#ue4-general

1 messages ยท Page 1076 of 1

fierce tulip
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I had to unwrap a multi-million polygon mountain range by hand in 3dsmax 5

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after that you get a decent idea on how to unwrap stuff

tender mountain
fierce tulip
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took me almost a month, and had quite some RSI-like pain afterwards <_<

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not worth it

drowsy snow
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And I was just started using 3ds Max 6, making asteroid rock go booooooom

That was mid 2000s when I was a little boy.

tender mountain
fierce tulip
lavish shoal
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does anyone here know how to have a set strength for a physics handle? like, make it weaker for heavier objects

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sorry to butt in

tender mountain
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So 3DS 5 was like 20 years ago?

fierce tulip
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close to

drowsy snow
lavish shoal
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thank you for a answer, im really new to ue4, ive only been programming my sandbox rpg for about 6 months

tender mountain
lavish shoal
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its more like fallout new vegas mixed with kenshi

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its gonna be post apocalyptic with soulslike combat and a bunch of variable endings based on where you side

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im learning how to use mixamo for animations now, we dont have a fulltime animator but i know how to use blender so i could figure it out

drowsy snow
lavish shoal
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the way i do it is I get the base animations i want, then blend them in ue4 using a blendspace2d and input vectors

modest trench
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You can animate in engine as well with control rig and sequencer

lavish shoal
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i was thinking of using a kinect and special software to do full body tracking, it doesnt have to be that accurate since im doing a low poly ps1 type game

drowsy snow
drowsy snow
modest trench
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Works on my machine ๐Ÿ˜Ž

drowsy snow
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Yeah, when it works, it gets overpowered.

lavish shoal
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i'll look up how to do that, i like animating using blender due to having reference images

modest trench
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Didn't test on 27 though

drowsy snow
modest trench
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You could probably import reference images to UE as well but it would probably be less convenient than blender

drowsy snow
lavish shoal
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i use rigify for everything, i make the player models using a wireframe and the skin modifier.

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can i upload a picture of my model in this server?

drowsy snow
lavish shoal
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its gonna take a minute to do so, i have to install 4.2.7 on my laptop

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can i show you a shotgun i made?

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i was trying to base it off of goldeneye 64's gun models

drowsy snow
# lavish shoal i was trying to base it off of goldeneye 64's gun models

Right, should you want more authentic look, I recommend this plugin
https://github.com/DaveFace/UnrealRetroShaders

I used this in my supposedly game jam project that fell through due to constant power failure, also sporting PS1 style graphics (akin to Vagrant Story)

GitHub

Retro PS1 Post Processing for Unreal Engine 4. Contribute to DaveFace/UnrealRetroShaders development by creating an account on GitHub.

lavish shoal
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does it simulate floating point accuracy?

modest trench
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Sheesh, do you need stuff to jitter around?

drowsy snow
modest trench
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Interesting

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Does it just world position offset?

lavish shoal
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ok, perfect. im a fan of that look. im basing the game's graphics after a combo of goldeneye 007 and tony hawk's pro skater

drowsy snow
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The edge vertex wobble might be WPO as well

lavish shoal
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thats cool, im really happy and i plan on releasing the demo level of my game in december, its called saxturai

drowsy snow
placid dragon
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This server is absolutely massive

lavish shoal
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honestly, my old teammate came up with the name and i really dont know what else to call it

drowsy snow
placid dragon
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Quick question, is it possible to program an emulator within the engine

placid dragon
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๐Ÿ‘

lavish shoal
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it takes place 300 years in the future, basically the really rich people took all the fuel and left on generational spaceships, when you start the game earth has desended into tribalism and the rich people come back to take over what's your ancestor's land.

placid dragon
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Do you think the engine could handle a ps3 emulator for android?

drowsy snow
lavish shoal
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i'm thinking there's some the outer worlds in there too

drowsy snow
placid dragon
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If it even works at all

drowsy snow
drowsy snow
placid dragon
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The graphics quality is at ps3 level however

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So its only software limitation

lavish shoal
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basically, the outer worlds is indentured servitude under capitalism, and we're gonna make everything operated by paid workers under the bad guys in my game, but they get brainwashed into never wanting to leave the company

drowsy snow
placid dragon
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Rpcs3 cant even run gran turismo 5

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But if there is a will there is a way

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Ill look into making one from scratch

drowsy snow
placid dragon
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I forgot, its open source right?

drowsy snow
lavish shoal
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basically im going the programming in the project with my bf, and i have two of my other friends doing the story and worldbuilding and such.

drowsy snow
lavish shoal
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oen sec, i think i might have footage of the game but idk

drowsy snow
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Not necessarily the rendering style, but the artwork style in general.

lavish shoal
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im opening the project now, itll be a minute

drowsy snow
hollow yoke
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I want to be able to send a dialogue system's data to the game mode so it can handle UI, choices, etc. I expect to use it across multiple game modes, though, so I'd like for the system to do stuff without worrying about which game mode is currently being used. Are components attached to a game mode the best approach for that?

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Because I cannot find anything on the notion of using components with game mode

drowsy snow
tender mountain
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Well VS just crashed at about 50% done ๐Ÿ˜ฆ

drowsy snow
# hollow yoke Because I cannot find _anything_ on the notion of using components with game mod...

While I'm at it, I recommend this plugin that can do just that
https://github.com/MothCocoon/FlowGraph
https://youtu.be/BAqhccgKx_k

(The creator was part of Witcher 3 quest development)

GitHub

Design-agnostic node system for scripting gameโ€™s flow in Unreal Engine - GitHub - MothCocoon/FlowGraph: Design-agnostic node system for scripting gameโ€™s flow in Unreal Engine

Flow plug-in on GitHub
https://github.com/MothCocoon/FlowGraph/

Thanks to Reikon Games who gave me the ability to share this work as open-source on GitHub.

Discuss things related to the plugin on the dedicated Discord server.
https://discord.gg/zMtMQ2vUUa

Timestamps
00:00 Introduction
01:01 Flow Subsystem
01:33 Flow Nodes
02:49 Flow Graph...

โ–ถ Play video
tender mountain
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I'm about to quit the idea of multiplayer and just make my game single player

drowsy snow
tender mountain
drowsy snow
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And I play CS(GO) with bots more than actually in matchmaking.

tender mountain
hollow yoke
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I'm actually using Logic Driver Pro, in fact, lmao

tender mountain
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Man maybe the crash was just a freak glitch. Maybe it will work now. Hope so

plush yew
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Morning hoodie o/

tender mountain
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Maybe I can make people compile their own servers? ๐Ÿ˜„

drowsy snow
drowsy snow
plush yew
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I fixed pc btw

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So I can get back to work

hollow yoke
tender mountain
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Another crash

plush yew
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thats good to know o.o

drowsy snow
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Though I prefer to stick with the free stuff :P

hollow yoke
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I was able to get LDP on sale, fortunately, I didn't know about FlowGraph lmao

drowsy snow
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GameInstance is created upon starting the game application, survives through map change, and destroyed upon quit.

tender mountain
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That sucks. Maybe I can make a listen server into a dedicated server by removing all the lighting?

drowsy snow
vapid cradle
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Hello, whats the best way to learn to work with unreal?

