#ue4-general

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fallow jackal
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if i draw a square it only selects the visible actors, i want the hidden behind it too

shadow ravine
fallow jackal
fallow jackal
# shadow ravine

sorry not what i meant, i mean, when you press CTRL + ALT to draw a square, it only selects visible objects, but not the objects inside the house and the walls on the other side, i want to select the whole house

shadow ravine
fallow jackal
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i dont have groups its all seperate actors

shadow ravine
fallow jackal
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i want to select all objects in the square like x ray, not just visible objects

shadow ravine
stable needle
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I think he means "visible" as in "not occluded by other objects". And as far as I know, there unfortunately isn't any way to do that

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It's something I need constantly as well, no idea why that feature doesn't exist.

fallow jackal
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yes i cant select obstructed objects with the square draw select

stable needle
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Your best bet is to try and keep an organized outliner so you can easily select the objects from there. It's not always possible, but it's the only method I'm aware of

fallow jackal
neon grove
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does using more mesh sections increase draw calls?

plush yew
finite wren
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How do I get overlap events when my Pawn collider touches a "Block All" collider?

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Ok i figured that out

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I needed to set "generate overlap events" on the cube

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But now it just overlaps and doesn't block

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hmm maybe I need to set the cube to "Block all" and use "hit" event instead

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Yeah I got it

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Ignore all ^^

plush yew
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lol

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game dev in a nutshell

finite wren
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lmao

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rubbing ducking is super effective

runic scarab
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hey, is there an youtube channel like Brackeys but for unreal engine?

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i wanna try UE but i never used it and i never used C++ xD

prime willow
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as weird as it sounds is it possible to have 8 way animation

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with standard blendspaces

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but than put in a new animation for blending between: left and right or up & Down for eexample

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so itll follow standard blend but than use a completely different animation between 2 particular animations

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as the transitional animation between the 2 particular ones inteded o-o

drowsy snow
runic scarab
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i will check that thank you

drowsy snow
plush yew
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Is there any tutorial out there that will properly show me how to update weapon idle pose on weapon pick up.

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I grab AK on ground has that pose

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i grab M4 it has that pose.

prime willow
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if i build something where animaton flow from blendspace to blendspace

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or better yet animations in the current blendspace warp through each other or some other means

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id prefer if i could have a custom transiton and se tit between two problematic animations

plush yew
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yuck i will never use a blendspace again

prime willow
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for smoothe blending

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no no use it

plush yew
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Naw, i use strider for that.

prime willow
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just know that some blends will make the characters limbs mix with other limbs

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oh

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wait wait

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strider lets you blend between 2 animations?

plush yew
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strider removes the use of blend poses.

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Yupp

prime willow
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blendspaces? or blendposes

plush yew
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blendspaces.

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oops

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lol

prime willow
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do you have animation layering you can use that to change your idle pose without extreme setup when equipping or deequipping

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Hey everyone! Today we're looking at the Layer Blend Per Bone function inside the Anim Graph. This cool little thing allows us to play animations only on certain parts of the body whilst leaving other parts unchanged. This is extremely useful for separating animations between the top and bottom half of your characters so they can do things while...

โ–ถ Play video
plush yew
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nope

prime willow
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^ you dont need to make new states

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simply apply new layers onto your states

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and jerryrig your strider into that

plush yew
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was trying to do it with a enum

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and failed.

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the gun activates the enum value on overlap (weapon pick up off ground)

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but its not working ๐Ÿ˜ฆ

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and strider is only for 3P

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not using it for FP anims LOL

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I might just do Weapon has tag

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on tag, play animation.

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here we go!

dawn gull
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Whats the best way to get the player's rotation? Currently I'm using this but IDK if it's really working

harsh shell
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Does unreal support 2d?

rotund scroll
plush yew
dawn gull
plush yew
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could tag liek that cause performance issues?

rotund scroll
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whole point behind doing things in the animBP is to be able to use the anim thread for animations

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by requesting variables outside of the scope of animBP you lose that

plush yew
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I am using the ANIM BP just for 3rd person animation. the player only needs to see montages like reload shoot. etc, so there really is no point of making a whole bp for it

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i dont like this system tho

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its kind of yuck

rotund scroll
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generally it's worth it because there is no other place to do it properly anyway. you're going to bloat another class/BP inadvertently with animation logic where it doesn't belong

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and you're not future proofing yourself

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in case you get more animations in the future

plush yew
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My game will never have more than reload, inspect, shoot, idle, move lol

rotund scroll
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I've heard that before

plush yew
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im making a counterstike like game.

