?

eager marsh
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yeah if i switch to

prime willow
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I return!

eager marsh
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actorhastag

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it works

prime willow
grim ore
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yep theres actor and component tags, not the same

eager marsh
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so it can detect actor tag but for some reason it cant detect the collision tag

prime willow
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Are you doing this in C++ or Blueprints?

grim ore
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well your hitComp is the component on the character that is being hit or the component on the actor you are hitting? you have an otherComp

prime willow
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oh i can't help my C++ hasnt been dusted off in a decade..

eager marsh
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this is from the character that collides with the box

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so hitcomp is the collision box of the box but its called from character

grim ore
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is it?

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this code is on what class?

plush yew
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@prime willowlil bit of monica

short tundra
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Say where are all these boys located at? VSCode wont stop complaining and I have no idea where to find any of those files

eager marsh
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character class

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tag is on the trophy class

prime willow
grim ore
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if this code is on the character, hitComp is the collider on the character and otherActor and otherComp is on the item that it overlapped with

plush yew
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Is he trying to tell us something?

short tundra
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Possibly

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Can you just help me out please

plush yew
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I cant help you with that sorry

eager marsh
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i made the collision box root and it works fine now with othercomp

plush yew
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but if youre being held hostage I can call the cops

eager marsh
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thanks for the help

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whats the view on like mesh and collision box which should be attached to which? character template is with capsule as the root and is that hte better way to do it because of performance?

grim ore
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the character is a special class designed to work like that, that is why it works like that

short tundra
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Is that it?

grim ore
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there are a few reports of this issue, it could be your project, your code, or just VS being stupid, or your computer, or a few reasons. Its intellisense being stupid.

short tundra
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I'm not in VS

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I'm in VSCode

grim ore
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there are a few reports of this issue, it could be your project, your code, or just VSCode being stupid, or your computer, or a few reasons. Its intellisense being stupid.

short tundra
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That's better

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But my question is where are they located?

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I know they exist

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I don't know where I just gotta add them to the include path

grim ore
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google?

short tundra
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Google only told me where CoreMinimal is

prime willow
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not google my arche nemesis D:

short tundra
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I guess the others are in the project though

grim ore
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its not like it was hard to google that

prime willow
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tbh that document is more useful than the majority of what youll find on youtube ^

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from there you can find proper search terms or nodes and systems you didnt even know you were looking for

plush yew
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@grim oreI cant believe your videos have so little views, theyr so good

prime willow
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and than youtube >O>

short tundra
grim ore
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but it does lol

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it tells you all the info you need when using it in C++

prime willow
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xD

short tundra
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Cool thanks then

grim ore
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and I know VSCode might be more fun to use but the engine is designed to work with less issues in VS proper, it might be worth using it for less issues like this

short tundra
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Visual studio's font rendering is shit

short tundra
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I can't stand it, some characters are pixelated and some aren't

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Also it's pretty hipster not gonna lie

prime willow
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oh matheww if you dont mind

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just to make sure im not as stupid as i think i am o-o

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if my widget takes in interactions from the mouse when spawned

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that means the whole interaction part with widget actor is working

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so if my controller input doesnt its due to a lack of connection from pawn or actor and the widget actor right?

grim ore
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controllers are weird to get working out of the box with widgets, you have to do some special coding for them

plush yew
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probably an easy question but if I package my game does it use all the content in the contents folder?

prime willow
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thats exactly what it seems like xD

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oh i need to know the answer to that too

grim ore
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no, but sometimes yes, and sometimes no

prime willow
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what if their referenced

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would they be called in packaging as intended

grim ore
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thats the important distinction, it should only packaged used assets

plush yew
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should

grim ore
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but soft references for example cant be picked up

prime willow
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oh so if things arent for shipping they need to be removed? o.o

grim ore
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and sometimes it grabs stuff that doesnt seem referenced

prime willow
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darn thats something else

grim ore
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in the packaging settings in the project settings are stuff you can change

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you should make it only package the maps you care about, from there package and see what happens

prime willow
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il have to look into pckaging i was told its something i should do often x-x

plush yew
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what about my 15gb audio folder where I only used 4 files from?

grim ore
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in the end yes you should remove all un needed stuff if you want it to be perfect

steel sand
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:[

grim ore
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it should only package the 4 audio files you used

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but maybe you have a test map that shouldnt be packaged that uses some other audio and then all hell breaks loose

prime willow
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o.o

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im learning!

plush yew
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ah I see! okay thanks 😄

dusk nebula
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How do I know what kind of groundwork I have to have done for, say, an arena shooter?

prime willow
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what features are key to that gameplay experience you want

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what are the pillars of the game

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you can even think of what the gameplay loop is as well since that'll be important

#

and pick apart games you like or enjoyed in whatever genre those mechanics came from

#

id advise writing it in a brief list

#

and once you have the core experience theme, main gameplay mechanics and systems, you can go from there with absolute ease

#

dont make a scope you cant clearly keep like super mega ultra quadtriple A mmo game

#

like me ._.