hollow yoke
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I'll probably go with GameInstance then

tender mountain
vapid cradle
tender mountain
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You can also watch all the Unreal videos on youtube.

vapid cradle
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thanks i appreciate

tender mountain
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I watched about 30% of them, on 2X speed

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Some aren't relevant to what you need.

vapid cradle
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Which would u say arent?

tender mountain
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Others are like 2 minutes long

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Just go through and watch any that you don't know about, or that are something you need to learn

drowsy snow
vapid cradle
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Thx mate i appreciate it

tender mountain
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Alan Willard
Wes Bunn
Zak Parrish.
Those guys are my fav

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Zak is cool LOL

drowsy snow
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Can't post that link often enough
Always learnt something new with the official courses.

vapid cradle
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Thx mate

tender mountain
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Well time to go

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L8rs

thorny pewter
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can any one help me with this error ? trying to fix it 5 days already or smth ๐Ÿ˜ฆ

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i get it when i package anything for android

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i reinstalled windows 5 times already or smth and watched lots of videos but none fixed my error ๐Ÿ˜ฆ

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or can any one tell me what other thing i need to install beside unreal engine ? and i will reinstall windows again

thorny pewter
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oh thx sry if im in wrong place ๐Ÿ™‚ will go there

drowsy snow
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The channel is dedicated for mobile porting, so they should know better about it.

still atlas
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anyone have any idea what might cause a character's velocity to get messed up if it touches another moving actor while jumping? i still can't figure out if this is a physics issue or something wrong with my actor/mesh or what

nocturne tangle
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mmmh

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Im having a rather odd issue

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I cant seem to duplicate an animation track in the sequencer

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when I hit ctrl-d the animation track just disappears

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nvm

dusty cypress
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Man i love the engine, i wish some day a random mysterious person will drop a high end dev pc with atleast one rtx3090 at my door without a reason, so I can start real time rendering stuff

vapid cradle
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xD i wish same xD

dusty cypress
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๐Ÿ˜„

vapid cradle
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but yeah first need to learn all things with unreal ๐Ÿ˜

dusty cypress
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true, i guess we will never stop learning lol

vapid cradle
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the thing is im completely new to it all

nocturne tangle
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mmh

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how come it says its been saved yesterday

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when I just saved it just now lol

dusty cypress
vapid cradle
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projekt*

dusty cypress
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a level

dusty cypress
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it will change for example if u activate plugins for the project

nocturne tangle
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ahh

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well whats also weird is that im not getting auto save confirmation messages

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and i just crashed 5 minutes ago...

vapid cradle
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if i start on unreal can i just make a phone game too with it?

velvet haven
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Hi so Iโ€™m wanting to buy these character models on unreal engine but it doesnโ€™t show if I put steam vr support on but I thought that wouldnโ€™t matter since you have to code it to your wanted movements if it was in vr can anyone please help me out donโ€™t really wanna risk buying if it doesnโ€™t work for vr

drowsy snow
vapid cradle
dusty cypress
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but i would start with a pc game so u can easier learn basic stuff like packaging

vapid cradle
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packaging?

drowsy snow
dusty cypress
dusty cypress
# vapid cradle packaging?

yes, simple that means compiling the game and packaging it together so u can give it to a friend (without him having to install the Editor)

vapid cradle
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ohhh

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and on pc i dont have to do that?

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rn im just looking at the finished templates unreal gives me to get an idea how i do what and what type of game i wanna make

dusty cypress
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sure u have to do that on every platform, but as TheHoodieGuy_CtrlRig already mentioned there is a lot more to think of when you release a game for mobile, so that would be a harder way to start

warm hornet
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I need to install Unreal at a location where I will not have internet. Is this even possible? Is it possible to simply copy an existing Windows install from my Programs folder? Or are there other dependencies needed?

drowsy snow
dusty cypress
vapid cradle
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How do i delete a project?

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nvm got it

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So on blender i can make designs for a game right? Do i need to look on aynthing special?

exotic thicket
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the UE plugin for it is helpful but not required

dusty cypress
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yes

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or import it as fbx into the engine

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there are some good tutorials on yt

vapid cradle
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How can i make smth like light?

dusty cypress
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i would suggest u to do a tutorial, which covers all the basics

drowsy snow
vapid cradle
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ok thx

drowsy snow
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Look for the basics on working with the editor and how to put things in the map.

nocturne tangle
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@dusty cypress

brittle plume
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Hey folks I made a listen server, now I would like to know the procedure to enter from distant computers... between me and me it works, via IP

dusty cypress
# nocturne tangle

its enabled for 1 minute. If it doesnt autosave then there has probably nothing changed

nocturne tangle
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ahhhhhhhhhh

lusty jungle
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Hey everyone! Absolutely new to unreal engine so i joined this to learn!
Hope ya'll are having a good day ๐Ÿ˜„

dusty cypress
lusty jungle
brittle plume
dusty cypress
pure sorrel
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Whats is some process programmers go through to inplement a game mechanic.

brittle plume
dusty cypress
cyan jolt
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Hi guys! I have a little issue with the new ChaosCacheManager, maybe it's a general issue, I'm not sure... I try to drag and drop a component to the "component ref" in the ChaosCacheManager:

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This also does not work for me in UE4 so I think it's a general issue... please help?

nocturne tangle
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weird

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i did changes

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still no message

drowsy snow
cyan jolt
split delta
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@plush yew Would you be able to add me or open your DM? Youโ€™ve messaged me and it wonโ€™t let me message you back ๐Ÿ˜…

cyan jolt
nocturne tangle
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@dusty cypress

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fkkkk

dusty cypress
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@nocturne tanglewdym

nocturne tangle
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last save was 2 hours ago

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even tho auto save settings were on....

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but i remember i clicked postponed once to the auto save message

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oh wait

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tf

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the mesage just appeared

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๐Ÿ˜•

dusty cypress
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Also u see what changes are to the previous version which is sometimes useful

normal forge
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Is there channel on this server where I can see things made by comminity? (Show of your stuff)

fierce tulip
nocturne tangle
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anybody know how i can loop this

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both characters and animations have root bones

flat jacinth
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Iโ€™m making titanfall 3 on a budget cause respawn wonโ€™t lol

vapid cradle
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xD

dusty cypress
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I'm making Halo Infinite because my Windows 7 cant run it.

toxic lily
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does anyone know what causes this? when i assign this mesh the UE4 skeleton which i made sure is lined up and correctly named and has all the proper bones and bone placement, the character doesn't adhere to it as it should,

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shows fine in the viewer

dusty cypress
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i guess on the top image an animation/pose is active and below its just the bind pose of the mesh itself

toxic lily
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yep, i see it

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man i have no idea what is causing that

dusty cypress
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what happens if u open the animation directly with the mesh as preview

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is the mesh correctly animated

toxic lily
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issue seems to be when i assigned it the ue4 skeleton

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the skeleton i made with it seems to retarget just fine to the animations

dusty cypress
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is it build on the ue4 skeleton

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if it comes with an own skeleton u need to retarget

toxic lily
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alright hang on

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i did retarget but ill try again, might have missed something

dusty cypress
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did u also retargeted the animations

hidden oxide
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Hey uh, so I updated to Windows 11 and now the Megascans plugin isn't detected anymore. Quixel bridge thinks it's still installed, and I can't tell it that it's not (I deleted the plugin).