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you cant do things like that in here lol.

rotund scroll
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it's your choice, but it's worth taking into account that it's easy to shortcut the process early on only to find out that later implementations are going to be very difficult due to choices made early on

plush yew
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Well how would i set this system up.

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The first one is a knife pose. ( Random sequences) Goes into a play pose by int, in is called in the character bp.

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the second is the Assault rifles.

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When Picking a gun off the ground.

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i want it to play the correct corresponding weapon pose.

rotund scroll
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the setup looks correct enough. you'd probably want a delegate to be called, that is bound in the animBP

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and yields a state change for animations somewhere

plush yew
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hmm

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I got to be doing something wrong then to be nulling it out to only play the AK idling

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I would call the weapon pose enum value inside the weapon base bp correct?

harsh shell
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Would it be possible to do something like roblox? with unreal engine or would i need a custom everything

plush yew
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and set the enum values to the weapons accordingly?

rotund scroll
plush yew
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but the values need to be known tho

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because each weapon is a child.

rotund scroll
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that's where you need indirection

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any time you obtain a weapon (pick up, spawn etc.), that is the player character picking up that weapon. the player character can then fire a delegate that can be bound in various places, telling exactly what kind of weapon it picked up

plush yew
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deff dont have it set up like that LOL

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I have the player calling to these events tho

rotund scroll
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the weapon should only know what happens when it fires, which model it needs to use, and any such other options (e.g. alternate fire, fire modes, ammo type and amount stored in weapon)

plush yew
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Thats why i have a 3rd person weapon and first person weapon

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one store that data

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the other is just the weapon

rotund scroll
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I don't know what "4rd" person means

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do you mean third person?

plush yew
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keyboard is broke, spilled my beer earler.

rotund scroll
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if that's the case, those should still be the same weapon

plush yew
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Cant i just set it up the way i set up weapon socketing?

rotund scroll
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you can set it up however you want

plush yew
rotund scroll
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I'm just telling you some good practices to keep in mind

plush yew
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i know ๐Ÿ™‚

rotund scroll
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all of this is just so you don't end up having to undo a lot of work later on because you shortcut your design process now

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but it's up to you if you want to restructure, no skin off of my back either way

fallow jackal
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does unreal engine have something like the fungus plugin for unity?

regal mulch
fallow jackal
regal mulch
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Nothing from my side. Not the genre I work with usually

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I just know that UE4 has nothing build in for that

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(judging by watching the feature video of fungus)

narrow igloo
rare axle
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Anybody know which import setting might be generating / setting random material ids for my FBX imports?

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Unreal seems to be taking random faces and converting them to different material IDs for some reason. They're split specifically in Max like I always split them. This has never been problematic before for me ๐Ÿค”

plush yew
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get play length then.

rare axle
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Any ideas for seemingly randomizing material IDs guys?

plush yew
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random integer in range?

plush yew
untold summit
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eyo

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how do i add the the box for the blueprints?

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the white box around everything

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please? ๐Ÿ˜ฆ

plush yew
untold summit
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yeah i skipped to basic shit

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my bad

plush yew
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all good ๐Ÿ™‚

untold summit
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thanks my guy

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also

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i am almost done with the camera

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my god

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what an ightmare that was

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from the day we chatted about it

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i studdied it for two days straight without sleeping

plush yew
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lol

untold summit
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yea

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my dumbass braintakes awhile to undersstand shit

plush yew
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I have been doing this for 2 years

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and i am STILL learning.

untold summit
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gonna post it here when its done

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probs in like a few mins ๐Ÿ˜„

plush yew
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post in #work-in-progress

untold summit
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its done tho

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just gonna post a gif of it working ๐Ÿ˜„

plush yew
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how do i remove that bullet on the left to not appear?

rotund scroll
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where is it coming from

plush yew
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i need help rigging from blender to unreal

plush yew
rotund scroll
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I don't know what that is

plush yew
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can anyone help

rotund scroll
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I mean where do you spawn it

plush yew
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oh

rotund scroll
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or is it part of some preconfigured weapon

plush yew
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its part of the skel mesh

rotund scroll
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surely not

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perhaps part of the actor

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but not the mesh

plush yew
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should i just create a clear material and cover it up that way?

rotund scroll
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does it have an actor?

