#ue4-general

1 messages ยท Page 1060 of 1

rich oar
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Is there a way to do:
LineTraceForObjects (OnHit) (OnEnd) for example. I know those arent actually available nodes

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And is LineTrace CPU intense ? Im working on the best way to look at a weapon on the ground and then make the UI appear if the linetrace is hitting it.

I dont want to create a collision sphere around the weapon itself. I want the UI only to appear when you look directly at it.

I have this working but cannot make the UI go away when you stop looking at it. I am using IsValid? to ensure im only setting the UI visibility if its the correct object type

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Here is where im trying to get the UI to go away when looking away from the weapon

plush yew
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what is the most streamlined way of moving stuff from modeling programs to unreal engine
I have tried
max to unreal (fbx)
max to unreal (USD)
max to unreal (datasmith)
max to unreal (ascii)
blender to unreal (datasmith)
blender to unreal tool

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everything has its pros and cons but what method is the best for preservation

plush yew
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hi, someone knows how can i apply alpha channel to multiple materials?

plush yew
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is it even possible to get a mirror working in unreal engine 5 without planer reflections

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lumen reflections are just not finished lmao

crimson monolith
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Has anyone got into the weird issue where FMath:RoundToInt occasionally works? I use it some places but there is a place that no matter what number you give, it rounds to 0.

plush yew
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why is modo the only cad tool with a proper bridge for unreal lmao who tf uses modo even

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im using it just for importing to unreal but jeez

brisk mirage
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where would I ask question about world comp?

plush yew
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#level-design would be a good place but general is fine too since this discord isnt narcissistic about asking questions in general

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you may get a more quality answer in level design however

brisk mirage
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ok thanks

upbeat oak
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Is there a console command to set a games rendering mode to unlit in a packaged game?

plush yew
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@upbeat oak a workaround could be to select hide in game for all lighting then add a skylight

upbeat oak
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nono not in editor

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i mean in game

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like a console command

plush yew
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lol thats what i said

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you can disable lights so they dont render in game

upbeat oak
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cant add a skylight in game lol

plush yew
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no the skylight could be adjusted to look identical to unlit

upbeat oak
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i know

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i cant add a skylight

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i just want to know if there is a console command that will change a games viewmod to unlit

regal mulch
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Your best bet is to check the console command list or to follow around what the F keys do in the editor

upbeat oak
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oh yeah i know all that shit in editor

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f3 4 5 and 6 control viewmodes

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f5 is unlit mode

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i mean in game in a packaged game

regal mulch
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I know

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You don't understand

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I said check what they are doing

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So you can do it too

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Whenever you want

plush yew
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yo wtf, when importing skeletal meshes from 3dsMax game exporter or Maya game exporter I get this
LoginId:5f4b590c4578dc2c66a8e38a820619f7
EpicAccountId:f453d5aa6a014e42a090446618382db2

Fatal error: [File:D:/build/++UE5/Sync/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 970] ShaderCompileWorker crashed! Fatal error: [File:D:/build/++UE5/Sync/Engine/Source/Developer/Windows/ShaderFormatD3D/Private/D3DShaderCompilerDXC.cpp] [Line: 297] DXCCompileWrapper(Compiler, TextBlob, Arguments, CompileResult) failed: Result=8007000e 0x00007ffd7f4ec154 ShaderCompileWorker-ShaderFormatD3D.dll!DispatchCheckVerify<void,<lambda_a4aeaa7886a904f9dd18002a9b003559>,FLogCategoryLogD3D12ShaderCompiler,wchar_t [84],long>() [] 0x00007ffd7f4e25fe ShaderCompileWorker-ShaderFormatD3D.dll!D3DCompileToDxil() [] 0x00007ffd7f4da8d8 ShaderCompileWorker-ShaderFormatD3D.dll!CompileAndProcessD3DShaderDXC() [] 0x00007ffd7f4e0150 ShaderCompileWorker-ShaderFormatD3D.dll!CompileD3DShader() [] 0x00007ffd7f4e11be ShaderCompileWorker-ShaderFormatD3D.dll!CompileShader_Windows() [] 0x00007ffd7f4e0ce5 ShaderCompileWorker-ShaderFormatD3D.dll!FShaderFormatD3D::CompileShader() [] 0x00007ff694aca470 ShaderCompileWorker.exe!ProcessCompilationJob() [] 0x00007ff694acb667 ShaderCompileWorker.exe!FWorkLoop::ProcessInputFromArchive() [] 0x00007ff694ac69a5 ShaderCompileWorker.exe!FWorkLoop::Loop() [] 0x00007ff694ac4570 ShaderCompileWorker.exe!GuardedMain() [] 0x00007ff694ac47cd ShaderCompileWorker.exe!GuardedMainWrapper() [] 0x00007ff694ad2a38 ShaderCompileWorker.exe!wmain() [] 0x00007ff694ad3d68 ShaderCompileWorker.exe!__scrt_common_main_seh() [] 0x00007ffdd2007034 KERNEL32.DLL!UnknownFunction [] 0x00007ffdd2ac2651 ntdll.dll!UnknownFunction []

UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Core
UnrealEditor_Core
kernel32
ntdll

regal mulch
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Or search the console command list

plush yew
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anyone know what causes this

upbeat oak
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apparently r.ForceDebugViewModes=1 is one half of it

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but then theres another command you have to put in

regal mulch
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Seeeaarrrch the command list

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If you already have keywords

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It's under Help or so in the editor

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Generates a searchable list as html file

upbeat oak
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only mention of the term unlit is mobileHDR

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simple dynamic lighting might work actually

bright root
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Pixel Streaming,
Im really looking to chat with someone who knows the end to end process of pixel streaming. I can make it all function and work online through ngrok.

I have a couple of ideas about streaming with audience controls and a browser based coop game mode but not sure on the right approach in terms of servers etc or a self contained 1click solution. its kinda different use to the standard purpose for this.

limber idol
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hello we refer me here cvar I might find a solution to my problem the animation of myself my weapon does not always work I share a video with you where we see the animation for the muzzle flash is normal I have not finished if someone knows how to help me I would be grateful thank you in advance

tough solar
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Your instructor has probably rebuilt their game project and it was hot reloaded in the editor. Simply run "build current project" action either from Build menu, or "Ctrl+Shift+A" > Build current project, or RMB on your project in Explorer panel and select Build project.

pliant junco
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can ppl extract meshes and animations from packaged products?

late verge
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would anyone happen to know of any good tutorials that show how to achieve really nice overcast lighting?

i have experience with bright/sunny lighting but this is my first time trying to replicate an overcast and iโ€™m finding it quite difficult

plush yew
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heck causes these shadows in ue5

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the stippy shape

limber idol
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hello to my referer here to find a solution the problem is my animation of my weapons which does not always work someone could help me I will be grateful

knotty hollow
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when I have a packed texture, which channels go where for the R,G,B, I don't know if R is metallic or if R is roughness etc, this is for Metallic,Roughness,AO I think

limber idol
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The values you are seeing are RGB color values represented as values between 0 and 1 (they are Vector3 in UE4) instead of 0-255 which is what most image editors use.

The numbers you are getting are the RGB values divided by 255 so:
R - 50/255 = 0.196
G - 100/255 = 0.3921
B - 150/255 = 0.5882

wraith onyx
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multi-user editing gets out of sync pretty quickly, using Radmin VPN between two citys, any tips to make it a bit more reliable? (E.g. can't see things other person made but they can see edits to a cube made before)

Could it be caused by anti virus scanning the project folder or something?

drowsy snow
wraith onyx
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But want to use multi user editing... (along with source control and discord chat of course)

drowsy snow
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There's a reason why Epic rolling out One File Per Actor system as opposed to maintaining Multi User Editing. The latter just doesn't work.

wraith onyx
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Do you happen to know if OFPA will be available for 4?

drowsy snow
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It's already available in 4.26, actually. It's just that the docs were written on UE5 section.

wraith onyx
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Ah okay, we are using 4.27 updated yesterday

drowsy snow
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The only drawback (from my foundings) is that sublevel name in the World Outliner would get jumbled, thus can be confusing if you're using a lot of sublevels.

wraith onyx
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Noted thanks

plush yew
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why cant I use play montage in a function?

