#ue4-general

1 messages · Page 1051 of 1

brave breach
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I will start on UE5 cause new-er and i think it is more user friendly as i just watched on yt some videos. Thx!

granite spire
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yeah but you don't know what's broken which is kind of annoying too@brave breach

brave breach
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Understood. Well will just go with it cause it is a project i want to work on for 1-2 years

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Also is there a colorblind option for unreal engine and blender to tell me what color some things are? Like color code but actually say red, green etc

plush yew
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I really dont know forsure sorry

granite spire
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the code conversion for me was 1:1

granite spire
plush yew
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is there anyone can help me????

brisk mirage
# plush yew I really dont know forsure sorry

Oh don't be sorry just been looking for a why for my AI hunters to take cover behind trees rocks etc and was told this might work so will be looking in to it back thanks for any and all help

granite spire
slender aspen
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i swear, if i had a penny for every time I hear a person ask for help without first asking what they need help with...

granite spire
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or a cent for every extra questionmark

plush yew
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@granite spire ,I have only one file in PAK Format and i want to convert it to any open 3D Format (Like OBJ; 3DS.......)

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this

granite spire
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what on earth is a PAK file?

lapis tulip
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how can get fist 4 digits of any int number without converting to string ?

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like 1231244 i just want 1231

granite spire
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@lapis tulip substring, but I think that converts

lapis tulip
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yes with out string conversion

granite spire
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well you can't length it, but I know you should be able to substring then convert to int

lapis tulip
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no i do not want to convert to string

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😦

lapis tulip
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its overhead

surreal eagle
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hey anyone got a crouch strafe left animation

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or right

lapis tulip
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this will be called per frame

granite spire
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well there's no real way, unless you split the first 4 into another variable and just have them separate

lapis tulip
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so cant do conversion and may be include boxing unboxing also

granite spire
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I should be asking why do you want to do this?

lapis tulip
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its system clock time i ant only mili seconds

granite spire
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what

surreal eagle
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f

lapis tulip
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actually its not related to ue4 sorry its cpp and sdl2

surreal eagle
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hey

lapis tulip
surreal eagle
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does anyone know how to animate

granite spire
granite spire
lapis tulip
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but its increasing like this

granite spire
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yes

lapis tulip
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it will go like 2234234234

granite spire
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that's how ticks work

lapis tulip
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yeah

surreal eagle
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i know how to use m

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mostly

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just can't make em

granite spire
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why can't you reset the variable every XXXX and then add 1 to a time, and create a clock that way? 24 hour time = 2400

surreal eagle
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why does he not just get the thing on a timline

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and set it to loop every little whil

lapis tulip
granite spire
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i'm not sure what he's trying to do but I think it's wrong

granite spire
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yes

surreal eagle
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cool

granite spire
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mixamo is well known, free animations

surreal eagle
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can i import the manequin

granite spire
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yes

surreal eagle
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and later on the charachter fbx i need

granite spire
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it's best to use the converter tool though

surreal eagle
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cool

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so man

granite spire
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but if it's a custom char you can rig it in mixamo

surreal eagle
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i got a weird question

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so what's the weird thing with twist bones

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and why does it mess shit up

granite spire
granite spire
granite spire
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ALS is also free

surreal eagle
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i make this shit in cc3

granite spire
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you re-rig the whole thing

surreal eagle
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and it has twist bones!

granite spire
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that's the safest way

surreal eagle
granite spire
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you have to rerig it

surreal eagle
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i don't get it

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hre

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it's 2:30 am

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i dm'd you a server invite

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im gonna go to bed soon

plush yew
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@granite spire it's hard or what???

granite spire
brave breach
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I'm curious about disabling the pop-in texture. Can you do this? Will it eat a lot of cpu and gpu?

winter wedge
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how many times am i going to have to wait

primal tendon
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I meant this:

wary wave
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those mean pretty much nothing

gray kindle
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hi, is foliage painting on static mesh using complex or simple collision to find surface to paint on? no matter what i do it seems to paint with an offset that looks like simple collision

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but i cant be sure

marsh glacier
wary wave
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You've duplicated something like a C++ file.

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or a plugin

stiff bane
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hi, anyone know how to fix this?

inland bronze
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Hi, I have a lenovo laptop with i7-1165G7, 16 GB ram, Intel r iris xe and nvidia mx450 and 512 GB ssd. Is this enough to run unreal engine?

stiff bane
inland bronze
stiff bane
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ye

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but dont let your gpu stop you from making games:)

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the best is just to test it out

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geta example project from the marketplace and see what the performance is

inland bronze
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Yea, actually Im considering between unity and unreal engine cuz seems like unity have a lower system requirement

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Thx tho

stiff bane
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well that may be but dont look at that, the performance comes from what type of game you are making

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unity it self might be a but lighter but if you are gonna make games with realistic graphics it will run still bad

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if you wanna do 2d stuff go with unity i would say

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blueprint make ue4 way easier

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i know unity has some kind of visual scripting too

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or be a real gamer and code your own game engine like boss>:)

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dont recommend that tho

inland bronze
fervent marten
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hi all, my small team just finished this animation made in Unreal, enjoy! https://vimeo.com/580353884

inland bronze
stiff bane
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lol

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if you are C++ master

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but dont forget how hella complicated game engines are

marsh glacier
stiff bane
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its a pain

inland bronze
stiff bane
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same lol

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recently i got into how game engine work

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and its so complicated

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xD

inland bronze
stiff bane
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true

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my dream is to make a working engine myself but i think that will take many many years

inland bronze
stiff bane
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true

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first i gotta learn C++ anyways

inland bronze
stiff bane
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C++ is already pain

inland bronze
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oh and I have another question, for graphics on unreal engine, do u need to like digital painting?

stiff bane
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nah

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its easy

inland bronze
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Ok nice then

stiff bane
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just download some free stuff from the marketplace or megascans

inland bronze
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May i know how old are you?

stiff bane
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16

inland bronze
inland bronze
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Im 14

stiff bane
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nice

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long road ahead of you boi

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wish you good luck

inland bronze
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yea

inland bronze
inland bronze
stiff bane
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thanks:)

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btw i recommend watching some Matt Aspland videos

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very nice tutorials about ue4

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very simple but so usefull

inland bronze
winter wedge
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is shader compiling faster on ue5 or ue4

stiff bane
winter wedge
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?

torpid flicker
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How do you go manually importing mannequin to ue 4.26 clean project? I have the UE4 Mannequin: Mobile asset but it says 4.26 is not supported

wary wave
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you can usually just drop it in anyway by choosing the most recent version

torpid flicker
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ty

steel leaf
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Hi, do you have any ideas why this happens ? Tell me if you need more information

inland bronze
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As I only have a 512 ssd on my laptop and I have games on it, is it fine to move my unreal engine 4 to my 4TB portable hdd?

