#ue4-general

1 messages · Page 1042 of 1

buoyant graniteBOT
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:triangular_flag_on_post: sleeplesscoot886#3701 received strike 1. As a result, they were muted for 10 minutes.

clever axle
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An hour later and I'm still at only 44% 😫

fierce tulip
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back in ye olde ut99 days I sometimes had to build lighting for multiple days.

clever axle
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@plush yew show Collision in console

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@fierce tulip aint nobody got time for that :D

light thunder
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Beyond an editor shutdown, anyone have experience with fixing/preventing an issue when actors from a hidden level are still visible and selectable in the editor window Everything is normal during gameplay but I'm worried that while building I'm going to select or delete something, not realize I'm not deleting it from the current level that I am working on

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You can look at my list of levels there and see that EVERYTHING is hidden, so nothing should be selectable

idle garden
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Someone knows what my movable assets change color when I'm far / near to them?

light thunder
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That's lod or HLOD

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check the static mesh asset first and play with the same thing

idle garden
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I'll check

light thunder
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Unless there's some distance material function you have on that asset, it looks like a different material is applied to a higher LOD

idle garden
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I just drop the asset on the map and put it as movable

light thunder
severe brook
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What does this means?

idle garden
light thunder
# severe brook What does this means?

It tells you what to do in the middle, above the red text - that is literally the nicest unreal editor packaging error messaging I have ever seen - it tells you exactly what to try to do to fix it

light thunder
# idle garden

Weird - post the first gif in #graphics it might take awhile but someone will recognize exactly what is happening

idle garden
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ok thanks

severe brook
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ok thanks i"ll try)

severe brook
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strange , there is nothing wrongs in the middle of the text

plush yew
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hey

tawdry sable
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When I change any parameter in a material, UE4 seems to recompile all shaders. I don't know why.

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Is there a way to stop this?

wary wave
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shouldn't be doing all shaders, just the ones related to the material you changed

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but also if you're only tweaking values use instances

plush yew
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wondering what unreal version i should be using to make a game that'll run fine on lower end systems

tawdry sable
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Most of them are

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static bool?

wary wave
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static switch

wary wave
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IIRC there's a couple of other static params these days too, but I couldn't tell you what they are

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they'll be called "static XX" though

tawdry sable
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As always, my situation is weird. I have base materials that I created instances from at run time

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Several of them layered together using masks

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Every shader? :/

plush yew
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dx11 games that can run on pcs with integrated graphics and quad core cpus with dedicated gpus

wary wave
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I think I might know what's going on - you may be missing some of the checkboxes that say "used with XX"

tawdry sable
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I'm fine with it compiling the changed one. Can't get around that.

plush yew
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i have 4.26.2 installed

wary wave
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and not saving it when the engine autochecks it and compiles it

plush yew
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thanks a lot! i originally started developing my skating game with unity, but unity just felt a bit sluggish to work with, and blueprints feels much easier to work with

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i don't plan on going that low, i'm planning on at least 30 frames per second on decent integrated graphics, like modern intel iGPU and Ryzen APU systems

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but i wanna focus on the visuals along with the gameplay, and i want to make the gameplay feel good on 30fps too, so im not gonna go too low

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also looking to implement graphics options

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i'm wondering how to implement graphics options and such into my game, so the user can adjust the graphical options for performance and such

glacial pecan
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Anyone else having problems getting StringTables to update using Import from CSV? Mine just refuses now no matter what I try...

plush yew
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i have quite literally got every free asset pack i could find, so i might have auto settings

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these the options i should choose?

tawdry sable
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@plush yew This is what I'm talking about. This material is used once, yet I change a parameter and it triggers a recompile of 99 shaders.

idle garden
light thunder
light thunder
glacial pecan
light thunder
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Show me your blueprint where you are trying to update something

glacial pecan
light thunder
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Oh lol

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I've had issues with it before - if I remember correctly, you need to make sure your CSV matches the format

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I believe the 1st line can cause issues

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try the datatable CSV wadstein video

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if you haven't already

glacial pecan
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I just exported a manually input table, and compared it to what LibreOffice outputs, and it turns out, LibreOffice only puts quotation marks around things with spaces in them... so ugh... but Unreal should have at least thrown an error 😦

light thunder
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yeah that's what I mean, it's super particular and won't always throw errors

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try converting it to an excel CSV

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it might remove those quotes

glacial pecan
fierce tulip
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yea, too offtopic.

plush yew
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Bruh

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Unreal engine takes up 50GB

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And it hurts my feelings

fierce tulip
plush yew
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Tru dat

haughty slate
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Does anybody here have any experience with getting DualShock 4 controller working with UE4 (4.26.2)? I've enabled the Windows Dualshock plugin but getting no response in the editor. Works with steam and games that natively support the controller, so it's definitely something with UE4.

prime willow
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what type of insanity is this

fierce tulip
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it would be great if we follow the rules so we keep the channels clean and not frustrate others who are trying to get help/are in a discussion related to the topic of the channel :)

prime willow
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tell me about it~

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ive honestly never read the rules because i thought they'd be mostly common sense and so far ive yet to break the rules now that i went and checked on them lol

fierce tulip
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fwiw its not a long read, and even if you dont intend to break them it can help us moderators when other can point it out to people potentially breaking them :)

prime willow
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yush yush :>

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forgive meeee ;o;

fierce tulip
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sowwy, dont ban me uwu (and whatever other ascii signage is needed to sound weird) @plush yew

light thunder
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all I heard was elmer fudd

fierce tulip
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elmer fud is the proto-uwu-whateverthenameforthatis

light thunder
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How do I update a plugin when the epic store says it's already installed to the engine

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got it, thank you

buoyant graniteBOT
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:triangular_flag_on_post: Green#4100 received strike 1. As a result, they were muted for 10 minutes.

hidden sparrow
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Hey, I just made a Pawn and after I posses it this shows up. Can I just ignore it because I dont think it MUST be fixed right?

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Everything works fine I just dont know if I should worry about it

tender pecan
hidden sparrow
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Yea I know. Its a perfectionists worst nightmare

tender pecan
daring girder
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I have a questions about a widget, but it is related to the blueprints for the widget, where would be the appropriate channel to ask in? would it be UI umg or blueprints?

hidden sparrow
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thats what causes it but I dont know how to fix the error

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my other pawn is just a cube

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i tried to do this and branch it but it doesnt recognise when i posses the pawn

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I propably did it wrong

fierce tulip
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life in a nutshell, amirite

hidden sparrow
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Yes, so how do I make it not trying to get it. I used branch But it always says false even when I posses the other pawn. Is something on that screen above wrong?

tidal spear
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Hello, I'm fairly new so bare with me. But I have searched and found little to no help on this topic. I'm doing a mobile app nd I'm looking to implement a way that I can remove parts of layer smoothly with my finger, like a scratch ticket for example. Where my finger swipe well delete whatever is under it and show the image below

hidden sparrow
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thank you so much

tidal spear
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I have tried adding small colliders that exit whenever I touch them. But it's not smooth nd clunky

wary wave
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on a plane, and you want to deproject screen coordinates to world coordinates, then convert those into UV coordinates on your plane

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it's not hard to do, but you may need to do a lot of reading if any of that doesn't make sense

tidal spear
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Yea lol. But if it works, its worth it. Thank you ma G

drowsy snow
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Friendly reminder for newcomers and beginners to grab the Content Examples project. It contains almost all of the implementation of the engine features, and a good way to get ideas on what they do and how you could use them.