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is there a better why to get a random montage to play then?

drowsy snow
bleak drum
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please, how do you disable that default constant light fade again? before it drives me nuts

bleak drum
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but its turned off :/

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(in my project sttings)

drowsy snow
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Check your cameras and any post process volumes that overrides it.

bleak drum
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ok will do

drowsy snow
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Both can still override what's in Project Settings' Rendering section.

plush yew
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@drowsy snowno I mean the node, ''play montage''

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the one that has all other extra options like blend out etc

ashen brook
plush yew
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it cant be used in a function

ashen brook
plush yew
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ah that makes sense then, yea tried keeping it tidy with functions

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ill probably use an array then so I dont have 17 play montage nodes

ashen brook
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Yeah that seems unnecessary. Just get random from an array and plug that into the montage node

native tulip
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why is there no way to linetrace by specific shape?

plush yew
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those are called collision boxes

native tulip
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@plush yew collision boxes arent custom, you only have some shapes

plush yew
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you can combine them

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and you really dont want very complex shapes do you?

native tulip
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nope i dont

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you have a point

plush yew
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what are you trying to do?

upper kraken
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Hey everyone, I have a question!
What is a good way to approach planning of a small game mechanic prior to programming? Take a keypad for instance, type in the correct code, then it'll open a door. Do you just tend to jump straight into coding? Or do you tend to write some things down, take notes, think about how it would work in detail and only then get into coding?
Currently I tend to just jump straight into it, start with the first thing that comes to mind, face roadblocks, try to overcome them, until I have something that kiiinda works, but it feels more like a patchwork and has many bugs and especially issues further down the line. Is this an experience thing or are there renowned planning methods?

acoustic slate
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Hi folks, wanting to ask a question about components. I am new to coding in C++/Unreal and currently working on a spaceship which I'm coding my own custom components into (sensors suite). In Unreal, am I better coding multiple custom components (e.g damage comp, shield comp, targeting comp etc...) or am I better just having a few larger components encompassing more (sensor suite as a whole). Is there a performance benefit to either as well? Thank you kindly in advance..

plush yew
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@upper krakensounds like your learning ๐Ÿ˜„

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you cant really plan it out either, but I get what you mean. Altho this is a good thing

cold bridge
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I have a platform that is lowering itself when a character steps on it, the logic works (via overlaps) but one issue is that it's like the platform doesn't exist - the character is not "on" the platform, but rather "inside" of it and when stepping on it the legs are within the box. how can I solve this?
"can character step up on" value is marked to "yes" on the mesh

azure topaz
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can someone explains me exactly what construction script is? cuz i cant understand it right

mental helm
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It's mostly there to help generate or assemble a actor. Could be a spline mesh that you can interactively draw out and modify parameters, or a platform that generates a base under it with a line trace, or you could add some sort of randomization or distribution element

azure topaz
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ah got it

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thanks alot

upper kraken
# plush yew <@!230937547423875074>sounds like your learning ๐Ÿ˜„

Hahaha, dang I'm found out! xP
Yeah I'm very new to programming specifically so I was hoping there were some renowned ways that experienced users tackle specific tasks, but then I suppose it is really an experience and workflow thing that I still need to properly discover. Thanks!

bright aspen
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how can I make this texture megascan, the same size on all walls?

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Becouse if the wall is strached, the texture is bigger too

muted crater
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Does anyone know if the maya livelink plugin allows you to models in maya and quickly send that geo+collision into Unreal? the Blender To Unreal plugin does this, but i can't tell if the maya integration is purely for animation or what.

upper kraken
bright aspen
upper kraken
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You double click on your Material in the Asset Browser? DevSweat

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Is that your question? haha

bright aspen
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@ebon ridge

weary shell
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Hello everyone, I'm new member. Is there anyone familiar with the dataprep tool can help me?
I create a Actor Component Blueprint with many functions to add to Datasmith static meshes. So, I want to create a operation custom node to execute in Visual DataPrep as attached image

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This is my Blueprint for operation custom node, but maybe I get wrong something. Can anyone please suggest me how to fix this?

plush yew
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this only seems to happen on the build when i click play game to create a multiplayer session

old flare
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can anyone suggest me a good unreal engine blueprint tutorial

shadow ravine
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Quick question, I'm trying to edit a hand animation for a weapon hold so my character can wrap his fingers round it. But after adding the bones to the layer tracks and getting them in position then applying my animation goes back to the hand being open. Could this be due to curves conflicting with it or am I just missing something?

shadow ravine
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Also is it possible to attach a mesh with two sockets left and right hand. As currently my character's left hand keeps floating out of the pose.

thick prawn
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Hello ^^
It is possible to change or add a new collider in character class? Like i want char collide as a square and not a capsule
Thanks ^^

cold bridge
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any idea why blueprint debugger won't pop? I'm playing in the editor, triggering the things (stuffs are printing and executing correctly) and the breakpoints are not hit

cold bridge
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nvm seems like a reload of the editor figured it..

dense wren
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guys

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im trynna look at where the mouse its pointing in my side scroller.. thing is that all tutorials i saw already, use aim set animation blendspaces, is there any way to not do that?

azure topaz
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so i have to connect SM door frame with static mesh, but it wont connect, what am i doing wrong?

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can someone help me?

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someone?

dense wren
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you need to call it out from there

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not connect it i think

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in the select asset option

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idk if a static mesh goes there tho

plush yew
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Hey, how do i use Unreal Engine (Easy Anti Cheat) ? There should be added free but i found nothing in docs etcรŸ

dense wren
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theres an anticheat plugin in marketplace, i think its free

plush yew
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its not easy anti cheat

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i looking for the announced eac

azure topaz
plush yew
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i cant preview any anims

azure topaz
plush yew
dense wren
azure topaz
pseudo void
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Does anyone know if epic has any plan to ever bring the epic launcher to linux at all? Since the engine can be run on it, I don't see why not have a way to get your assets for it

dense wren
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theres a linux channel if you check at the left

azure topaz
dense wren
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no idea honestly

azure topaz
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thats what i get when i try to connect it

dense wren
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mm

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search on internet

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leave it a side and learn something else

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if you get stuck you loose time

azure topaz
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how do i do it static mesh component?

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oh thanks man, you saved me <3, appreciate it

shadow ravine
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@plush yew thought I'd let you know I resolved my ALS problem ๐Ÿ™Œ ended up finding a guide on YouTube to create a new socket for each item and rewire the blueprints with a attach to hand function for each item ๐ŸŽ‰๐ŸŽ‰๐ŸŽ‰๐Ÿ˜‚

knotty summit
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Is there any way to start my project with FPS opened?

deep swallow
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(Engine version 4.22)
I desperately need some help. My project suddenly started crashing when I start it just after it reaches 83% loading. I retraced my steps but it started happening again once I added another blueprint.

I somehow figured out that if I delete ANY few blueprints, even those who have been in the game for years, it starts working. It is not code-related at all. Maybe a setting. There are maybe 400-600 blueprints in the game, and removing ~300 Kb puts me under some invisible threshold that makes it work. I have deleted Saved/Intermediate/Binaries and refreshed the project multiple times.

There is something wrong in the loading process that causes a stack overflow, and the error message I get from the crash dump is "The thread used up its stack". I can find absolutely no information about it online. Without getting past this I might just not be able to work on the game any more, ever, and it feels like anyone besides me would've encountered it at some point. Please, I don't know what to do, it gives no information about what the issue is.