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what is it? is it a mesh component?

plush yew
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its a skel mesh component.

rotund scroll
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and if so, and if it's preconfigured, is it even a problem in game?

plush yew
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its part of it

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yeah because its not in the chamber, its on the left

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lol

rotund scroll
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does it look like that in game

plush yew
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yeah

rotund scroll
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it's not being shot out by animation or what have you?

plush yew
rotund scroll
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as in, the casing

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yeah but that's still the editor

plush yew
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when rigging it to the arms

rotund scroll
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check if it's actually a problem when you run the game

plush yew
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its still there.

rotund scroll
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yeah but not while you're wielding it

plush yew
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hold on let me make the bp

rotund scroll
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anyway if it's a problem in game, and it came preconfigured, I'd send a message to whomever the creator is of that plugin and tell them

untold summit
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YAAAAY

tribal leaf
untold summit
plush yew
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can nobody help me

plush yew
untold summit
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and its not even done yet..

plush yew
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i need help rigging in blender to ue4

tribal leaf
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@untold summit Are you changing the FOV when you go to first-person?

dim oriole
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Is there a way to remove autosave notification (without removing the autosave function). I see there is a timer on how long it lasts, but it tends to get stuck while minimized.

finite plover
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What is this box and how do I get rid of it

modest trench
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The lines are for rearranging the UI layout

finite plover
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Thanks

plush yew
rotund scroll
plush yew
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yeah it came that way

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oh well ๐Ÿ˜ฆ guess ill mask it to be invisible .

rotund scroll
untold summit
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i am actually working on a better camera system rn

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it might work much better..

deep stump
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What build of UE5 source is the best? I keep getting errors when I build lol

neon bough
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one that builds

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i'm using ue5-main and it builds fine 4/5 times

deep stump
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bruh xD

deep stump
neon bough
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idk, isn't there a setup and generateProjectFiles for windows?

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that should download all the third party dependencies

deep stump
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Yeah, i did that

deep stump
neon bough
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no

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try a commit before they updated that particular thing

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or exclude the plugin from the build process (not sure how that's done tho)

deep stump
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Gotcha

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Thanks

tender mountain
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Hey anyone know why the godrays on my character are coming through this wall in my landscape with my Exponential Height Fog?

It also doesn't cast godrays off my static mesh rocks.

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So I set the directional inscattering to 1000000 and get my static mesh godrays but the character still has godrays in the shadows

serene sorrel
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Can UE5 do world origin shifting with proper physics support?

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or does it support doubles yet

midnight chasm
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Super nub question, but I have been looking for a while and cannot find the answer. How do I subtract a shape from another shape? For example a box from a bigger box.

tender mountain
tender mountain
# midnight chasm Super nub question, but I have been looking for a while and cannot find the answ...

Small overview of some of the updated editor mesh tools coming to unreal in 4.25 :D. Sorry for some quick cuts and any audio issues i had issues while creating this haha. Next video should be better. I hope to start making more videos covering experimental or undocumented features and overall features i see people ask about and want to learn mor...

โ–ถ Play video
solid anchor
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Hi guys! First time asking anything here but I hope someone can help me with this! I'm currently trying to attach my character to a spline while keeping all of the Character Movement Component functionality of its "Flying" mode. But I want the character to use the center of the spline as a loose center point. But the tricky thing is keeping all flying movement and cameras to act the same while attached to the spline. Currently when I attach I lose all of that movement and camera stuff and I was forced to script my own movement fresh again. Which I have already done but I'd like to keep everything consistent with the way it feels without being attached to a spline. I think its much smoother. I thought about maybe just getting a reference to the path follower I'm using as soon as it starts and using that to determine my character's position but I'd have to do stuff with ticks and I wanna stay away from that. Any ideas or help would be greatly appreciated! Basically my life would be so much easier if I can just say "move the character relative to the center of the spline and use its forward vector" and keep all other movement and camera stuff alone.

past eagle
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So, I'm having a few troubles with my Twin-stick shooter game.

  1. When I display the Main menu, I can also see the HUD for the main game underneath it. How might I make it so the HUD only shows up in the game?
  2. When I hit Play, the controls stop working, but they work fine in-editor.

