#ue4-general
1 messages · Page 1049 of 1
Hope it really helps xD
anybody know why my texture is importing this way with errors? it was working fine before when I tested it and closed my engine now it's freakin out.
it's meant to look like this
I think this is usually used for controller where the axis value can be anything between 0.0-1.0 unlike with keyboards where it's only either 0.0 or 1.0.
So if you only move your controller slightly up you can walk with half of the speed rather than going with the full speed
lil help with my import issue? anybody? anybody at all :/
It might be cuz you are not setting it up to use alpha values which would show the background as transparent
tell me how to fix that please. when I open the texture it looks perfectly fine and I can change the settings but it when applying it I still get these box cut outs
I'm really not experienced with textures, i can only guide you to those 3 settings where you have to play a bit to find the ones you need
that doesn't fix it.
I don't mean to use those values, i mean you have to change those till you found the ones which will fix it
I use vector displacement, no mipmaps, and nearest for my settings but the issue is when I open UE4 (again, the first time it was absolutely fine but I closed the project as it was just a test session) and when I opened it up again with the texture there it had those cutouts.
creating the resized texture again and importing doesn't fix this either
but my weapon doesnt shoot?
I notice he uses a fucking controller instead of a keyboard
but i thought he said it would work for keyboard aswell
oh nevermind guys i fixed it
Hello everyone, i'm kinda new to ue4 with c++. I was working on a tower defense game only with blueprints but wanted to try remaking it with c++ AND blueprints. Right now i'm working on the basics and I am trying to spawn a Blueprint Actor from my c++ class but ue4 always crashes with the following error message:
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000000000000040c
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_TDNew_2641!AWaveHandler::Tick() [D:\Unreal Projects\TDNew\Source\TDNew\Private\WaveHandler.cpp:34]
Is the way I'm trying to spawn my actor completely wrong? Could someone give me a tip on how to solve this issue?
What about something like "5 (+10) = 15"
I know this from other games and the brackets kind of make it obvious to me that it is just a bonus and not the base value
It's small but effective. At least that's what i feel
Is there a way I could make it so my characters max walk speed starts slow and gets faster
Yeah, i think i can live with that, thanks 😄
@plush yew your actor should have a Character Movement Component and you could just set the max walk speed
I want it to gradually increase whilst holding shift, so it goes up
And if you want to increase it over time you could use the event tick
Then just check for the key press and if shift is hold down add to the max walk speed
how do i fix so the Character moves with my mouse and not the camera as you see on the video
wont that just make it so it go instantly to max walk speed?
how cn i fix this error
Yeah, there is already a built-in option for this in the CharacterMovementComponent
The variable is called Max Acceleration. The default value is 2048,0 (Not sure why this value tho xD).
If you lower it you'll start slower till you reach the max walk speed value
Does that work?
This should increase movement speed every second by 1 while shift is hold
I didnt test it
Just thrown it together
I'll give it a go
Just like a general concept
alright
You should definitly clamp the max walk speed
I was also not sure if there was a built-in thing for it till i searched it.
I also only searched it cuz i can't believe that UE doesn't provide a solution for this xD
Cause it would increase indefinitly if you just keep holding shift
How do I add more options to Event Tick? I can't reuse it
yeah lmao
Add custom events for every "method" you wanna run and just make them run after each other
Dont know if events are the best thing for this cause i think they might run in parrallel if they are events
Maybe need to make them as functions instead
And remember event tick runs every frame
So if you do all those things every frame it could get quite heavy on your performance
So stuff like landscapes and textures would be generally what a graphics designer would do?
It works, How would i make it go up faster?
Can someone advise why this doesn't seem to have an effect, though it is activating
show everything
This is an event that exists on a particle effect, and I wanted it to slow down without editing the particle itself
Ah, I think my actor is not affected by global time dilation
Why do i get this error when i duplicate the level?
hi all so I tried to use DMX plugin, the plugin seems work, but it's should be have template content while mine doesn't have after enabling the plugin. why does this happened? I use unreal 4.26.2. already try to create the project in other directory and drive, use both unreal and unreal for aximmetry but none help.
or anyone can help me to upload these template maybe?, thank you
where do you see it should have template content? @glass raft
the SS is from UE web, also tutorial vid have that also
anybody know why my grass is being placed beneath my landscape ?
How do I ensure an actor is affected by global time dialation? currently it doesn't appear to be
@glass raftso you want that screenshot? that is in the engine content for the plugin. do you have show engine content turned on?
Is there a tutorial or guide where you load music on interaction?
like for example clicking E on a radio box to activate music
somewhere probably, or just break it down to what you just said. Make interact. play music.
so find out how to make interact. find out how to play music.
but idk the blueprint codes
you wont know them until you learn them
and is there a specific guide to this?
im sure there are guides for both on google and the official documentation site
thanks alot really help me 😋
because you didnt listen to what I said
look for ue4 interaction with object
then look for play music
then put them together
iow, try to find a tutorial on how to interact with an object
then try to find a tutorial on how to play music
then combine what you learned :)
yeah but the problem is that idk how to combine them
like idk the special code for that
ok ok i will do interaction with object
i just need to download the 3d object of a radiobox
you dont, you dont need to download anything to learn
?
you can interact with a box
no i said i will download a 3d object of a radiobox
@grim oreI was planning putting Chopin nocturne
I will come back if i have problem
ANSER MEEEEEEEEEEEEEEEEEEEE
O_o
@fierce tulipare you good developer?
i'd like to think I am
Hi, could you please give some advice, are Lightning Scenarios good for something, like world lightning changes, like changes from day to night when the story goes forward? Are there any other better variants to do it?