Reddit thread with more info: https://www.reddit.com/r/unrealengine/comments/ph6lp9/project_crash_on_startup_stack_overflow_due_to/

plush yew
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i have a problem making ads camera i cant look down

wet schooner
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could it be colliding with something

weary shell
wary wave
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each step in this chain is going to be exponentially larger than the previous, so I could see this triggering a stack overflow situation if you somehow didn't run out of memory loading an entire game first

deep swallow
# wary wave each step in this chain is going to be exponentially larger than the previous, s...

I'm not sure this is the issue, but in that case it would be impossible to make large Unreal Engine games? And how would one solve it? My game is not big by any means, and as I say removing just about any blueprints (even older ones that have compiled fine for years) will make it work again. The blueprint I was working on that made this appear was just a second generation child of another blueprint. The issue doesn't seem to be a single blueprint, but rather the volume of blueprints in some way causes the error. I've never seen anything like it after several years of programming, and the error information is nearly nonexistent :/

wary wave
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I mean if you're not controlling how things are loaded and when, through soft references, that would almost certainly do it

dense wren
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guys

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im trynna make my side scroller

deep swallow
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What do you mean? It crashes when I try to load the project, it doesn't have anything to do with implementations

dense wren
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and i want player to look at mouse

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like aiming with weapon, but i dont wanna use guns only a bow that im not yet adding

wary wave
dense wren
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i want the player to look atleast just with his head to where mouse points

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but all tutorials i saw teaches how to do an aimoffset blendspace

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but i dont have aim offset anims without weapons

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only with the player holding a gun

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is there a way to do it without aimoffsets

deep swallow
lucid beacon
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where can I get support?

wary wave
deep swallow
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Well yes, but why would the project crash when loading because of soft references due to having X amount of blueprints in the project?

lucid beacon
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How can I change my character without remaking animations?

wary wave
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it's probably crashing when loading because you don't have them

lucid beacon
wary wave
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the asset reference tree is so long, it's causing a stack overflow

dense wren
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the skeletons might not be the same

dense wren
lucid beacon
dense wren
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you need to check if the skeletons are the same

lucid beacon
dense wren
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add the anim bp

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over the mesh options

lucid beacon
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they are

dense wren
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you need to select the animation blue print

lucid beacon
lucid beacon
dense wren
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in the anim graph check if everything is correct

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also that is the marketplace character right? it should be compatible

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oohh

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also

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your human mesh is in t-pose

deep swallow
dense wren
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the ue4 manequin is not in tpose

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but you need to retarget them definitly

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create a humanoid rig in both

deep swallow
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Just to be clear it loads when I delete blueprint files, not from the map. The map is basically completely empty

dense wren
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then retarget

wary wave
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you can have billions of references, the problem is you have HARD references to everything causing long reference chains

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you need to break those chains

dense wren
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hey ponkkis

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would you help me with something

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aight

wary wave
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ideally, you want soft references to certain assets, and you want to try to reference only native or abstract base classes in your code (e.g. Cast to Pawn, not to 'ThisSpecificPawn' which has lots of assets etc)

lucid beacon
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they are all the same

wary wave
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in order to prevent enormous reference chains being created

lucid beacon
wary wave
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depending on the size and complexity of your project, doing it this late in development could be quite the headache

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but it does want doing

dense wren
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mm

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i was having that same problem the other day

dense wren
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and somehow made it work

lucid beacon
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im new to animations

dense wren
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dont remember how

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i retargeted

deep swallow
wary wave
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there is no limit

deep swallow
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Just a limit on how many references between stuff there can be?

lucid beacon
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Can anyone help me?

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I just want the anims from the regular character to be on my new character

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be he just sits in tpose

dense wren
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you did set the anim bp up in the animation tab? over mesh?

deep swallow
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Like I have "Manager" classes that refer to nearly every object in the game to keep track of them, so every object in the game probably has some reference to other objects

dense wren
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the same animbp you was using on ue4 mannqin

wary wave
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it's only a problem if it's a direct reference to something that contains a lot of direct references to other things

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This week Christian Allen will provide an overview of Hard & Soft Object references in Blueprints, why the differences are important to know about, and how you can utilize Soft Object references in your project to help with memory management.

Watch Inside Unreal live at twitch.tv/unrealengine, Thursdays @ 2PM ET

DISCUSSION THREAD
https://forum...

โ–ถ Play video
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but you could even have issues where you have circular references, where A ultimately references B, which ultimately references C, which ultimately references A

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this could also cause something like a stack overflow during loading, in theory

deep swallow
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I think I have a few of them, but not in the ones that I can delete to make the project work

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So far I've been successful when I delete the most recent blueprint, all vehicles, a few interaction points etc, it's almost random if it will crash or not and it just started happening the last few weeks

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I'll take a look at the video though, thanks!

wary wave
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hopefully this is the root cause of your problem, it certainly sounds like it is

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fixing it will probably be an unfun couple of weeks though

deep swallow
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I do have huge reference trees so I'm hoping for that too. Basically I have maybe 12 manager classes each handling different aspects of the game (pawns, enemies, buildings, vehicles etc) and in the game mode I have a reference to each of those manager classes, because the game mode can always be acquired. In the beginning I used the controller as this sort of "master manager" though, so there are many cross references between them...

wary wave
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there's a reference viewer and a sizemap tool inside the engine that can help you work out where these things are

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just looking at the sizemap for any given asset will show you what can theoretically be loaded as a result of loading that asset

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ideally, it's just the art associated with that blueprint as an example - when it is not, it's an indicator of a potential problem

deep swallow
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Alright, so the goal is to try to reduce the size of that size map, because that causes the stack overflow

wary wave
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not directly, but it is a symptom

deep swallow
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I am still learning so I really appreciate you taking time helping me ๐Ÿ˜„ This is one of those invisible problems you don't know you have until it hits you in the face

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Yes, right, it just displays the issue

plush yew
deep swallow
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@wary wave The red colour alone tells me this blueprint is screaming in agony ๐Ÿ˜‚

weary shell
glacial pecan
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Anyone know why on earth box colliders for an actor wouldn't show up in packaged builds on a streaming level?

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I mean, the actors and the colliders are there when you play in the editor/standalone, but only the actor is there in the packaged build, not the colliders!

wary wave
deep swallow
# wary wave not even close to the worst I've seen, but yeah, that's a whole lot of reference...

So basically a single class that references nearly everything in the game indirectly is not ideal? Like in this case, you have A that references B C and D, which refer to E F and so on, but to make F communicate with A, F (and basically every class in the game) has a reference to A, which I assume creates a circular references and messes with memory. I'd assume the reference to A wouldn't load everything related to A, which is probably wrong. How would I go about communicating between blueprints in a hierarchial structure efficiently to keep references down?

wary wave
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ideally you want clear hierarchies of control, so that certain gameplay elements don't really need to know much about the specifics of other elements

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the managers are a good step in this regard

glacial pecan
deep swallow
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Welcome to learning-land. Population: Me

wary wave
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you want to have abstract base classes for most of your gameplay elements, so that when you want to operate on something (e.g. Enemy A attacks Objective B), that it only needs to know that it is an objective (e.g. Cast to Objective Base, call generic functions)

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the abstract bases prevent hard references between the unique elements that don't need to be there

glacial pecan
wary wave
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yeah, interfaces can be a good option

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I tend to use components instead, personally

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they're easier to manage and more visible

deep swallow
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But if I understand correctly, if I change every reference to A to a soft reference instead of a hard reference, so there is a clear hierarchial flow in a single direction, then that'd likely alleviate many of the problems?

wary wave
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when you want to check something has a component, you can just do a 'Find Component by Class'

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well, not everything, you'll need to come up with some sort of strategy

deep swallow
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Interfaces are fantastic, but they can't do return values ๐Ÿ˜ฆ

wary wave
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components do though ๐Ÿ˜„

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obviously things do actually want to be loaded - you just want it to be in a more controlled manner

wary wave
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and yeah, they do have returns, what they don't do is contain data, ergo values

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the parent actor would be responsible for that, which is fine

glacial pecan
deep swallow
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Ah, I might've missed that then x.x
And yes, having interfaces be bundled with data (such as an HP variable with an interface that handles damage) would be golden

wary wave
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that's the kind of thing we do with components

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a generic 'Health' component can be added to any actor that has health

deep swallow
deep swallow
glacial pecan
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I'm throwing interfaces in for almost every class I have, which might be overkill, but it also enables me to just swap them out if I want to, and the game will still work

next dome
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hi guys, im having issue where a material flickers with small black dots

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anyone know how to fix it?

deep swallow
# glacial pecan I think every blueprint should get the game mode and then use an interface to ta...