It's located in the Learning tab in your Epic Launcher. Download size may vary, depending on which engine version, but for 4.26, it's around 3.5 GB.

dusk tartan
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Guys, the game i made starts VR if its installed on launching pc. how do i disable this?
If i disable steamVR and oculusVR in plugin settings, game refuse to build...

fair summit
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whats the difference between integer, integer64 and float

fair summit
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ok i get it

drowsy snow
pine rock
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trying to make my character fly by pressing, can fly is checked in the movement. when i press it the character makes a short motion but doesent fly

misty owl
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I want to keep track of interactions between my character and NPCs, so they can affect encounters later on in the game. How would I store that information in the player data? I haven't done much of a dive into recording the results of game events and player choices, yet.

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I have a system in mind to keep it simple. like if there are three different options you can choose, each with three different moods, then I'd store the value 0-8 for the result of that interaction.

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Looks like DataTables would be the answer?

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Cool, found an inventory tutorial that teaches working with DataTables, and I need to learn that, anyway. Should be able to roll that knowledge over to creating a system to track NPC interaction

quasi finch
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Hello everyone! I'm having a technical issue with ray tracing and sub surface scattering and I was wondering if I could get some help. Also please let me know if this is the wrong place to ask. Basically the colour of the subsurface scattering looks vastly different in the viewport compared to the render. I'm using the subsurface profile with burley for the skin material and brute force ray tracing. Thanks for any help!

rancid lagoon
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how do i edit the template? I want to have a light that swings around like the 20th century fox intro thing, but it keeps changing color and doesn't move. How to i make them move in the way that i want?

winter gate
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How would I remove all unused materials from my project if I've compiled from a source build instead of the launcher?

wary wave
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manually

winter gate
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And from the launcher you can just simply remove the asset and it cleans up automatically right?

wary wave
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no, it will do nothing to your project

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it will remove the version from the cache

winter gate
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For a bit of background info here, I started a project from the launcher using blueprints and now realized that I need to use my own source build so I'm wondering if I can still remove all the unused assets via the launcher before I generate visual studio project files.

wary wave
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you can't remove anything from a project using the launcher

winter gate
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😮

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Someone else lied to me then!

wary wave
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also, generating visual studio files is just for your project, it is not a source build

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the engine binaries etc will still be the launcher versions

winter gate
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On the launcher > vault > remove local files? Isn't that it?

wary wave
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no, that remove the assets from your vault cache

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the launcher can never remove anything from a project

winter gate
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So when you download an asset pack from the library, add to project, then only use one or two items, you're telling me there's no way to automatically remove all of the unused stuff?

wary wave
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there is not

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there is no way for the engine to know that it is not used

winter gate
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Okay so I suppose the correct workflow is to make copies of the ones I'm using into a separate folder

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Then I can delete the entire asset pack folder after

wary wave
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yeah, keeping organised is often the best way to deal with things

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but I wouldn't install any asset packs into a project

winter gate
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So many copies of copies..ughh

wary wave
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I would install them into a dummy project, then migrate the individual assets I want across

winter gate
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okay that makes sense

wary wave
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the migration tool will copy across the referenced files etc used by the asset you're moving and leave everything else behind

winter gate
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Okay so now that I've got a source build running, what do I need to do so I can generate visual studio code of my existing project I started via the launcher?

wary wave
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right click on the project file, then switch the engine version to your new one

winter gate
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ohhhh I can see it says Source build at : .... file path

wary wave
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once the engine version is switched, open the project in the editor, then add a new C++ class - this will trigger creating a C++ VS project for you

winter gate
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I made a backup just in case

wary wave
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always reasonable 😄

winter gate
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I'm always scared with these things, I really don't want to break my project

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And to open in the editor it means opening the solution file first, then debug > start? Correct? I do that every time instead of the launcher?

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That's my last question for now, I swear 🙂

wary wave
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nah, just double click the project file

winter gate
wary wave
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and yeah, I always open it from VS

winter gate
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after it's been converted

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gotcha

wary wave
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once you've generated a C++ file and have a VS project for your UE project, I would always run the editor through VS by opening the project's VS project

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running it through the debugger means when it crashes you can, well, debug it

winter gate
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uh oh

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I didn't let it finish compiling shaders while it was running and now I'm getting build error

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Should I try clean? Rebuild? build?

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Ill just start trying stuff and see how it goes, thanks for the help so far @wary wave

wary wave
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compiling shaders should not have been a problem - but if you run into build errors, take them to #cpp

devout swift
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When I launch my game as standalone through the editor, it shows in 16:9 aspect ratio (as expected)

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but when I launch it through the command line with -game it shows in a square 1:1 aspect ratio

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what is going on? why isn't it 16:9 as well?

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I'm running this from powershell:
C:\Users\Jorge> D:\Build\++UE4\Sync\Engine\Binaries\Win64\UE4Editor-Win64-DebugGame.exe C:\Users\Jorge\Documents\UE\UMM\PuzzlePlatforms\PuzzlePlatforms.uproject -game -log

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If I try to manually resize the window, it just scales up/down but in the same 1:1 aspect ratio

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Ohh I was able to fix it by unchecking this:

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I then resized the window manually to make it wider and now it remembers the new size

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QUESTION:
How can I launch a new standalone game instance from command line at a specific aspect ratio or resolution?

tender orchid
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Hey so I wanna make a game but I am not sure where to start. I have a idea but I am not sure where to start when it comes to making the map as I know that is what I wanna do first. Does anyone have any tips or youtube videos I can watch that would help?

winter gate
vocal sorrel
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Hey, i thought i would ask again, is anyone familiar with the UE4 Environment Project? It use to be called the UE4 Community Water Project

quaint abyss
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Hi, can anyone assist me with issues I am having in VR mode when creating a level?

tiny sonnet
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This is general advice but should I learn c++? I have been using UE4 with bp for 2 years now but I feel like I should start learning c++. I reconsidering my decisions as I aldry know too many languages and I'm aldry starting to forget a few like PHP

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I don't use PHP anymore

pliant junco
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how can i get a static mesh to be a child bp of the mesh? cuz i can't parant socket

knotty summit
drowsy snow
tiny sonnet
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So external but still

dusk tartan
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Guys, the game i made starts SteamVR if its installed on launching pc. how do i disable this?
If i disable steamVR and oculusVR in plugin settings, game refuse to build...

inner cloak
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is there a tutorial to setup a skeletal character to turn it into a control rig ?

dusk tartan
inner cloak
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for some reasons, i am not seeing it .. mind pasting the link or complete title ?