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cuz ssd gets slower with it's storage higher

inland bronze
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or should I move my games to the portable drive and unreal engine in the internal ssd?

wispy rock
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Is there a way to lock the camera in the XY Plane, on the oculus quest 2 headset in UE4
Still keeping the rotation and Height adjustment ?

dusky sparrow
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Not exactly, it needs to be considered transformative in some way. And disney has the best copyright lawyers in the world, they will come after you lmao

regal mulch
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Fan Projects that don't generate Money but are publicly released still have the same problem

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You can't use their IP to release stuff

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Free or not

wary wave
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Disney are one of the most notoriously litigious companies in existence

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they'd sue you if they thought you looked at a peanut the wrong way, if they could

dusky sparrow
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Exactly, so recreating their work, and distributing it for free is basically burning all your money then giving your house to disney

regal mulch
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They usually don't charge money

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They will tell you once to shut whatever you are doing down

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And make you sign that you don't do it again

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if you do it again, you violate that contract and then you can basically stop existing

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Unless you actually managed to make them lose money

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Then rip

wispy rock
rancid jay
night sonnet
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Yikes.

dusky sparrow
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There might be a better place for this: but does anyone have any idea if there is a better method to resolve this than deleting one asset at a time to find the source:

Assertion failed: BatchElement.IndirectArgsBuffer [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Renderer/Private/MeshPassProcessor.cpp] [Line: 860] It is only valid to set BatchElement.NumPrimitives == 0 when a IndirectArgsBuffer is used

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Its a crash on level start, resulting in that

night sonnet
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It's been a while since I touched the engine, and I'm not sure what your project looks like. But if this is a C++ problem, then you might want to direct your question to the CPP forum. Otherwise trial and error might be your best bet.

dusky sparrow
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oh man, I have 15k assets. If I spend 1 minute per asset its hundreds of hours Im gonna spend

night sonnet
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OK, I really don't know what your project looks like, but it sounds like you're pretty far into things if you have 15K assets in it. You'll need to direct the question to someone more knowledgeable than I am.

plush yew
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Is there a way I could apply a motion blur to just my character/actor?

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ya

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you can use this but

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Hi, I'm trying to implement an openable revolver in VR and I'm having some issues. I use physics constraint at the moment and it doesn't really work the way I want it to - the "locked" angular and linear constraints are not really locked when I introduce the non-holding hand. I would like to be able to close the barrel with the other hand. Any ideas how to solve this?
Here's a video of what I mean:

plush yew
amber girder
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hi there. in which channel lurk the shader ppl? I'm in need of a custom blendmode 😉

thick herald
amber girder
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thanks 😉

stiff bane
last topaz
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Hello, is it possible to render a video like you would do with the sequencer but while walking around in-game?

stiff bane
thick herald
simple ember
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Hey guys, I have a big problem now

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I have unreal engine opened

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but it seems to stop responding

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but

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when I try closing tabs or anything it works

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but

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somehow

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can't control the program

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even when I close from windows taskbar it shows the save content dialog

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but can't interact with it

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any help?

plush yew
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ok well your gonna have to set a custom depth pass with the Depth of Field stuff unless you can figure out how the component works

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Might work lol

steep basin
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I'm struggling, does anyone know how to get a better hightmap off of ue4?

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they seem to export really fuzzy and low quality and when re importing them they lose allot of the detail

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this is an 8k map to show as an example

plush yew
stiff bane
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i never worked with vr so i dont really have aother clue

knotty slate
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why does bridge randomly cancel my downloads

stiff bane
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not enough disk space?

knotty slate
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I have enough

stiff bane
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or something else is interrupting it

knotty slate
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i have nothing else downloading in the background

severe hound
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What's the best way to raise a community wide issue to the team

knotty slate
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I have to sit there and watch it untill it cancels

stiff bane
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that sucks

severe hound
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Like what's the best way to get attention to an issue like speech to text?

knotty slate
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wdym

stiff bane
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^^

severe hound
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pretty self explanatory but you could raise a github issue and upvote or you could create a post upvote

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but i dont see a place to do that

stiff bane
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oh like that

severe hound
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yeah best way to get an attention to an issue lol

stiff bane
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what you can do is make a place like Trello and put all the issues there, and make sure everyone checks the trello

severe hound
stiff bane
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ohhhh

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i thought to your own team lol

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you can do that through github

severe hound
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the point is to create awareness right/attention to the unreal engine team that community wants an improvement

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how?

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like a PR? you normally can raise an issue but i dont see how

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they disabled it i guess lmao

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i get the feeling they dont care about mass community feedback idk

stiff bane
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o ye i see it now

severe hound
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you can go to a REAL open source project like kubernetes and raise an issue

stiff bane
severe hound
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oh true

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good find

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idk if they'll let me put an issue that is really a missing feature lol

stiff bane
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ah i see there is a whole webpage for it

severe hound
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yeah i will ofc

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i guess there is answerhub too.. just confusing there is answerhub and a forum lol

stiff bane
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ah nice

inland gyro
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Guys I wanted to go up the entire map, but this is giving this error, I try to drag it up but nothing moves, does anyone know how to remove it?

potent bridge
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Am I missing something? this doesn't seem to work

grim ore
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breakpoint on the Branch on the overlap and see when it triggers

potent bridge
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I tested that it doesn't seem to pick up the collision

grim ore
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so then its not the code but your collisions

potent bridge
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Wouldn't know why, they are two default UE4 mannequins after al

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all*

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oh ffs

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nope

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hmm

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fixed

grim ore
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What was the issues?

potent bridge
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was collision, used on hit event instead just for testing

vale silo
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do you think 4.27 will be out today ?

grim ore
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Magic 8 Ball Ask again later

severe hound
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No u

dense knoll
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How do you exlude skyboxs/ sky systems from a shader/postproccess

ripe zenith
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Hi, I have like a thousand textures, everything is named correctly, how can I automatically create material instance for all of theses textures (with normal maps, roughness, basecolor and all that stuff) ?

oblique drift
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Why dose my For each loop miss some child objects?

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there are always the last 2 or 3 objects left...

grim ore
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what does the print string say? is it counting out the right #?

brave breach
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How hard is to maintain realistic sizes in a game? Like before i start creating assets i want to know if i should bother with keeping everything to 1:1 with reality

oblique drift
brave breach
oblique drift
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when i just do the print it works but when i have the destroy inbetwen it doesent...

digital anchor
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each time you destroy the object, get attached actors will return a smaller array, missing half of the items

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either do a reverse for loop, or use SetLifeSpan instead of destroying

oblique drift
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thx but how do i reverse the loop?

plush yew
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grab the length of the array

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then stick it in a for loop

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set it as max

oblique drift
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ther is a reverse for each loo

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p

plush yew
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no idea

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make a new array

oblique drift
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thx for the help

cyan bronze
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Ai shooting with predict. Why this isnt working?

glad loom
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Where is the button to add a keyframe? Shoudn't it be here, left of the value?

tidal jewel
# cyan bronze Ai shooting with predict. Why this isnt working?

I'm not very experienced with all the blueprint functions yet so I might just not know its utility, but what is the comma doing in the division operator?

Alternatively, is the socket located on the mesh, or is it off the mesh? As you could be getting a collision problem when spawning the bullet.

plush yew
#

next to a var that can have a keyframe

tidal jewel
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Yeah

cyan bronze
#

You are from USA?

tidal jewel
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Ah, no Canada, but I get it now, it's a decimal in my number system.

cyan bronze
#

ye

tidal jewel
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My bad, sorry I'm not more help lol.

plush yew
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well when i was writing my gun scripts bullettime was practically pointless at close range due to the actually speed of bullets

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but i dunno dude

grim ore
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@glad loomIt's not in UE5 preview, you would have to keyframe from the animation timeline itself

rough kraken
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Is there a "correct" way to set max server players?