Hmm... I'm not sure I understand how it's supposed to be implemented optimally. Here's a short example: This is from the blueprint of my "miner" class. When this guy is teleported in, I want to tell the Miner Manager that this guy just arrived, so the Miner Manager puts him in an array and keeps track of him for reasons. How do I go about this without creating an interface call for nearly every function I want to use from the miner's blueprint?

glacial pecan
deep swallow
#

Haha fair enough... I just don't quite see why this would cause problems, it shouldn't really use the reference to DevMode until I call a function or get a variable from it ๐Ÿค”

glacial pecan
deep swallow
# glacial pecan again, I do think that's where you're wrong. if the reference exists, everything...

Oh I think I understand now. So if one were to be crude, if I would replace every reference to this game mode variable with a function that gets the game mode and casts it to my custom game mode, it would not load the asset? (of course this is at the cost of runtime computations to get the game mode and cast it)

I might have been overusing variables to make sure I only have to get things once to keep runtime costs down, so it doesn't have to get the game mode every time it wants to do something...

#

Like if I just made this a getter function, it doesn't keep the asset loaded in memory forever, but in this case I should use a soft reference

glacial pecan
deep swallow
glacial pecan
# deep swallow Yeah, thank you for the help, it has definitely set me in the right direction. I...

This week Christian Allen will provide an overview of Hard & Soft Object references in Blueprints, why the differences are important to know about, and how you can utilize Soft Object references in your project to help with memory management.

Watch Inside Unreal live at twitch.tv/unrealengine, Thursdays @ 2PM ET

DISCUSSION THREAD
https://forum...

โ–ถ Play video
frank pumice
#

why is angle working but not the speed

#

and why is the function not updating the speed var

deep swallow
# glacial pecan https://youtu.be/K0ENnLV19Cw

I'm watching that right now, but unsure how relevant it's gonna be in my implementation as mine is a game with tons of blueprints and they seem to be working with a smaller demo which also has a level... I spawn everything in my game dynamically from a read text file, the map itself is basically empty, which is why I need all those references ๐Ÿ˜‰ If I don't get anywhere I'll be back! ๐Ÿ˜„

shadow ravine
#

Having an issue with my gun firing animation where my character doesn't fire in the direction the gun was pointing before firing. I've setup the montage layer override to the right arm. But I can't for the life of me work out how to resolve this. Anyone got any ideas?

glacial pecan
deep swallow
# glacial pecan This image is from a CSV file (ie text file) that I just exported from a DataTab...

I'm not sure I understand, doesn't all objects in the game always stay in memory and references just pulls data from where they are in memory?

Also, the way they use soft references seems cumbersome, they load the asset manually when they want to use it, and then cast it, which costs execution time. In my case I could instead technically have an independent function that gets the game mode and casts it instead, since the game mode is accessible from anywhere, and it would do the same for the same execution cost?

#

And if I'd change all of those, I'd hope that actually helps my issue... would be a pain if I change all this and it turns out not to help

glacial pecan
#

But as I said, if you cast immediately after loading a soft reference class, it kinda defeats the purpose... hence, interfaces... there's a step back you need to take and think about the big picture a bit before it clicks (or at least there was for me). ๐Ÿ™‚

deep swallow
# glacial pecan Regular references always stay in memory, yes. Soft references only gets loaded ...

What I mean is, I'd assume a reference would just reference to the object itself (basically a location in memory) so that it can get the variables when needed, but here it seems to create some humongous reference chain that causes a crash when it just tries to see what's connected to what, which still isn't intuitive...

Yes, I hope it clicks, this is a nightmare issue because it is not entirely clear how to solve it. I'm gonna try removing a few references to the game mode from some classes and see if that leads to being able to open the project without crashing...

#

But wait, no, I don't see how a soft reference would help. In the video they load a soft reference and cast it to a regular variable, to control when something loads into memory. If I would do the same I'd still have those circular dependencies? Soft references seems great for models and textures to reduce VRAM/RAM usage when running the game, but my project crashes when loading the assets, during startup. Unless I'd not do a variable and instead cast from the soft reference every time I use it...

Maybe your interface method would work better, but it's still hard to figure out what end to start...

rose glen
steady owl
#

Possibly running into a few 4.27 specific issues. What did you run into?

#

Damn ๐Ÿ˜ฆ got any links to more info / similar reports?

#

For me sessions aren't even creating properly

#

Seems like a pretty fatal set of bugs, yeah I can confirm that this happens even not using the Steam Sockets plugin

#

There doesn't seem to even be an issue listed in unreal issues yet

#

better report it!

#

Seems to fail due to this: Warning: STEAM: Failed to initialize game server with Steam!

#

Maybe it's looking for a dedicated server rather than creating a listen server?

shadow ravine
#

Can anyone tell me why I am getting 2 of my weapons spawn in. One's on the floor the other is in the hand. I'm just trying to replace the static mesh spawn with a actor bp spawn.

#

Ignore the Actor Spawn exec pin as I forgot to update that in the example of what I'm attempting

halcyon basin
#

Hello, does unreal still have the rotating mesh bug where it does not register collisions for pawns that are not moving? My door seems to be working this way?
I have a door that opens/closes and if you stay just where the door needs to close/open and be still, the mesh clips thru you, all physics are setup and collisions..

steady owl
#

Found a fix: putting bInitServerOnClient=true in the Engine.ini under OnlineSubsystemSteam

shut burrow
#

I too would like to know this

steady owl
#

See the fix above

#

Let me know if you find other issues

shut burrow
#

ty mate!

steady owl
#

Well actually seems like it's still a bit broken, the sessions created don't appear to be findable and when leaving the session the game crashes due to an assertion

#

I'll stick with 4.26 for now I think

#

Looks like there's another warning when creating that session Warning: STEAM: AUTH: CreateServerSteam is calling the depricated AdvertiseGame call

#

Which may be why the session isn't working as intended in 4.27

final moth
#

does anyone know why the editor stays in this mode

#

every time when I go to the cinematic viewport and I go out of it, the translate icons gets messed up and I can't use them any more

#

For example, the icon which I should click to change between world or object transform mode becomes unresponsive

#

and the icons change to be like the ones in the cinematic viewport, with the exception of grid icons

#

does anyone have this problem?

shadow ravine
gilded lichen
#

Hello, has anyone got a good tutorial for procedural generation?

robust marten
shadow ravine
robust marten
shadow ravine
stuck linden
#

does anyone know how to put the character at the ground?

robust marten
stuck linden
#

but then thing like crouch dont work

#

he goes under the terrain

#

theres no way to just stick him to the group

#

ground or something

robust marten
stuck linden
robust marten
#

Could it be your root motion?

torpid stone
#

Hi when I drop 1000 fbx into unreal it asks me Import options every time, can I automate that?