dusty cypress
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good point @toxic lily this is how i have set it

toxic lily
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thats how i got it set up as well

dusty cypress
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have u retargeted the animations aswell

toxic lily
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i did, however taht causes a seperate issue, when i retarget the blendspaces and such, in game it appears skewed

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like this

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dont know if it helps but using the TPTR marketplace asset

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which has its own blend spaes and such set up

woven elk
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Noob question. Can UE4 be render as good looking as UE5 Lumen? The global illumination and real reflection?

cyan jolt
woven widget
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When I sculpt my landscape it freezes about 5 min per click. I've tried unclicking Generate Mesh Distance Fields and Generate Landscape Real-Time GI Data. Also turned off Draw Nav Mesh Edges and Nav Mesh Auto Generation. I've been looking everywhere online and was wondering if anyone knows how to fix it?

rancid lagoon
cerulean geyser
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I've set up my skeletal mesh and actor bp to be replicated, but the ragdoll still isn't being replicated in multiplayer (basically the BP is just that a ragdoll). Any ideas what I'm missing?

wintry hemlock
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Hello all. I'm having issues getting "AI MoveTo" to work but "Simple Move to Location" works fine. I want to access an event after movement, which Simple does not have. I would prefer to use AI MoveTo but it isn't working for me after many tries. Nav mesh is there when I press P. Here is image of my nodes. For output i'm seeing "Execute - Success" but no movement. Any ideas???

trim mantle
wintry hemlock
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I'm getting location from "Break Hit Result" node which worked fine for Simple Move to Locaation

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And yes it has an AI controller

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I have tried both the default and using my own

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I should mention it is a character and not a pawn

trim mantle
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Are the characters spawned or placed in level?

wintry hemlock
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I have tried both and changed "Auto Possess AI" to "Placed in World or Spawned"

grim ore
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have you verified your destination is a valid location to move to?

wintry hemlock
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Well it works for Simple Move to Location. How do you suggest to validate?

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I actually followed your tutorial for this haha

grim ore
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print out the location that you pass in to see if its good, or drop a cube in the world or something else that you know is a good spot to get to and go to that as the target actor

wintry hemlock
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Ok so try target actor instead of location? just for testing?

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I'll let you know

grim ore
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yeah but your code seems fine, as long as this is in your AI pawn

wintry hemlock
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It is, but i should mention it is a character class. Does that matter?

grim ore
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characters are pawns, so they are fine

wintry hemlock
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Cool

ocean mauve
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For some reason, the UI keeps disappearing, it makes no sense (sorry for shitty recording, if I record with OBS it appears while in my screen it doesn't) any fix or something? Or am I just fucked?

grim ore
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the default third person works out of the box with your code, just the AI Move To and the default classes, so yours should be good

wintry hemlock
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Haha I tried that while following your tutorial..no luck in that project either

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I'm in Unreal 5 as well

grim ore
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check the pinned messages and look for the nvidia flickering @ocean mauve

wintry hemlock
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@grim ore I haven't done move to actor yet because I'm still figuring out how to reference the cube from the player controller easily. However, I noticed when I place that the nav mesh disappears around it. Could this be happening to placed characters and they are stuck on an island?

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They didn't move to target cube either...

grim ore
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welp 5 shouldnt be the issue, new TPP template in 5, copied the TPP character and its begin play is just AI move to 0,0,0 and it worked fine after I added a nav mesh

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it could be but you would see the island around them when you place them

wintry hemlock
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Ok interesting I will try anther sample project. Ok yea possible I see that when placed but not when spawned.

grim ore
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and the fact that the simple move works means your nav mesh should be good

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is this an issue with a spawned one or a placed one?

wintry hemlock
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Right that makes sense

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Both

grim ore
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yep but the fact simple works...

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my only thought was it cant get to that location you are passing in, perhaps passing in a bad location, but if you swap for a simple move in that same code and it works... ๐Ÿ˜ฆ

wintry hemlock
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Yea i thought it could be a bad location too. I even tried adjusting the vector z up and down a bit. The location is the hit target on the floor from click. It works for Simple as we said but not for AI MoveTo at the moment.

grim ore
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yep heres my code in the template and it works for whichever I have plugged in

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and the only thing I can think of regarding the sudden success is normally when it cant find a location or it immediately finds one and its there, but that cant be the case if simple move moves it

drowsy snow
dense knoll
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UE4 isnt allowing me to create any C++ classes

smoky hull
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why is the performance worse in 4.26?

grim ore
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@dense knollhit it? we cant give any suggestions we dont know what error you are getting

dense knoll
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nvm

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just needed to manually add it

smoky hull
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ive read this

dense knoll
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If the "New C++ class" Option does not show up in the add/import button then just go to file and create new C++ Class

smoky hull
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so bizarre

dense knoll
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that fixs this

grim ore
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yes it was a change recently, you can only add C++ in the C++ portion of the content browser now, or in the top menus

potent bridge
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So I'm having an issue here, I'm trying to use an animation montage for one of my attacks, but it seems to completely ignore the animation root motion. (Even though I have it ticked.) Anyone know what might be up with that?

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(No, I have not fixed this 2 minutes after posting this time, been at it for a while.)

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fixed it, but danm that took some tinkering with the animation itself.

carmine portal
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what's better (performance wise) for something that constantly checks for interactables? a multi sphere trace on tick or a capsule collision component?

modest trench
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almost certainly trace on tick

carmine portal
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good to know, thank you

woven widget
wintry temple
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I have a problem with the flat base for floor check. It's not working, when the character is crouch-jumping onto something. Is that normal?

placid dragon
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@coral shoal nice pic dude

split delta
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How can I make my BP project a C++ project?

wary wave
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add a C++ class from the editor file menu

radiant fable
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if i create a scene component blueprint how do i drag and drop it into my level?

plush yew
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Huh

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Try typing it in the upper left hand corner

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if not then either your not using the right tool for what you want

sharp crest
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I NEED SOMEONE TO MAKE A PLUGIN TO FIND ALL CONNECTED PRINT STRING NODES PLEASE

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my game is filled with debug print logs everywhere, and only like 10% of them are connected, it would take forever to go over all to find the connected ones

fierce tulip
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iirc there is a search function in blueprints showing nodes used.

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used it once

wary wave
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I always put bools in the game mode, so you can easily toggle whole sets of print strings on/off

plush yew
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do timelines after a for each loop work? or am I being stupid?

agile heart
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anyone know how to add a muzzle flash to this character? the gun doesn't have it's own blueprint and that confuses me

plush yew
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just add a particle emitter to the firing animation

prime willow
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can you make an instance of a skeleton mesh

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the same way you make an instant of a material shader?

plush yew
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you can have another mesh copy animation instance though a blueprint node but a temporary instance of a skeleton

lusty jungle
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So im playing around with splines and a road generator tool, however whenever i paint a spline line once i let go off the mouse button the arrows for that line turn around? Super hard to explain, anyone knows what this could be about?