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I've heard setting "MaxPlayers" in DefaultGame.ini, but that doesn't seem correct

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or... maybe robust is the word? Like should I just be manually setting the value in my GameMode's constructor?

cyan bronze
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@grim ore do you have experience with a simple AI shooting? ⏫

glad loom
grim ore
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add the item to animate, then to the right of it is a plus for the section to keyframe, then once the section is added there is a plus to it's right with the properties to animate

severe hound
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@sharp beacon actual rare Coconut

glad loom
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I was able to find it, thank you very much!

native tulip
#

hi peeps how are you all doing im here to ask if i should make the player able to wallrun just by walking to the wall or if he has to jump to go on the wall, because i have to decide now to finish the dashing system

prime willow
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i feel the more control a player has over every decision their character makes the more smoother the morre depth and the more open for creativity a player is during their gameplay

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sometimes you might wanna run along the wall than dodge or use clevery trickery to make the opponent on the edge/walls themselves

plush yew
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Maybe if i had more assests to climb on xD

prime willow
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or you might want to wait a while before doing the wall run

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but if its automatic it takes agency and control out of the players hands for when and how wall run

native tulip
#

someone gave me a really good idea @prime willow , when theyre sprinting its auto, when theyre not they have to jump

prime willow
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thats my own philosohpy about game mechanic design

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youre free to do as you please x3

native tulip
#

thanks! :))

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have a good day dude/dudette

prime willow
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it depends on what you want your player to experience during gameplay find what works and pull from other sources to make your decision have a good one o/

fierce tulip
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try any version you come up with, see which feels best.

native tulip
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the fully automatic one definitely felt annoying

prime willow
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do some thinking and figure out what exactly made it so annoying and what would be a solution for that, experiement and rinse and repeat until satisified

vague ivy
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Is UnrealCLR a worthy alternative to C++?

fathom rampart
#

Why do i get this effect even though i baked the scene lighting?

unreal widget
#

Could be some post-processing effects you got?

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On another note, I got a level sequencer doing a loop around the default FPS map. How can I make it run indefinitely? For some reason after two loops it spawns in the character. These are the settings right now.

queen coral
#

Hello everyone.
I am playing around with morph targets and I have a situation.

Is there a way to live update colliders as a mesh shape changes? This is what I have so far.

I have been asking around in different places.

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What I am trying to achieve is that the cube moves along the platform as this changes shape.

severe hound
#

Oh if physics is enabled on the platform it doesn't work?

queen coral
#

The colllider works as you can see. The cube stays on the platform, but the collider does not update to the new shape of the platform.
TL;DR: the collider remains a box.

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The idea is that I have a flat platform that will shape shift. I achieve this with morph targets. Mainly animating from state 1 to state 2.

What I am trying to achieve is for the collider to live update along with the shape.

prime willow
#

you might be able to setup a blueprint

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for the mesh with morph targets

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setup the morph target as intended

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and add a box collision

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and use "on begin overlap"

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to make the shape shape occur for said actor

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and have on endoverlap to return to its base state

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let me seee if i can whip up a quick example

severe hound
#

that sounds like an awful hack if thats the real solution lol, its a solution for sure

prime willow
#

a box collision you will use for the player chaarcter entering the space necessary for the shape to change morphs

prime willow
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you can also make sure to check collision channels to make sure morphed or not the mesh is able to be walked on

floral cliff
#

Question about optimisation : for a large forest, with a lot of instanciated mesh (tree), i've got trouble with Distance field, got lower performance than with cascaded shadow, any idea ?

note : all mesh are vegetation, so they are mobile

queen coral
#

I will give it a try @prime willow and then come back. Thanks!!

prime willow
queen coral
#

Wait @prime willow it just occured to me. How will this update the collider on the morphed shape?

prime willow
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collider?

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you mean the picture you drew of the collider bending in picture 2 right

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the box collision would be the starter or engine which changes the shape you desire in the pictures drawn

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when the character gets into the box as seen in the pictures above

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itll tirgger the event to make the shape change again its sketchy not efficent and better ways exist to go about it

grim ore
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if your mesh is changing, you could always try using complex collision on it so it uses the mesh for collision and not a collider object

plush yew
#

Someone please help me been struggling with this for a week. I need to create a local database with Structs + savegame instance . Still very new to unreal but learning fast. I need to be able to call a url then convert string to text. Save that text to the database mentioned earlier with Structs + savegame instance . I been using Varest to pull the text from a url. I cannot for anything get this working. Please please help? Does anyone have an example project that does this? Can you share one so I can see the logic? If this helps this is the text value I need from https://www.coinexplorer.net/api/v1/DASH/circulationSupply . So I need to pull the valve “text” from the api and save it. Then be able to call the saved value to a widget blueprint. If someone can help me. I can pay a reward in litecoin, Bitcoin or etherum. Thank you

prime willow
#

chill out dude xD

grim ore
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if you have the text from the url, you can just manipulate it using normal string operations

prime willow
#

you dont need to offer payment for help

grim ore
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saving it to save game is easy enough, there are tutorials on it

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saving it into an actual local database would need more help but there are plugins and tutorials on that as well

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combine all 3

plush yew
prime willow
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save the variable

grim ore
#

do you have the text value in unreal engine?

prime willow
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so its pulled up

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maybe?

plush yew
#

Like mentioned I use varest to get the numbers from the url but need to save that number and be able to bind a function in a widget to display the saved number from the url

grim ore
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so, you have the text value then in unreal engine? you can access it as a string or text or float?

plush yew
#

@grim ore text

grim ore
#

ok, and do you save that to a variable somewhere?

plush yew
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Trying to save it to slot

grim ore
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why would you save it to a save game if you are trying to display it?

plush yew
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Put doesn’t seem to work and have yet to be able to pull the text into a binding text function

grim ore
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what blueprint or class are you using to get this data form the internet? where is the code for varest at

plush yew
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Cause you cannot use custome event in widgets . So the only way I can call the text into widget is by loading it from slot. Seee my conundrum?

grim ore
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you can sure as shoot use custom events in widgets

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and if your binding then its not as efficient but even easier

prime willow
#

^

plush yew
#

VaRest is free plugin

prime willow
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you can even create functions

grim ore
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I know all of this, Im asking where are you using varest to get the data?

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custom BP, game instance, game mode?

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hopefully not the level blueprint....

plush yew
#

I created a function but I cannot call custom event into function

grim ore
#

created the function where? in the widget?

plush yew
#

Yes if it was possible to create a custom event in a widget function then this would be easy but seeing custom events cannot happen in widget function. I am stuck

grim ore
#

ok yes, you cant put an event in a function that is just crazy talk

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the custom event would go in the main event graph of the widget, alongside any functions

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again where is your varest code running at?

plush yew
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But that’s sorta what I need 🤪

grim ore
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you shouldnt need that

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you can call the custom event from inside the function

plush yew
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Then I need a logic that solves my problem and my brain is fried from dealing with this

prime willow
#

^

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what mathewww is saying is true

plush yew
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How would you do it? Could you create a sample project?

grim ore
#

soo.... where is code for your varest at? what class or blueprint...

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like

prime willow
#

if youre brain is fried take a break

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and come back

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when your brain is unfried

plush yew
#

@grim ore alll blueprints I am noobish but capable 😜

grim ore
#

urgh...

prime willow
#

im so sorry matheww ;-;

plush yew
#

Do you see what I am trying to accomplish?

prime willow
#

yes it see it

grim ore
#

yes but I dont know what your code looks like now, I dont know where........... the code you are using is at right now

prime willow
#

but can you answer his question

#

so he can fix your problem for you

plush yew
#

One second. Let me get to my console

prime willow
#

thank you

plush yew
#

Won’t take my one second. I am 20 miles away from console. 😜

prime willow
#

that's completely fine come back in 20 miles~

#

we'll be here

plush yew
#

Just figured with my explanation someone would understand my goal and be able to just do it in blueprints from their own logic

#

I am using VaRest a free plugin and struct+ save game . These are basic tools.