#

and start small and work your way up the ladder

drowsy snow
prime willow
#

hi hi hoodie o/

drowsy snow
prime willow
#

i fixed the animation thing

#

i think..

drowsy snow
#

The widget thing?

dusk nebula
#

Okay, that's good advice. I just want to start with something that's specifically made to be 2v2, hopefully with some cool features that fit that, for example an overlay of the teammate's screen on the corner of yours, like Portal 2's partner view

#

I already have an idea how to do that BTW. Just sharing my idea

dusk nebula
#

On an unrelated note, the best way to make an indicator for where another player is looking would be to do line traces continuously, right? That's not as intensive as it sounds to me?

#

And obviously texture the line traces

plush yew
#

line trace isnt expensive at all

dusk nebula
grim ore
#

traces on ticks are very common

plush yew
#

yea, its used a lot. For example to know what kind of material youre moving on. Wood,grass stone etc and then changing the footstep sounds

dusk nebula
#

Very cool, didn't know that

#

How would I go about applying a texture or just a color to a line trace efficiently?

grim ore
#

you wouldnt, what is this supposed to look like?

dusk nebula
#

Like a line coming from the other player showing what they're looking at, with colors to match their status

grim ore
#

like literally drawing a line from one point to another?

steel sand
#

Unity vs unreal

#

Wich better

grim ore
#

neither

#

and thats a bad question to ask

plush yew
#

they both have their uses

drowsy snow
plush yew
#

lots of great games are made on both

dusk nebula
#

Yeah I'm envisioning a beam coming from where the middle of the partner's screen would be that gives you information in addition to their PoI

plush yew
#

altho unreal isnt that great at 2d things right?

drowsy snow
grim ore
#

@dusk nebulamaybe look at doing that with particles using a beam emitter

plush yew
#

it can, but why would you do it on unreal?

drowsy snow
grim ore
#

it's a loaded question, no one who actually wants to know the answer asks it

plush yew
#

@dusk nebulaniagara beam renderer works

dusk nebula
#

Static beam in Niagara?

plush yew
#

you need to set parameters for the starting position and end position

drowsy snow
#

I could make the most mundane tool with UE4 that doesn't even use the viewport whatsoever.

plush yew
#

look up laser weapon or beamweapon tutorials on youtube 😄 I did it like 2 weeks ago

dusk nebula
#

Will do, thanks

plush yew
#

they both work, you just need to set the start and end points using parameters and linetraces

dusk nebula
#

Is it easy to make either of those disappear basically after one tick?

grim ore
#

set it to not visible?

#

that would be weird tho since you wouldnt be able to see a tick in general

dusk nebula
#

Well I mean if it's going to be constant I basically want one new ribbon to overwrite the old one for every line trace performed

grim ore
#

you just move the start and end

dusk nebula
#

Didn't realize it worked like that thanks

#

I'll look into the system when I have more time

fringe canyon
#

Helo

prime willow
fringe canyon
#

I saw somewhere that u could like have visual codes or something? Idk how to describe it but like scratch is that available on unreal?

fringe canyon
#

Idk like drag and drop or something

plush yew
#

thats bp yes

fringe canyon
#

Ok nice do i have to install something seperate for that?

drowsy snow
#

Unlike Unity's Bolt, Unreal's Blueprint is a core, integral part of the engine. You can make a fully fledged game entirely using BP, without bothering about C++ scripting.

fringe canyon
#

Can u also make a 2d game?

grim ore
#

with enough skill yes

drowsy snow
#

In fact, you can make the most mundane tool with UE4.

glacial otter
#

If you're making a 2D game in UE4 tho, i would recommend using some assets from the marketplace. There's one that allows importing assets from Tiled to Unreal and another that extends Paper2D (the official Unreal plugin for making 2D games).

plush yew
#

does the widget not work after changing cameras?

tender pecan
plush yew
#

ah

#

hm

fringe canyon
potent goblet
#

I want to modify the camera of the SpectatorPawn. What are the ways I can do that?

potent goblet
#

~~Maybe you could be the one to fix it :D ~~

glacial otter
# fringe canyon so what im getting from this is that making a 3d game is probably easier than 2d...

In Unreal, yes. Unreal support for 2D is not ideal. But it's possible to make a 2D game in it. I recommend checking 2d games made in Unreal to see what can you expect from it, they look pretty but you'll always hear complains about the workflow: https://www.youtube.com/watch?v=9ksrN0g9Oig

In this presentation by indie developer EggNut, find out how a small team of remote artists, designers, and developers leveraged a stunning combination of high-quality pixel art and Unreal Engine tools such as volumetric lighting, custom materials, and shaders to craft the dystopian noir adventure Backbone.

Learn more at http://www.unrealengine...

▶ Play video
limber cradle
#

Hi guys, how are you doing? I bought a grappling hook from the unreal marketplace and it works perfectly, but just in a standalone game. Well, I'm trying to do a multiplayer online game, so I really need this grapple hook working online. When I asked the original bp creator, he explained to me that the unreal replication system was really a obstacle to deal with to make this grapple hook work online. Do you guys have any idea how can I make this a functional grapple hook online?

pulsar stirrup
#

hello guys, me and my friends are trying to create ours first VR game. i'm pretty new to unreal (already make somes fragmovies with this-one but never try to make a game) do you guys have any tips / any youtube chanel to recommand for basics before us to realy start ?

wary wave
plush yew
#

@tender pecan haha seems like it yea

jaunty haven
#

Is UDN still alive? how to get access ?