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Basically it's like im not making a longer spline but its reconnecting with the beginning of it?

burnt tinsel
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help please

sick patio
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If I want a doorman to "see" the player and turn to him and wave, and say his name. I do that with AI or jus trigger boxes?

plush yew
#

you can do that with a blend space taking character height into the equation too

dense knoll
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UE4 isnt showing my C++ classes

zinc shore
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how can i get a characters velocity in e certain direction so if my player is moving sideways how can i get the velocity of its local side direction

zinc shore
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it gets the velocity but its global so if my charater is rotated 45 degrees and moves sideways it wont be the sideways velocity to the caharater

tender mountain
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Can't find a BP example

tender mountain
zinc shore
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how could i go about tilting the camera based on how fast the player rotates like how it dose in quake

plush yew
# sick patio you talking to me?

Ya like if you get the capsule half height of an actor character which they all have you can add that to the verticle part of your blend space and then use whatever for the horizontal staring ( i would use get look at rotation )

stark gyro
#

hey guys im not sure where to ask this but i have a very basic plan for a game that im wanting to create. I am looking for 1 other person to help create it with me. preferablly someone with 3d experience but it doesnt really matter just shoot me a dm

sharp crest
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cant find it here

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maybe IsReference filter?

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either I cant figure out how to use that or it's not it

narrow loom
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hi

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does anyone know a good flight system for iron man?
for my gaem

tender mountain
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This is the first part in a tutorial series for creating the Flight Animation Blueprint. By the end of this tutorial you will have a character who will fly with 2 speed types and 8 directional movement. This is a good launching point to start adding your own options, however the creation of the full Blueprint is not finished.
Later episodes wi...

โ–ถ Play video
storm portal
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since theres a ton of versions for unreal. is there any benefit on using 4.27 being new to this?

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or should i use something like 4.25/26?

tender mountain
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Benefit = being up to date on everything that's new. Not missing out on options. Downside may be some incompatibilities with older tutorials. I'm trying to use the latest at all times

storm portal
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Yeah im following unrealsensei's beginner tutorial right now and missing some things but it dosnt seem like its that big of a deal right now

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Any other resources you would recommend looking in to for someone starting out?

tender mountain
#

Question: Visual Studio, Startup Projects dropdown menu. Select Unreal Build Tool?

tender mountain
drowsy snow
tender mountain
drowsy snow
tender mountain
#

Like "Oh God what if I screw something up? Should I check for the 10th time? Just click it. CLICK IT!!! But.... CLICK IT!!!"

#

Alright time to bite the bullet again. Hopefully it won't explode again. I think I'll shut down everything just in case. Discord and browser windows.

#

Cross my fingers.

#

Throw salt over my shoulder.

#

LOL

#

Alright last chance.

dreamy sleet
#

Hey what kind of game should I make

plush yew
#

Umm

#

Something worth your time

stone edge
#

I'm going through "Materials for design viz" course on Learning Portal and I can't get same results in creating material, and why are my textures red and instructor's white

#

when he selects the UE4 Logo texture it's sampler type is Color for him but I get linear color and when I try to change to Color I get error

vapid cradle
#

Who else is just a beginner and still completely confused, and doing the tutorials?

stone edge
#

yeah

#

lets just take it slow mate

eager prairie
#

Has anyone got the confirmation email for completing all of the courses in the ninja event? I've only got two so far but on the platform I have every badge.

worthy bronze
#

If anyone has experience, how hard is it to rename a project?

#

it's currently called OldGameName.uproject and I want to rename it to NewGameName.uproject

#

I've found an old tutorial but I don't think it's still up to date

#

and I don't know what gotchas to expect

drowsy snow
worthy bronze
drowsy snow
worthy bronze
crystal echo
#

I just started UE4, I only had some little experience on GoldSRC / Source with JACK and Hammer++, I feel really dumb

#

I read documentation but still feel really really bad :D. I guess I'll need to relearn a lot of stuff

vapid cradle
#

same as me

crystal echo
#

I'm not even able to cut a brush in two pieces

drowsy snow
crystal echo
#

UE4 prefer stuff as Blender...?

#

I guess that's what you were meaning @drowsy snow

drowsy snow
crystal echo
#

Why life is a painful journey of learning ?

drowsy snow
#

Source 1 engine was so ancient and not updated much since 2004, that BSP, counterintuitively, more performant than static meshes.

Last time Unreal get away with BSP is with UE2.

vapid cradle
#

What exaclty is BSP?

crystal echo
#

Yeah, sure. GoldSRC/Source are simplier (and so easier) on some things. But UE4 brings so much new and awesome stuff

#

the viewport allowing you to see your light in real time and such is nice for example.

drowsy snow
vapid cradle
#

thx

drowsy snow
#

Boomer shooter mappers are no stranger to whole BSP to build map, going as far back as Doom (1993) where the technique was first developed, out of necessity.

crystal echo
#

am I a boomer ? Damn

#

30 and already a boomer

drowsy snow
#

Back then 3D accelerators were rarity, and CPUs at the time are terrible for actually displaying polygonal 3D stuff for game purposes.

Thus, BSP was used to render 3D level geometries, which are faster to render on PC CPUs.

crystal echo
#

Stupid question then...

drowsy snow
#

I used to make (shitty) Doom maps as a kid, so it's kind of familiar to me lol.

crystal echo
#

If I want to cut a wall brush, in 3. In editing mod, what would be the best way to achieve it ? I only manage to rescale or move it around, but the few options below editing mode button allow me select, cut the geometry into two pieces (which doesn't seems to do what I want ?), create new geometry etc. I'm kind of very confuse.

#

Shoud I create a new brush according to the size I need ?

#

the link I posted below, I just don't understand what I'm supposed to do.

#

(I guess I've quickly reached the point where I don't understand how to do stuff and need to watch some videos)

drowsy snow
plush yew
#

can i use ue4 to open an app?

#

(sorry i meant .exe file)

honest vale
#

why would you want to do that @plush yew?

#

and no, you can't

#

the operating system opens executables

plush yew
honest vale
#

do that in UMG

plush yew
#

also i know i can do that by coding stuff but i dont want to learn how to ccode

honest vale
#

then you can't make a game if you don't want to learn how to code

plush yew
#

too late

#

blueprints are all you need

honest vale
#

blueprints = coding

#

it's just boxes and wires instead of text

plush yew
#

yeah but other coding languages dont have blueprints

#

yeah but its a very diffrent way

honest vale
#

either way you need to create the fake desktop with icons yourself somehow in game

#

one option is with UMG

plush yew
#

i might just make each software individually in ue and then find a way to string them together

#

or is there a way i can intergrate eg. netflix into code with just python

fluid lance
#

is there any console command to list (or check, or get) valid actors?

drowsy snow
#

<@&213101288538374145>

honest vale
#

lol

drowsy snow
# plush yew or is there a way i can intergrate eg. netflix into code with just python

You have a fancy dream, I give you that. But the naive unknowing gives you no advantages whatsoever.

First off, Python is too slow for game scripting. Unreal Engine only use Python for editor scripting, not for runtime purposes.

Second, to run another app from UE, you need to use a C++ function that has lower level access, including calling the OS to run another process. Blueprint can only go high level.