If anybody knows how to solve these things (or needs more information), please let me know! Thanks :)

tribal leaf
tribal leaf
past eagle
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If I can, I have no clue how ๐Ÿ˜… I'm very new to all of this

past eagle
tribal leaf
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The widgets have a visibility setting. You can set it to "hidden" or "visible". There are other settings too.

past eagle
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Oh, I didn't know that, neat. Is there a way I can hide the HUD while in the menu?

tribal leaf
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If you have a reference to the HUD you need to hide, sure..

past eagle
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Hm... I think I do. I'll take a look. Thanks!

zinc shore
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how would i go about having game settings variables that persist across every level and can be access by any actor

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like godot has auto load scripts which are scrips that are always running and can be access by anything so dose UE have something like this

tribal leaf
prime willow
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could having country sized map if nothing outside of a state in size is used for gameplay hurt performance?

tribal leaf
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Create a new Blueprint class or C++ class and make the parent GameInstance

prime willow
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even tho close to none of it is used until updates hurt performance?

zinc shore
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so is UEs gameinstance kinda like godots autoload scripts

tribal leaf
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Add all the variables to your GameInstance class.. Then in your blueprint, use the GetGameInstance node. You'll have to cast it to your custom class.. Then you'll have access to your variables.

clever harbor
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yo guys, can i remove this yellow border around in this editor scene ?

zinc shore
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can you also save a game instance values so when you reopen the game they are still there

tribal leaf
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You'll pretty much need to do the same thing - set the variables that you need to save. You'll need to transfer the GameInstance variables to it.

clever harbor
hollow moat
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wtf is wrong with me I'm reading unity navmesh docs wondering why I can't find anything

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๐Ÿ˜‚

zinc shore
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bruh moment

celest hull
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I am about to compile the engine on Linux. I do not quite understand which folders I can delete of the original source after the build so i can save space. Is there a list posted somewhere I could see?

prime willow
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ok

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so ray tracing

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I know when it first came out everyone said you cant make games with it too heavy on performance

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so now that its been ten thousand years

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how are those rules holding up?

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Can i still put ray tracing in my game and have 60fps or will it still kill performance?

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granted this would be a game with 1024 texture sizes not 2k or 4k

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@drowsy snow ^ if you know the answer pls let me know :3

amber mantle
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I cant install unreal engine from the epic game launcher because of daily data limit
So is there any link to download unreal engine from the browser?
Please ping me when someone responds

faint meadow
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Would anyone know why my characters appear as if theyโ€™re lit in a dark room? Cast shadows are on and everything

untold summit
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eyo, back, i tried improving the camera but ive run into a different issue now, it just freezes when i pres the switch button, any ideas what that might be causing?

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alright i figured that part out, but now it doesnt return to the original camera

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which in this case is from FPP to TPP

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nevermind, after the hellish training i put myself through, i can troubleshoot now....i feel awful still.

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still thinking of the fighting system, how ill add depth and proper 1 to 1 collision, ill also have to add a proper TRUE first person.

past pilot
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So I have a question about C++/Blueprints and components. I have a character that will have its "systems" divided into components. So Inventory, Vitals, Stats, etc. So I created all of those components in c++. The question I have is attaching these components to the Character. If i'm using both c++ and Blueprints should I attach those components in c++ or in Blueprint? The reason I ask is because as far as I can tell, if I attach the c++ components in c++ I don't think it will use any part of the BP versions of those components. On the other side, it is harder to interact with the BP versions through c++ than it is the c++ versions isn't it?

tribal leaf
past pilot
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Actor Components

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I want them "reusable" so an inventory component could be on a player, enemy or even just a chest and work the same way for example.

tribal leaf
past pilot
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The inventory component has an array of structs, correct.

tribal leaf
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I think it's easier just to create a custom structure and then add that to your actor.

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But to answer your question, I'd probably add a component in C++

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That way, you have the flexibility to use it in C++ and Blueprint. Although, in your use case, I wouldn't use components at all.