drowsy snow
limber cradle
drowsy snow
wary wave
#

or whether they're suitable in the first place

#

but tbh a lot of the assets there are there with the intention of contributing to flips

#

it's just good business practice from marketplace sellers

limber cradle
#

yeaaah I know, the main problem is that im not used to work with c++ :/

vocal sorrel
#

Is anyone familiar with the Water Content Plugin?

drowsy snow
vocal sorrel
#

Yeah @drowsy snow

sharp crest
#

When you backup your 24GB project because you are adding a variable to a structure
||Just crashed after entering PIE FacepalmSeola||

drowsy snow
vocal sorrel
#

@drowsy snow Do you have recommendations for alternatives? I've been using it for a couple of months now and for the most part I'm happy with my result. The waves are what I want them to be but when I zoom in to a certain part the waves become bigger and I was just wondering if you know where the setting would be to adjust that near water scale

sharp crest
#

Well, they work apart from some issues that you just need to work around (like backing up your project before changing structs that are very widely used lol)

drowsy snow
vocal sorrel
#

Can you link me to those? Ill take a look

#

Thanks btw

drowsy snow
vocal sorrel
#

Thank you @drowsy snow

wary wave
#

may have been a monthly freebie

drowsy snow
#

It was a monthly freebie

vocal sorrel
#

damn. Sucks I missed that

drowsy snow
#

It really helps for long time UE users 😛

#

Been collecting those since the first month it got rolled out

vocal sorrel
#

Yeah ive got the past 8-10 months of monthly freebies and thats it haha

steel sand
#

Yo

#

What if I told u guys u could have unlimited power

#

Even to revive ones from the dead

#

Unlimited power

#

Wud u be interested in this

prime willow
#

would that power

#

translate

#

to making my game faster

drowsy snow
prime willow
#

he's making an offer >.>

steel sand
#

But it’s real life

#

It’s so easy to unlock this power

#

All you have to do is go to user settings

#

Appearance

#

Light mode 💡

#

It grants powers some consider.. unnatural

#

I mean unnatrual

prime willow
#

Should we ban him?

#

before he goes full rule breaking maverick

drowsy snow
prime willow
#

i do not trust him

#

he haggles with strange forces

jaunty haven
#

@drowsy snowokay thanks

drowsy snow
prime willow
#

o.o okie

fluid lance
#

@plush yewnot afaik (not as I remember it)

drowsy snow
#

I don't think it's clamped.

#

It does affect clothes tho

fluid lance
#

So... I'm kind of undecided on designing a system that will later incorporate gear & buffs/debuffs/permanent perks/fx stat modifiers. I was thinking of making a general modifier struct that would not care which is the particular source of the modifier, they would all use the same stat mod struct, but in different ways.
Now, I've got this little problem I can't wrap my head around: I have initial stats taken out of the DT (default, unit level 1 stats). These stats are modified by unit level gain. On top of that, I want to be able to keep track of all the gear/external mods. How would I isolate the level bonuses from the other types of mods and vice-versa, so that some - especially percentage ones - only take into account the "naked" (level mods), so I don't end up with exponential growth?
Sorry for the long question...
Any idea is more than welcome 🙂

plush yew
#

did they remove html5 support?

#

Cant find it anywhere

grim ore
#

4.24 was the last version it was built in, it was removed after and is community (barely) maintained

plush yew
#

hm, so theres no easy way to upload it online then huh?

grim ore
#

to play in a browser, no not really. not with a current engine version

prime willow
#

@grim ore do you have any recommended tutorials for making gamepad umg controls o-o

#

the ones im finding are a bit jank lol

#

<@&213101288538374145> um is this okay ^

plush yew
#

@plush yewyea I wanna try uploading to itch, but they need to download the game right?

snow crown
#

no it wasnt thanks for the ping

prime willow
#

:>

snow crown
#

the level of spam is kind of insane

prime willow
#

ill make a mental note for the next time i see it~

plush yew
#

I mean, 15k people online sooo

light thunder
#

WTF is blueprint connection drawing policy and why is it fucking my development up -

plush yew
#

is it supposed to very slowly compile shaders when packaging your game?

drowsy snow
drowsy snow
plush yew
#

whats a shader tho, I thought it was just a material

#

my game is so small and theres like.. 2500?

drowsy snow
drowsy snow
plush yew
#

so how did I end up with 2500 shaders when I only have 5 materials? lol

drowsy snow
plush yew
#

hm like what?

#

cause theres only 5 materials in my content browser

drowsy snow
#

First is in the Engine > Rendering:

#

Then in Project > Packaging

plush yew
#

aaah

drowsy snow
#

Also make sure to disable plugins that you don't need. There are quite a few of them enabled by default, but likely you don't use.

plush yew
#

they all get counted in

#

still not sure how theres 2500 shaders tho lol

light thunder
#

Those plugins might have some internal assets that have shaders maybe?