dusk tartan
inner cloak
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thank you very much @dusk tartan !! 🙂

tired forge
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Anyone out there experienced in both Unity and Unreal? I could really use a mentor on this subject... I'm wanting to pull my hair out over Unity shaders and GI/mixed lighting. I swear it's all fubar but I'm also just a beginner so maybe I'm being a fool. I'm hundreds of dollars into Unity Assets have already started writing a bit of controller code... but I guess my level design is still bare since I haven't been able to get anything to look right for weeks.

drowsy snow
tired forge
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definitely not there, maybe the forums

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hoping to find someone who's familiar with both engines, but I guess that's a little rare

drowsy snow
tired forge
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any comparisons of GI/realtime light systems would be amazing to hear

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but I understand that it's off topic

modest trench
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in UE5 we have screenspace GI and Lumen, that's it

barren flume
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Is it possible to import a skeletal mesh and ignore the merge bones error? The bones match exactly the same when I look at the assign skeleton section for the mesh but it just fails to assign

solemn schooner
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Not really sure where this question would go, but for a current project I am looking to allow people to create mods/scripts to extend the game. I want this to be able to be done on the server side, similar to how FiveM works with resources. Question is, how could I allow for the creation of scripts that get loaded into the game, I'de rather use a language that is more appropriate for scripting rather than needing c++. Then having some functions exposed that allow them to interact with the base game.

drowsy snow
solemn schooner
inner cloak
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hmmm .. maybe i dont need ctrl-rig .. what i am looking for is how to give poses to my characters, i dont need anims cuz all i want to do is take screenshots

dusk tartan
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ctrl rig is actually good for that

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since you see changes instantly

dapper oak
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can someone explain to me how all of my blueprint and cpp files have just magically disappeared from my project

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theyre just gone

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all my progress

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gone

inner cloak
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@dusk tartan trying to understand it, but its its a bit confusing to me

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@dapper oak did you try to do a find files? ... were you saving regularly ?

dapper oak
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the last time a worked on it was maybe tuesday and i saved everything. Just opened up rider again to get some work done, everything seemed alright, file size the same. When it opened all my code files started closing and said something about no configuration

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rebuilt the solution and now everything is gone

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and im dumb enough to not make a backup on github cause i though "oh its just a small project"

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just opened another project and everything is working fine

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so dunno what is up

dusk tartan
marsh quarry
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trying to bake this texture on the render target but everytime I bake, the render target is set to all black (or orange)
can anybody teach me how to get the render target with this stripes.

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im doing like this to bake currently

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i want my render target to be something like this, instead of one big black square

plush yew
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Is anyone else working with ue5 preview 2 having the problem where your physics actors just fall through the world now? What's even weirder, is that it changes every time I click play. Sometimes the actors fall through the floor, sometimes they bounce like normal. Doesn't matter what collision I have enabled. Box, sphere, compex. All the same result. It either behaves as its supposed to, or it doesn't. In-between simulations where all im doing is clicking stop/play between sims. It is not consistent

river copper
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Does anyone have a UE4 course recommendation for a beginner?

river copper
severe brook
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it is possible to recover crashed project?

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how to revert if project doesnt open at all?

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where can i find it?

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hah ok thanks)

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maybe you know the default path to ini file?

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ok

vagrant hornet
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why is the water plugin so broken for me?

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I see people making perfect beaches and shorlines but I get my terrain completely breaking before i can make anything nice

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such as this

haughty slate
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Implementing controller support in my project for the first time and I've noticed with my Xbox One controller the default axis value for UP on the left thumbstick is 1, however for UP on the right thumbstick the default value is -1. Is this normal? Something inherent to the way the controller was configured in the factory?

limber swallow
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Hello, I want to have a blueprint that I can call from anywhere that will instantiate niagara systems to show my damage effects. Is that a bad idea? What would be the best way to achieve this? I can make a blueprint with the logic, but how can I access it from my actors when they receive the damage? As far as I understand I only need one instance of this for the whole game, as it will only spawn the niagara systems at the correct locations and nothing else. I would also need to be able to call it from c++. I think I could add an actor of that blueprint into all my actors that cause damage, but that seems somewhat wasteful.

plush yew
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<@&213101288538374145>

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don't click the link above

severe brook
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Does nanite work in VR projects?

vagrant hornet
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how do i stop the water plugin constantly breaking?

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im not doing anything complicated

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just a new landscape and water ocean

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yeah

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also looks pretty weird from above

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whats that?

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like a heightmap mountain?

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Thank you

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yeah

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a mountain like this?

copper iron
#

Quick question. How can I detect what gamepad is being used, like Xbox or Duallshock? (Without 3d party software)

fathom bone
#

Does anyone know how to fix this?
I've tried "fix directories " and validate data and now I have more errors that before

wary wave
#

you presumably have assets missing

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I'm guessing you've done something like delete or move them in Windows, which you should not do

old nimbus
#

helpme
howdoIfixmyspacekeyback
iremoveditandnowicantputitback

fierce tulip
daring girder
#

The following drive locations have limited free space.
It is recommended that you free some space to avoid issues such as crashed and data loss due to files not being able to be written and saved.

3,948 MB Free C:Here it displays the location
The project directory.

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I keep getting this message when I load my project, how to i change the location that it is stored in?

old nimbus
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bruh

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ineedhelp

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andgooglewontsolveiut

fierce tulip
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we cant fix your broken keyboard over here, and its rather offtopic as well.

old nimbus
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shitz

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ok

fierce tulip
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@daring girder you can just copy-paste your entire project to another drive.
after that, do the following: (to get some space back)
windows button > write: disc cleanup > rightclick > run as administrator> and select anything you feel comfortable with to clean up some space on your C:/ drive

plush yew
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Hi

daring girder
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Ok so if I move the folder at the specified location called unreal engine, then UE won't tell me that it cant find stuff, it will know where I move everything?

fierce tulip
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i was talking about your project, not your engine

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also, Hi!

daring girder
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okay, so I navigated to the location specified in the messageC:/Users/julia/AppData/Local/UnrealEngine/4.26/
The project directory.

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but I cant find "the project directory"

fierce tulip
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that does not sound like your project, but your unreal engine install location

daring girder
#

oh darn, do i need to uninstall and reinsatal in the correct drive. I could have sworn I chose the correct one, but I guess not.

fierce tulip
#

actually, what your describing is the location for dirived data cache. you can remove that, but would result in your projects having to recompile shaders again.
it might not make much difference in the long run

daring girder
#

So there is no way to move it? I just need to clean up a bit more?

fierce tulip
daring girder
#

thank you

unique kraken
#

been wondering, is there a way to easily find a print string?
id like to keep a bunch of print strings in my project just to check certain things but im worried about finding them later

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like, a button to switch through all print strings

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ah nice

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side question, is there a way of like structuring this whole thing

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as i would want to be able to see certain things always checking on my screen

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for example "is certain thing ticking" if it does in a wrong situation i know i gotta check something

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hmm i mean more like a sort of print string i can structure on the screen, bcs if anything is ticking its easy to miss single ticks

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thats what i mean

steep valve
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can anyone tell me if im doing something wrong here (MySubObject inherits from UObject)

{
    MySubObject123 = CreateDefaultSubobject<UMySubObject >(TEXT("MySubObject123"));
}

// gets called from blueprint Tick
MyParentClass::AccessMySubObject()
{
    // crash
    MySubObject123->DoSomething();
}```
light thunder
#

Notice my vehicles were hitting a ramp - checked player collision view and I can see the problem - but all of my landscape spline control points are at the same Z height - what else should I check?