#

However what I am trying to accomplish must be complex?

prime willow
#

well game design is a personal project unless youre in a group, and your explaination doesn't give any information about key aspects necessary to assist and fix "your" problem
this is pretty much a charity youre not entitled to any assistance here but we wish to help others because of the kindness of our heart

#

so the least you can do is help us help you fix your issue

#

by answering simple questions so we can help you fix your problem

#

if any of this is confusing re read the conversation

#

i do not mean any offense

#

im just stating this because its harder to run this pay-less thankless charity
when a person doesnt cooperate

plush yew
#

My request was simple enough and offered a bonus in Bitcoin , litecoin , or ETH for someone to think outside the box and solve my problem. I gave clear goal of what I need done. This just must be to complex .

prime willow
#

youre not listening ma'am

#

its not that its too complex

#

youre not answering questions that allow us to help you

#

1 for example

#

"where is the code currently running from"

#

just state the blueprint type or class

#

but you instead rambled off

#

and he had to repeat the question several times over

grim ore
#

this is my widget blueprint event graph

plush yew
#

@prime willow this is all a skilled unreal engine developer should need to facilitate my request. Someone please help me been struggling with this for a week. I need to create a local database with Structs + savegame instance . Still very new to unreal but learning fast. I need to be able to call a url then convert string to text. Save that text to the database mentioned earlier with Structs + savegame instance . I been using Varest to pull the text from a url. I cannot for anything get this working. Please please help? Does anyone have an example project that does this? Can you share one so I can see the logic? If this helps this is the text value I need from https://www.coinexplorer.net/api/v1/DASH/circulationSupply . So I need to pull the valve “text” from the api and save it. Then be able to call the saved value to a widget blueprint. If someone can help me. I can pay a reward in litecoin, Bitcoin or etherum. Thank you

grim ore
#

this is my get text binding

prime willow
#

with matheww's help ive figured out ground breaking ways to create mechanics never seen before in seconds, because i answered his question

grim ore
#

and this is my widget blueprint designer graph

#

and this is the result

#

I was trying to figure out where your code was to adapt this to your setup but... that never really happened so here is how to do it all in the widget

plush yew
#

Yes yes

#

Can you bind it to function in widgets

grim ore
#

what does that third screenshot look like...

#

and what did I say I did?

prime willow
grim ore
#

begin play makes the va rest stuff and when its done it saves it to a variable in the widget.

#

the widget has a binding that simply displays that variable value in the text on the screen

plush yew
#

@grim ore thank you but can you save it and recall it?

grim ore
#

of course I can save and recall it

#

but thats not the question lol

plush yew
#

I need to create a local database with struct

grim ore
#

is anything else going to be using this data? outside of this project

plush yew
#

Going to be called by widgets as text bind functions

grim ore
#

if nothing else needs this data outside of the project, then you dont need a database you can just use the save game system to save it between sessions

plush yew
#

Yes yes just need to save it locally

grim ore
#

then you just take this data and use a save game object to store it locally for use with UE

plush yew
#

I don’t seem to understand how to do it

grim ore
#

well maybe instead of tryin to randomly figure it out you look at some of the documentation and tutorials and learn how to do it?

#

if you spent a week trying to do what I did above, it would have been better spent learning how the systems work

plush yew
#

Please send me your preferences on coin and will send you something for your time. Thank you. I think I am just fried trying to figure all this out

#

Sorry for my ignorance. Trying to make sense of all this

grim ore
#

figure out what you want, break it down into parts, learn the parts, put it together. You need to learn about the save game system in UE4 for saving now.

#

there are also plenty of learning ue4 courses and documentation out there that would be a good place to make sense of it

plush yew
#

Your @grim ore awesome. Thank you so much for taking your time to help me

prime willow
#

i had to quit making a character creator because i dont understand many parts of it, game design is a process take it one step at a time and youll make your way through even the toughest or most complicated setups/systems

dense knoll
#

there a way to mask out hthe sky

cedar wave
prime willow
#

@maiden iris to answer your question

#

my main issue is i dont know what i need for making a functional character creation system think of it like

#

black desert, or phantasy star online 2, or even final fantasy xiv

#

i know theres a ton of moving parts

#

i just dont know the names or list of necessary moving parts for the most part to make a functional system working

#

where i can choose between races, genders, age differences adult/teen, change body pieces like irises etc, or stuff like morphs, i have a understanding of some of the necessary pieces but not all of them and cant find a list for it anywhere

#

so as i tinker away i learn of a few other pieces i need but was never mentioned

#

and this has gone on for 6 months xD

maiden iris
#

so yeah morph targets are a big thing here, other than that, good base meshes which are all skinned to the same skeleton, maybe use the master pose feature , depending on clothing etc. its mostly modelling and clothing tools also , driving morph target values isnt that hard via sliders from the ui.

prime willow
#

ok ok wait

#

lemme list what i have already setup and things i know i need to look at and learn about

plush yew
#

Hi, quick fast newbie question, I do this BP for a sound in a scene but how can put it in a loop? because when ends the sound doesn't sound anymore.

prime willow
#

there's youtube tutorials for how to set it up for once twice forevver or even after said events occur

tender pecan
prime willow
#

@maiden iris
done -
base mesh for each race and gender, hair styles , 2400 x 100 variations morphs mesh, facial hair, clothing, equipment(tools and such), blueprints for seperating race and gender based systems,

to be done -
structs, data tables, enums, save system for variables and morphs, dynamic materials for color change, animations for each race or gender

#

thats what i have compared to what i dont have done already but need to however there seems to be more systems missing to complete a basic creation system from what i understand ._.

maiden iris
#

yeah that seems like you only need some more components to get the values saved, lipsynching maybe , animations for each race via enum , voila working character system 😄

plush yew
prime willow
#

well obviously widgets as well lol for changing options lmao

maiden iris
#

yeah widgets i was like, you didnt list those 😄

prime willow
#

huh..

maiden iris
#

but other than that, maybe add a sculpting system like in metahumans where you can deform the mesh realtime (basicall non slider version for ui)

prime willow
#

well i have about 24000 morph options

#

so i just have to wire it to the meshes via blueprints and widgets

maiden iris
#

yeah i dont get why you have so many ?!

prime willow
#

well

#

my ideal

#

is to make a game that borders on blissful movement systems with combat that is picture perfect to anime fighting scenes with characters as diverse in race and physical appeal as the mind can imagine but as pretty as one can legally get towards hentai or pin up models without obviously breaking moral or legal laws lol

#

and that means as many options as possible from nail painting to nationality to shape and sizes and curves of any stretch of the imagination under just about any weight or physical fitness level regardles sof gender :3

maiden iris
#

yeah i see that might add up, but 24000 ?! so yeah obviously nail painting wouldnt be done via morph target, shapes and sizes yeah totally. For weights, just use different base meshes to drive the targets on?!

plush yew
#

Well I have a ton of textures and materials for nail painting and such other particular parts

#

I kind of went overboard I guess on the morph targets lmao

#

24000 possible options from head to toe was a little bit crazy

maiden iris
#

yeah you might get problems with performance aswell , never used that many tbh ^^

plush yew
#

But I feel people will be able to express themselves any way their see fit if more options existed

dapper tusk
plush yew
#

The hard part was making the options anatomical correct ._.

maiden iris
#

yeah but most of the stuff would be driven via mesh swapping / recoloring materials

plush yew
#

Yush

#

So besides widgets

#

I'm not missing anything right?

#

System or blueprint or object wise to make it

maiden iris
#

no, sounds like a good solid base , when you get the component part right to save everything, if its only the creation stuff you want to handle and nothing gameplay related , like lipsynching , health systems and the other "basic" stuff

plush yew
#

o.o

#

Ok I see

#

I guess I'll get back to work on my creation system lmao

maiden iris
#

good luck on it ! but sounds like you got the hardest part already done 😄

plush yew
#

Yeah xD

#

Thank you so much

maiden iris
#

no problem, send me a screen when you have something to show 😄 would love to see it in action

gray void
#

Hello - total newbie here - I'm messing around with the FPS demo - I wanted the 'bullets' to not disappear after shooting them, so I went into the bullet blueprint and deleted the 'destroy self' node, but the bullets still disappear. Any idea why that wouldn't work?

plush yew
#

the fps template? or the shootergame

gray void
#

the template

light thunder
#

what are the most stable nvidia drivers?