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Then you could use the struct in other places too...like when you start to save and load your game..

past pilot
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I am using components because it is dividing the code out to be easier to work on, It will be reusable on multiple actors by just attaching it and it caries its own logic around with it.

tribal leaf
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I get it...but for inventory?

past pilot
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Its a multiplayer game, so all the logic for the inventory is in its component. Including all the server/auth stuff

tribal leaf
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cool..makes sense

untold summit
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btw, ill be tackling true first person soon, any tips before i go in head first?

past pilot
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The problem im having is if i attach it in c++, then i think im stuck with that version. I cant replace it with the BP child version

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@untold summit what you mean "True First PErson"

untold summit
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think mirrors edge but with more detail.

past pilot
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Lost me. I use a third person character. I attach the camera to a socket and hide the head bone on the local mesh. Does everything a third person mesh does that you set up while keeping it first person

untold summit
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maybe this makes more sense.

spare kernel
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eww

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get rid of those arms ๐Ÿ˜›

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that is not true FPS

untold summit
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yea....

spare kernel
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thing is you need animations adapted also

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to handle the weirdness

untold summit
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this aint from me, i just tried finding a reference.

spare kernel
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like the way guns are held etc

untold summit
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i am just starting with it.

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not to metion its not gonna be a gun in my case.

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its gonna be a sword.

past pilot
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i just ditched the first person side of thing completely and do everything as a third person but with the camera attached to a skeleton socket that puts it in first person position

untold summit
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i feel like there will be problems with that down the line.

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for me

past pilot
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how so?

untold summit
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because the battle system will involve a vr stick with mouse controls, the camera will be locked while youre in fight mode.

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instead youll be swinging the sword or chanting a spell or prepping to shot a bow.

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well

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just the sword for now.

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wanna make a demo worth a crap

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not to metion, collisions!

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god

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i have no idea how to go about doing those yet.

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as said before, anything that could help is appreciated.

past pilot
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This is what mine looks like... dunno why it couldnt be used in vr

untold summit
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not really vr, just the vr stick, but i am pretty sure there will be some hickups with collisions if i did it your way, i cant say for sure, i first need to see how it will go.

warm hawk
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Is there a place for talking about making builds for consoles?

untold summit
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also, look at your character, how it moves, this is why i need true first person*, you are moving and your legs arent.

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not true vre

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omg

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true first person

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msorry

past pilot
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@untold summit my legs certainly are moving lol

untold summit
past pilot
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oh, that is something you can do, i just havent done it

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There is lots of tutorials on how to control rotation with animations

untold summit
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point being, i dont wanna do it this way because i have a very strong intution of it bitting me in the ass later on.

past pilot
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I did the head rotation but i will eventually make it so you only turn when walking or when you excede the head rotation and you will step turn

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I have no idea how you are going to do first person with all the legs and stuff without using basically a full body mesh

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Which is what the thrid person template is

untold summit
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for the time being!

past pilot
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Good luck to you sir. I hope you figure it out or someone else has a better idea.

untold summit
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hoping i can figure it out before end of the year.

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i wanna release a working demo at latest in the first half of the next year.

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my inspiration comes from that dude who made lost soul aside.

hollow moat
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Please someone tell me there is a way to disable/change the c++ hot-reload sound?

modest trench
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never use it

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if you are doing anything C++ related build from the IDE

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(but yeah man that sound is loud)

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you can actually edit the sound file in the engine but it's not useful anyways

hollow moat
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It's given me a headache lmao

teal charm
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does anybody know why it happens when i eject from the possessed pawn i can not turn the camera anymore? just move around, but when I simulate i can.

grand rune
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ok so I'm working on an widget blueprint and I want to make it so that when a horizontal box overlaps with a picture I want to move the alignment to a desired direction in real time and then if the horizontal box isn't overlapping with it, it goes back to its default position. how would I go about doing that?

dim garden
#

Hello friends, I want to destroy the niagara effect when there is a place it touches or not. I've used almost every possible knot, but I don't like it. Do you know of a solid way to do this?

wicked canyon
#

heyo, I'm trying to make a landscape layer blend but I'm having trouble getting it to work. is this the right kind of place to go looking for help?

idle jewel
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Is there a setting or way to change the main camera instead of my players camera i want to have a separate camera or do i have to change this in blueprints

tender pecan
wicked canyon
#

ty

daring schooner
#

does anyone know of any good tutorials on 3d melee combat? specifically in my case stuff like dark souls, ie with hitboxes attached to different body parts, syncing hit detection with attack animations, etc
not necessarily something I can just copy and paste, but at least something that'll point me toward good techniques and unreal functionalities

serene sorrel
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@daring schooner that is easy maybe just search better

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you can detect what parts of a skeleton you interact with , its simple

daring schooner
#

how

spark heath
#

Hello everybody
I want
open another app And want to open the specified page Transfer parameters how can I do this in unreal
Can anyone help me

exotic thicket
#

This depends 100% on what application you're trying to open

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And it may not even be possible

spark heath
#

This is Android Is there no other way

drowsy snow
spark heath
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android It seems possible