Hey, just wanting to confirm that chaos cloth simulation blocks morph targets from working and that I'm not just doing something incorrectly?
@regal marshwell the docs page for Lighting Scenarios has the first example captioned with "In the above image; the Directional Light, Sky Light, and Skybox have been placed in a Lighting Scenario level called Day Scenario. The Spotlights for the streetlights have been placed in a different Lighting Scenario level called Night Scenario."
Didn't read docs, oops. Thanks for answer!
@grim oresorry if it takes time but this stupid radio box fbx assets
they are just white
no material
how do i fix them then?
you edit the material that was made when you imported and set it up to use the textures
you might wanna go over some getting started content. check the pinned messages to find some good stuff to learn the basics to ue4
all of this is covered in the introductory videos that Epic created for people to learn the engine
@grim oreno like the material is white
yep
wdym yep?
He means, yes, the white material makes sense and his advice is still applicable, additionally, that information is covered in the videos (I assume).
You can make materials and make them look how you want. But materials won't know what you want them to look like. Open material and change it
@grim oreok, sure how?
fbx generally dont have the texture data associated with it, so when you import it the engine has no idea what to do with the pretty pictures so it makes a default white material for it. Its up to the developer to create the correct material for that object
oh but i thought it was gonna come with the fbx thing
do i download another file type?
No
nope, you learn how the engine works and fix it
@solar inlet imma point to the getting started content in this channels pinned messages one more time.
@fierce tulipwhat am i gonna do in starter content?
Did you ever watched introduction tutorials by Epic? They explain a lot of things for very beginners
I have watched Mathews video
you'll learn how to use the engine so you dont have to ask us the really basic stuff.
I know kinda how it works but im trying to import fbx to ue4
but the material is white, its not supposed to be white
In the site it says that texture and materials are in
here
It is attached to model
yes but when i import it to ue4, its not
But model itself doesnt have data about textures to import
You should import textures by your hand
And then set them in material
it gives me both material and the radio box?
:clock2: SamuraiTom#5078 was muted for 10 hours.
oh, that should have been 1 hour XD
:arrow_right_hook: SamuraiTom#5078 was unmuted.
:clock2: SamuraiTom#5078 was muted for 1 hour.
You don't understand even the most basic things, you should go and watch some stuff about basics
Idk, google Blender to Unreal pipeline in YouTube
The gist of it is that you will need to import the base texture, roughness texture, and metallic texture, go into the material, right click, type in texture sample, click it, then put the textures into the texture samples and connect them to their associated pins. If you watch a tutorial you'll get more robust and accurate information.
:triangular_flag_on_post: SamuraiTom#5078 received strike 1. As a result, they were muted for 10 minutes.
Oh n/m, I see he was muted.
I just lost my job...
Now my time to ask stupid questions. How to speedup Swarm light baking?
better cpu?
more and better cpu's, or use less lights, or use more important lights!
Ryzen 5 3600, i know i can get better, but at this point moment anything better will force me to sell kidney
i'd just read something while its swarming then, and make sure there isnt running anything else in the bg so cpu can focus on one thing
I guess it's the only variant...
cant change the cpu, use less lights and make sure the important lights are important
lighting importance volumes also help
I can play a bit with lights, yes, there are bunch of lights i can remove and make important lights. I will try tomorrow to optimize it all
Yep, i use them, because before most of time were spent lightning backgrounds player won't ever see
I told you guys, it just turns white?
its on its normal texture then after clicking, it turns white
how is that my fault?
you guys need to understand the person who wants help instead of jumping on them
:clock2: SamuraiTom#5078 was muted for 5 minutes.
ffs me and miliseconds
:warning: That user is already muted.
slaps manny
ugh, we cant try and help him if he isnt here lol
he got unmuted because a non-related strike unmuted him
Every time I change the visibility on this image it just goes back to hidden
so the bot unmuted him early lol?
Big pain
yea, bug reported it
welp hopefully he calms down when he gets back so we can explain it
but... it does come down to not understanding how the engine works which we keep trying to get them to learn more about 😦
well, since muting is in miliseconds I miswrote a zero, so instead of an additional 50 minutes he got muted for 5 minutes
but instead of learning the basics in that hour, he just posts the problem he had before, instead of learning
mm... I cant blame him completely, this is a weird one.. but yeah learning a bit more about how materials works might help understand it
well, i'll give him the benefit of the doubt, you have more patience than I have for sure :)
how would I make a "Sonicboom" when my character goes at a certain speed?
refraction/boom effect
Answer requires more data
check out the permanent free collection on the marketplace for some particle effects that might be similar then modify it? or uh.. read the docs about niagara or cascade
Hi, looking for a pointer in the right direction, I have a flying character, and I want to project an image on the ground directly under where it is flying, and have the image show on any other actors it fly's over as well, a decal attached to the character will do this, is that the right way or is there a better way?
sounds like a good way to do it
cool, thanks 😄
a light projector could be another way
what do you mean by light projector? I'm newish to UE
ok guys i fixed the issue
projecting a texturing using lights, its some math and material work but its an option. I think decal might be the easiest
ok mathew i will do the interaction object
yea, I just watch a quick tutorial on doing it with lights, thanks for the help
Yep, i fixed it, mostly. So, you gotta learn a way more about engine, actually. I would recommend to start not from Unreal Slackers, but from tutorials at the web
It's just not very nice to explain basics to everyone
Hi all, I'm currently practicing doing my own version of sound effects and music for the Infiltrator Tech Demo that was released a hot minute ago. I'm just wondering if anyone could help me understand how to render this out? I'm wanting to render it in 4K, I just don't seem to be able to find how to render it, aside from just clicking play.