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Ah check your collision on your static meshes you use for the splines - this one was a custom one and I needed more precise collision, it had a simple box collision which raised it up over everything else

plush yew
#

How could I create mercator projection to procedural texture?

tardy wing
#

Hey, I have a problem with UE4, can anyone help?
Well, I downloaded the UE4 source code and I don't know how to import it into the epic games store ...

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...

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Help?

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help...

vagrant hornet
#

this or the default water plugin

ancient lotus
#

what are some ways to measure actor performance? is it possible with the profiler

native tulip
#

how do i rotate an actor on a custom vector/local rotation (not with add actor local rotation but something more like set actor rotation)

plush yew
#

why is my game so dark?

native tulip
#

maybe camera settings? lights too dark?

fierce tulip
#

maybe you unintentionally wanted to make a horror game

prime willow
#

no no he forgot the pay the electric bill

native tulip
#

hehe

prime willow
plush yew
#

this is in game

plush yew
#

the lights are fine

native tulip
# plush yew

shadow of the tomb raider remastered remastered?

plush yew
#

that is unlit it looks like a 2002 cs1.6 map

plush yew
#

but seriously why is my game so dark

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in this guys video i have the same exact light setup and settings but his game looks so much better and brighter

native tulip
#

i dont know sorry

plush yew
#

like wth

native tulip
#

thats nice ass lighting

plush yew
#

no answers?

native tulip
#

i dont know sorry

plush yew
#

bruh

glacial dawn
#

Do you have some sky light? Try changing it from static to dynamic, or playing with the indirect lighting in the fog object

elder haven
#

I restarted my pc

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Does anyone know what to do

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This is out of the blue and I'm freaking out a bit

wary wave
elder haven
#

cool cool

plush yew
plush yew
#

okay now it is pitch black

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ok i kinda fixed it but not completetly

surreal eagle
#

i ned advice

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i'm makuing a game
and i bought this kit
it gives the shooting mechanics,but the animation bugs are a big issue
it's really good otherwise,so should i just reverse engineer it to met my needs?

#

it'd be a lot of work ngl

#

but i think it would still be helpful

#

because i'd basically be gutting it anyway

young quartz
#

How to get world displacement of the landscape in blueprint?

#

blueprint of the material

wary wave
#

you can't

plush yew
surreal eagle
plush yew
#

Please show

young quartz
plush yew
#

Stupid epic fix your launcher

#

Your working to much on ue5 that you can’t even fix simple bugs in the launcher

#

Does UE support .mov files (with alpha channel) as splash screen?

#

good evening everyone, how do we get the menu of options open I make them disappear now I'm bothered

#

place actor its ok tks

supple viper
#

this model has a separate model for shadows and I don't want its shadow model to cast shadows to its visible model but don't know how to do that

supple viper
#

no

#

I'd say just try it

soft tree
#

Is there another non-unreal marketplace for scenes/environments?

autumn grail
#

Hello , Please , is there something special to know for replicate variables of type BP ?

#

i mean my character have properties being variables of type BP objects

#

i want to replicate them when they change

surreal eagle
#

developing parkoor xd

plush yew
#

its o k

#

now i have probléme lol

#

i no have water ?

#

why?

young quartz
#

is there any way where I can pass the displacements from landscape to material instance?

solemn schooner
#

I'm setting up a system where people can extend the game by writing scripts in LUA. However I also want them to be able to add/replace the models, maps, materials etc. What would be the easiest way to set it up to allow for those custom assets to be included alongside the lua scripts?

plush yew
#

its for me the question ? @young quartz

young quartz
#

no man.. I am having my own bunch of problems

plush yew
#

^^

#

ok bro

#

own bunch

#

gooooooooood

#

thanks lord fidely ever

#

the must fiablity coach

young quartz
#

I quit

exotic thicket
#

You guys okay? There is room on this channel to ask more than one question at a time

young quartz
#

can anyone just tell me.. I have a landscape and I want to pass the displacement forward in a result

plush yew
#

I thoight this was careers chat lol

midnight cloak
#

Somebody know what i'm doing wrong?

wraith sonnet
#

Anyone know if there is an easy way to build the engine as monolithic but then force certain modules as modular?

rancid lagoon
#

how do i change the gamemode mid game? I have a main menu, but it only works in tis game mode. Once i press paly i want it to change my gamemode. How do i do it?

#

is that blueprints or C? im working with blueprints

#

ok thanks

midnight cloak
#

and for my probleme?..

steady mountain
#

hi guys

#

im new here

#

and new with unreal

idle mantle
#

Hello @steady mountain Welcom!

steady mountain
#

ill need help

#

cuz im looking for unreal do make animations

#

and i tried some times to use it but i found it kind hard

idle mantle
steady mountain
#

thanks!

#

tomorrow ill start lookin for it

#

i use daz characters on my stuff so

idle mantle
#

Great 😄

#

I'm more a Reallusion user

steady mountain
#

i saw an musician who made animations with it

#

and i got curious

#

and it seems that unreal is more simple to render animation more than other programs

idle mantle
#

Great 😄

#

I have also a big problem, UE crash and I don't know the reason

#

when i click on play

#

and escape for quitting the gaming mode

pine rock
#

is it normal that i have to disable gravity on my mesh to enable a character to fly?

idle mantle
#

*"Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000" ** WT is that??

drowsy snow
idle mantle
#

I'm very bad at debugging, and debugging symbols? Sorry but I don't know what is that 😮

#

you think it's my other programs interfering? - bad internet? or maybe corrupted files? I dont know

#

ahhh 183 - 109 ... will check the lines

drowsy snow
#

Also it's not UE5 specific, it's also a thing in UE4.

idle mantle
drowsy snow
idle mantle
#

Oh ok I just clicked on Verify and now wait

#

@drowsy snow what should I do after that?

#

It's 38.86 GB!!!

drowsy snow
idle mantle
#

ahhh sorry

modest trench
#

you need a lot of hard drive space for this stuff

idle mantle
#

I'm confused :/

modest trench
#

turns out a few million lines of C++ engine code means a lot of symbols

idle mantle
#

omg :/ not for me then

#

wait I have another drive with 100 GB but it's not the C: drive.

plush yew
#

if I open multiple PIE windows, is there a way to mute the sound of certain PIE windows?

idle mantle
#

maybe...

modest trench
#

ah SoloAudio console command

#

au.debug.SoloAudio

#

then au.debug.ClearSoloAudio to return to normal

idle mantle
#

I clicked on apply

#

now I launch UE

#

I open my scene again

#

click on play, and when it's playing I press the key ESC

#

and crash again

#

Sorry for your eyes...