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but I don't know how to do it in unreal

shadow ravine
spark heath
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I want to open another app with one app and pass data

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@shadow ravineI try

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with the native android piugin it can open app but can not pass data

shadow ravine
spark heath
#

I use this plug @shadow ravine it seem Java

shadow ravine
# spark heath

Hmm, okay I'm not 100% sure which libraries are included in that plugin as I don't really use unreal for android apps yet. But you'll want to looking for Intents

#

Try using a two-sided material

spark heath
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@shadow ravineokay thank you brother

drowsy snow
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How about flipping the normals of your mesh in your DCC tool?

plush yew
drowsy snow
plush yew
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I see, i wil ltry that thank you

plush yew
raven estuary
#

This is probably a common question right now but im getting into unreal with the long term goal of doing cinematics/short films is it better to just dive into unreal 5 or go with 4 till 5 is fully released

serene sorrel
#

5

#

most important thing for cinematics is lighting, and ue4 sucks at it so

#

dont even bother

raven estuary
#

That makes sense

#

I didnt know how big of a difference it was

last topaz
#

Hello, I'm trying to combine static and dynamic lighting in a studio building with a lot of big windows. Basically I want the interior baked, while the exterior stays fully dynamic but I can't seem to figure out how to do this properly.

#

If I bake with the default movable lighting/skylight nothing really happens, if I set them to static it bakes but the exterior is completely blown out and super bright.

#

Can't really do sub levels because the exterior is always visible from inside.

raven estuary
#

Oh wait idk cause you have to turn off lumen

last topaz
#

I already tried turning the lights movable after baking but everything is still super bright outside

sharp willow
#

Hey there - Bit of an odd question:

I have hundreds of actors in my content folder. Is there a way I can query/filter by object type?

My end goal is to have a list of blueprints, each of which have at least one component with my specified object type e.g. WorldStatic

trim mantle
#

Hi,
Did anyone get email from Epic Regarding the BP Ninja challenge?

#

Good

#

That means I ain't the only one xD

plush yew
#

can anyone help me if you are bored? I am trying to find a l96 AWP sniper rigged, with arms on the marketplace and cant find nothing ๐Ÿ˜ฆ I do not care if its in bundle pack, and it can not be low poly

prime willow
#

also rigging it yourself would make your life easier if you want specific weaponry

plush yew
#

i dont have a green screen, the proper body suit or a 3d printer

plain ferry
#

Hello,
What would be the best way to have a first person character's orientation always follow the VR HMD/camera orientation? As the camera is a child of the player, if I just replicate the camera movement to the player, the view rotates by twice the amount, and using ResetOrientationAndPosition after it locks the view in place. Is there any obvious way to do this?

fallow jackal
#

is it possible to change my 4.27 project to 4.26? theres an asset that only goes up to 4.26 i want to import

plush yew
#

clikc show all projects

#

select version

#

@fallow jackal

broken spire
#

you can make it smaller by finding the mesh and resizing it

fallow jackal
# plush yew select version

sorry i mean its a plugin not from the market place, it says its for 4.26, but can my project be downgraded or something to make it work?

plush yew
#

Okay

plush yew
#

Take the plugin, put it on the desktop

broken spire
#

@plush yew more specifically select view options, select show engine content, search cinecam and modify the scale of the camera

plush yew
#

create a new folder called it new

#

open CMD as admin

#

cd C:\Program Files\Epic Games\UEVERSION HERE\Engine\Build\BatchFiles

#

RunUAT.bat BuildPlugin -plugin="C:\Users\USERNAME\Desktop\PLUGINNAME\PLUGINNAME.uplugin" -Package="C:\Users\USERNAME\Desktop\NEW"

#

should build the plugin to that version

plush yew
#

Here

#

watch this video

#

its vice versa.

fallow jackal
broken spire
#

How do you restrict a procedural foliage volume from spawning rocks on a slope?

#

or a voliage type

#

ohhh I found it, it's

broken spire
#

how do you reduce the number of similar actors generate on the procedural foilage spawner?