Third, since C++ is required for that kind of stuff, might as well configure your project build to just use Core and Slate modules. I'm sure you don't need any viewport capabilities. Or just go for pure C++ and Win32 API.

plush yew
drowsy snow
#

Google-fu'd, said it was last public in 2014

stone edge
#

anyone else get right click and drop down menu bug after awhile the editor is running

drowsy snow
stiff gazelle
#

Which unreal engine version Would you recommend to me 5/4.27/ 4.26 or 4.25

stone edge
#

I cant get any blueprint stuff to work no matter how many times I watch the tutorial video and do it from scratch

patent cobalt
#

@stone edgewhich "stuff"?

stiff gazelle
#

Thanks for your Responses @plush yew and @drowsy snow
But Why exactly this version

patent cobalt
#

In general because it is the latest stable release. The others are old or not yet released.

pure sorrel
#

why this letters are white UE_LOG(LogTemp, Warning, TEXT("This is an warning!"));

#

logtemp

#

and warnin

stone edge
#

This is Creating PBR Materials course on UE learning portal, section on dynamic material instances

#

The Object doesnt change color on click, but does change the texture on play

patent cobalt
#

@stone edgedo you know how to debug Blueprints?

stone edge
#

no idea

patent cobalt
#

ok, so if I look at your top screenshot

#

there are two events, the red nodes on the left

#

one is Begin Play, that event is triggered by the engine when you press the Play button in the editor and your game starts to play

#

the other one called ChangeColor_Event is triggered somewhere else

#

since that event controls the change in color, either it is not triggered, so it never executes or it does execute but there is something wrong either with the Color out of it or with the way you set the Color for the dynamic material instance

#

so step 1. you need to check that the ChangeColor_Event is actually being triggered

#

how do you do it? You place a Print String after it and write in it "ChangeColor_Event Triggered!"

#

if that event is actually triggered, that message will appear in the viewport in its top left angle

stone edge
#

yeah that works

patent cobalt
#

ok, so the ChangeColor_Event is being triggered, which means the problem is either with the Color or with the Set Vector Parameter Value

stone edge
#

ahh

patent cobalt
#

you can add another Print String to print the color

#

found the issue?

stone edge
#

Yeah, in the material instance itself was a switch for color which was not on

#

I didnt remember about it , and the instructor never referred to it again

patent cobalt
#

ok good, so that was the problem

#

but now you know a bit better how to debug the code logic

stone edge
#

thank you a ton sir

patent cobalt
#

you are welcome

pure sorrel
#

Somebody know why iam nothing getting extra hightlight in the ide for specific words

#

the code executes but it still would be usefull

patent cobalt
#

@pure sorrelwhich IDE?

#

Visual Studio?

pure sorrel
#

visual studio 2019

patent cobalt
#

Visual Studio doesn't fully understand the Unreal reflection system, so sometimes parts of the code may look weird

#

Was it about the UE_LOG?

pure sorrel
#

yes

#

some words stay white

patent cobalt
#

screenshot?

#

This is how it looks for me

#

Keep in mind that if you are working on your own game module the syntax highlighting may look weird until you compile and UHT/UBT are run on your code.

pure sorrel
tender mountain
#

With it being so much of a nightmare to create a dedicated server for a low requirement game, is it better to just run a listen server as a dedicated server instead? Players could run maybe 5 copies of the game without a performance hit so why use a dedicated server?

patent cobalt
#

@pure sorrelit may be that the source code scanner is still running in the background

#

Looks like this ^^^^ for me

#

@tender mountain a dedicated server is by definition a headless machine and has no client side running on it. A listen server is a combined server/client.

#

Which way to go depends on what you are trying to achieve. If it is just a proof of concept or a commercial application.

tender mountain
patent cobalt
#

You will still have all the overhead of the client side and you will have to handle the fact that this client is a fake one

#

It doesnโ€™t take much effort to compile a dedicated server, but up to you

tender mountain
vagrant charm
#

Is there any way to add a custom viewing mode to the viewport e.g. suppose there wasn't already a grid option in the viewport - would there be a way to implement that myself and then add it the 'Show Flags' menu in a plugin?

I can't find anything by googling, but I'm not sure I'm typing the right thing in. I'd appreciate if someone could point me to some documentation.

vagrant charm
#

Just the editor

tender mountain
# vagrant charm Just the editor

You can create stuff for the editor. I remember seeing them do something like that. It was like a function for the editor where they then used it to make things. Like making a foliage brush. Or like a spline thing.

https://www.youtube.com/watch?v=83Jd3HhADCU

Tom Shannon, Technical Artist at Epic Games, will explore the systems available in Unreal Engine to create in-editor tools that automate and improve workflows, reduce errors, and even extend the Editor, unlocking new functionality.

Using Blueprintsโ€”the native visual scripting language in Unreal Engineโ€”Tom will demonstrate how to create robust t...

โ–ถ Play video
#

You can make plugins too

vagrant charm
#

Thanks, I'll take a look!

tender mountain
#

But they may be a bit overkill

pure sorrel
#

how do i change the ide again in unreal

patent cobalt
#

Editor preferences โ€”> search for Source Code Editor

tender mountain
#

Man it's gonna take like days to compile my dedicated server when it comes to that time. Maybe I should do a listen server and then when it comes to shipping, convert it over to dedicated. That should be super easy right?

pure sorrel
#

changed my ide to rider

#

rider for unreal

tender mountain
#

Should I prototype with listen server and then when it comes to shipping, convert it over to dedicated? That should be super easy to convert right?

pure sorrel
#

c++ so syntax dirty

#

pointers i already get confused as f*ck

#

what does the %s in text("%s") means

patent cobalt
#

C++ is not the easiest language but it is extremely logical. Despite having been around for 35+ years is still going strong. I may be biased because I grew up with it. ๐Ÿ˜‰

prime willow
tacit onyx
#

Google is failing hard on me today. How do I add languages for preview in editor settings? Displays empty with nothing selectable.

drowsy snow
prime willow
#

so i can have a absolute crud ton of morph options

#

but only deal with the loading of one mesh

#

which means 120fps easy >O>

drowsy snow
tacit onyx
#

I have cultures added there. It's not showing up in the dropdowns though.

drowsy snow
drowsy snow
tacit onyx
#

Have a few times.

drowsy snow
#

Had to check on my project later then, see what I did to make it work.

tacit onyx
#

I love how there's a doc on this. "Oh, and you can change the preview language here using this dropdown!"