Yeah. I've been planning tomorrow that I will pickup the radio and use the item inspection system and then it would blur the background
It would be very cool @regal marsh
Cool what?
Like implementing item inspection system? Then it would do background blur where it also plays the music at the same time
the issue is I think infiltrator is still using matinee which isnt really supported anymore
the infiltrator docs page has some info https://docs.unrealengine.com/4.26/en-US/Resources/Showcases/Infiltrator/, you might need to get an older version of the engine so you can have access to the matinee system
@grim ore Ohhhh maybe maybe, yeah that's probably it!! I have made many movie renders in UE, so i'm pretty knowledgeable with the process, but this one I can't seem to track down it's cameras or cuts.. Great suggestion and appreciate the links dude!! Let me do some digging, see what I can come up with.
if your opening it in a new version that would be it, matinee "works" but the actual editor is basically not usable anymore
Absolutely!! And I wasn't around during the Matinee period, so I didn't consider that.. Thank you for bringing light to that
I thought matinee was last seen in UE3... I'm newbie
it was actually not replaced until 4.24
technically you could try the conversion tool but... I've never tried it lol https://docs.unrealengine.com/4.26/en-US/AnimatingObjects/Sequencer/HowTo/MatineeConversionTool/
Yeah I'm onto this conversion tool now, reading this doc
see if I can do something with it.
fun fact, in the shootergame project the rotating city hologram actually uses matinee to just rotate it in a circle lol
no kidding, that is a fun fact!! How rad
I somehow missed the UE3 era. At the moment of UDK public release, i were spending a lot of time learning different new game engines, after old school game modding were replaced by Unity, CryEngine, UDK, Source, which were allowing you to make whole new level games.
Okay so that conversion worked like a charm!! I turned it into a level sequence and it added all the camera cuts and relevant assets. Awesome!
nice!
Thanks for pointing me in the right direction @grim ore
Okay
:no_entry_sign: prxsma#9789 was banned.
What the hell lol
🤷♂️
All I heard was something about balls haha
To be honest it's first time i see this guy
But his rage was like if moderators would murder his family...
Guys, does anyone know what to do if your bridge just stop downloading for like a day already?
I've downloaded it once before and eventually it was in the wrong drive so I've deleted the application. Maybe there are leftover files from that?
Maybe. You also could run installer as administrator if it's not already
Also you should try rebooting PC, removing leftover files with some utilities, and maybe clean cache
Also try to change destination
How did you uninstalled wrong one?
on ue4 widgets how do I rescale everything at once without moving progress bars or distorting the images?
Don't know where they are right now
Emmm, dragging it into the recycling bin
does epic online services host multiplayer server for free for us?
Nvm, it's working
Eventually I have to unzip the application which I did not know before. Yet in that unzipped files there's a uninstall application
should i have a delegate call like this DiscMesh->OnComponentHit.AddDynamic(this, &APlayerDisc::DiscHit); on initialise or on BeginPlay?
Hey everyone! My client gave me a vehicle skeletal mesh that is 25% too big. Can I just export the skeletal mesh as FBX to 3ds Max scale it to 75%, export FBX and in UE4 mesh "Reimport Base Mesh" or is there something im missing? When I tried, the vehicle floated above the ground!
Should I just tell him I need the modeller to fix it?
does someone knows what is that unaccounted thing? it's killing my game performance
Hi, may I ask is there tutorial or someone can tell me how to export specific levels?
whyyyyyyyy
You might be able to migrate levels to another project but you'll need assets from said project as well
Google the error code someone on a Forum probably knows the answer
so after i migrate, i should click export all or package the project?
You should be able to just scale it than reimport like the first time
Worst case scenario use unreal engine scale to shrink it and right click align/snap it to floor or desired away
i checked
When migration make sure to take all relevant assets or you'll have errors and loose ends
i didnt bother n let them all in, so should be fine i guess
i know the file might be so big yeah
I think our c+ channel would be best for that stuff iirc
You can always back track and remove stuff unrelated to the level over time or reuse the assets
What did you find?
Ok, Ive tried that and everything is almost perfect, except the mesh is hovering above the ground. Perhaps its the physics mesh that needs to be re-made?
nothing relevant
Right click the mesh go to transforms and snap/align to whereever you want it
Be it floors walls etc
^ if that doesn't work check the blueprint for actors or components/physic to see if those are working as hedges above ground
Also it could be your meshes collision presets
Using ignore check box for whatever blockage or object below typically fixes floating objects in runtime
Honestly I'm still learning unreal so fixing errors like that is difficult for me however there's barely any context laid out to what the error did, what happened before it was caused , and what you've tried to fix it
Any or aught else would help drastically ^^;
Mesh or?
only meshes
And to unreal correct?
yeah
Do you have a backup stored?
backup for what
Your project...
it's empty
Ah oki
lol
So just starting right?
yep
Thank goodness
Word of advice always back up your project bi weekly or whenever you have made strives and its stable as heck
I lost 8 months of work because I was dumb :3
Yup
I was new to all this and trying to learn Anyways do you know which fbx causes the crash?
Or is it all of them?
the fbx is too big
How large is the fbx?