#

omg I have no idea what is that

#

@modest trench So sorry to ping you man ahah but maybe you know?

#

I'm so stressed I need to fix this tonight :/

#

Almost 3 AM3sRunFast

#

This is so strange that it's working when I press the PLAY button but it crash when I exit 😦

#

maybe this is my internet connexion? because lately its sooooo slow pffff

rancid lagoon
idle mantle
#

Simple; when I exit the playing mode, it crash

rancid lagoon
#

if you are in multiplayer it is a possibility that your computer just cant handle it (idk what computer you have)

idle mantle
#

It's not multiplayer maybe I have a plugin that use Internet I dont know

devout swift
#

How do I get rid of this message in my packaged WindowsNoEditor game?

idle mantle
#

and my internet is slow lately so maybe it;s the cause but I dont know

devout swift
#

i mean, how do I prevent any debug messages from showing on my packaged game

#

I did this

rancid lagoon
devout swift
#

does that also remove the in-game console you access with backtick ` ?

#

I would like to keep the console but remove the other debug messages

rancid lagoon
#

sorry for my bad typingh as well

devout swift
#

so when I package a game, it doesnt build the maps+lighting during the package process?

rancid lagoon
#

no it never does for me. it always re compiles the shaders tho

devout swift
#

I see, so just gotta remember to build before you package?

rancid lagoon
#

how could i assign game modes to specific levels? ie. main menu has one game mode the gameplay has another game mode. How do i switch between to two?

rancid lagoon
#

also how do i make auto save change its time?

#

it saves like every 30 secs

sweet axle
devout swift
#

just type auto save in prefs

rancid lagoon
#

thank you!

idle mantle
#

anyone can help me please?

#

maybe someone who know how to debug

idle mantle
#

it's when I quit the "playing" viewport..

#

playing mode works but crash when I quit the playing mode

idle moat
#

@idle mantle it seem like a nullptr

dapper oak
#

if im trying to make a set of classes for like a bass character type with different components and interfaces should i be doing that in like a plugin or is there some kind of other package creator where i can just take those c++ classes and move them to any project i want?

zinc cave
#

Ya'll, can we just give it up for The Ascent? One of the most beautiful and detailed uses of UE4. This art team is stellar! With DX12 and raytracing on, this game is one of the most gorgeous games to date. The amount of detail and resolution of textures and reflections is so sweet. The sheer number of assets, and the intelligent use of modularity (not a word) is really clever. Lord I hope someone does a FP mod for this. Would be fun to try out (ala' Alien Swarm mod). Oh...and the game is really fun.

craggy sorrel
#

Im not sure where to go but Ive been having problems with splitgate and having this error code pop up each time I try to start it

craggy sorrel
#

thats the problem im not sure whats happening

#

all i get is that error code

drowsy snow
#

No error code in sight NantoHmm

craggy sorrel
#

its not showing the messege?

drowsy snow
drowsy snow
craggy sorrel
#

i see thank you

covert summit
#

also why in the hell did it show the in-dev error message on a shipped game

#

i guess they shipped a dev build?

modest trench
#

better crash logging?

covert summit
#

doesnt seem to be working 🤣

modest trench
#

it's doing its best

drowsy snow
#

That's questionable. It shows nothing at all lmao

covert summit
#

it tried

drowsy snow
#

Probably those early access title

craggy sorrel
#

it is

drowsy snow
#

Tried Postal 4 one day, and that game uses in-dev crash reporter too lol

covert summit
#

and this is why our actual editor crash reports don't get looked at smh

plush yew
#

hi every

#

i have question for yours please

#

I need the character not to cross the bridge and be able to walk on it thanks

weak urchin
plush yew
#

I import this bridge from blender I have nothing to touch

#

@weak urchin

modest trench
#

I would just "use complex as simple" in the static mesh collision settings

drowsy snow
#

Bridges are not something that's typically have physics simulation, so yeah, using complex collision won't cost much.

covert summit
#

and also I defer to hoodie

hearty cosmos
#

ty!

covert summit
#

do you mean getting the actor location from the context of an editor plugin or utility widget or at runtime?

#

that doesnt really answer my question, but there is "Get Actor Location" node that gives you the actor's location...

#

if you mean "what is the original location of an actor that was statically placed in the editor, no matter when im asking for it during runtime" there isnt one

#

you would just need to save the location at Begin Play and reference it later

native tulip
#

how can i set an actors rotation based on his local axis?

covert summit
surreal eagle
#

I'M TRYING TO PLAY A ANIM TO BONES ONLY BELOW TH PELVIS BUT IT JUST PLAYS BOTH ANIMS

#

HALP

native tulip
#

basically i want the control rotation to define where the actor is looking

surreal eagle
#

I HAVE an anwer

#

one sec

native tulip
#

AddActorLocalRotation would work i think? but i dont know how to do the math for it

native tulip
#

i dont think you understand what i want

surreal eagle
#

oh

native tulip
#

i want to rotate the local Z axis

surreal eagle
#

the absolute z axis??

native tulip
#

whats that

surreal eagle
#

just rotate mesh and hitbox

native tulip
#

the hitbox is the root tho

wise trail
#

Question why is the custom collision section in the project settings limited to only 18?

surreal eagle
native tulip
#

ok i actually think that should work going to test it

surreal eagle
#

can i get help

covert summit
#

what you probably want is IK

native tulip
#

i dont want ik xd

#

i just want to rotate the actor on their local axis

covert summit
#

alright whatever you want lol

surreal eagle
#

i want to play a anim only on the legs

native tulip
#

it ok tho, i think i can find a cheeky workaround with the mesh relative rotation

covert summit
surreal eagle
#

thats what i had

#

it doesnt work tho

#

here i'ma open stream

#

you tell me what to change

covert summit
#

you might be changing what gravity means though, i cant know that

#

if so, then you're fine

native tulip
#

im on flying movement mode so im not sure if its ok to defy gravity

covert summit
covert summit
#

programmer art

surreal eagle
native tulip
covert summit
#

🏆

native tulip
covert summit
#

oh yeah if its happening really fast, then that makes sense

native tulip
#

mhm

#

now ill go cry in a corner because i have no idea what to do xd

surreal eagle
native tulip
#

sorry but i dont buy plugins

surreal eagle
#

k

#

its not a pluginn

#

10$

native tulip
#

i mean marketplace content

surreal eagle
#

oh

#

understandable

native tulip
#

because im a broke 15 year old mostly but yes

surreal eagle
#

17 lol

#

how do i fix this

native tulip
#

also heres what i want to do, using the control rotation (where the character is looking) rotate the actor so that he can rotate on the wall just like on the floor

surreal eagle
#

do it

native tulip
#

:(

surreal eagle
#

hmm

#

still cant figure my aninm shit out

modest trench
# surreal eagle

I'm assuming here that you have to get that character ref in the event graph and store it to a variable for later

modest trench
#

it's just for fast path anim processing

surreal eagle
#

huh

modest trench
#

er, wait threaded anim

#

not fast path

surreal eagle
#

well i'm trying to have it where the annim only plays on the legs

modest trench
#

oh, I assumed you were just worried about the error

surreal eagle
#

not my issue

#

i can fix it later

#

i know how havent got to it

#

i just straight up dont understand this blend shit

modest trench
surreal eagle
#

i read that

modest trench
#

you probably want to set the bone to spine_01 or pelvis

#

instead of root

surreal eagle
#

ok 1 sec

#

nope

#

did not work

#

uuuuuuuuuuuuuuuuuhhhhhhhhhhhhhhhhhhhhhhh

winter zenith
#

I'm trying to add first person to my game, I added the camera to the head socket, but the camera constantly moves with the head animation, causing an extremely nauseous effect. Is there any simple workarounds?