#

I'm getting complete crashes, sometimes GPU crashes, but usually forced reboots with ZERO error messages - usually when the system is ramping up to a full load - though my temps aren't near the cutoff range, so it's not a heat thing as far as I can tell

#

4.71.68?

#

I've never done DDU - I used to do the whole safe mode uninstall, reboot, so I'm assuming it's like tthat

#

these crashes are making it impossible to get things done, I'll put up with the flickering if it is only in the editor

#

wait, does the flickering lead to crashes?

#

understood

#

I'm going to 471.68, which is a few weeks later - hopefully magically the flickers will not be there

#

Ever heard anything about the "studio" drivers?

fierce tulip
#

fix is pinned in this channel
and studio drivers never worked for me. for some reason it turns off 3 of my monitors O_o

light thunder
#

I've tried both believing in myself AND the power of my dreams but to no avail

light thunder
fierce tulip
#

i got latest regular driver, seems to be working for me.
2080ti

light thunder
plush yew
#

boring

#

anybody can help ?

fierce tulip
#

"I got 998 problems"

  • JayZ
plush yew
#

those are just warnings

#

its about a asset i imported on project

#

all warnings and errors

#

im gonna delete them all

#

😄

plush yew
#

it worked :d

upper bison
#

Hey guys. If anyone is knowledgeable about the Unreal Project for Racing in the learning tab, can you help me out a little?

#

I have placed the audio for tires and engine in a new car

#

I have put the ones on loop

#

But I can not find a way to add more than 1 audio per each

#

So when starting, the sounds last 5 seconds and end

plush moth
#

SweatPepe so if someone wanted to save a morph targets in savegame data bp how would one dew that

gray void
#

That did the trick, thanks !

plush yew
#

try setting the soune que too looping

#

actually thats the .wav

upper bison
#

@plush yew I'm sorry to sound naive, but can you tell me where that is located? I've been doing it to the CBP itself inside of the nodes

plush yew
#

uhh thats just an example on how to fix it

#

maybe you can message me or post the code

upper bison
#

@plush yew Thank you for the initial post, helped me realize I was not meant to change the sound in the blueprint itself, and instead in the Class Settings for the Audio Component. Sorry for the trouble

prime willow
plush yew
#

wow

light thunder
#

@fierce tulip @plush yew well crap.... I installed and ran ddu in safe mode, rebooted into windows with ethernet unplugged and an airplane mode and installed the studio drivers of the newest version from Nvidia.

aaaannnd same crash. I'm on my way to Best buy to pick up some thermal paste just to rule out bad tips even though I'm about 90% sure it has nothing to do with temperature because it's crashing well before I reach thermal cut off

#

I've ran this hardware to configuration for the past 3 years - I'm starting to wonder if it's the power supply getting tapped out - I've heard 1080 TI's can pull more than even what the rating say, the only other time I had consistent dropouts like this was trying to play Alyx in VR on the index

fierce tulip
#

@light thunder try "windows > reliability monitor"
it should show errors

upper bison
#

@plush yew Well, I have the basic sound in order, as well as the Attunement for the previous car. Yet if you see at the bottom, there is a place for Concurrency sounds. It still cuts off and was hoping if you could point me in the right direction and i should be able to do the rest. I have no experience with sound as of yet.

#

I would even take a Youtube tutorial, just not sure what to even look for

grim ore
#

so the issue is the sound just plays once and doesnt loop?

#

if so you want to set the sound to be looping in the sound itself (open it up and click looping)

upper bison
#

Awesome, worked. But my whole issue was whether or not I could make noises for rpms progress and the such. Should have been more clear. My sounds include everything from starting to 5 gear. The reason I was pointing to the Concurrent sounds. Thinking they would progress the sound further and back.

#

I know this can be annoying explaining something to someone that is very unskilled

#

I know the basics just never worked with cars before now, @grim ore oh, and thanks much for the wheel info

grim ore
#

no concurrent is for multiple sounds at the same time

#

changing the sound to be played per gear is a much more involved task

#

is this the Vehicle Game sample project from the learn tab?

upper bison
#

yes

#

starting small with this being my first game made

#

Isn't going to use the main map or the assets from the project

grim ore
#

well have you done all the learning how the engine and editor works?

light thunder
upper bison
#

No, is there such a thing. I searched engine sounds in youtube and came up with nothing.

grim ore
#

I mean in general, general learning about the engine

#

you learn how the engine and the editor works, then you can figure out how to do the sounds

#

that project uses BP and C++, its not a basic thing to work with when starting

upper bison
#

ohhh, I thought you meant engine within the car. Yeah, I've worked with making blank projects with tutorials and even looked into things you post like possessing a new camera

#

read, engine in editor

#

sorry, for the trouble, I'll do some investigating

#

I believe that's my whole problem, didn't realize that it had C++ coding. Yeah, time to move on to something new

grim ore
#

right now its just set up to run a sound, and as the car goes faster (RPM goes up) it just adjusts the sound. If you wanted sounds to change as gears change, it would be some more code to swap out the sound being played as the gear changes and the adding slots for those new sounds. not like.. impossible but not easy for a new user

bold gulch
#

yes

dusky bobcat
#

Any idea why the editor might be repeating numbers of shaders to compile? Ie it goes down from, say, 8,600 shaders compiling to 8,200 shaders compiling, but then goes back up to 8,600, and cycles like this. The resource monitor shows a lot of disk writing activity to WorkerInputOnly.in files in AppData\Local\Temp\UnrealShaderWorkingDir, although uexp files are still being written too.

grim ore
#

@dusky bobcatperhaps it has 8600 top level shaders, then as its compiling then it finds more permutations or other linked shaders it now has to compile?

dusky bobcat
#

Okay, so I looked at the output log and the cycling happens when this message is displayed:
LogMaterial: Display: Missing cached shader map for material BD_MainMaterial, compiling.

ripe zenith
#

Hi, I have like a thousand textures, everything is named correctly, how can I automatically create material instance for all of theses textures (with normal maps, roughness, basecolor and all that stuff) ?

dusky bobcat
meager tiger
#

if i'm having an issue with 4.26 can I remove the engine and re-download it and will it effect my projects severely?

plush yew
#

hi

distant totem
meager tiger
coral patio
#

Hey guys, quick question regarding Normalmap compression in UE4 - I want to store a greyscale mask in the Alpha channel of a Normalmap. However, the compression settings for Normalmaps in UE4 don't allow the use of an Alpha channel. What disadvantages/errors would I have to expect if I change it for example to default/linear color and plug that into the Normal socket?

distant totem
meager tiger
#

its with a particular plugin

#

voxel plugin pro i cant package with it

#

ive asked the dev but he hasnt given me any answers that work

distant totem
bold gulch
#

New here!

#

learnt unreal engine a few days ago

#

for environments

#

very sexy with lumen! got a long way to go though!

meager tiger
#

I can show you the packaging error as well

brisk mirage
#

I installed this but still telling me that's its not there? very first time trying to use C++

meager tiger
#

Here’s the error I get while packaging

grim ore
#

@brisk miragewhen do you get that error?