My models are 300mb or more iirc
Perhaps its because you're importing multiple objects at once
Have you tried separating the meshes into separate pieces and importing them 1 by 1
Or combine them if you like
i've tried earlier
split into 4
still crashes on the first one
then i hadn't had time to split them again
And does each piece have separate rigs?
yea
yeah idk
i'm trying to import by dragging and dropping now so
if it crashes then i'll have to do something else
Wait
Click green button or right click
Than press import
Than pick your file you setup
now i try drag and drop into content browser to see if ti works that way
Sure x3
it's probably not the ram usage that's causing this though
it was more earlier
by more i mean 3 gb or osmething i don't recall
Well if your pc can handle the load being a pc hopefully that has the specs for unreal you should be fine
it kinda does?
Have you tried importing something smaller like a cube
Ah
it seems like the problem is when objects are too many
where my 8 gb ram falls short or something i'd guess
Than it might be a processer issue x3
o.o
i suspect my ram
I've honestly never heard or unreal crashing on imports
How much ram do you have?
8 should be fine for importing iirc
Minimum and recommended hardware specifications and necessary software for developing with Unreal Engine.
You should be fine ^
You're welcome its the least I can do :>
Yush
I wish you the best of luck my samoyed wants to nap
If you still have issues try around morning to afternoon and someone should be around to help
@plush yew with my blueprint you just add 1 to the max Walk speed. If you want to make it faster just change the value in the + node right before the Set max walk speed
hi, how can I determine if a level has fully loaded?
Im trying to package my project but i keep getting PackagingResults: Error: extra qualification on member "*InsertFunctionNameHere*". What does this mean and how can I fix it?
can you provide complete log
GetGripComponentNearMotionControllerGripPosition??
waht is that ?
UVRGripComponent* AVRPawn::GetGripComponentNearMotionControllerGripPosition(UMotionControllerComponent* MotionController) const;
this function is buggy
its a function with a return type of UVRGripComponent which is a custom class that I have in a plugin
are you using serialization ?
not really sure what that is so im guessing no
this is you error
Error: extra qualification on member 'GetGripComponentNearMotionControllerGripPosition'
and try to build on Android (ASTC)
Oh lol i must have accidentally left the class when copying the function from cpp to h file. And I was building on ASTC
thanks for the help!
I've removed the AVRPawn:: from UVRGripComponent* GetGripComponentNearMotionControllerGripPosition(const UMotionControllerComponent* MotionController) const; yet everytime i compile its still showing UATHelper: Packaging (Android (ASTC)): G:/Game Development/Unreal Projects/Project Files/DiscWar/Plugins/BaseVirtualReality/Source/BaseVirtualReality/Public\VRPawn.h(75,29): error: extra qualification on member 'GetGripComponentNearMotionControllerGripPosition' UATHelper: Packaging (Android (ASTC)): UVRGripComponent* AVRPawn::GetGripComponentNearMotionControllerGripPosition(const UMotionControllerComponent* MotionController) const; even though that line isnt even like that anymore. I've tried to generate vs solution and saving and pushing to git but it keeps saying the line hasnt changed...
did you remove bineries and intermediates
Could someone please take a look at this problem I have with spawning an Actor using c++? Kinda stuck and dont know how to fix this
and saved also
ill give that a try
which problem ?
The one I answered to^^
I already posted it like 12 hours ago but no one responded so i just linked to it instead of completely copying it
TSubclassOf<UDamageType> DamageType;
create you like this
and then spawn actor as normal
and first check you find the world
also send me crash
just deleted them, regenerated solution and still getting the same error
this is my property UPROPERTY(EditDefaultsOnly, Category="Team Base") TSubclassOf<ATeamFlagBase> BlueTeamFlagBasePreset;
and spawned like this TeamFlagBase = GetWorld()->SpawnActor<ATeamFlagBase>(BlueTeamFlagBasePreset, SpawnLocation, FRotator::ZeroRotator);
@supple crag
let me know if its enough
error in editor or vs
editor when packaging
and you remove the code ?
yep
are you usiing plugin ?
i changed UVRGripComponent* AVRPawn::GetGripComponentNearMotionControllerGripPosition(const UMotionControllerComponent* MotionController) const; to UVRGripComponent* GetGripComponentNearMotionControllerGripPosition(const UMotionControllerComponent* MotionController) const; yet its still saying it is the first
yeah
its a custom plugin i made
did you remove binaries and intermediate from there aslo
that might help
you must be using this function some where else i think
and you should try by disabling this plugin to make sure where is the problem
the only place that function gets called is in that specific class (and any children) so i'm not sure what might be conflicting
log is still same?
it seems to be working now
i made it a non const function
even though rider is telling me it should be const
which is kinda annoying
Does anyone have any thoughts on how to create the desired path of a projectile?
so you want your projectile to travel from the release point to the camera first, and then to the target?
Not precisely, ultimately I want the projectile to be as accurate as possible, which I feel like having it travel down the line of sight is ideal. The issue is for visual continuity it may launch from other locations, like the characters hands.
So I'm trying to basically travel to an intersect point
I might just spawn two projectiles and toggle visibility on one and destroy the other at a point but that seems like it would be hard
so basically, you want your particle to travel along your aim offset trajectory, but to the target visible from the camera, right?
Here's an example of the problem I have
of course the blast is going to go straight into the rock
but for good gameplay I feel like it needs to not
and travel to the target
hm, I am not sure of that
you need a first person camera to mitigate that problem
if you would like to have that anyway, you could change the collision behaviour of the particle
Im sure there are several solutions
*projectile I mean of course
For comparison, GTA V doesn't accurately do the bullet trace from the physical location of the gun.
But it's your call to be that accurate.
yeah exactly, thats easy except for when you're firing slower magic projectiles
I think I might just do the two particles and have them switch in mid air
i can't rebuild the lights at runtime, that means i need to switch to moveable lights when i use generated tiles?