#

Yeah my shit was like 29k I think

plush yew
#

ive got 6 materials, how does it add up to 2500? its a vector3 and a constant roughness mat lol

drowsy snow
#

My one material add up to 8.8k or so shaders.

plush yew
#

what the hell

light thunder
#

yeah a master materrial will do that

#

8k seems high though still

plush yew
#

is it like, every way a material will or can be affected is counted as a shader?

drowsy snow
drowsy snow
plush yew
#

ah I see

drowsy snow
#

And it's ultra super oversimplified

plush yew
#

same way you download shader packages for emulators 👍

drowsy snow
#

7th gen emulators and above are kind of its own different beasts anyway

plush yew
#

wii emulator has shader downloads tho

drowsy snow
plush yew
#

hm anyway, shaders are important and takes a lot of time 😛

drowsy snow
#

The point is that graphics rendering isn't something that's cut and clear and easy to oversimplify.

plush yew
#

is that why they say to use parameters for materials instead of create a bunch that basicly do the same?

thick herald
#

If you click on the material output node [generally the final one] and scroll down in the details there is a selection of check boxes which tells the engine which type of thing the material is going to be used for, so when you say apply the material to a static mesh it will compile and then later say you apply the same material to a skeletal mesh it will compile again. It's good practice to make sure you only have the boxes you need selected before you build your project, to save time, memory etc etc.

plush yew
#

oooh

thick herald
#

I wouldn't worry about it too much until you're about finished with the project though, as let's face it, things change a lot during development.

plush yew
#

my tiny game ended up being almost 400mb lol

#

that.. seems a lot

prime willow
#

please gimme the name and yes im learning alot about unreal channel!

drowsy snow
alpine furnace
#

Anyone here really proficient in Unreal Script (UDK) that could answer a question for me?

drowsy snow
alpine furnace
#

that's what i figured 😅

signal crater
#

Hey, is it possible to stop the editor from running a dedicated server in the background when i hit play? there was an option to not run the server but it no longer exists

plush yew
#

btw why would you ever use a byte or int over a float?

drowsy snow
plush yew
#

is a byte really that much smaller?

drowsy snow
plush yew
#

so like.. from 4kb to 1kb? lol

#

will it really make such a big impact?

#

heh

drowsy snow
plush yew
#

ah I didnt know that about floats

#

how does that happen tho? if you run it trough some math or something?

drowsy snow
plush yew
#

why are floats used so much then?

drowsy snow
#

For one thing, PlayStation 1 graphics suffered because of the lack of FPU

plush yew
#

everyone always almost uses floats

#

Every unreal guide ive seen uses float for every single number tho

devout swift
plush yew
#

hah

distant totem
#

epic takes the stance that integers are best used in unreal for indexing purposes only

drowsy snow
plush yew
#

so like.. every unreal guide on youtube ever

drowsy snow
plush yew
#

I mean theyr fine, I was just wondering why they use floats all the damn time lol

drowsy snow
#

Even I have issues with the approaches that were presented by well known UE YouTubers.

grim ore
#

well maybe you need a float all the time because floats are prettier?

plush yew
#

they sure are a nice shade of green

drowsy snow
grim ore
#

I prefer it over the Int color for sure

plush yew
#

lmao

distant totem
#

yes probably I should have been more clear, theres nothing wrong with classic for (int i = 0; i < 8; i++) in C++. I honestly can't remember where I heard it from so probably should have mentioned that too 😉

drowsy snow
#

Also, aren't variable colours were changeable?

chilly olive
#

Hey

drowsy snow
#

I think I see a mention of it somewhere, but didn't bothered to apply it.

plush yew
#

hey

chilly olive
#

How much storage do I need

#

For game dev

drowsy snow
chilly olive
#

Fr

#

:(

drowsy snow
#

For real.

plush yew
#

unreals big man

drowsy snow
#

1 TB can get clogged rather quickly with all the tools and assets.

chilly olive
#

😔 I'm using a laptop tho

plush yew
#

you dont need 1tb lol

chilly olive
#

Depends on the project

#

Ig

drowsy snow
plush yew
#

why? if youre making a database?

drowsy snow
chilly olive
#

Don't forget the ue5 just showed how assets are detailed

plush yew
#

yeaaa but 1tb for a solo dev game? idk man

chilly olive
#

As I said it depends on the game you're working on

#

?

#

Ah

drowsy snow
#

Not accounting 200 or so GB for the custom built UE4.

chilly olive
#

Let's take this example

#

God of war

drowsy snow
#

Not accounting for 40 or so GB for Megascans stuff

chilly olive
#

Is only 40 GB I think

plush yew
#

shipped lol

chilly olive
#

Ohh

plush yew
#

but god of war is also a .. oh how many? 50 man team?

#

I think sound files are like 80% of the games size anyway lol

chilly olive
#

Hmmm

plush yew
#

and high resolution textures

#

models themselfs dont take up a lot of space

drowsy snow
#

Also master files for the assets.

chilly olive
#

What is that

plush yew
#

does it copy the file if you import something btw?

chilly olive
#

Ahhh

plush yew
#

the blend file, plus the fbx file

chilly olive
plush yew
#

smoll game

chilly olive
#

Hmmm

#

I was looking to make

#

A

drowsy snow
chilly olive
#

External

#

Right

#

?

plush yew
#

ssd tho

chilly olive
#

I can just use an external one

plush yew
#

are you new to game dev @chilly olive?

chilly olive
#

Yup

#

Just started my journey

plush yew
#

dont worry about space then

drowsy snow
#

Just start making stuff. Don't mind about the storage (unless it's just 240 GB or less)

plush yew
#

dont need high resolution textures, highpoly models and crazy lighting setups to make a good game

#

focus on making something playable first:P

chilly olive
#

K

#

I can just use an external drive right

#

And plug it in to the laptop

plush yew
#

small gameplay loop, main menu, some simple sound effects etc

drowsy snow
#

Though most cheapo new laptops ships with 500 GB HDD storage at least, and that should be enough for starting out.