#

for each file

#

so I can't bear to click the fbx dialog 1000 times every few minutes

robust marten
torpid stone
#

whether Import All or Import, it shows for each file

#

4.27

light crag
#

c4d support is removed from ue4? datasmith is failing to import c4d.fbx files .....

plush yew
#

good evening do you know why I can't see the walls? thank you ^^

plush yew
#

yessssss is true lol

#

how do you return them in blender sorry I remember more slol ^^

#

@plush yew

#

tks

#

but

#

nothing

#

...

#

edit mode?

#

no is good sorry bro

#

but i no inderstand because now

#

^^ is outside i no have wall

#

why?

#

wtf

hidden sparrow
#

Hey, I have a button in my widget. What is the best way to make the player click it for example 5 times before it actually does something. Do I make a variable and count how many times he pressed it? or is there a node that sends output only after 5 inputs?

plush yew
#

thicker the wall each purple side can be?

#

its possible you show

#

fast please

#

because for me is good

#

ok tks is very eazy omgushhhhhh

#

sorry for this

neon bough
#

or use two sided material/geometry

#

however, usually you don't add faces where the player shouldn't look from

surreal eagle
#

Game design decision: I'm probably not going to add wallhanging like I wanted to originally,as it probably doesn't add too much value to gameplay, because I have the inclusion of a vault system

#

For reference,my game is a fps game with advanced movement

plush yew
#

I have a weird question where i dont even know what in particular im looking for but hope you guys know

#

i want to have classes like mage, warrior, healer you know that kind of thing, but i want animations like idle, walk, run, etc etc to change based on class selected

#

What would i need to google gooder U:

#

to figure out how to do particularly that

#

@drowsy snow if you know the answer to this with your huge brain poke me on snowie or ping me here pls โค๏ธ

surreal eagle
plush yew
surreal eagle
#

Yep

plush yew
#

so i wouldnt need something like multiple animation blueprints

surreal eagle
#

Nope

plush yew
#

just enums and switches to swamp out animations based on class?

surreal eagle
#

Basically

#

Works good with blend on integer

plush yew
#

youre a really a pretty clever villian

surreal eagle
#

Yes,I'm a mad scientist

plush yew
#

i cant wait to see your project darling~

surreal eagle
#

You can't be a supervillain without a genius

surreal eagle
surreal eagle
#

So the trick is to use a switch on int node in your anim bp

plush yew
#

int node?

surreal eagle
#

Go into the anim bp and type it on

plush yew
#

okie um gimme a secx i was just about to go shower x-x

surreal eagle
#

To tell this to the animation blueprint, use a cast node

plush yew
#

it comes up as constraint

#

under skeleton control nodes

surreal eagle
#

Dm me and I'll show you how to do this later tonight

#

3-3.5 hours from now

plush yew
#

o.o sure

surreal eagle
#

Take a break while you're at it

plush yew
#

that works perfectly~

surreal eagle
#

Cool

#

So

#

What's your game about

plush yew
#

so to viciously simplify it

#

Arena fighter

#

with an open world(if possible)
with an emphasis on advance movement and extreme player expression through race gender, age differences and styles/combat

surreal eagle
#

Hm

#

Sounds kind of neat

#

Not something I'd usually play

plush yew
#

shhh youre buttering my toast x///x

surreal eagle
#

But if I didn't have to pay for it I'd try it

#

(I have no moeny)

plush yew
#

well i dont want to sell dlc or microtranscations and want to update the game for at least a decade or so

surreal eagle
plush yew
#

so i cant sell it for free ;-;

surreal eagle
plush yew
#

well i grew up playing games on the atari

surreal eagle
#

Id help you a bit

surreal eagle
#

How old are you man

plush yew
#

we didnt have internet updates so the ability to forward patch games was revolutionary to me it dawned that infinite possiblities could occur like living breathing constantly updated worlds hell universes if you had enough people but we all see how the industry did with such an incredible ideal

#

oh about 2 and a half decades

gaunt abyss
#

lol

plush yew
#

:3

surreal eagle
#

Hm I'm almost 1.8 decades old in that case

plush yew
#

nice nice

surreal eagle
#

Birthday in 7 days

gaunt abyss
plush yew
#

lol shush xD

#

and happy pre not birthday yet โค๏ธ

surreal eagle
#

Yes

#

Thank you

plush yew
#

:3

#

be back in a flash

#

my laundry's done

gaunt abyss
#

But may I request this friendly encounter to be moved to DMs or #lounge

surreal eagle
#

I take it you're very into anime

plush yew
#

oh sure i dont mind

surreal eagle
#

Hence the inspiration for your game

plush yew
#

ill move to louge after i get back

gaunt abyss
#

๐Ÿ‘

neon bough
#

aren't there animation assets? which you can just swap out for your current class?

#

i wouldn't clutter all the stuff with switch nodes

surreal eagle
#

That's what I'm explaining to this person

surreal eagle
#

Cry

#

Also some graphs

woven marlin
#

why when i add a socket, it gets scaled so large?

#

and any static mesh gets scaled

neon bough
#

well what i meant is a collection of animations, not the usual animation sequences

#

ALS has one animation set

#

yes, but you still have the same running animation, regardless of it blending over a stance like handcuffed/rifle/whatever

lyric cedar
#

anyone know why my skysphere isn't lighting up my world?

#

i thought it was meant to do the job of the directional light?

gloomy cosmos
#

how do i make something switch between blueprints

neon bough
#

you would have to provide more context^^

woven marlin
gloomy cosmos
#

so when i press t it changes blueprints

#

sO lets say when i press t it switchs from phys gun to a weapon (Pistol)

gloomy cosmos
neon bough
#

well, it explains what you want to do, without knowing how your setup looks like

#

i think you should watch some tutorials about what you try to implement

lyric cedar
#

every time I press play

#

these actors I have physics simulated on

#

it's like theres a small explosion on the bottom of them at the start of the game

#

no idea why

neon bough
#

they most likely are placed in something that they collide with on game start

#

try to move them a bit upwards, and see if it still happens

#

also downtown west assets are kinda awful ๐Ÿ˜„

autumn flame
#

Tables are totally in the ground a bit :p

lyric cedar
lyric cedar
neon bough
#

i spent hours reducing their poly count ๐Ÿ˜„

#

so i'll recognize them even in 10 years xD

lyric cedar
neon bough
#

performance

#

i don't need planes with 100 vertices

lyric cedar
#

i've literally spent a week making a map with these assets lol glad to hear they're awful

neon bough
#

it's a hate love, i also like their overall visual quality

#

and you can improve performance within unreal quite a bit with LOD settings and mesh merging once you setup stuff the way you like it

autumn flame
#

Just wait for Nanite and go for 1 million polys a table

#

And use complex collisions for it

lyric cedar
neon bough
#

he said wait^^

autumn flame
#

It was a joke too :D

shadow ravine
#

I'm trying to get my pawn sensor to print strings when the player pawn enters and leaves the sensor. But I can only get it to print on entry, I'm using a validate on the sensor but this might be the wrong approach. Anyone got any ideas?

autumn elbow
#

Are you using the AI Pawn Sense ?

shadow ravine
#

No idea, these are the only events I'm getting

autumn elbow
#

Try using a collision object rather than

shadow ravine
#

Okay I'll give that a try

autumn elbow
#

it's easier and faster

drowsy snow
#

@prime willow I might have the answer for that.

shadow ravine
# autumn elbow it's easier and faster

I did have a Move To attached to my pawn sensor, I did have the pawn sensor "Pawn" output hooked up to it's Target Actor but now using the box collider I don't know what I can connect this to in order to get the character pawn.

neon bough
#

other actor

#

if you want to move to whatever your NPC collided with

#

however, be aware that using colliders as "sense" will let your NPC see through walls

#

so what you probably want to do, is add a line trace check in the collision event

shadow ravine
# neon bough `other actor`

Thanks that's helped a lot, I'll look into seeing up the line trace for an AI, do you know of any good guides?