@hard escarp have you thought of a cast animation that brings the magic projectile in line with the camera and then shoots it?
I'd just screw accuracy and give a bit of tolerance to get the projectile go through.
I'm developing an action RPG and I cheated a lot. To hell with physical accuracy if magic existed. Though I used over the shoulder camera as opposed to center camera.
Yeah, and trying to get the camera as close as possible, the problem still exists and it really limits the types of animations you can use.
meh, I'm a very competitive person, I like precision tools
most games do that though for sure
you could also send your collision sphere along the line of sight, but offset your mesh without collision to the trace from the physical location
I am not sure, though, if that doesn't confuse players
yeah, thought about that too, might work to some extent
Except that the competition give a bit of tolerance when it comes to this.
But hey, it's your project, not mine. If I were the director, I'd just not let the magic to be casted if it's too close to an obstacle.
be hard to do things like shoot out of a window though I think
idk i guess Ill keep thinking on it
thanks both of you
If you want to have it that accurate, I think you really need a first person camera. That is exactly the reason for them to exist in shooters
Also the oldskool center camera didn't help either.
The industry abandoned that shit for years for good reasons, ever since Resident Evil 4 pioneered over the shoulder camera.
How would I make a sonic boom that flows around a character when going a certain speed
So say a rockets flying at 1000mph in ue4 (not using correct terms) how would I make a sonic boom
By faking it.
Where do I start as someone completely new to Unreal Engine?
What do you mean?
I used Unity for about 2 years
Thank you 🙏
man no where i ask i never get support lol
Faking it with visual effects.
Does anyone know if it's viable to use a cine camera as default player camera?
But why?
No real reason, I'm diving into things I'm unfamiliar with currently just for the sake of learning
I've seen it used as default camera before, I just don't know if there was a specific reason for it
It's a bad practice to use cine camera as a gameplay camera.
Cine camera is basically the normal camera, but with settings for cinematics and not for gameplay purposes. Though you can use it for photo mode camera.
So they basically are capable of mostly the same thing, except cine is not meant for gameplay
that is what I'm mostly interested in, what exactly can cine camera do that default camera cannot
Is it just quality difference?
More of setting them up difference, and the lack of flexibility that players have expected for gameplay camera.
Quality is barely a difference, if not at all.
Im having problems with my animations in UE4. I imported my old gamemode's animations from source>blender>ue4 and the animations are working completely perfectly in the animation window, but I cant figure out how to actually apply those animations to my object. Does anyone know of a good video or documentation about applying animations to static meshes?
Animation sequences are only applicable to skeletal meshes. Animating static meshes is only possible by socketing it into a skeletal mesh or animating the transform in Sequencer (which is almost practically the same as Source Filmmaker)
does anyone know why i cant move my player after joining a session im using a custom game instance but it wont let me move around but if i use the normal game instance i can move around
but cant join or create session ?
Hmm so ill just animate the skeletal mesh then, I have the skeletal mesh for the thing im trying to animate obvs. Thanks!
How different your custom game instance is from the vanilla one?
the thing is i cant check
when i click the search icon for game instance it does not show up
this is all i have tho
i cant figure out whats in the default game instance so i dont know how to fix it lol
bro hoodiguy tysm. I got it working! Im sure ill be back here... Alot..
please dont show links to such websites @plush yew thnx.
I don't have google translate handy atm
what kind of bp would I use if im going to be using multiple animations, and each animation would play according to the state of the object. For example, I have idleclose, idleopen, open, close, which all happen according to what is going on with the object. For example, If it opens and then gets closed, idleclose would always play, and so on. I cant do this with an animation blueprint right? (only one animation would ever play at a time, though)
thanks ponkk, will research into it. The hardest part about ue4 is about knowing WHAT to research because there is so much :k
I have backup of the unreal engine 4 and then i installed epic games but now epic games not recognising ue4 in launcher how to fix this any solutions?
my editor is capped at 60FPS
how can I change this
I have Smooth Framerate off, I tried t.MaxFPS 0 and also disabled any other settings like that
hi, is it possible to animate a skeleton without a mesh attached to it to a specific framerate no matter what the actual framerate is, so that gameplay related stuff on it (ie hitboxes) work consistently, while also having another skeleton copy that skeleton but at the actual rendering framerate?
Hey! Im a
Noobster here. Tried the VR template project everything is good I can modifie things and so on.
But the problem is when I make a landscape I cant walk on it. Probably the NavMesh is not generated? How would I do this, does anyone have an idea?
@grim ore ok mr mathew
i did the interaction music thing
I also added auttenuation
Do you got this?
make the box cover the navigational area
then hit this
Other than Gaea and World Machine, are there any cheaper but good landscape applications out there?
$199 for Indie developers are just too expensive
Well, at least for me
Use these terrain generator software to build terrain maps with different parameters and environmental properties like water, mountain, lighting, etc.
how can i make a graphic option for no lighting?
Is there a way to copy and paste material slots (including materials) from a mesh to another?
in ue4? no
how can i make my camera stiff in ue4? i have a 3rd person and 1st person component, but on the 3rd person camera i dont want the camera to be moveable by the player, just to be in a static position according to the players location
Hiho, I have a general question, I have a data table for weapons, a data table for skills and am considering creating a data table for quests. Hence my question:
Is it possible to translate data tables when the game is played in a different language or does it have to be translated separately in the item, NPC or skill tree?