surreal eagle
#

have camera to controll pawn rotatioin

#

then set camera controll rotation to 0,0,0 per tick

surreal eagle
modest trench
#

this is a reload animation that plays while sprinting

#

make sure the bone name is correct

modest trench
winter zenith
#

Well the entire character has the same animation so it doesn't matter what socket I attach it to

modest trench
tight robin
surreal eagle
#

even with anim edits

tight robin
#

Attach it to your capsule collider or something.

winter zenith
#

I've done that and you can see the character, any easy way to hide the character for the camera?

tight robin
#

Your skeletal mesh shouldn't be your character's root.

tight robin
#

Yeah just set the skeletal mesh to not be visible.

#

USkeletalMeshComponent::SetVisiblity()

surreal eagle
#

ARRRGHHHHHH

modest trench
#

¯_(ツ)_/¯ I don't know anything about your anim setup or what you are sending it

winter zenith
#

Where would I hide the bones? In a bp?

surreal eagle
ebon pawn
#

Good morning does anyone know if we can publish to a pixel streaming cloud from unreal engine directly

modest trench
#

Is this what you're talking about?

modest trench
ebon pawn
#

Yes thank you. I was using twinmotion and in it there is a feature to publish to cloud and share. So I was wondering if we could do that same inside unreal

runic narwhal
#

Is it possible to have a chaos object that floats? Something that is arbitrarily attached to another object?

surreal eagle
modest trench
#

I'm kinda new to advanced anim graph stuff anyways

surreal eagle
#

here i split them into 100 mb

#

use 7zip to re-assemble them

#

jam em all together

modest trench
#

sorry, I'm not interested in taking a look at that stuff right now

surreal eagle
#

k

#

went on a forum

#

figured it out

#

took notes

#

i can sleep now

young quartz
#

I have some scalar info. How should I send it through the material attributes. Which palette to use to add scalar infos to the result?

tight robin
#

What mean?

#

Material Attributes? You mean you're making a Material Instance?

young quartz
#

I have scalar info like 0-1 and have a material attributes result.. and want to add that scalar info in that result to pass to material attributes further

tight robin
#

Not sure I follow. Are these 2 different materials you're trying to chain together?

young quartz
#

wait I send a pic

tight robin
#

Send pic

young quartz
#

something like this.. sry I m newbie.. so this is how I can explain

tight robin
#

So this is a material function?

young quartz
#

yes

tight robin
#

I have no clue what MF_Displacement is/does.

#

I have the editor opened and I tried to type it in and nothing happened.

#

You're talking to a gameplay programmer about shaders so you might as well be taking a cheese grater to your nipples in a lemon juice filled swimming pool.

young quartz
#

lol

torn shard
#

Any way I can tie the yaw of my mouse to the yaw of my camera and have my character move as well

tight robin
young quartz
torn shard
tight robin
# torn shard ?

Your camera has a transform. Your character has a transform. I don't know how you've setup the hierarchy of these two components (if they're on the same actor) but you can sample the movement of the mouse and do whatever your heart desires with it.

#

Your are God of this realm.

#

This is your dominion.

#

Fly high, Icarus.

#

If they're in the same hierarchy, move one and the other will follow.

#

If they aren't in the same hierarchy, sample it twice.

#

Or sample it once and use you Player/PlayerController to pipe it to the object of your choice.

#

And achieve your dreams.

torn shard
#

I feel like we're not speaking the same language

tight robin
#

Third person?

torn shard
#

Yes

tight robin
#

Skeletal mesh?

torn shard
#

Yes

tight robin
#

What's your actor hierarchy?

#

Show me screenshot

#

Get that editor UP

torn shard
tight robin
#

Camera boom?

#

Follow camera?

#

Hm...

torn shard
#

Its from the third person template

tight robin
#

I've been mucking about with first person lately, so I'm rusty on 3rd person.

#

Yaw doesn't really matter for your capsule.

#

Its cross section on that axis is a circle.

#

Yaw to your heart's content and it's still a circle. I can't recall how the default CharacterMovementComponent is setup, if it uses the orientation of the CapsuleComponent as its facing direction when determining relative movement from your forward/right axes or not.

#

If you want the quick n' dirty, slap a tick on your character controller, sample the camera's global transform every tick, and apply its rotation to your Mesh.

#

Ticks are slow, but you almost always have only one for the character (and you only have 1 character anyway) so it doesn't matter.

torn shard
#

I figured it out, it was insanely easy

tight robin
#

I'm proud of you, son.

#

HOW ABOUT YOU SHARE YOUR SOLUTION WITH THE CLASS?

#

Inquiring minds want to know.

torn shard
#

Sure

tight robin
#

👀

torn shard
tight robin
#

Noice

river copper
#

can i setup rider for UE 4.26?

tight robin
#

Yes, Rider should just work.

river copper
#

wait wat

#

how

tight robin
#
  1. Install Rider
#
  1. Open SLN with Rider
#
  1. ????
#
  1. Profit
river copper
#

sln?

tight robin
#

Visual Studio Solution File

#

Which Rider is compatible with.

#

I use Rider in multiple 4.6.X projects.

#

It has not required any particular configuration for me.

river copper
#

wait w here do i find sln

tight robin
#

Beyond P4 integration.

modest trench
#

Rider for Unreal engine specifically

tight robin
#

Yes, rider for Unreal engine specifically.

#

Right click on your UProject file.

river copper
#

umm?

young quartz
#

how to remove parameters from default material? I removed the functions and its still appearing in the materials parameter default

tight robin
#

Select "Generate Visual Studio Project Files"

#

It will shart out an SLN in the same directory

#

Open in Rider.

#

Become programmer.

#

The uproject file will be whatever you've named your Unreal project.

river copper
#

ok thanks

tight robin
#

It will be in the top level of your Unreal project structure.

river copper
#

UE5 is like kinda unity?

#

oversimplified logos

tight robin
#

WTF are you talking about, Jessee?

river copper
#

jessee?

tight robin
#

I don't know, man. Breakin Bad memes.

river copper
#

im confusion

#

jokes in boomer

tight robin
#

Unreal 5 is Unreal 4 + Lumen and Mega Bullshits.

#

There you go.

#

Unity is a game engine made by a bunch of Danes who don't make video games.

#

AKA a waste of about 100,000 man hours.

plush yew
#

When trying to package the FPS template for Windows it gives me this error near the end. Where's the problem? I have a new Threadripper and 32GB of RAM.

tight robin
#

To my naive eyes it almost looks like an infinite loop.