#

Even in the doc, it's empty, set to none. ๐Ÿ˜„

stark raptor
#

hi guys, I wanted to make a phone app, which consists of crossover. there are three cars, you decide the starting order .. 1, 2, 3 click on start and the cars start; if the order is right the machines pass without problems, if the order is wrong the machines collide and restart the level .. do you have any idea which engine or what language I should use? and if you can give me a code example from which I can take inspiration

prime willow
#

@drowsy snow what should i do if trying to delete a group of folders which used to take a few moments

#

now takes nearly 10+ minutes and it just keeps stalling until crashed

#

granted my new SSd is twice as fast as the one in just installed

#

so it should technically be even faster than a few moments ._.

drowsy snow
prime willow
#

true

#

i tried uninstalling my security software

#

im hoping thatll make a huge change in how this is being handled

#

the thing is deleting 1 folder still takes a mere moment

#

but group deleting slows down and im concerned this could have further implecations

#

I think it was my security

nocturne tangle
#

anyone know how i can get rid of the camera preview

#

i know you can but everytime i click on the camera it comes back

pallid carbon
#

Hi guys, im wondering if you could help me. Myself and a friend are trying to create and edit a project at the same time. I've seen a lot about this multi user editing, however there's no really clear tutorial on how to set this up. I've read that i need to use git hub, and from what ive gathered of it, we both need to have a copy of the same project on each computer? If someone knows how to work this and could walk me through it, i'd really appreciate it ๐Ÿ™‚

eager prairie
#

@ashen brook someone trying to scam

wary wave
#

<@&213101288538374145>

tacit onyx
#

@drowsy snow Never mind on the localization issue. Didn't realize I needed to compile them first before they would show there. Assumed I was missing a flag setting somewhere. Literally went and read source code to figure that out. Have to love Epic Docs.

pallid carbon
wary wave
#

I'm not sure GitHub has anything to do with multi-user editing at all?

#

GitHub is a site offering version control control repositories

drowsy snow
wary wave
#

multi-user editing is an editor feature

#

it is not related to version control

full estuary
#

Hi ๐Ÿ™‚ new here just getting in to Unreal Engine 5, quick question if that's ok, I am making my first scene, I used the 3rd person blueprint to start with, can someone point me to a tutorial or something to show me how to get the mannequin to walk rather than run when I press the play button to move around my scene? thanks for any help

drowsy snow
pallid carbon
cedar wave
#

for some reason
Because they're human?

buoyant graniteBOT
#

:no_entry_sign: Casually_worrying#5194 was banned.

wary wave
#

@pallid carbon - basically all you have to do is enable the plugin, make sure everyone has the same copy of the project (which is where version control would come in very useful, then follow the rest of the instructions

cedar wave
#

Uhhh - no, they're all volunteers.

regal mulch
#

For some reason??? Dude it's weekend. I have better things to do than banning bots. That goes for everyone here.

#

My goodness

pallid carbon
full estuary
wary wave
cedar wave
#

Please don't use UE5 if you don't know what you're doing in Unreal. UE4 is perfectly fine.

wary wave
#

#source-control folks in this channel can help you with source control questions

cedar wave
#

Concepts will transfer and you'll be able to follow tutorials more easily

wary wave
#

but source control is not strictly required for multi-user editing

drowsy snow
pallid carbon
wary wave
#

yup

pallid carbon
#

Okay, thank you. That's cleared it up a little bit for me ๐Ÿ™‚

wary wave
#

I would still definitely set up source control - it's the only practical way of making sure everyone has their projects in synch and up to date

pallid carbon
#

Now time to figure out how to setup source control efficiently

pure sorrel
#

@patent cobalt my understanding between * pointers and ->pointers is that* is pointing towards variables within the class and the other one more globally outside of classes?

full estuary
drowsy snow
full estuary
#

updating 4 to see if my project will open

patent cobalt
#

@pure sorrel pointer->member is short for (*pointer).member and it is used to access the members of the instance of the class the pointer points to

#

I suggest you get on YouTube and follow one of the many intros to C++ for Unreal Engine

pure sorrel
#

Actually iam right now

drowsy snow
plush yew
full estuary
full estuary
drowsy snow
#

I already have suspicions on Udemy. They got bad rep lately, for rather questionable courses.

I think not even the official Unreal Online Learning courses (which is free) tackle UE5 stuff just yet.

#

Aside from that one course about migrating UE4 project to UE5, that's as far as UE5 course goes in the official one.

full estuary
#

as i say I'm just dipping my toe in to see how thing go and I've done a lot of Udemy Blender Courses over the years and learned a lot from them

drowsy snow
full estuary
drowsy snow
#

But then we have yet to make more comprehensive list of more minute changes in UE5, specifically on the editor's navigations, that newcomers having hard time to improvise from already established UE4 tuts.

sinful grail
#

Hey, im going to start working with Unreal more and more now (still at the very beginning), and wanted to ask if someone can recommend a good Tutorial for creating Landscapes in Unreal 4 ? I need to do a Landscape for an Arabian Oriental City, and would like to do at as good as possible ๐Ÿ™‚ Any help is appreciated!
(I hope its ok to post this in here? :D)

drowsy snow
sinful grail
stone surge
#

I typed a few zeroes too much

#

on light intensity

plush yew
#

add a planar reflection node

stone surge
#

its nice now

drowsy snow
# stone surge

This kinda reminds me of luxury bathroom decors in rich people convention centres.

#

Maybe you could improvise it as a prop in whatever other levels you're working on in the future. A happy accident, to say the least.

potent bridge
#

Right, so, what would be the logic to determine if the player is moving forward relative to the camera?

stone surge
potent bridge
#

probably

#

@stone surge So I can get player speed but how do you get the cameras look direction?

plush yew
#

i think your looking for get forward vector

#

my unreal isnt open so i couldnt tell you really

potent bridge
#

seems to work out

plush yew
#

I also use get look at rotation for particles

#

then multiply -1

potent bridge
#

alright, I got it working.

sweet kettle
#

I'm new to this discord and have an issue cooking assets I'm hoping to get help with. What is the appropriate channel? It's textures I'm having issues with.

sweet kettle
#

Thank you.

pure sorrel
#

'''union student* emp = NULL;''' why here the * is put behind student instead of infront when you maoe an pointer

neon bough
#

it's a unreal c++ thing to put them behind the datatype ๐Ÿ˜„

patent cobalt
#

@pure sorrel makes no difference to the compiler, you will see both. I prefer the form PointerClass* PointerVariable;

pure sorrel
#

Oke understand now *p = &value example

patent cobalt
#

Also Unreal style guides use the same.

drowsy snow
sick patio
#

(send me to the right place to ask this) I'm making a horror game, and I want you to save some characters, by picking them up and carrying them. I can't even find an example of this animation, and someone tried right a bit of code, to even allow one pawn to carry another pawn, and it didn't work. Any ideas?

#

the code was on unreal stack exchange, and the answers didn't help the guy

drowsy snow
pure sorrel
#

Now I kind of have a base understanding of pointers, arrow operater, struct, union.

sick patio
#

one of the unreal stack exchange people said something about disabling gravity on the victim?

drowsy snow
sick patio
#

ok thank you . (lol now to put that in blueprint.... as the japanese say.... saaaaaaa)

plush yew
#

what lol

honest sigil
#

Hey, I've hit a bit of a snag when trying to rotate an actor that is using an aim offset. Currently I have it setup so that I have a an aim offset covering the entire 180 degree arc in front of the player, and when I notice the player aiming more than 90 degrees to either side, I rotate the actor 90 degrees in that direction. While this works great, there's a visual issue where the gun does not stay in the same location, it rotates with the actor and then gets interpolated back to the correct location, resulting in a little visual weirdness.