#

@meager tigerunfortuntely your best bet is the author for support unless you know how plugins are used

meager tiger
grim ore
#

if you have done that, then its not installed correctly or its not working

brisk mirage
#

when I tried to open the coverdemo I got on github I had to download studio 2017

grim ore
#

all the fixes I see point to using the source code to compile it when packaging

#

@brisk miragewhen you tried to open the .sln or the .uproject?

meager tiger
brisk mirage
#

I have no idea what you mean very new to the visual studio 2017 and 2019 was told from the github project when download I need to rebuild the project still trying to learn this

grim ore
#

ok so when you installed VS, did you just choose some of the parts or how did you install it?

brisk mirage
#

The project from github is Real-Time Dynamic Cover System for Unreal Engine 4 it needs to be clones when I did was able to get it install in unreal but after a restart see photo

grim ore
#

yep that make sense, how did you install VS?

brisk mirage
#

open unreal plugin folder and copied the file over then when I opened unreal and check for this plugin was there click on it to make true then restated unreal that's when I got the error

grim ore
#

but. Visual Studio, how did you install that?

#

I am also a little confused as this is a sample project, it should be cloned into a unique folder and doesnt get copied anywhere. Its not a plugin for the engine

brisk mirage
#

on the Microsoft web site just google visual studio did I not do it right?

grim ore
#

I dont know what you did, but if you are copying files somewhere and not just opening the .uproject from the download that might be an issue.

#

I cloned the repo, opened the .uproject, let it compile the C++ code, and it opened up

zinc shore
#

The plug-ins in my project are in the project files under the plug-ins folder in my project but when I package the project the plug-ins don’t get included how can I include them

grim ore
#

assuming you installed visual studio with the C++ parts, it should work. you would download the VS Community installer, run it, and select the stuff you need, and them it should compile. Maybe you didnt install VS completely. also vs 2019 is just fine if you are using a new version of the engine (tested with 2019 and 4.26) @brisk mirage

brisk mirage
#

I did try just to open project this is what happens

grim ore
#

there would be an error log you need to tlook at to find out why

#

chances are your missing something from your VS install

brisk mirage
#

oh ok still new how would I find the log?

grim ore
#

you an see my location here

#

so your project\saved\logs folder

lone slate
#

Is there any discussion anywhere about the Voxel Plugin for UE and why perhaps no games seem to have been made with it yet? Or if there have been, what they are? Google was bemusingly quiet on the topic.

plush yew
#

ooh thats cool i didnt know all my mistakes were being kept track of lol\

brisk mirage
grim ore
#

well you have to have a log in your project folder, I dont know where you installed it so thats just where mine is

brisk mirage
#

is this the same as yours?

grim ore
#

your log is the first one, CoverDemo

brisk mirage
#

it opens in note pad so what would i be looking for?

grim ore
#

you can upload it to pastebin, or something near the bottom about missing or broken something when compiling

#

look for "this crap is broke, fix it" type messages

brisk mirage
#

this was the only thing found. (Cannot use XGE Controller as Incredibuild is not installed on this machine.
LogInit: Warning: Incompatible or missing module: CoverDemo
LogCore: Engine exit requested (reason: EngineExit() was called)
LogExit: Preparing to exit.

grim ore
brisk mirage
#

Thats where this can from

grim ore
#

after you paste it, you can click create new paste at the bottom. or just attach it here

brisk mirage
#

ok

grim ore
#

your clicking yes when it says it needs to rebuild right?

brisk mirage
#

yes that's when I get the second photo error

grim ore
#

I dunno then, its weird there are no logs with errors

#

you can try right clicking on the project file and generating a solution file

#

but thats basically what you did already which isnt working

brisk mirage
#

I get this and I have both 2017 and 2019 installed?

grim ore
#

well you might have VS installed, but did you install the C++ part of it

brisk mirage
#

not sure let me check

grim ore
#

at this point even if you get this all working, will you know enough to use it?

brisk mirage
#

no but that why I need to start learning to use this blueprints can only go so far but will be nice to know both

grim ore
#

well in the VS installer make sure the desktop C++ stuff is installed

brisk mirage
#

ok

zinc shore
#

why dont plugins get included with my project when packaging if the plugins are in the project files

light thunder
#

anyone know a way to check my power draw and record it - I'm getting crashes and I'm trying to rule out certain things, have already used DDU and removed drivers but that didn't fix it

plush yew
#

When I my character dies and it plays the death animation

#

the player camera jumps up like a metre

#

Does anyone know why that could be ?

light thunder
#

You need to unpossess the camera/pawn (or the player camera manager) and assign to a new pawn or a new camera before the death happens

#

it can be right at the beginning

plush yew
#

sorry, is there a youtube video that follows up with that, I have no idea what you mean 😆

light thunder
#

just look for a video on how to switch camera or pawns

plush yew
#

Alrighty thanks

acoustic frigate
#

Hi guys, there's a bug that prevents landscape with auto material to use the correct phys materials set on the layers. I know it's a bug because to fix it I need to turn on or turn off (doesn't matter which) generate overlap events. Looks like doing this refreshes something..

My question is: is there a permanent fix? It's really annoying having to do that each time the editor starts.

buoyant graniteBOT
#

:triangular_flag_on_post: Sanchay#8264 received strike 1. As a result, they were muted for 10 minutes.

wispy rock
#

Is there anyone who have experienced something similar? I was updating a couple of render settings, and restarted and now it looks all washed out/greyed out.

#

When i drag the tabs out of the main window it looks fine

plush yew
#

Force delete is safe right? Just restarting the editor will fix everything? I mean in the way that the game will continue forever to use the memory references?

wary wave
#

no, no, and no

#

if you force delete something, it is gone

lapis plinth
#

Hi guys,

From the input graph of my character, i try to call an event inside a component i attached to him, but when i do, i can use prints to see that the command is executed but it says

Blueprint Runtime Error: "Accessed None trying to read property BP_TeleportComponent". Blueprint: BP_pawn Function: Execute Ubergraph BP Pawn 2 Graph: InputGraph Node: Activate Ability

yes, after the event start when i wnat to print hello, it doesn't do anything, i don't understand why... someone could help me ? thanks

granite spire
#

@lapis plinth That BP_Teleport isn't being set, it's none, you are dealing with a reference but you haven't set it, if you have set it then where did you?

sudden urchin
#

okay so my unreal engine 4.26.2 does not launch and shows error, i have just installed this version
i have an older version which works fine but the files are not verified by epic games,

granite spire
#

@sudden urchin You need to update that plugin

sudden urchin
#

oh

#

how can i do that? that is a built in plugin right?

granite spire
#

hmm

#

is this a source build?

sudden urchin
#

my bad

#

can you please tell me what i could do

granite spire
#

let me see

#

you can try to go into the project and disable it

#

make sure you downloaded UE4 from the launcher, you can always clear your directory, if you are opening up the project after upgrade then there's something dodgy going on

lapis plinth
#

in the components

granite spire
#

@lapis plinth so it's a component?

lapis plinth
#

Yes i try to call an event inside the Bp_TeleportComponent attached to my character

granite spire
#

@lapis plinth do an isvalid check on it

#

then let me know what you've got

#

if the isvalid works, it'll be something in that component

lapis plinth
#

@granite spire Wow it say not valid

granite spire
#

that components not being created properly then, how you've attached it is wrong

lapis plinth
#

thanks for this i'll investigate

#

i just added the component in the character i don't see another way do to so

granite spire
#

what's that component actually supposed to do?

lapis plinth
#

Teleport the character on a few distance

granite spire
#

Why are you using that as a component?

regal mulch
#

I like to question stuff like that too, but I think it would be more helpful to focus on why the f the component is invalid

lapis plinth
#

@granite spire to use it on differents type of characters that can be created in game, but somehow, RE-Attach the component make it valid, weird

regal mulch
#

Probably an Engine bug then

granite spire
#

@lapis plinthyeah so with UE4, if you make a change with components, structs, functions, custom events, other things of this nature then "refreshing" the node helps a lot

lapis plinth
#

@granite spire Oh i see, that i didn't know, wich node in particular ?