#

Oh right

chilly olive
#

I mean the laptop already comes with 1to ssd

#

I have a 1to hdd 2.5 laying around

drowsy snow
#

GitHub is free to use, even for private repo.

chilly olive
#

So that s 2to external storage

#

Ik

plush yew
#

what do you mean with version control and backup?

chilly olive
#

I can buy a dock for 3.5 hdd

drowsy snow
#

Last time I checked, Azure is paid...
Or am I mixing something up because of Microsoft naming conventions?

plush yew
#

you mean uploading your files to an online storage?

chilly olive
#

Cloud

drowsy snow
#

Also I can't keep straight face when bringing up MS Azure to other people

#

Not to mention hugely inefficient

plush yew
#

packaging is a lengthy process yea?

#

probably doesnt help im running background processes lol

drowsy snow
#

Is it 100MB individual file limit?

#

Because my blend files has getting close to that...

#

Well, the thing is that all of my artist contributors have no idea about source control, and I got no time coaching them about it 😛

knotty tree
#

Is there a way to turn on partial transparency in the skeletal mesh viewer?

drowsy snow
#

Though I will consider coaching them once I have fully operational studio

#

Can you fire yourself in the operation that you solely own? 🤔

#

Guess not then.

river ridge
#

Hello, is anyone available to help me? I'm new here so I'm not really familiar with the terminology to describe what's going on

long schooner
#

I'm looking at CG Spectrum courses, and im itching to just do the 16 x 9 month courses

prime willow
#

@drowsy snow The plugin you showed me is so amazing just from the pictures ;O;

#

thank youuuu this looks like itll actually workkkk ❤️

#

ill try putting into my project in a bit

drowsy snow
prime willow
#

worth it :3

#

after my break im definitely going to try it

drowsy snow
plush salmon
#

has anyone had crashes on Loading assets? I'm getting an assertion on Ar.IsLoading(). Happening on Development Packaged build

drowsy snow
prime willow
#

i just wanna

#

take a break

#

but everytime i do

#

i find myself widdling away time

#

i could of spent making my game xD

#

anywhore back to work lmao

stoic ridge
#

Do someone know how can I export a game to xbox from unreal?

silk pebble
#

Did you figure this out?

elder shoal
#

I've got a color curve that's a different color at a few whole number locations... 1, 2, 3, 4

#

I'm trying to paint different layers on top of each other onto the terrain

#

after painting the first color though

#

it overwrites it when it paints the 2nd color

#

I'm using "Set Color" for each paint operation

#

Is there a different function I should be using to do this?

dire parcel
#

when I press play / simulate my game every 2/3 seconds it skips and goes back to regular and repeats the process

#

any fix for that?

regal mulch
drowsy snow
#

TIL that Azure DevOps can contain my 40 GB repo, and supports Wiki with no additional cost 👀

modest trench
#

isn't Azure pretty pricey?

drowsy snow
candid mist
#

Hey, Unreal Insights question.
I'm unable to get as much CPU timing information with Unreal Insights, as I am with the old Profiler. With Profiler (stat startfile) I'm getting specific BP names.

#

With Insights, however (trace.start rendering, which is a preset for gpu,cpu,frame,log,bookmark), under FTickFunctionTask, for example, I'm only getting vague "Blueprint Time" timing, with no details. I'm already running the game with the -statnamedevents switch, which helped a bit, but not enough as you can see. As Insights is the newer tool, I'm thinking I must be doing something wrong.

left mist
#

Where can I ask about Documentation? I want to ask about something in the Docs that isn't clear and could be updated...

inner cloak
#

What do i need to do to give a pose to a character, i tried from the Skeletal mesh but it does not update in the scene

drowsy snow
left mist
#

@drowsy snow Can you point me to the right place? I can not edit the docs themselfs...

left mist
#

I wish 😛 But no

drowsy snow
#

You should contact the appropriate official Epic's support channel. A wiki, it is not.

#

Or maybe post about your discoveries on the forums.

left mist
inner cloak
#

I guess no one knows how to do poses on a skeletal mesh 😦

drowsy snow
inner cloak
#

i want to do static poses for making images/screenshots

#

but i want to give poses to the characters i picked

#

like this guy .. he has already a nice pose

drowsy snow
# inner cloak but i want to give poses to the characters i picked

That's more like it. I could assume you're assembling a photo mode and that needs a different approach.

Anyway, it's as simple as making the skelmesh animation mode from Use Animation Blueprint to Use Animation Asset, and then put in the anim sequence of your pose to it.

inner cloak
#

oh, thanks, will try that !! Thank you

#

how do i convert it ?