#

Wow I feel enlightened on what do without an SLN already. Thank you for your contribution to the collective knowledge of mankind.

#

Rider needs an SLN.

#

Do not listen to this low grade troll.

regal mulch
#

Isn't it nice how kindly people can communicate over a slightly different set of information?

tight robin
#

He feeds on deception and chaos.

tight robin
#

You're either the neckbeard supreme or you're trash not even fit to bathe in the light of your betters.

buoyant graniteBOT
#

:triangular_flag_on_post: The Duke of Octane#6411 received strike 1. As a result, they were muted for 10 minutes.

cyan marsh
#

whats the difference between jetbrains rider and jetbrains rider for unreal engine

#

if i already have rider installed, should i install the one for unreal engine too?

#

or is there an extension i can add onto my already there install

#

ooh alright

#

i'll just install it then

#

thank you!

#

it says the plugin is already baked into UE4.25+

#

and i use latest, which is 4.26 i think so i should be ok

plush yew
#

i have audio ques for everytime i throw a punch in game.

#

but sometimes maybe like 1/4 of the times i punch all the sounds play one after another

#

heres a video to show you what i mean

#

heres what the ques look like

#

i basically have it set up like this for every sound effect in the game

#

it doesn't happen for footsteps

dusky slate
#

Guys, very simple question, i want to be able to change the Static mesh that gets spawned by the Mesh Renderer dynamically in my BP. I can switch the Sample Static Mesh, but how can i change the Mesh that gets rendered in the Mesh Renderer?

cyan marsh
#

umm, what should i do?

wary wave
plush yew
wary wave
#

...fix the code / blueprint bug?

plush yew
#

howwwww

tender pecan
# cyan marsh

I get that all the time (first time after regenerating for example), project should load fine in rider though?

wary wave
#

I don't know, I don't have your code and I'm not psychic

cyan marsh
#

yeah

plush yew
cyan marsh
#

i restarted unreal & rider and it doesnt show up anymore for some reason

wary wave
#

gotcha - right that looks like it should work - put a print string node after the play sound and see how many times it is being triggered

plush yew
#

ok

#

ok so

#

the string only plays once

#

but the sounds still play

#

its an error in the que probably

#

but i don't know what

wary wave
#

audio cues set to looping or something similarly stupid?

plush yew
#

no

#

it only happens sometimes

#

not all the time

#

this is sooo annoying

#

it doesn't happen with any other que's

#

only this specific punch

#

well actually it happens with grunting as well

#

basically the same setup

#

doesn't happen with this tho

#

it's so fustrating

#

it's been happening for like 2 days now but i have ignored it

tender pecan
#

you can put a breakpoint, debug and step through the blueprint event, and step through the nodes as they occur, as they fire, so see if you can pin point or isloate where the 'loop' is coming from, a bit of triage to identify the place
if its intermittent its going to be tricky for us to give you a silver bullet, i mean it could be a few things, one of your cues are set to loop and you maybe just not seeing it,
maybe there is an event firing you forgot about, maybe there is an audio cude wrongly set as a punch that should be a footstep for example, it could be many things, debug it a little and see

#

what i can tell you is we use audio cues and random nodes and quite a bit more complex than that setup by our audio engineers and have not encountered an issue like that, so it is probably just a setup issue on your end, you just need to kind of work through it to find it

cyan marsh
#

if i made a blueprint gamemode, how can i delete the c++ game mode base?

wary wave
#

yeah, my guess it is something stupid like a cue set to loop somewhere

cyan marsh
#

and also, is it stupid to make my gamemode a blueprint in my otherwise c++ project?

wary wave
#

and you're just going to have to work through the settings on everything until you find the cause

plush yew
#

is there a way to like search through every blueprint to see if a specific node has been used?

wary wave
#

right click on the node, 'Find References'

#

it will search the current BP, the window at the bottom that appears has a button to search the whole project

plush yew
#

alr so there is only one node with play sound at location with sound being the punch woosh que

wary wave
#

then the problem is likely in the cues

#

could also be in the anims

plush yew
#

i have notifies to show when something is happening

#

i do the same with footsteps

#

i think that's fine

#

for every wave player the settings are like this

#

for every random node it's like this

#

and for output it is like this

#

i don't see any problems with any of these

cyan marsh
#

probably a dumb question: shouldnt the play button compile and then play?

plush yew
#

what do you mean play button

#

I want the light hitting the wall from the sun to reflect more around for brighter interior, with what setting can I do this?

#

OMG

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I FUCKING FOUND IT

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NO WAY THIS TOOK ME LIKE 3 DAYS TO FIND

#

oml

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i feel so stupid

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so basically the audio i used to get all the sound effects are like from youtube and its like 30 seconds of different sound effects

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just look and you will see it

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grunt 4 and 5 are the entire thing

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so it was playing the entire thing

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oml

plush yew
#

@wary wave

wary wave
#

lol

shell surge
#

Guys, I need help. I'm using quixel meshes and the light goes through the back sided. it's double sided geometry and still ... any fixes for that ?

cyan marsh
#

alright, gotcha

#

another question: how do i implement this to c++? i'm following a tutorial to start out and Get Right Vector doesn't have any arguments

plush yew
#

i have this node in the level blueprint

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so that it will be splitscreen

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it works

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i want it to be when i use my keyboard and mouse it affects the one on the left

dusky slate
#

Guys, very simple question, i want to be able to change the Static mesh that gets spawned by the Mesh Renderer dynamically in my BP. I can switch the Sample Static Mesh, but how can i change the Mesh that gets rendered in the Mesh Renderer?

plush yew
#

and when i use my controller it affects the one on the right

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but when i use my keyboard and mouse it affects the left

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but when i use the controller it affects the left aswell

cyan marsh
#

looks like that's right

plush yew
#

Hello guys, i need some help... It os possible to use live link in play mode ? i'm using the technocrane pluging for the ue 4.26 but it isn't compatible after build game package

#

Is there no quick way to implement a transparent animated splash screen? GIF, APNG or MOV, doesn't matter. The project setting only has full support for BMPs.

young quartz
#

why there is such weird spots on the texture? How to fix this?

desert pagoda
#

What do I need to make games in addition to the basics of C ++ and UE4 skills? ||I use translator||

tender pecan
#

and lots of tears

desert pagoda
#

I mean IT things, i.e. do you need any libraries, etc.

tender pecan
# desert pagoda I mean IT things, i.e. do you need any libraries, etc.

All libraries are included in the engine you would need to make a game.
For everything else, there are plugins that you can get form the marketplace, as for IT, make a game and see where your skills fall short.
It will depend on the game, your team and their experience, the targeted platforms and storefronts, and all have their own caveats, tools and libraries that need to be taken into consideration.

desert pagoda
#

And I want to make games as a hobby, i.e. I will do it myself without team.

gleaming crane
#

Trying to find the code behind this anyone have any Idea where it is? I have an open-source build of UE4

desert pagoda
#

Anyone recommend some good materials for learning Unreal Engine (and its C ++ programming plugins)? It doesn't matter if it's documentation or YouTube videos. I am asking because I do not know where I can learn.

desert pagoda
#

Thx

#

Can you learn C ++ plugins or just Blueprint?