@lapis tulip Thats my property
UPROPERTY(EditAnywhere, Category = "Spawner")
TSubclassOf<ARunner> runnerBlueprint;
And I'm trying to spawn it like this
GetWorld()->SpawnActor<ARunner>(runnerBlueprint, GetActorLocation(), FRotator::ZeroRotator);
So basically the same as your code, but i just get the following crash
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000000000000040c
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_TDNew_2641!AWaveHandler::Tick() [D:\Unreal Projects\TDNew\Source\TDNew\Private\WaveHandler.cpp:34]
I made a check like this to see if GetWorld() doesnt return anything
if (!GetWorld()) {
//log
}
Line 34 is the GetWorld()->SpawnActor.... line
how can i turn off headbobbing in fpp, i just created a fpp and tpp so that im able to swap between them but the fpp is super annoying with the headbobbing
nevermind figured it out, just attached it to the cameraboom instead of the headsocket and boom, no camera movement: nevermind i can now see through walls in fpp. LMAO
@plush yew i did check multiple times if i set the runnerBlueprint in editor. Also tried some shenanigans with finding the class by name and setting the runnerBlueprint in the BeginPlay()
Just double checked and cleared the runnerBlueprint and set it again. Still crashing
What's your GPU temp at? Looks it could be like overheating.
That has happened before in google chrome few years ago and it got fixed over time but no idea what has caused this. My UE was crashing after i changed some NVIDIA 3D settings for more performance for gaming so i restored everything to default and opened the UE and this thing happened
GPU temp is fine like 40'C
Its not the GPU
And everything else is working fine
I know i know but its not the same
Already did a bit research about this when it happened to my chrome few times
But i dont know how to fix it
Well if you said it happened while on Chrome a while back too
So that would rule out it being strictly an unreal engine issue
yea
Using the latest driver?
yes
Maybe reinstall the driver?
Hello there guys, it looks like I have big problem
anything I click on the UE marketplace sends me to browser
and from there
all packages are unavaiable
hmm never mind it is fixed already
No need to answer my problem either. I just ran CCleaner and restarted my Pc
good
PAHHLEEEEEEEEASEEE
Pahlease
I already have almost the same thing working in firing
reloadweapon contains arguments
@cyan bronze you need timer delegate to call a function with arguments in it
Ok ty i will find out what that even is
https://answers.unrealengine.com/questions/165678/using-settimer-on-a-function-with-parameters.html
the top anser here will solve the problem
you just need to load the SetTimer with arguments that ::ReloadWeapon requires
a better solution would be to not have reloadweapon require the weapontype argument
This only works if max walk speed is EXACTLY 300.0
You probably wanna use >= or <=
If you want it to activate when you get faster use >=
Works with this. Not the link you posted btw. Just so if someone tries to do the same.
Could anyone give me a hand, ive got a hand in today and im shiddin my pants
My last project broke from a bad name exception
And after hours of trying i just moved all the u assets into a new project
But a similar error is occuring
Dont suppose anyone could gime some help
Im real desperate
bad name exception ?
my character, which is able to wallrun, has issues with camera rotation, those being that the camera is never rotation around the character, but its rotating around the worlds z axis, how can i make it rotation around the local axis?
Use migration not file movement from one folder to another
also back up your game and youll never go through that process or amount of loss again
every time you make progress and its stable make backups in a spare HDD
or use hithub etc
Its more time sensitivew
@native tulipyou using add control yaw and pitch input?
I make the project, cclose it, load it. then later itll just stop working
Im thinking its a driver issue since i reinstalled ue4
look for recent changes done prior to the issue and backwards solve from there
Yeh,Im trying drivers now
Putting the thing on my laptop instead of pc
See if it runs
if all else fails a reinstalltion of the plugins and unreal engine application may suit your needs
granted i have no clue the context necessary to aid you
error codes
last done step or action before crash
etc etc
screenshots would help to
Yup
What are the other options?
no idea lol
I mean it works fine, I got a wallrun/walljump system
no issues with the camera
how can I hide an individual image on a widget with a button press?
Not hide the widget?
yeah
how would i do that on button press?
input key event?
right, yeah, im being dumb
do you know bp's work? 😛
yeah, I just can't get (image 128) on my character bp
oh on umg
could i do it on my map bp
basically, it's for a on screen hud
im trying to change the item in a box
by hiding the image when F is pressed
I think i've done it
I just made it another widget as i'll have to do that in the future
but i'll need to hide and show images on that too
Aight ima try cloning the project
Thanks for th eidea
@prime willow How do i do the file migration
I tried putting it on my laptop but it daint work so it aint the drivers
My system is a bit different, the character is standing on the wall and could run/walk up/down
there's this really cool site unreal engine created that has an answer to just about every system and function in their engine O:
This document covers how to migrate assets into other projects within the Content Browser
Hiho, I have a general question, I have a data table for weapons, a data table for skills and am considering creating a data table for quests. Hence my question:
Is it possible to translate data tables when the game is played in a different language or does it have to be translated separately in the item, NPC or skill tree?
What's it called when materials are assigned to different parts of the mesh? Is that possible to create from scratch in Unreal?
Cool, thanks a lot!
Yeah it should be pretty easy to do in blender or whatever you want to use
Will metahumans ever be able to be exported to other programs than maya?
Is it possible to alter metahumans? Like give them tattoos, new clothes etc in other software?
Is there a way I can launch my character in a straight line?
Without any other influence?
my buttons won't fit properly
that's what it should look like
but it's too big?
can anyone help me?
i'm trying to get help for 4 days
with?
how do i stop sound?
with a problem
why do i get this error when i duplicate the level?
Did you try clicking “yes”?
What happened if you press Yes?
Yeah
Oh
You're posting the same exact screenshot for days.