#

wont that just make the model to T pose or something ?

drowsy snow
#

Though it's going to be hell if you have some anim dynamics going on.

drowsy snow
#

It's like Medusa. 🐍

inner cloak
#

lol

vocal herald
#

I've imported a 255x1 texture that consists of Red pixels going from 255 to 0. But when I use Pixel inspector or material debugger and look at the middle of texture it gives me value of 0.2. Shouldnt it give me 0.5 ?

left mist
tame beacon
drowsy snow
drowsy snow
#

This question is way too broad to answer.
If you have understanding of Unreal Editor and executing sequences, you should be able to pull it off in (almost) no time.

#

Don't expect someone to give you step by step guidance on it.

tame beacon
plush yew
#

if you use root animation, do you animate the jump the same way you would do it normally?

#

startup/loop/end?

elder locust
#

Hello unreal fam, where is the correct channel to ask unreal related dev stuff

unique kraken
#

hey guys, so i have a anim bp and a post process anim bp.
thing is, part of my anim bp needs to be AFTER something in the post process anim bp.
shouldnt there be a way of storying part of the anim bp, for later use in the post process anim bp

#

i mean, it does make sense having something specific to a character trigger after the pp anim bp

lusty carbon
#

I have this change of heights with this sidewalk here. But navmesh won't pick it up and remains flat. How do I fix this?

olive sandal
#

Hello EveryOne.
I have A Question.
I Want Full Learn Programming For All things also game making.
I Founded A University and In that I can Select 2 thing for Programming.
Computer Science.
Game Design And Developing .
Which One Is Better?
Because I want learn Make All things With Programming no just Game Making.
And That University Is For Game Making just with name DigiPen

thick herald
#

First of all, capitalising the first letter of words randomly makes things harder to read, sentences don't flow. Secondly you've already answered your own question. Want to learn how to program? Do the computer science as it isn't limited to game dev.

honest vale
#

the navmesh actor (recast navmesh?) has settings that allow you to change how simple the mesh will get

olive sandal
# thick herald First of all, capitalising the first letter of words randomly makes things harde...

ok.
sorry about my english writing .
yes.
i want full learn programming and i answered this question because in that university i didn't found a selection for learn programming for all things(game making,software and more).
for that i answered here.
i think game design and developing is good for select but i don't like design and art and i can't do that.
for this i don't know can i select game design and programming or no.

lusty carbon
#

Is there a way to import FBX into UE4 while keeping the objects position relative to 0.0.0 as well as the pivot same as in DCC (blender in my case) and also use instanced meshes to only import once into UE4?

exotic thicket
#

you can use the official blender plugin to export it with corrected pivot

#

or one of the others like blender for unreal

#

actually not sure if they have an option to keep the origin but have the pivot, because the origin is the pivot in UE, but in any case they do help with some of those things

lusty carbon
#

ok this literally does just that! How did I never know about this!

tight prawn
#

how can I limit an actor from going above predefined world location

#

in other words, clamp it

#

I tried clamp vector and clamping X/Y axis however it gives weird results

winter wedge
#

any way to disable backfacing for all objects

late loom
#

my skeletal mesh dissappears when i switch camera to cinecamera. Can any1 tell me whats problem??

dawn gull
#

Is there a way to choose a random color for a material?

urban moss
#

u could use the color parameter and use a Random Int generator and plug those into the RGB values and then set the values according. that way the material might random colors. i’d if that’s the way to do it but give it a try

dawn gull
#

Alright

plush yew
#

the big thing is a spotlight

#

but in game it doesn't show any light

#

any help?

dawn gull
minor pine
#

I updated from 4.25.4 to 4.26.2 and everything about browsing assets became slow and hitchy. I can't scroll a content browser page with materials, can't play animations with stable rate, if I open 2 models, it will have 1FPS

Does 4.27 fix it yet?

I already regret updating because HISMs are broken in packaged game now...

winter wedge
#

bruh

#

always happens

neon magnet
#

Guys i accidentally pressed the "i" button next to the "+" and now "+" is disabled. What do I do?

celest panther
#

Is there a trick to working on large landscapes in UE that would not cause such slow compiling if it's so large? Just the landscape, nothing else has been added FYI, just one solid large WC imported heightmap that when I apply a texture to it, it takes eons to compile

neon magnet
#

I did that, no change

celest panther
neon magnet
winter wedge
#

stuck on this

idle needle
#

Hi everyone, is there a way to get the damaged actors of a radial damage?

neon magnet
earnest owl
#

I am trying to import a various amount of Meshes, that will all be using the same Materials. the problem is, when I import the meshes, even though I have set the materials up in the same order for each object, when i import to UE, the order gets messed up, so instead of 1,2,3 material order, the order is not consistent on all of the meshes. Is there any way to make it so the order is always the same for the materials?

I am using Maya 2022 fbx for the meshes and UE4 4.25 for the engine.

vocal ermine
#

Hey, has anyone used DirectionalGravity or NinjaCharacter?