granite spire
#

well not just nodes, components, files .etc

#

so in your case it was that

lapis plinth
#

allright

granite spire
#

no body ever talks about that, but it's just something you have to be aware of

#

I dump isvalids everywhere

lapis plinth
#

that is true searching on google didn't gave me anything about that

granite spire
#

then print strings to catch it so I know a bit of what's going on

#

structs love to bug out

sudden urchin
granite spire
#

was the directory new? or did you install it over the old engine?

sudden urchin
lapis plinth
#

Thank a bunch !

sudden urchin
#

old engine is in another folder

granite spire
#

has to be a faulty download

#

let me see if I can give you my plugin

sudden urchin
granite spire
#

alright put this in "C:\Program Files\Epic Games\UE_4.26\Engine\Plugins\Runtime\ActorLayerUtilities"

#

or what ever your directory is, that's mine

sudden urchin
#

okay trying it

granite spire
#

you will want to replace it

#

and that should work, if it doesn't i'll zip the whole folder

#

that's it there

sudden urchin
sudden urchin
granite spire
#

alright

#

if that doesn't work, delete the folder and try to redownload it

sudden urchin
#

ahh it is not helping too.... redownloading it then...

granite spire
#

yeah sorry

#

there's not much else I can offer, that's probably the quickest

sudden urchin
#

okay no problem... hope it works after redownloading....

granite spire
#

I wonder are you launching the engine or a converted project?

sudden urchin
#

i am launching the engine from epic games

granite spire
#

oh ok

merry ether
#

Hello

#

I have a problem with RT reflections , where the Transparent objects are rendered on top of reflective opaque materials

#

here is a link describing the same problem i'm experiencing

#
#

where can i get some help with this? is this a bug ?

granite spire
#

hmm

#

I don't have experience with RT but I would say it's a bug, but RT is replaced in UE5 anyway

merry ether
#

replaced with what?

granite spire
#

UE5's global illumination stuff

merry ether
#

i see

granite spire
#

it's their own RT

merry ether
#

do your know if i can controll zIndex of transparent materials?

granite spire
#

unless you're doing archvis stuff RT is just not needed imo

#

zindex?

merry ether
#

zOffset render

#

i mean, sorting order

granite spire
#

ahh

#

that's a good question but I do not think so

#

not without C++ from what I know

#

but I've never had to use it

#

why would you want it? what are you trying to do?

merry ether
#

i'm trying to hide a transparent object that is rendering on top of my reflective opaque object

#

the transparent object is behind my reflective object

granite spire
#

sounds like you need a zsorting in C++ via what is rendered to the GPU

#

or rendered first

#

but I wouldn't know how to go about that

fair summit
#

Is there a way to hide a comment so I don't have to look at this disappointment each time I get in the graph

fair summit
#

I just collapsed the nodes

granite spire
#

surely you can use a data table or something?

fair summit
#

and thats the problem

#

I have no experience at all in using it so

#

I decided to go the hard way

granite spire
#

ah

fair summit
#

I have time to set them one by one

#

I just need organization

granite spire
#

that should help you out

fair summit
#

i deleted all data table stuff

#

and I already made the shop items so thats not a problem anymore

bold gulch
#

Ping ||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​|| _ _ _ _ _ _ @fair summit

pliant junco
#

does anyone know of a tutorial where i can equip and unequip a gun and when i press the button, it switches to a whole new state machine or bp idk.

bold fractal
#

Hey folks, can anyone give me contact information (email) of someone at EPIC games who I can reach out to regarding licensing/royalties questions?

granite spire
# pliant junco does anyone know of a tutorial where i can equip and unequip a gun and when i pr...

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▶ Play video
#

That's how you gotta do it i think, through your account

pliant junco
bold fractal
#

Thanks @pliant junco, there is no way through that link to directly contact EPIC Games except for the purpose of custom licensing. The other options are to ask on the forums or on Answerhub. I was hoping there would be a way to ask a question directly to EPIC Staff.

pliant junco
maiden sundial
#

Kinda having a design doubt about my used Tag system
I have 4 "Top level" categories like Weapon, Armor,Consumable.. and a few quality categories like Common, Uncommon,Rare..

I'm not sure if i should use this way

Weapon
Weapon.Common
Weapon.Common.SomeCommonWeapon

Weapon.Rare
Weapon.Rare.SomeRareWeapon

Or

Common
Common.Weapon
Common.Weapon.SomeCommonWeapon

Rare
Rare.Weapon
Rare.Weapon.SomeRareWeapon

.. Or even totally something else

granite spire
granite spire
maiden sundial
#

But yeah, i guess it makes sense to have a top level for the top level categories 😄

#

Just felt a bit like i have to duplicate much as in needing the quality category in every top level category

granite spire
#

yeah but you can collect all rare weapons, it's easier to know what you want then, rarity/firepower/buffs so you can sort by that rather than rare.weapon.assblasterbuff

regal haven
tidal estuary
#

Hi all, Wondering if anyone would be able to help me with an issue. Basically I have the Left Mouse Button setup in the inputs so that when I left click it will do a melee attack, However when I press tab and I show the players character sheet which has buttons for equipping armour / weapons, I have a LMB listener for when I click on one of these buttons which would then display a list of equipment for the player to assign to their character.

The problem is, I am trying to use the LMB like in an action rpg, But when I have a UI window open such as character sheet or inventory, I want the LMB to only interact with the UMGs.

Is there a way to toggle between the LMB listener (When Interactive UI is active) and the binded input for LMB (Melee action)? I'm not very good at explaining stuff so hope ya all understand what I mean xD

lavish spruce
#

@pliant junco Dont have a Tutorial at hand, but you can basically just create a new state machine (or depending if its just one animation just that) and blend it with a blend poses by bool for example
When you hit "equip weapon" you just update the bool in the anibp

tidal estuary
#

I suck at bps so I know its prob not the best way of doing things but here is an image that might help. I tried messing with the different Input but if I had set it to be UI only, I am unable to use the same key which opens a umg to then close the umg

lavish spruce
#

Nvm didnt check the screenshot lol

tidal estuary
#

When I slot the whole HUD into the 'Set Input Mode Game and UI' it would include all its children such as the Character sheet right? When I left click in game my character would do a melee attack, but I get no interactions with any of the UMGs

maiden sundial
#

Is there a way to "Reorder" GameplayTags other than by doing smth like this 0_FirstTag, 1_SecondTag ?

plush yew
#

What are the settings for Cameras in blender too match cameras in UE4?

midnight estuary
#

Anyone know to convert Unity quaternion to unreal quaternion?

exotic thicket
#

What even is the reason for that? Are you building some kind of frankenstein application that uses both Unity and Unreal?

midnight estuary
#

I'm sending tracking from an ipad which runs Unity to UE4

#

I want to do it in ue4 from the ipad as well, but I'm waiting for the Apple overlords to grant me permission

exotic thicket
#

I mean if you just send the XYZW components from Unity, they should map the same into UE's quaternions

wispy oriole
#

hey has anyone used the cable competent ? Do you know how cheap/expensive it is, as in is it reasonable to use in gamedev?

exotic thicket
wispy oriole
#

for example ropes or chains

exotic thicket
#

I use it with physics enabled for power cables in my project and it's entirely fine, so I suspect most usages of it is fine perf wise

wispy oriole
#

nothing crazy

exotic thicket
#

The only problem is that it's a bit janky with its physics/collision, but if you don't mind it then.... :D

wispy oriole
#

oh really? things fly around madly I guess? 🙂

exotic thicket
#

yeah it depends a bit on what you're doing, sometimes it gets a bit sticky, or clips through things

wispy oriole
#

gotcha

heady quartz
#

Hi does anyone know why people use a data table over data assets if data assets are better for performance?