neon bough
#

you would just make a linetrace with start vector the NPC actor location, and end target the other actor location

#

then compare if the hit actor result from the linetrace is the same as your other actor

#

that's the basic version of it

#

the advanced version, will trace from the NPC eyes location ๐Ÿ˜›

#

however, i would just go with pawn sensing, it's in the engine for some reason

#

and the reason that there's no end event isn't a big deal imho, perception isn't instant actually there should be something like on target perception updated

#

the next thing you'll run into is that with colliders it also can see 360ยฐ which is (except for robots maybe) not what a player would expect

#

so you end up rebuilding the whole AI perception thing which the engine already has built in ๐Ÿ˜›

#

maybe you used the old component? IIRC there are two in the engine

plush yew
#

when exporting from 3dsmax i always get missing body and hair mats

#

im exporting baked vray materials

#

what could cause this

dreamy wasp
plush yew
#

@dreamy waspare you using raytraced shadows

#

or regular

#

make sure both your meshes and your light itself have it on, in details panel search raytrace for both

#

also if you're using a skylight play with the intensity

dreamy wasp
#

That front panel and the plane's nose should be blocking lots of light, but all the red areas are lit like they are by themselves.
The orange area should have a shadow from the seats, but it does not.

#

That front panel and the plane's nose should be blocking lots of light, but all the red areas are lit like they are by themselves.
The orange area should have a shadow from the seats, but it does not.

#

I am using spot lights

#

light this

plush yew
#

is this using raytracing

#

i will help you find a solution but i will need to know what youre using to render

#

is it lumen, raytracing, or default

dreamy wasp
#

default. ITs for VR

#

I was just trying to get the feeling to be better than the standard full ambient light

#

add some shadows and such. I looked at some tutorials on line, but they seem to have everything 'just work'.

#

I had the lights set to stationary, but then I got this warning about too many overlapping lights. I have 4 lights. So I switched to Static.

#

Light settings are pretty much the default. except I chaged Inderect lighting intesity to 0.5

plush yew
#

try checking if the window material or mesh is messing it up

dreamy wasp
#

yeah. I can't figure it out. I just brought in a standard cube, and it gets lit by the light, but casts no shadow, on anything but itself.

#

cast shadow is checked

#

is there a setting somewhere for 'recieve shadows'?

keen bramble
#

Any got to know where is the apply button after editing an animation in ue5

plush yew
glacial pecan
#

Is there an update to 4.27 out? I can never understand how to update the engine in the launcher...

plush yew
#

There's a little plus button in the library screen for ue4 on epic games if you press it it will either add a new version of unreal depending on what you are on or if you already have it fully updated then it will add the version before that if you want to use a older version of unreal it's as simple as a click and install

glacial pecan
plush yew
#

Your welcome and its okay it's just older versions depending on what you have, and since thus version only came out a couple weeks ago thats probably another reason

plush yew
#

hello do you know please how to remove the preview on the ground in momde play i can remove it in view port mode in show thank you.

stray ruin
#

if you mean the text build lighting

red nebula
#

hi there, i am still new to unreal and i wanted to make a sky with volumetric clouds. so i painted some clouds using material: M_VolumetricCloud_03_MultipleProfiles and when i opened up that material i had these settings to play with...

#

after i tweaked them it looked awesome and than unreal crashed lmao

#

so i tried to replicate the process but when i opened up the details for M_VolumetricCloud_03_MultipleProfiles the details were different

#

i am trying to fix it for like 2 days now

#

please help

#

i need the first details on M_VolumetricCloud_03_MultipleProfiles

plush yew
#

does Lumen allow for raytraced shadows and reflections yet

#

or is raytracing still broken in ue5

plush yew
#

i just see my characters head whenever i try to look down

weary shell
weary shell
# plush yew sure

Try to add axis mapping for look up and down as attachment image. If it's not work, continue try to enable "Use pawn control rotation" of character's FollowCamera. I hope this help ๐Ÿ™‚

plush yew
#

I'm making a devour style horror game, but I don't know how to do the monster's anger and decrease in health when the mouse is close, can anyone help?

#

it didnt work

#

who did you tell

short mesa
#

Is there a way to replace Actor's DefaultSceneRoot using blueprints? Basically to construct the entire actor via the construction script?

naive burrow
#

Hello, how do I set a game object's velocity using blueprints?

regal totem
#

heyyooo

cyan bronze
#

In the end of the attack

azure topaz
#

can someone help me,
i have to make a gate with sequence node,but i dont know how am i suppose to do it correctly

cyan bronze
#

It also disappears in the player mesh skeleton when previewing from some angles

wet schooner
#

Try making your materials two sided just to be sure that it isn't somehow

#

Sorry i can't offer much else

true geode
#

Is there by chance a max limitation on emissive objects in UE5?
I'm playing around with creating my own Sun and I didn't quite notice any change in light being casted onto my ground plane or map surfaces.
The light you currently see is just from the "DirectionalLight-test" however if disabled, it all goes dark.

#

I'm utilizing a sphere for the artificial sun.
Scale size: X: 36999999488.0 | Y: 36999999488.0 | Z: 36999999488.0
Also I have created my own material instance with this as well and tried to tinker around with the emissive options, basically setting it to the utmost max it would go, but still no effect onto my ground surfaces it appears

thick herald
#

Is there a reason you aren't using an actual directional light?

true geode
#

I really just wanted to create my own Solar system, starting with the sun, trying to scale everything down in inches.

#

Starting with the sun obviously ๐Ÿ˜›

#

I was hoping there would be some way which I could make the object so outrageously emissive that I could mimic the sun and its effects also within UE

#

The Sun sits at quite a distance from my starting demo arena, however even if i move it closer, I do not seem to see any lighting added from it

exotic thicket
#

iirc there was something about emissives that they don't really function in this way unfortunately

#

I was messing about with a spaceship thing at one point and ran into the same issue

true geode
#

drats

#

lol

naive burrow
#

Hello, how do I make an AddForce node that pushes an actor in the forward direction?

shadow ravine
#

I'm having an issue with my AI logic. I'm using a collision box to detect the player pawn overlap and basically I'm trying to allow my zombie character to play the scream animation when the player first enters the collision box. Otherwise just play the run animation. Which works fine but the issue is the Move To only works once, after the AI gets to the player it stops moving, but continues the animation. Anyone know how I can fix this so my AI continuously moves to the player if in the collision box (after int scream)? https://youtu.be/W-KJfDojCrM

thick herald
#

It's trying to get to the players exact location or within 5uu of it, which it can't do because the player is always there, hence it's always running.

#

Increase the acceptable radius

shrewd moth
#

Anybody know how to fix thisโ€ฆ I reloaded my project and half of it is gone

naive burrow
#

Why won't this add the force in the same direction it's facing?

thick herald
#

Try add impulse instead ๐Ÿ™‚

naive burrow
#

impulse?

#

nope it doesn't do it

shadow ravine
naive burrow
#

I could try using rays instead since im making a fire script ig

thick herald
shadow ravine
#

Okay thanks

true geode
dense wren
#

hi guys

#

im trynna make player walk backwards in a side scroller

prime willow
#

locomotion

dense wren
#

character looks at where the mouse is, (right or left side of screen) so if mouse is at right side of screen, and i walk left, then character will be walking backwards

prime willow
#

or 1d blend space

dense wren
#

already did that

#

i added a walk backwards anim

#

but it wont walk backwards

#

it just goes backwards with the walk forward anim

prime willow
#

ok

#

I noticed youve been asking this for days

#

and i may have an idea that works

#

youll need offset aiming animations

dense wren
#

yeah, i already managed to make playe3r look at mouse

prime willow
#

oh okie x3

dense wren
#

now i need to make it walk backwards

prime willow
#

well

dense wren
#

when mouse is in front of player

prime willow
#

is there an imput to walk backwards?