#

So what about writing code in Visual Studio? What do I need to learn for this? (I know C ++ basics).

#

But writing code is a normal thing when game make (?)

#

Visual programming helps and speeds up your work, but writing code by hand is essential.

#

Big studios make games by writing code.

drowsy snow
#

Here's the thing:
USE BOTH BLUEPRINTS AND C++

desert pagoda
#

So what do you need to learn besides the basics of C ++ to write games in it?

drowsy snow
#

Using Blueprints in Unreal Engine 4 does not make you a weenie.

desert pagoda
#

But you have to start somehow.

#

But I honestly don't know how to do it

#

The basics alone are not enough to write anything. You always need some libraries etc.

drowsy snow
drowsy snow
#

Doesn't even have to be published on itch.io, just being playable is enough.

desert pagoda
#

But I have to be able to use all these plugins.

drowsy snow
plush yew
#

Do you folks have nothing to do other than arguing here?

drowsy snow
plush yew
#

peace.

desert pagoda
#

I understand, but what next?

#

Okey thx

drowsy snow
#

@desert pagoda this

wary wave
#

maybe start with some tutorials or something?

#

just sitting in here saying "what do?" gets you nowhere 😄

drowsy snow
#

Don't even think about shipping yet. Just make it playable by family and friends.

wary wave
#

aye, I would just worry about getting simple games running in the editor and learning the general process

#

one step at a time, innit

desert pagoda
#

Okay

wary wave
#

setting up version control is sound advice tbh

desert pagoda
#

I understand that I should start with Blueprint and not worry about C ++ yet?

wary wave
#

most developers will use both

#

start with basic tutorials

#

the Unreal Learning portal probably has some decent stuff to get people started working in the editor

drowsy snow
#

I for one didn't get into C++ scripting until my third year using UE4, even though I learned C++ as a late toddler.

wary wave
#

didn't see the one linked, but if it does both, sure seems reasonable

cyan marsh
#

i'm trying to make sort of a jump pad, but i cant get the on begin overlap event to work:

i've got this func in my header:

    UFUNCTION()
    void BeginOverlap(
        UPrimitiveComponent* OverlappedComponent, 
        AActor* OtherActor, 
        UPrimitiveComponent* OtherComp, 
        int32 OtherBodyIndex, 
        bool bFromSweep, 
        const FHitResult &SweepResult
    );```

and i try to link it with
```cpp
BoxComponent->OnComponentBeginOverlap.AddDynamic(this, &AJumpPad::BeginOverlap);``` where BoxComponent is my box component set as a trigger
#

i put a debug message as the first line of the definition, but it doesnt get executed

#

this is the declaration:

void AJumpPad::BeginOverlap(UPrimitiveComponent* OverlappedComponent, 
                                                                      AActor* OtherActor, 
                                                                      UPrimitiveComponent* OtherComp, 
                                                                      int32 OtherBodyIndex, 
                                                                      bool bFromSweep,
                                                                      const FHitResult &SweepResult)
{
    GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, TEXT("Got to here"));
        // ...
}```
desert pagoda
#

Thank you very much for your help

cyan marsh
#

yes I do

wary wave
#

my first guess would be collision channel issues

cyan marsh
#

in my constructor

#
AJumpPad::AJumpPad()
{
     // Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
    PrimaryActorTick.bCanEverTick = true;

    StaticMesh = CreateDefaultSubobject<UStaticMeshComponent>("StaticMesh");

    BoxComponent = CreateDefaultSubobject<UBoxComponent>("Box Collider");
    BoxComponent->OnComponentBeginOverlap.AddDynamic(this, &AJumpPad::BeginOverlap);
}```
#

wdym with the editor closed?

drowsy snow
#

Oh shit.

cyan marsh
#

oh

wary wave
#

hot reload is... kinda unreliable

cyan marsh
#

i didnt have that enabled

drowsy snow
#

Hot reload is super messy, it's like having your entire room filled with garbage

#

Also make sure to disable auto compile when creating new C++ class in editor

cyan marsh
#

but i didnt have hot reload enabled in the first place

drowsy snow
cyan marsh
#

wait so

#

i should ENABLE that?

drowsy snow
#

It's meant to replace Hot Reload.

cyan marsh
#

well that's kinda unintuitive

#

so i just build all my solution, not only the game project, yeah

wary wave
#

generally speaking you only need to build your game solution

#

unless you've been modifying other parts of the project, but you'd know if that were the case

drowsy snow
#

Or having Hot Reload remnants

#

(which at times you still need to yeet them manually)

cyan marsh
#

it still doesn't execute

north shadow
#

how to import as a single mesh ? indont have the option..

#

combine mesh dosnt appear xd

drowsy snow
cyan marsh
#

sorry, i'm just starting out, what are those exactly?

drowsy snow
drowsy snow
cyan marsh
#

i know how to do it using blueprints, but i want to do it in c++

#

that's my implementation though

#
void AJumpPad::BeginOverlap(
    UPrimitiveComponent* OverlappedComponent, 
    AActor* OtherActor, 
    UPrimitiveComponent* OtherComp, 
    int32 OtherBodyIndex, 
    bool bFromSweep,
    const FHitResult &SweepResult)
{
    GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, TEXT("Got to here"));
    if (OtherActor == GetWorld()->GetFirstPlayerController()->GetPawn())
    {
        GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, TEXT("Should launch"));
        OtherCharacter = Cast<AGraphiteCharacter>(OtherActor);
        OtherCharacter->LaunchCharacter(FVector(0, 0, 1000), false, true);
    }
}
#

thing is it doesnt run BeginOverlap at all

calm crow
#

my firefox won't load it

#

where is the official epic discord channel ?

drowsy snow
#

Use Brave thanks

calm crow
#

wow, mails still exist in 2021 ^^

plush yew
#

Why reflection capture doesn't capturing my walls?

drowsy snow
calm crow
#

well, i think this mail will land in a mailbox full of 2500+ others mail related to firefox user and it just won't be read

drowsy snow
#

God you're such a web snob

calm crow
#

Discord allows human to anwser me directly if they are already on a fix or if i'm the only one signaling this to them

drowsy snow
#

Some Epic employee do present in this server, but they're not necessarily the direct authority.

calm crow
#

In theory with my company i have access to forum coe company. But i mean discord is easier and quieter for an not that important bug

cyan marsh
#

guys

#

wtf.

#

i figured it out

#

for some reason, the collision trigger is at the world origin?

#

wtf???

calm crow
#

a open bug tracker would allow me to see if there are already on the bug or not.

cyan marsh
#

who

drowsy snow
calm crow
#

thanks !

cyan marsh
#

thanks computer

#

ok alright

#

i'll do it

drowsy snow
#

Was all of that snobbery even necessary lmao

cyan marsh
#
    SetRootComponent(StaticMesh);``` like this, right?
#

just compiled, thats not it

#

do i actually have to do that