#

Was hoping for someone to be online at the right time

dry latch
#

Hey guys, how to receive a mouse input from a blueprint that's not the character ? Like, when my character holds an item and press LMB, it teleports him

weak urchin
#

Anyone have any idea what the processing exports is? I get it all the time now when saving and it makes saving a real annoyance.

dreamy zenith
#

does anyone now how to do boss health gates?

severe brook
#

Hi) What does this mean? it doesn't bake my scene

drowsy snow
#

Please post it on #released instead, thank you.

ancient thorn
#

Not sure where to ask this, but how do you do "shared Wrap" on a texture that is a "Texture 2D object".
Thanks for any help you can give to me.

buoyant graniteBOT
#

:triangular_flag_on_post: Chili Turtle (Dev Trutle)#1574 received strike 1. As a result, they were muted for 10 minutes.

dusk nebula
dusk nebula
#

That's just what comes to mind from a functional standpoint

dreamy zenith
#

but im trying to make so when he kills all the enemies that he spawned it'll deactivate the imunity

#

however getting the reference to a actor that hasn't spawned has resulted to be...difficult

dusk nebula
#

So if your first health gate is at 2/3rds health, you would set it up so you check what its health will be every time he takes damage, and if it's less than 2/3rds, you instead set the health to 2/3rds and trigger your immunity phase

dusk nebula
#

Why do you need to reference something that isn't alive, anyway?

dreamy zenith
dusk nebula
#

Right

#

So you spawn them from a blueprint

#

Pretty sure there's just a node that says "spawn actor" or "create actor"

dreamy zenith
#

yep but even then it's not getting the reference

dusk nebula
#

You're using the output pin from that node to create a reference variable or array?

dreamy zenith
#

the reference is a get all actor

#

from class*

dusk nebula
#

Why would you need to do that?

dreamy zenith
#

fair point

#

the other way didn't work so i tried it like this

dusk nebula
#

Put the return value into an array

dreamy zenith
dusk nebula
#

And as the minions die, remove that element from the array using a reference to the killed minion

#

Array count >0, boss is immune

dreamy zenith
#

i see

dusk nebula
dreamy zenith
#

let me put it into play

strong thorn
#

Hello guys, quick question: how I am suppose to push my project which was built from the github source build? even using LFS its trying to commit 5gb, i believe its committing the entire engine as well right? I might be doing something wrong here.

error: RPC failed; curl 55 Send failure: Connection was aborted
fatal: the remote end hung up unexpectedly
Writing objects: 100% (2993/2993), 5.09 GiB | 2.77 MiB/s, done.```

Would really appreciate some help on this!
#

also i have the gitignore properly set

plush yew
#

Are there any graphical improvements between the first version(4.0) and the last version(4.26) of ue4?

dark depot
#

@plush yew literally thousands of improvements and perf upgrades

fierce tulip
#

those are rookie numbers

#

:p

tender pecan
dreamy zenith
#

@dusk nebula, so something like this?

plush yew
dark depot
#

same engine from about 1998 not sure what you mean unless you think engines are complete rewrites overall its a much different engine from release but still unreal

plush yew
#

Is there any way to see the changes list ?

#

Release notes ?

drowsy snow
dreamy zenith
dark depot
#

dang beat me

dreamy zenith
#

jeje

dark depot
#

for more detailed notes you can look at git there are thousands of changes every update

tender pecan
plush yew
#

Thank you guys

dark depot
dusk nebula
# dreamy zenith <@!306937398200369153>, so something like this?

You don't actually need to make the "total cubes" variable. There's a node that converts the number of array elements into an integer. But other than that, yeah, that's the concept. Don't forget to check if the boss should be immune every time a cube dies

lethal bison
#

does gpu lightmass work with android?

drowsy snow
turbid wigeon
#

we deserve our forum back

lethal bison
coral patio
#

Hey guys! 😄 I want to create renders of assets with transparency in an Unreal project and they are supposed to have an Alpha background by using a Custom Depth Pass (so, a cutout render). However, everything that has transparency and doesn't overlap with the rest of the asset is cut off in the process. How do I render something with transparency with a custom depth pass in a way that it doesn't disappear/get cut off? Alternatively does anybody know if there is a renderer that can work with C++ shaders (so I could take a shader from Unreal and use it in that renderer)?

turbid wigeon
#

By renders you mean a static picture?

#

Not sure i get what you want but what about a large green screen in the back and using photoshop to mask whatever you want?

ruby cape
#

Can anyone give me advice on where to learn cpp for unreal engine

#

After I learn raw cpp

#

Like any in depth tutorial series for coding in unreal

brisk rock
#

how to make camera noise?

coral patio
# turbid wigeon Not sure i get what you want but what about a large green screen in the back and...

Yeah, by renders I mean static pictures! 😄
Thank you for the suggestion - that is pretty much what I've been doing so far. However, that is a really tedious process if there is a lot of pictures to be rendered (especially if I want to create turntables) and I always have to stop any movement in all animated shaders before I can start rendering. Any way that would include transparency in cutout renders would be really awesome to know!

plush yew
#

hi

#

okay which is better Radeon RX 6900x or geforce 3080?

#

for unreal

vocal sorrel
#

Hey there, is anyone familiar with the Infinity Blade Particle effects?

steel sand
#

Infinity gauntlet

drowsy snow
fierce tulip
#

dont think ive ever opened them XD

#

<_< (that was sarcasm)

vocal sorrel
#

Yeah @drowsy snow I am using one of the particle effects to generate some smoke. And I currently have white smoke but I am trying to get grey. When I change the color to grey it just starts to disappear making me think its an alpha or something. I was just wondering how someone would go about fixing that

dire parcel
fierce tulip
#

@vocal sorrel which particle we talking about?

prime willow
#

love particles :3

vocal sorrel
#

P_BoilerSmoke @fierce tulip

fierce tulip
#

you'll need to change both the initial color, and the scale color / life

vocal sorrel
#

Okay yeah I tried that but it just kept disappearing when I made the color go from white -> grey. Ill give it another go though and let you know. Thanks!