#

wait

#

you mean backwards like moon walk

#

or turn around and walk in reverse

#

facing the other way

dense wren
#

like moon walk

prime willow
#

oh

dense wren
#

but a backwards walk

#

not literally monnwalk haha

prime willow
#

xD

#

you could setup backwards on the control or keyword

dense wren
#

and i added the BWalk in the 1d blendspace

prime willow
#

with walking in verse

#

seperating it from the other blend space

#

o-o

#

so > does forward blend space

dense wren
#

i`v set a max of 400 for running speed and a minimun of -400

prime willow
#

and < does backwards blend space

dense wren
#

fir brun

#

for*

prime willow
#

you can even use root motion animations

#

to ensure you are forcefully walking bckwards

dense wren
#

mm i didnt check if root moition was enabled

#

lemmese

prime willow
#

root motion will force a direction so maybe thats what you need o-o

dense wren
#

yep it is enabled but still wont work

#

thing is

#

im in a side scroller

#

and the initial side scroller example

prime willow
#

o-o

dense wren
#

makes you turn around when walking backwards

prime willow
#

oh..

dense wren
#

so

#

maybe there is some box to tickle in order to make it work

#

but idk which

prime willow
#

hmm

#

ive only worked on third person

#

so i have no idea how to go from here

dense wren
#

so that it receives the 1d blendspace info of backward anim

#

well thank you any way

prime willow
#

i'm sorry ;-;

cedar raft
#

Good morning ! ๐Ÿ‘‹

#

I have a problem with my 3D Widget. In fact when I put it in my actor and that I change its Draw Size by 1920x1080 everything goes well, the Interaction Widget detects the button well but when I change the size of the 3D Widget by 0.2, 0.2, 0.2 (1, 1, 1 at the beginning), my Interaction Widget no longer wants to detect the button, suddenly it no longer works ...
If someone has an idea ?

dense wren
#

mm

#

there is a thing in blueprints

#

when you scroll the screen away

#

mouse wont detect the node`s little circle to unite it to another

#

maybe tyou are makint it too small

#

to be detected

#

0.2 its far from 1

cedar raft
#

๐Ÿค”

#

I'm gonna try something

dense wren
#

try 0.5 then 0.8 then 0.3

#

and check

cedar raft
#

Ok I try

#

At 0.3, it doesn't work anymore

#

but it's still too big 0.3

#

Ah

dense wren
#

maybe you can expand the panoramix view of your screen

#

and put the widget a 0.5

#

and make it look as if its smaller

cedar raft
#

finally it's not a scale problem but in fact, I put my 3D wIDGET in a static mesh and I don't know why, the interaction widget doesn't work when the button is in the static mesh

#

Ah but in fact I realized that it already shows me a Widget so the button does not work x)

silver oar
#

Hey guys, I'm trying to apply materials to my model, but I noticed these weird textures on both sides of the model

#

Is there a way to get rid of them?

#

Any help would be appreciated

dense wren
#

does the walk backwards has anything to do with this bp?

cedar raft
#

Maybe it's the light that has this effect, try to put your static mesh in the shade and see if it's the same ?

dense wren
#

change the textures in the material

#

maybe its a "mirror effect texture" that reacts to light

silver oar
#

I've tried different materials and the weird spot is still there

#

I could post a screen shot from blender if you want though

#

Although there isn't anything odd with the subdivision

#

Oh also fyi, the material I'm using is part of the automotive texture pack from the store

dense wren
#

mm

#

can you take every texture out? so its completely gray?

#

in ue4

#

so check then if that still shows

thick herald
#

Is there more than one face under those faces?

silver oar
#

Like this?

#

And as far as the faces goes, there probably shouldn't be more

#

Strange, doesn't seem to show up in blender

dense wren
#

maybe because ue4 has a sun

#

try moving the sun

#

to see if the truck its affected by that

#

(i need help with this) im trying to make my side scroller player walk backwards
the player faces and follows the mouse
so if mouse its at right side of player, i i press A then i will still face right and walk left
but when i do that the walk forward animations triggers
not the backward animation that i already added in the 1d blendspace

silver oar
#

Sadly it's still here

dense wren
#

my recommendation would be to move on from that just for a while

#

and keep doing your project

#

and not get stuck

#

you can go back an try to change that later

silver oar
#

That's fair, I'm gonna see if the other parts are like this too

#

I've lowered the subdivision down to 4

#

But I don't really see anything that's off in this

#

Yea when I imported the model from blender to ue4 at first it was on a lower subdiv count

#

But I thought it didn't look very good because of how blocky everything was

#

I will try importing it again

#

What subdiv count do you recommend?

#

Can't seem to find the check box for remove degenerates

prime willow
#

i know this might sound silly

#

but i want to start making my own animations for my games models

thick herald
prime willow
#

nuu shhh xD

#

though i agree

#

that is silly

#

but i guess my question is idk where or how to start x-x

silver oar
#

Oh haha silly me

prime willow
#

do i just export my model

#

and start using blender

#

than reimport him x-x

thick herald
#

sure that can work if you know how to set up rigging etc

prime willow
#

well my model is already rigged i think and in engine i can move with him and everything o-o

#

do i need to re rig him in blender?

thick herald
#

Try it and see? Cascadeur is a cool bit of animation software. Might not be to your taste but it's something to look into.

prime willow
#

o.o

#

what if i have morphs per say

#

would that possibly mess everything up?

thick herald
prime willow
#

o-o

#

oh i get it

#

you have to rig them again after exporting

#

makes sense

#

ok thanksies

#

wait wait

#

if i use a low L0d for the model can i still use those animations on my model with higher l0ds?

dense wren
#

anyone tried core?

narrow mauve
#

My notes when trying different phase methods cuz ya

silver oar
#

@plush yew It didn't change much but I did get an error log

cedar raft
#

Good morning ! When I press a button to spawn an actor (inside there is a widget), the widget doesn't work. Except if I drag the actor into the world and run, the widget works. How to solve the problem

teal tulip
#

Does someone knows what are this noises at lightmap density preview ?

teal tulip
#

Turns out its due the instanced stereo due a bug in the engine

regal totem
#

hey i have a question

#

idk how to explain

#

but i want a a texture on a plane that changes depending from the angle the player looks

#

this is what i mean

teal tulip
#

you actually want a rendering texture aligned to the screen

#

it don't change with the actor

regal totem
#

kinda yeah i don't know how to explain sorry

#

i want what you see in the video

#

but i have no idea how to search it up on youtube

regal totem
#

yes

#

thank you so much

#

i had no idea how is it called

teal tulip
regal totem
#

omg thank you so so much

crisp summit
#

I created a test lake. Everything physical like cubes etc submerged but the character walks on top of the water. How can I fix that?

dense wren
#

guys

#

how do i walk backwards in my sid scroller

#

my player points at the direction the mouse is, wether left or right

#

so if mouse is in right side of character, then A is backward

#

thing is, i added a backward anim to the 1d blendspace

#

but when i press A the forward walk anim triggers

#

not the wbakcwards

blazing violet
#

guys, i need advise. Im working on dungeon crawler and im wondering if i should make it in first person or third person. suggestions.

timber tulip
#

Hey all! I have a question. Unreal tells me it needs to recompile my project but it gives an error that Windows SDK is not installed. But it is installed ๐Ÿ˜„ Anyone had this problem before?

blazing violet
#

i had

#

i installed wrong SDK

timber tulip
#

Hm. Maybe I installed the wrong one too? ._.