Saving is overrated anyways
because i'm trying to get help
Felt
But you're not following up with another screenshot after you pressed Yes.
why does this cast fail?
@orchid lodge you're fine buddy game design is a complicated long progress as long as youre taking steps forward thats all that matters
makes no fucking sense to me
Its not really that
Its just ive been having the engine crash
And ive tried everything
and never be scared to move on to another part of game design and come back if youre stumped its really open ended
Looked everywhere
oh
Yeh its an engine issue
;-;
is it working on your laptop?
Nope
Same rror
Best part is
Its recent, and I have a jam hand in in 5 hous
and ive been dealing with it for 16 hours
im really sorry lol i have no idea whats causing that xD
unfortunately im new to unreaal as well though im learning quickly how to work some of its finer bits
someone here might know moreso whats causing that at a constant
oh yeah
that's weird xD
um
do you have one drive or a form of secuirty on your pc
i know no one talks about this issue
but i had a one drive connected to my documents which is where your project is stored
and had nothing but broken hell for 3 or so months iirc until i disabled it on documents
try making a project
moving it to another folder
and opening it
a folder that isnt connected to any software or hard drive
o-o
BUt earlier today I made a new file
COpied the assets in
ANd it worked fin
I closed it
its not
new empty projects that break
its projects with assets in it?
from your library right
it may be that some of the assets if i understand this correctly
Yeh
are causing corruptions when mixed together
I started importing assets
But just gave me the memory break
So thats inconclusive
try and find the isolated file that when added breaks your project
Create a new project and try saving it there. Or you could move the content of the map into a new one.
try an empty project with nothing at all not even the basics templates
Yeh thats work
My old projects also work
than its most likely a asset causing conflict
in an empty project add 1 asset in from the library
save close
thats the demo scene from an asset
reopen
if nothing breaks add another from the esstablished list
when you find what file causes the crash
Maybe don't use the demo map?
go into the document folder and find the folder migrated or added last
deete it and reopen
I tried that
if it works you found the issue
And just got a memory issue
i want to use demo scene map
Or consider reimporting the asset pack
Im looking too fix that now
^ we're getting there step by step :3
Demo map aren't supposed to be used as is.
I just cant be fucked with this shit anymor
I just want too call over the god teacher too fix it for me
if you have time and the resources
sure dont be bothered by something someone else is willing to fix for you
unless you want to or feel morally so to fix it yourself xD
This shit is killing me
well in all honestly
game design in infinitely harder than fixing a problem with clear obstavcles and solutions to try
especially when you learn the how to and so and now youre on your own to make your own game
tutorials teach basics they dont make the game itself you have to figure that out on your own lol
and god forbid you write custom code for your custom game lmao xD
take this as practice
because down the line youll be creating the issues due to the process of game design and have to somehow figure out the solution no one else can help you with
@drowsy snow i'm a dumbie i keep working another 12+ hours on weekends and not realizing its the weekend xD
Wait, I thought it was monday morning already? 
same tbh i also thought it as monday yesterday xD
Ik what games design is
Just this bloody ue4
Issue
Could not come at a worse time
?
Talking to snowie
right lmao
What's your time zone? 
hello
yeah life can be unpredictable without warning at a constant, but as a human bean you have the indomitable spirit within that will allow you to overcome any obstacle if you believe you have what it takes to truck through the uncertainties ahead
Est time new york/canada
That's quite far 😮
yush :3
i might be rude to interrupt, but is anyone willing to help me for a sec?😅
oo ok let me say it again
Well, I'm in western Indonesia time (GMT+7), it's already Monday morning in here :3
How do i resolve a problem regarding a "DefaultSceneRoot has to be "movable"" i been trying to find this issue online/youtube but i couldnt find nothing that was similar.
i hope i respected what was said there
typically i had a basic root or intended item under root
since root is the base and can give trouble during actor use without prior knowledge
so the problem is with one of the actors that is intended to move but cant ?
thank you for the answer tho!
fixed it! @plush yew i love you
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Hey I have two actors im my world. I made them make a sound when interacted, but I want the sound to be played from both actors, not just that one that I interacted with. How can I do it?
Could someone do me a favour and load up my project file on there ue4
Its kinda small
But would help me figure out if its my ver of ue4
Since its coming rom my linker.h
multi flip flop?
anyone know what to change in my mainmenu widget to get this to change colors on hover? I tried changing hover color values and no luck
Maybe you have alpha set to 0?
need help regarding terrain. if you sculpt terrain using the editor, (shift and sculpt selected) the terrain goes down, right? How could i set a user to do that? like if they right click, it'd do the same thing as pressing shift while you sculpt, making the terrain start to cave in
hey guys, can someone ELI5 about cross product? What does it tell me and what are some use case for it? Like how does finding a third vector that is perpendicular to the other two vectors help me ?
um
how can i limit fps?
i found it not long ago
wanna test some things in low fps
What is a good place to ask questions about fbx file imports?
what are you interested in specific?
I have an FBX im importing, but all the materials get lost.
I did ask in #graphics but now I'm not sure if that is the right spot
ha
well it was purchased....... but when I try to import it... i get name clashes and a bunch of blank materials
yuck
well.. the fbx has the model... I wonder what this mtl file is in the directory
@teal charm thx mate
mtl is the material lib usually obj files have exported with them
@marsh sparrow
if its tat kind of file then it should be in plain text
that describes how the materials set up
ah k thx
idk if unreal can handle it tho
seems not
better ask in graphics to be sure someone might know
seems I need to make the mats from scratch from what they just told me
there might be a work around
thx though
game
ah from noah?