It's a top down project where the character aims towards the cursor.

long nimbus
#

Does anyone have TezFiles premium?

next badger
#

I need your wisdom UE brothers and sisters.
There is an annoying issue:
If some actors A were attached to another ones - B. And that B actor will be modified in a way the Root is replaced. Actor A will be detached from it in all the levels.
Any way to solve it?

fiery granite
#

does this engine work with grounded

unique kraken
#

hey guys, there recently was a lifestream with someguy showing stuff from his multiplyer game

#

i want to see that stream again but i cant find it

#

anyone got that stream somewhere?

next badger
#

@unique krakenEpic Games stream?

unique kraken
#

im pretty sure yes

fiery granite
#

so it does work right?

#

good

unique kraken
#

had it running in the background thinking ill come back to it later now i cant find it anymore

#

@fiery granite yes grounded uses ue4

#

if that is your question

fiery granite
#

I downloaded 4.27.1 in epic games

#

btw it's 13 or more giga-bytes, it's pretty scary

next badger
#

@fiery granite source build of ue4 is 100+

fiery granite
#

giga bytes?

#

I mean the engine 4.27.1

next badger
#

@unique kraken all the past streams are here: https://www.youtube.com/c/UnrealEngine

unique kraken
#

yea looking for it there

#

cant find it

#

wich is

#

uhm?! where did it go

next badger
#

hope it was not the GameJam stream =)))

fiery granite
#

does it work for multiplayer?

#

ue4 engine grounded

unique kraken
#

might have been?! idk. that guy was talking about sequencer, in a scifi setting with a giant humanoid

#

some of the info was valuable to me

#

@fiery granite ue4 can have multiplayer

fiery granite
#

good

next badger
#

@fiery granite why you keep asking about grounded?

unique kraken
#

^^

fiery granite
#

because I paly grounded lol

#

or what do you think

#

I don't know other games that work with ue4

#

only grounded

next badger
#

well, grounded does not have Mod Kit afaik.

fiery granite
#

I really only need it to make me not hungry and thirsty

#

so

#

yeah

#

Idrc about other stuff

wary wave
#

if it doesn't have a mod kit, you cannot easily mod it.

fiery granite
#

oh

#

sad

#

so how can I mod it?

#

I need to waste like 2 hr on it or something?

#

can't I just download it, install it to the engine and then use the cheats?

wary wave
#

no

#

tbh, I think at this point you are way, way out of your depth

acoustic plover
#

How can I change the black void/bottom half of the level to be the same color as the atmosphere?

plush yew
#

I am happy to announce I will be releasing my mdl importer for ue4.26>5 today

dawn gull
#

how could I get a reference to a new line in a string? I'm trying to create a new line in a variable and then set it back into a multi-lined text box

neon bough
#

shift + enter?

dawn gull
#

Didn't think it would be that easy

prime willow
#

what would i do to make an animation

vapid cradle
#

Hey, just a question if i want to make something like a day-night cycle, is there any points in the Unreal Tutorial where this is spoken abt or how do i do that?

prime willow
#

stay in the phyiscal line up

#

with the actor capsule

#

my mantle climbs too high on use

plush yew
full lodge
#

Is Inverse Filmic Tonemapping exist in UE4?

dusk crystal
#

ayyo does anyone in here know anything ab character movement in unreal engine source?

nocturne tangle
#

guys

#

legit question

#

whats better

#

unity or unreal

#

?

dusk crystal
fervent stag
#

Hello, Using p4 for collaboration, we've begun experiencing these errors from UE 4.25. I'm followed the link and attempted what it said but the error still shows up. I'm not above thinking I misunderstood something on that link. Even so, the error is still happening and needs to be fixed. Can someone tell me exactly how to remove this error?

late verge
#

besides changing an exponential height fogโ€™s inscattering color, is there anything else that influences the color of fog?

patent cobalt
#

@fervent stagit's not an error, just a recommendation. To enhance performance you can have a Shared Data Cache sitting on a network drive so everyone can use it in place of a local one.

narrow mauve
#

Where on bloody earth are the marketplace assets downloaded before they get added to a project

#

I was downloading this asset to take a look its over 12gb and decided nah so canceled it ..now its eaten up a bunch of space and idk where tf it is

patent cobalt
#

@narrow mauve typically in the Vault, which by default is here: C:/Program Files (x86)/Epic Games/Launcher/VaultCache/

#

Plugins are under the respective engine versions though. But at 12gb I doubt it is a plugin.

narrow mauve
#

ah ya there it is

fervent stag
#

@patent cobalt Thanks. How can I go about correcting the performance issue?

patent cobalt
#

Check under Shared DDC

acoustic plover
plush yew
#

anyone here understand what they're looking at and can explain to me why my opacity mask does not work

#

the nets appear opaque even when shading model is set to sub surface

#

and i have the opacity mask texture set to alpha as sampler type

#

idk if unreal does this different but this seems to make sense to me but its not working

wary wave
#

you have four channels plugged in for some reason

plush yew
#

setting it to transulscent works

#

but i lose the normal map

acoustic plover
#

are opacity masks greyscale?

#

then you should probably use one of the color channels, like R

wary wave
#

opacity masks should be single channel, yes

warm hornet
#

Hi guys. Having a problem getting InputAction Events from Keyboard to work.
I've defined 2 custom keyboard Action Mappings in my Project Settings. Option + E and Option + F.

And then in an Actor Blueprint EventGraph added a Input >ActionEvents > <My Custom Action Mapping> with a Print String (see attached)

But in PIE mode not getting any output.

Is there some other setting to get Keyboard input to work?

pure sorrel
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Why I get this LogTemp: Warning: Sphere_2 location is: s LogTemp: Warning: Cube_5 location is: s

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I do something wrong? const FString ObjectPosition = GetOwner() -> GetActorLocation().ToString();

pure sorrel
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I shared above

digital anchor
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where

pure sorrel
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getting the name of the object

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but doesnt print the location

digital anchor
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ok but i asked to take a look at the log code

pure sorrel
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i dont see anything weird in there

digital anchor
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neither do i, as i cant see

pure sorrel
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you can take a look

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you see anything weird?

digital anchor
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im confused, thats still not code, dont you have C++ code calling that log?

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like a UE_LOG call

pure sorrel
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void UWorldPosition::BeginPlay()
{
    Super::BeginPlay();

    // const FString Log = TEXT("Peter!");
    // const FString* LogText = &Log;

    const FString Name = GetOwner() -> GetName();

    const FString ObjectPosition = GetOwner() -> GetActorLocation().ToString();

    // UE_LOG(LogTemp, Warning, TEXT("Hallo this is: %s"), **LogText);
    // UE_LOG(LogTemp, Warning, TEXT("This is an name of an object: %s"), *Name);

    UE_LOG(LogTemp, Warning, TEXT("%s location is: s%"), *Name, *ObjectPosition);

}```
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oh i seeit already

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reverse the format specifeir

prime willow
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any idea where i may of gone wrong to make it so my mantle flies above the ground floor when in use as well as staying in said state

lusty jungle
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Hey everyone!
So this should be pretty simple but i've no idea about the correct syntax yet

Basically i want to check if a button is being pressed when my collision box is colliding with another actor, i do that using a branch right?
What would the target be?
The right node is "Is Input Key down" right?