#

Which one is the proper one that's the true question ๐Ÿ˜„

blazing violet
#

had the same question, which is why i decidedto google how to setup visual studio for unreal engine

buoyant isle
#

Hey I'm in need to use data table for my project to handle items, but I'm using for exemple an actor for a magazine, but obviously you got like 3 times the same magazine so, same actor,same mesh but how to store different data and assign specific data to each type of the same actor

runic fern
#

Hello guys my engine crashes without any error

[2021.09.05-18.03.03:446][824]LogOutputDevice: Warning: 

Script Stack (0 frames):

i found this in log

#

but nothing else im using Playfab for login when i login for first time its working normally but when i close try to login again it is crashing when i press the "login" button

static crystal
#

What save game extension/method are people using? I'm using the free Save Extension right now but it doesn't load my actors on the right position. So does anybody know a good free alternative?

lucid beacon
#

use the SaveGame blueprint classes

#

Can somone help me? I have a character with animations, but I want to change the mesh without redoing all of the animations, is this possible?

autumn flame
#

Retargeting

lucid beacon
#

or I am doing it wrong

#

how can I correctly retarget?

autumn flame
#

Look up a tutorial, not the easiest thing to explain, but you gotta say to it that this bone matches this other if you have different skeletons

This is assuming they have similar skeletons if not almost the exact same layout

static crystal
#

Thanks @lucid beacon Will give that a try.

lucid beacon
lucid beacon
copper linden
#

So.. for some weird ass reason.. I have duplicates of like.. very big assembles of meshes in my project inside my map.
Do you guys know of any way to handle that?
Other than just going through and like.. manually checking and deleting as I go?

surreal eagle
faint venture
#

is there a support channel? i cant see to find it but if there is one i'll post my need for help there lol

copper linden
faint venture
#

everytime i launch any ue4 game, i get this

lucid beacon
naive burrow
#

Why won't this make the sphere go into the direction I'm facing?

lucid beacon
naive burrow
#

This is the whole blueprint

lucid beacon
#

not sure

#

How can I use animations on a different character?

#

Without redoing animbp

faint venture
#

is this the wrong server for help ABOUT ue4 games?

faint venture
# lucid beacon no?

oh lol i just see a lot of people talking about ue4 software, so i just didnt know where i was meant to ask for help

naive burrow
#

ok think i know a fix for my problem

faint venture
# faint venture

anyone have any clues on how to fix this then? literally happens every time i try to run a ue4 game

naive burrow
#

nvm

plush yew
#

do you know how to reset by defaults thank you

#

^^

vapid mica
#

any suggestions would be appreciate it

lucid beacon
#

Hey! How can I get this to work? When I change my mesh it wont use the anims, even when changing the bp

#

It works in the 2nd photo but not the 1st

#

I already retargeted

lucid beacon
#

reset what by default?

plush yew
#

tks its ok now

#

so now i have problem for the wall

#

need colision but ?

#

how do i do it?

naive burrow
#

Any way to change UE5's transform axises to something normal?

#

I'm getting bugged to hell and beyond that the z axis in UE5 is the height

plush yew
#

its ok lol so only question please

#

can copy paste the collision boxes or force to create each time once?

light crag
#

while importing file.uasset file the engine is failed with an error saying file.uasset is too old

#

the .uasset was created by an old version of the engine or mine is corrupted?

plush yew
#

why can't i import a simple door someone can help me thanks?

light crag
plush yew
#

fbx?

#

look this bro

#

^^

light crag
#

ok it is an .fbx file

plush yew
#

yes

light crag
#

what is the error in the engine?

plush yew
#

this is blue no is red for

#

phisik?

#

color down?

light crag
#

you need to import it as skeletal mesh and then set the textures and then create a static mesh from it and use anywhere you want

plush yew
#

also complicate?

#

not just take the asset and move it only

light crag
#

I don't see any texture for your materials

plush yew
#

that's why if i want to import just the material please

#

this is the file

#

bro

light crag
#

let me check it

plush yew
#

sur

#

^^

#

so ยต?

#

bro

naive burrow
#

btw opinions on this?

hidden sparrow
#

Hey, I have a button in my widget. What is the best way to make the player click it for example 5 times before it actually does something. Do I make a variable and count how many times he pressed it? or is there a node that sends output only after 5 inputs?

light crag
plush yew
#

tks bro

light crag
buoyant isle
#

Hey, I just saw that data tables are read only ? is it true ? ^^

light crag
plush yew
#

no its ok the camera

#

is front

#

this is problรฉme

#

XDDDDDDDD

light crag
#

explain your problem

plush yew
light crag
#

test it

plush yew
# light crag

this is just your uvs also you will need to add a opaque or whatever its called if you want that background to go away, its best to use a cylinder not a cube for it as well

light crag
plush yew
#

just that I had not seen that the pivot was not placed above smdr on the other hand
if you can explain to me how to animate this pretty door that would be cool sltp lol

light crag
haughty bear
#

Looks like there's no freebies this month?

plush yew
#

yes

#

why?

light crag
#

you need to animate the door in blender and create animation

plush yew
#

no

#

animate

#

for

#

only unreal

light crag
#

then you create the fbx file in blender and import into ue4

plush yew
#

BP?

#

maybe

#

๐Ÿ‘‰ Crรฉez facilement des jeux multi avec Core, powered by Unreal Engine : https://bit.ly/MathieuxCore
๐ŸŽ“ Mes formations http://bit.ly/34yTSF6
๐ŸŽ“ Ma chaรฎne Tutos Unreal Engine : https://bit.ly/3g8zxvJ
๐Ÿ”ด Cours gratuits Unreal Engine : https://creajv.com
๐Ÿ’ฐ Code crรฉateur THIASSY ๐Ÿ”” Activez les notifs โฌ‡๏ธ DEPLIEZ โฌ‡๏ธ

๐Ÿฆ TWITTER https://twitter.com/MathieuG...

โ–ถ Play video
#

this?

light crag
plush yew
#

cool

light crag
#

you can also use blender for more powerful results

plush yew
#

but

#

told me to animate with unreal not with blender

light crag
#

unreal is not perfect for creating animations

plush yew
#

whut

#

why

light crag
#

do it in blender and import in unreal

plush yew
#

why did he tell me that it is better to go?

light crag
#

ask him lol

torpid stone
#

is there a drawback in using DLSS? it's so great for frame rate

#

aside from AMD compatibility

plush yew
#

good ok let's admit that I succeeded in importing the door I have to annimate it on blender and after that I do what for what function on unreal?

#

so i need problรฉme please bro

#

the door when I open it it turns on itself instead of turning in mode
normal do you see what I'm talking about?

#

please bro

#

no is possible stream?

naive burrow
plush yew
#

@light crag

#

i have animation door now

#

in unreal ^^

nova portal
#

Does anyone here have any experience with freezing time using time dilation. It kinda does the job for me, except that if I touch any physics objects, they will be sent flying after unfreezing time.

My freezing time is basically setting time dilation to 0.0001 and changing the custom time dilation on my character so I can move around.

Does anyone have any ideas how I could fix this issue? Or an alternative way to freeze time and allow me to move around?

plush yew
#

Hey I have a question, so is it possible to change the default sedan vehicle to another model that you made/bought ?

plush yew
sterile pumice
#

Anyone ever have an issue where your project uses the incorrect GameInstance when packaged but works fine in editor and standalone?

dense wren
#

hey guys

#

how do i walk forward in a 2d side scroller

#

my player points towards the position of the mouse in thscreen

#

so if mouse is at right side of player

#

then A its backward

#

but when i press A, the walk forward ani triggers

#

and goes backwards while playing forward anim

#

i added backward anim in the 1d blendspace already

sterile pumice
#

No idea, I've only ever used UE for 3D projects

dense wren
#

yeah me too, and i did set many blendspaces

#

but i cant get this to work

clear light
#

Are you using axis input for movement

#

Or key input

dense wren
#

mm

#

what do you mean

#

i got the default movement bp

#

for sidescroller

#

which its this

clear light
#

Axis returns 1,0 or -1 dependimg if your pressing A or D

sterile pumice
#

so Axis

dense wren
#

yea

#

that