granite spire
#

Pretty much these

#

it's kind of a preference with minor differences

heady quartz
#

i have read that but it just says data assets good, data table bad

sterile lichen
heady quartz
#

yeah i use data tables to store sublevel names inside a main level name and data assets for inventory and stuff like that

#

i just thought there is some secret use for them that i didn't know about

plush yew
#

🤔

cyan bronze
#

This Ai shooting with prediction is right but still not working... Do you guys see anything wrong?

wary wave
#

firstly "not working" could mean a million things

#

secondly, this is probably a problem:

#

randomly dividing by 3000 makes no sense

cyan bronze
#

I know i could have a variable for that and i will later

lapis plinth
#

Hey again, does anybody know how i can stop a interaction door widget to be visible by all players in the game but only the one who is targeting the door ? thanks !

cyan bronze
#

Oof 4.27 just got released

sterile lichen
#

10 minutes ago 🙂

cyan bronze
#

😦

#

i was late then

sterile lichen
#

already downloading

cyan bronze
#

Me too even tho i cant move forward with my Ai shooting problem

versed bluff
cyan bronze
#

Its not spawning the bullets

sterile lichen
cyan bronze
brittle gulch
#

Absolute World position does not work with displacement?I'm trying to have more or less displacement depending on the height of the mesh. I can see that the height mask I created works correctly when i plug it into the emissive, but when I use it with a lerp in the displacement it doesn't seem to affect it. maybe I'm doing something wrong, but before I continue searching, i'd like to know if the Absolute world position works with displacement

sterile lichen
#

restart launcher to see

cyan bronze
#

Exit and open again and also check youtube

plush yew
plush yew
cyan bronze
plush yew
#

I have to reset my PC sorry il lbe back in a bit

cyan bronze
#

np ill be fine

#

i will live

daring schooner
#

I just added a static mesh to a skeleton mesh's socket and now the editor crashes whenever I open the blueprint with that skeleton mesh or start the game, yay

#

and I haven't set up git yet for this project : )

#

hell, even right clicking the BP in the content browser crashes unreal

#

opening that skeleton mesh's animBP crashes unreal too

grim ore
#

nuke the .uasset or move it out of your project from your file explorer

daring schooner
#

I'll do it if I have to but I'd rather it not come to that cause that's a lot of work to do again

grim ore
#

move out just the mesh, see if that fixes it

daring schooner
#

I'll try

#

removing the meshes did it, thanks

clever solstice
#

can some 1 please tell me how to change the pan button in ue? My mmb doesnt work ..

knotty summit
#

Does 4.27 have Chaos branch in editor just like 4.26 have?

cursive dagger
daring schooner
#

also whenever I import models with "automatically scale bones" turned on, my character looks fine in tpose but animations look like this
If I don't turn it on, it looks fine but anything I attach to the mesh's sockets gets scaled x100

plush yew
#

try a Gate attached to a Custom Event

cyan bronze
plush yew
#

oh lol

#

Do you see the bullet at all?

#

Try setting the projectile actor mesh to the default cube

cyan bronze
plush yew
#

gimme a sec

cyan bronze
#

Tried changing the projectile to a one that i use in my player but doesnt work

#

im checking the template now

#

Interesting. Let me check what did i do to make it work

#

Oh yea i deleted this from my BP_BaseCopyBullets

plush yew
#

grats

cyan bronze
#

So it was hitting something. Even tho it actually wasnt

plush yew
#

Your bullets are going too fast

tame anchor
#

I have a question about level design if anyone is not too busy

#

I am designing a house and yesterday items would snap to walls floors cielings from content browser and today they just go through to the ground and I have to manually move them to where I need them now

brisk urchin
#

Is it possible to use GPU Lightmass rendering for faster render times without using ray tracing??

azure shore
#

how was the reactions instantly full wth

#

to the announcement

steep basin
#

can someone please help me. I can't do anything because i keep crashing

Note I reinstalled gpu drivers with DDU-

I reinstalled windows onto another SSD

I did fresh install of everything-

I rolled back drivers to multiple different ones.

Idk what the hell is going on.

No overclocks-

vagrant hornet
#

Did water get fixed in 4.27

cyan bronze
#

And make sure they are all default

steep basin
cyan bronze
#

did you check?

sterile basin
#

What's the point of releasing Unreal Engine 4.27? If you already have version 5

steep basin
#

yes--- and you used restore option + formatted entire pc. Made sure no oc is running- Made sure no issue with thermals on anything. No issues on dxdiag or SSD / drives

cyan bronze
#

And the default setting are different for some

#

But other than that i havnt had that issude sry

steep basin
steep basin
#

thats also why i put the crash log- because i tried all the basic steps

#

😫

cyan bronze
#

I got scared and moved my FPS project that i had in UE5 manually over to UE4

#

Took 2 days

cyan bronze
sterile basin
cyan bronze
thick herald
cyan bronze
thick herald
#

Worth pointing out that Unreal Engine 4.27 is not compatible with UE5 Early Access.

sterile basin
steep basin
#

[2021.08.19-15.24.37:234][923]MapCheck: New page: Map Check [2021.08.19-15.24.37:234][923]LightingResults: New page: Lighting Build [2021.08.19-15.24.37:238][923]LogUObjectHash: Compacting FUObjectHashTables data took 1.01ms [2021.08.19-15.24.37:243][923]LogUObjectHash: Compacting FUObjectHashTables data took 0.37ms [2021.08.19-15.24.40:813][334]LogD3D11RHI: Error: Result failed at D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Query.cpp:356 with error DXGI_ERROR_DEVICE_REMOVED DXGI_ERROR_DRIVER_INTERNAL_ERROR [2021.08.19-15.24.40:813][334]LogD3D11RHI: [Aftermath] GDynamicRHI=000001FFC8FCE1C0, GDX11NVAfterMathEnabled=0, Result=0xFFFFFFFF, bDeviceActive=0 [2021.08.19-15.24.40:813][334]LogWindows: Windows GetLastError: The operation completed successfully. (0)

thick herald
sterile basin
grim ore
#

its the order that they are releasing them is why, if you just go by dates 4.26 came out , then EA 5.0, then 4.27, then 5.0 final. If you look at it in that order and its only forward compatible, nothing is weird.

#

and no you should not be using 5.0EA unless you know what you are doing and experimenting

#

they say this many many many times

late loom
#

Does any1 has any ideas about new unreal libaray for windows

bleak zealot
#

finally found ue serverrrrrrrrrrrrrrr

slender aspen
#

being new to Unreal, these release notes... I... I.. I'm overwhelmed. Is this an engine for everything?

glacial pecan
#

I always forget how to update the engine... where do I click? 😅

bleak zealot
#

guys i want someone private cause im new to ue and i need someone with me please

grim ore
#

@glacial pecanrestart the launcher, or just uninstall and reinstal. it doesnt update any files

#

@slender aspenits an engine for whatever you want pretty much yes

glacial pecan
bleak zealot
#

somebody answer me

slender aspen
#

I think. Nobody knows how to use every feature in this engine. The breadth of use cases is too wide

grim ore
#

no one wants to join a private chat with you, you can't make them and they have no reason to do it @bleak zealot

glacial pecan
hazy lake
#

What part of Unreal locks you into making Multiplayer FPS games

glacial pecan
#

Didn't say that. I'm just saying it shows.

hazy lake
#

And I'm asking what part shows

plush yew
#

Gpu lightmass requires rtx cards only or can I use it with my gtx card?

glacial pecan
grim ore
hazy lake
#

So, you're saying that the Unreal Engine Game Engine was made for er... making games?

grim ore
#

if your card supported DXR it should work