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Or how would i go about making that efficient and proper?

prime willow
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maybe

lusty jungle
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The other parts work fine, i just want to have a button press check before-hand

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What would i put as target?

prime willow
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is gamepad key pressed

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than the following key?

lusty jungle
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Well its for keyboard and i think i set that up right

prime willow
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it should have a sort of red boolen

lusty jungle
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but it wants a target

prime willow
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well is key pressed might work too

lusty jungle
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Whats that note called, key pressed?
Cause i cant find that

prime willow
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o.o

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what does root motion do

plush yew
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uhhhhh

prime willow
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does it force the anim to play at the set place?

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or does it make it move?

plush yew
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yea root motion moves the root of your character

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through an animation

prime willow
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so if the animation moves so does the root

plush yew
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if you werent using root motion and viewed your character

prime willow
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what if the animation is planted?

lusty jungle
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Well the target would be me but i can't put self as target for "Is input key down"
So what would i put there?

plush yew
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he would travel outside his capsule

prime willow
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oh

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i see

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yeah the capsule

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it stays but the character moves elsewhere

plush yew
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so its not root motion

prime willow
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than you can check for the direct input

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i cant show you atm im importing an animation

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but i will after it finishes

lusty jungle
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Oh thats not the issue though, i know the function "Iskeypressed down"

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but it doesnt seem to actually keep going with the next logic

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so i set it up wrong

prime willow
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wait

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is there a reference

lusty jungle
prime willow
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used as a save for whatever variable youre recalling

lusty jungle
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This is what i got

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Yea

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Key is the variable

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and its set to H

prime willow
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well its activating on overlap

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from what i see

lusty jungle
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How would i sequence it properly?

prime willow
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i dont even know how to use sequence :3

lusty jungle
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or well

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How would i fix it? xD

prime willow
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xD

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um

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what is suppose to happen upon the overlap

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a dialog system right?

lusty jungle
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Oh yeah

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And it works fine just like that

prime willow
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is the thing dialoged too

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having a sort of mediator variable

lusty jungle
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Yeah and apart from the branch to check if the key is pressed it works fine

prime willow
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to make him know this controlling player

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is causing the dialog

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oh

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than whats the issue?

lusty jungle
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Im not sure it doesnt execute

prime willow
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show blueprint

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and whats the system failing to function

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the dialog

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the trigger of system

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or?

lusty jungle
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Well it doesnt show me any error messages, but just doesnt come through

prime willow
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so the dialog doesnt start?

lusty jungle
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yeah

prime willow
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when overlapped

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hmm

lusty jungle
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Yeah well i wanted the overlap to lead into the branch

prime willow
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wait

lusty jungle
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So when im overlapping i need to press a key

prime willow
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whats key?

lusty jungle
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for the logic to continue

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H

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Its a variable

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set to H

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wait

prime willow
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is key referenced in the setup for H

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or just here

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if so thats your disconnect

lusty jungle
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Alright lemme try taht

prime willow
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if H is the triggering Key

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and key is the memory card reference to make it simple

lusty jungle
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Still nothing

prime willow
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show me the H setup

lusty jungle
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Theres no setup now i just switched it to a simple key like this

prime willow
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also use Gyazo

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its a life saver for screenshots and gifs

lusty jungle
prime willow
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so

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grab key variable

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plug it into the key slot

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after H

lusty jungle
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thats what i did though, no?

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Its what i had before

prime willow
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oh

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hmm

lusty jungle
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It seems like were missing something super obvious here but i cant see it xD

prime willow
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try this

real dirge
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Would I be interrupting if I asked for help right now? xd

prime willow
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use if valid

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no youre ok

lusty jungle
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No go ahead ๐Ÿ˜„

prime willow
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ask for help

lusty jungle
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if valid?

prime willow
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ill assist or someone else will if icant help eventually if they can or want to

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so

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saladass

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try

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Input H > if Valid > plug in Key variable as condition leave the rest as follows

real dirge
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I don't know if this uber confusing or anything but, I want to know how to get my project to run on a console, specifically the Xbox One

prime willow
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so i think thats either design wise stuff or packaging im not a expert in that field

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but we have a channel that may be useful for that

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they should know what you need for console releasing moreso than here

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and its aturday

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only the stupid

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or deticated are online working on their projects

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lol

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wait

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@lusty jungle none of those are the input setup

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those are component overlap setups

lusty jungle
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Yeah i just saw haha

prime willow
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xD

real dirge
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Ohh, thank you, I probably shouldn't bother with this right now anyways since I'm still in the prototype stage. It would just be really cool to see something I created running on console

lusty jungle
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wait

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mine arent?

prime willow
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no

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its the compoenent overlap one

lusty jungle
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Okay lemme restart

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What do i put then?

prime willow
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try showing me where you have the button input blueprint setup

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so

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typically

lusty jungle
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Yeah i deleted the branch part only have the normal logic now

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wanna start over

prime willow
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input of choice which is keyboard or mapped in project settings

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than make a variable to reference what youve made or the function esstionally

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setup function as normal

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make sure to use made variable as save reference everything should connect when input occurs

lusty jungle
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So i make a variable to press H? Or do i make it press my interact key?

prime willow
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lemme see if i noted the proper setup for that

lusty jungle
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WEll what do i start with though, do i set a branch after the on component begin overlap?

prime willow
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ok cant find it

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but

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in simple words

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think of the variable used for the dialog setup as the save point right

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so if you do something like branch > into dialog variable > get component > etc etc etc

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remember the dialog variable

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so that when you start a function or setup you can do a is valid and check for the dialog variable

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lemme see if i can write up a quick setup for what i mean

lusty jungle
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yeah im having trouble understanding sadly

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super new to unreal

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like 3 days or so

prime willow
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and im still severely confused

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unreal is large complex but not the end of the world to manage and learn from

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honestly start with learn unreal page on the launcher or check out their youtube channel tutorials or youtube tutorials start with the bread and butter of blueprints

lusty jungle
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This is what i got atm

prime willow
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i kid you not if youre confused now on this stuff youre going to go through hell once you start writing custom code for your actual game

lusty jungle
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To me this logic seems perfect

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but it just doesnt trigger

prime willow
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but my unreal is up so lemme see if i can show you what i mean

lusty jungle
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and yeah ikr this is torture sometimes xD

prime willow
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granted pls pls pls

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unreal is as painful as youre unwillingness to learn from 1+ tutorials

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i kid you not

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its like brick walling into a plate of glass and garlic

lusty jungle
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yeah ive been consuming guides like crazy

prime willow
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but a simple tutorial changes everything understanding wise

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xD

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ok lemme pull up some jank code

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its not the best but gets the job done

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so this right here is my weird start menu

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you see that variable called spawned start menu

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thats the technical save point

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in gamer terms

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which means before my button on the controller is called

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itll check isvalid partically that spawned stmenu varable

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if it is valid

lusty jungle
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holy shit

prime willow
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itll connect function to start menu

lusty jungle
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Thatll all come before?

prime willow
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than start menu flows as normal

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yes

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so

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function needs a variable

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that is its save point

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this is super beginner stuff

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that blueprint tutorials will teach

lusty jungle
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But after the on component begin overlap still right?

prime willow
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im dumb and skipped it

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@grim ore thankfully this legend helped me out i learned and went to learn more tutorials

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but yeah itll keep your input doer and system starter connected

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if not it gets lost in a void

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granted dont copy my code exactly