😄
just sux I gotta make some mats for it
but ohwell hahha
Didn't learn unreal because it was easy
i guess if you make a good master material u just need to add textures form now on
tru that
anyone know why I'm jittering like this when I walk backwards?
https://gyazo.com/b7bd9b849948287e8f800f2a70d42550
gif recording fps isn't high enough to see how bad the jitter is there but camera makes the mannequin and the boxes appear to shake when i walk backwards
@kind dew do you have any camera shake to the player? it also may be something else you have done to the camera specifically
nope it's literally just a plain camera. not even a spring arm or anything like that. No shakes or anything.
@kind dew im not to sure then but just to pin down the problem is t her any collisions for the arms etc? if there is you could try to turn them off but also it could be how you set up your camera rotation and movement etc it could be anything really but it doesnt hurt to check also you could try to re-add your camera so it can have all the default settings just in case you missed something. i know its a lot but it could really be anything so just double check your code/blueprints and see if you missed something
i'm glad i could be useful to you
how do I change the parent socket of a skeletal mesh for my ThirdPersonCharacter? it shows me this when I try to change it
Hey thanks a lot i really appreciate you taking the time
If this is the mesh of the character then you can't do that there. if at all only runtime
You should show your hierarchy so we know the components
Ok. Brb
Hey I'm watching this video about procedural architecture generation and the guy talks about these "Deekster Seeds" and "Deekster maps" I googled it but "deekster" is spelled wrong and I want to look it up. Anyone know what this is?
Any idea how can i remove file paths from multiple files ?
Just as a rule of thumb, when is a good time to convert things to cpp and is it a stupid idea to start your code with cpp instead of BP?
Found it "Dijkstra"
Whenever you're actually need to leverage lower level functionality.
So I'm thinking of doing like, swarms of rats or just rats in general. Would it be worth doing AI or should I do like, rat particles?
does anyone know how phasmophobia was able to detect questions asked?
quick question , does the an-isotropic shaders work in forward rendering? if not, is there a cheap solution for this?
HELLO
I'm in dire need of help
i need to make a vault system
and need to get the world position of the top of the object i have a sphere trace hitting
Hello guys
I'm making a level
which has hundreds if not thousands of the same static mesh(es)
How can I optimize it?
the fps have really started to tank
@steady siren hism and lods
Aren't LODs done automatically ?
Announcement: https://forums.unrealengine.com/showthread.php?118229
In this learning stream Ian has prepared a mini-game, Canon Man, to demonstrate how to use hierarchical instanced static meshes. We cover adding and removing instances, the behavior of the meshes when they are removed, and how to manage parallel data using blueprints.
Project ...
is there a way to create a sphereical landscape?
I'm looking into HISM but I want a solution to replace already placed stuff. I've been working many hours on this level
You can make a script for that, otherwise i think the instance tools plugin from the marketplace could help, but i'm not entirely sure.
so im guessing none knows how i can make my player move again even if i changed game instances?
Can you have multiple hit events?
Hi, quick question, is BuiltData necessary for levels? We have one map that doesn't have any BuiltData associated to it, could this be a problem?
hi, how can i rotate the camera around my player (up vector) because the camera rotates around the worlds yaw? any solutions?
anyone use blender here for animations?
any idea why some days my project will package fine and then other days i get this error
I deleted some stuff off my C drive because it was full and deleted the intermediate folder from the project and that has seemed to have done the trick
how can I stop my decal from projecting trough objects without making volume smaller?
imagine im projecting on to 2 planes that are normal to me. One plane is smaller and closer to me. I dont wanna see parts of the decal that got projected on to a closer plane on further plane
Any part of my texture that got already projected should never be projected again
is there a channel anyone recommends for help with houdini kineFX retargetting?
yooo whats up guys?
Is there a way that I can add motion blur to just my character, to make it look like it's shaking left and right?
Hi, anyone familiar with virtual texture ? Has anything been fixed since 4.25 someone knows?
Hi , i am trying to optimize my level in 4.26 , it is 4k level and i get about 30 FPS in editor. Does it tell me anything if when i set scalability between low or cinematic , it makes no difference in FPS? Or same if i set material quality to highest or lowest , it also has no effects on FPS. If i play in " new editor window " , i get the 30 FPS , but if i hit windows key and maximize it , then it runs around 60 , sometimes up to 70 FPS. In standalone it can run anywhere between 30 and 50 FPS. Got an Intel i5 8400 cpu and an RTX 3060 with 12 gb Vram and 32 gb pc memory. Thanks for any help
:triangular_flag_on_post: GrayMatter02#6097 received strike 1. As a result, they were muted for 10 minutes.
Maybe something with screen resolution Scale?
@lucid grove You mean just the regular resolution setting , or something related to res? thanks
This guy
Oh yea , is there a recommended setting for that , or does it change as the scalability setting changes? I am currently reloading a backup , but last time i looked it was set at 76%.
Anyway , tried changing it but it makes no difference
Has anyone got any tips regarding additvely adding "character"/pose to animation logic? So a larger character with heavier clavs, wider set legs etc?
Hello I really need some help and maybe some ideas for spawning an actor randomly after it dies
I dont know how to get a random place around the dead one where it should spawn
What profile gpu shows you?
@lucid groveWell i dont know how to fully read it yet , but from what i can see , it all seems normal and on the graphs it is all in the center , nothing abnormal or unusually high on ms.
Share both 30 and 60 fps here
GPU stat also
Sorry i didn't get what you mean exactly
Screenshot your GPU stats and Profile GPU windows and show them to me. Both when you get 30 fps and 60 fps.