#

So this is the Color Scale Over Life and as I move the two sliders from white -> grey the smoke just disappears. No matter what my initial color is

fierce tulip
#

can you show the material thats being used?

#

though yea, depending on changes, you might wanna take a look at both modules their alpha color as well

vocal sorrel
#

Is this what youre looking for?

fierce tulip
#

double click on the material in the parent

vocal sorrel
#

Here it is

fierce tulip
#

yea everything is fine there, so its related to your color modules in the particle editor

vocal sorrel
#

Yeah, I thought so. That's the part I'm not familiar with. Is it some setting that is making it disappear when I make it grey that I just need to uncheck?

fierce tulip
#

nah, should kinda work out of the box, if all else fails, try to delete either color module see if the problem was in that one.

vocal sorrel
#

Okay Ill try that out. Thanks!

#

Did you take a look at the particle @fierce tulip ? I was wondering if you could just show me what you changed to get a grey result. Nothing I do works

fierce tulip
#

i just changed the initial color and color scale one.

plush yew
#

can i ask a question here

vocal sorrel
#

And it became dark grey? Wow okay ill try again haha

fierce tulip
plush yew
#

Ok here goes

#

How is someone supposed to make a vector field vector without the use of a third party program

fierce tulip
plush yew
#

Err

#

Vector field particle emmiter

fierce tulip
plush yew
#

no i have that im just wondering why i need to use a generator

vocal sorrel
#

No worries, @fierce tulip I appreciate the help. I changed the initial color and I get a dark grey result however there is a lot less particle compared to when it was white

desert verge
#

Are marcos still useful?

#

I'm watching a tutorial and they mentioned unreal macros but looking it up is a bit dated

prime willow
#

have a weird question

#

@drowsy snow you can answer too if you know what might be best

drowsy snow
prime willow
#

so if i wanted the game to feel proper and fluent and snappy in a sense with how functions and systems on the actor works movement combat etc, should i buuild the world first than tailor their actor actions to said world or vise versa :3

#

also sorry sorry i didnt know x-x

#

the mechanics and systes would be the same per say walk running climbing zip lining etc

drowsy snow
prime willow
#

nuu its ok handle your business~

drowsy snow
prime willow
#

i see x-x

drowsy snow
prime willow
#

okie xD

#

i dont have a mic on my tower though so ill listen silently~

drowsy snow
#

owo what's this?

#

So it's for the Windows Xbox thing?

glacial rapids
#

Is anyone familiar with using HDRI backdrop in UE4?

#

I'm having trouble with the HDRI that I have imported, they don't read as cubemap thus cannot be used by UE as backdrop

#

anyone know specifically what kind of cubemap UE should use?

drowsy snow
glacial rapids
#

No it's an EXR

drowsy snow
#

You'd have to change it into .HDR file first.

prime willow
glacial rapids
#

It takes equirectangular maps right? or does it have to be some kind of cubemap

drowsy snow
glacial rapids
#

I will try that, thank you so much

#

It worked! Thank you!

woeful blaze
#

I'm not sure if I should ask this in #cpp or #blueprint, the base project seems to be in Bluepritns so I guess the latter, but this is more of a "Is this possible" question:

I'm using an RTX feature as a game mechanic, and I need to detect when light is hitting a game object (like a sensor) and know what wavelenght (or just color) it is ?

Like, think Raycasting a flat surface and getting whatever color is being diffused on it

#

(I jsut had an idea, maybe I can like, create a camera that looks at a very small part of it and from that know the color?)

drowsy snow
woeful blaze
#

Also, Informative, thanks.

drowsy snow
woeful blaze
#

I see what you mean, but think Portal Lasers, you can place them in a multitude of fashions and it still works

#

(I mean it's much simpler but you get the point)

#

Although..

#

You're giving me a "bypass the problem and do this" idea

#

It would just look a lot nicer with RTX 😅

mental helm
#

DFAO?

limber schooner
#

So im new to this engine but is the flatscreen stuff the same for VR

#

if that makes any sense

mental helm
#

I'd also make sure the distance fields look good/accuate, it really shouildn't be doing anything like that

drowsy snow
#

@azure topaz I think you should rely on online sources more, they often based on newer versions so not going to stuck on outdated references (unless you know what you're doing)

azure topaz
#

if the book is 2018 will it be better ,or its have to be book for 2020-21?

drowsy snow
wary wave
#

or use the same engine version as used in the book

vocal sorrel
#

Can anyone help me setup the Environment project. I believe it used to me called the Water Project. Their dedicated discord isnt very active

plush yew
#

Wth is

UATHelper: Packaging (Windows (64-bit)): ERROR: System.IO.InvalidDataException: Found invalid data while decoding.
drowsy snow
vocal sorrel
#

yeah I did yesterday. No answer yet

limber mesa
#

hello all. when i import my mesh and animations from blender into ue4 the mesh is fine but the animations are very tiny. im assuming its a transformation issue.the error says this. anyone know what i would need to do?

#

should i scale the transformation up?