#

okay now it is stuck spawning only one mesh :/

prime willow
#

So

#

Ray tracing in your game and performance

#

Is it still a FPS tanker or has it become more moderately usable at 60fps on standard machines?

shadow ravine
#

I'm trying to get one of the lights setup with emissive light as it doesn't have it. I've got it set up to emit but it emit on the entire material not just one the white area of the texture. Anyone know where I'm going wrong?

fierce tulip
#

you need a mask texture to mask out the bits you dont want to have emissive

vital mountain
#

Guys i grab the 4.27-release from github

#

And when i launch it says 4.27.2

#

What is happening?

broken spire
#

can you use two procedural foliage volumes? Like one for rocks and one for other stuff?

worthy plaza
#

Can't save my files because of landscape material, idk what to do.. they don't give any reason expect ".uasset failed to save" N.B this is not a new asset, i've been using this material since the start of this project

grim ore
#

@vital mountainthere is no 4.27-release tag that I can see, did you get the .0 or the .1 or did you get the 4.27 branch?

steady tree
#

Is there a way to capture a screenshot at a specific time, kinda like a daily review automation? ( 2AM Morning Screenshots ) I might have a solution for when the Game would run all the time, but not sure how to go about it in editor only.

steady tree
mellow turret
#

I have a Skeleton, all of our Skeletal Meshes use this Skeleton, we've been making sockets on the Skeleton and that's where the weapons go, however if two skeletal meshes use the same weapon, the weapon can't use the same socket for both since the skeletal meshes are different, I was wondering how people handled this kind of issue

prime willow
#

@grim ore if you'll have me there's a question i'd wish to run by you, Over the two summers of this venture, ive accululated a lot of code and components that have cluttered and made a dense mess of my blueprint setups, however i heard from another that you can segment blueprints and connect them like legos or yugioh card decks to one another if that makes any sense?

Percisely what terms would i need to refer to; to learn how to bridge entire blueprints onto each other in which ever way a player designs from a gamers point of view via their input whilst reducing massive sized single blueprints?

prime willow
#

itll fix sharing animattions and functions between different sizes shapes and skeleton meshes

#

just takes a lot of setup in advance

mellow turret
#

what are "lks"?

misty lynx
prime willow
# mellow turret is there a resource I could read/watch about that?

https://www.youtube.com/watch?v=rCosEReF9J8
I apologize for the delay i was retrieving the tutorial

Complete explanation on virtual bones - how they work, what is their function, how to use them to get fast perfect results on different characters, with different proportions sharing the same animations.

content:
0:00 Virtual bones Explained
7:40 Retarget options for feet
11:00 VB IK solver logic
15:05 VB vs IK bones
31:08 Build the new solver...

โ–ถ Play video
mellow turret
prime willow
#

definitely~

#

I cannot vouch for the method as i have not attempte dit myself but ive heard nothing but good things from it

native swift
#

Does anyone know why this is happening?? when I use a spot or point light there are these weird shadows on the walls, but if i use a directional light they are not there. This is after the build

#

and this is before

patent apex
#

hello, when i fire a weapon i spawn a projectile (using collision handling to always spawn) and sometimes i fire it while clipping the enemy. The problem with that is that spawns the projectile at 0,0,0 of the world, is there a way to make it retain the original location? thanks

plush yew
#

is there always easier to make this not like this?

#

to much going on

#

lol

exotic thicket
#

Without knowing what on earth that does it's pretty hard to say

plush yew
#

updates the socket when weapon is picked off basic on overlapping collision

exotic thicket
#

Yeah but like what do those individual branches do

plush yew
#

oh

exotic thicket
#

Uhh

#

Well I think you could move the set node in front of the switch

#

since you seem to be directly setting the same value into that as goes into the switch

#

If you change your socket names to match the name of the enum value, then you can just convert the enum into a string and use that as the socket name

plush yew
#

the second one is to make sure its hitting the correct socket

#

just incase

exotic thicket
#

alternatively if all of them are called WeaponName_Socket, you could just replace the word Socket from the stringified enum name, and append _Socket

plush yew
#

idk i guess ill keep it like this to prevent fing it up

#

oh

#

intresting

clever chasm
#

Hey all, anyone know why my instanced meshes/procedurally generated foliage doesn't show up in any collision visibility viewmodes? I've made sure that block all is enabled in the mesh and foliage, it has a simple blocking volume, and it definitely works (i.e. stops a test character) it just doesn't show up using any of the 'show collision pawn/visibility/etc.' commands. Is there anything else that would let me visualize it? Many thanks.

devout mason
#

Does anyone here have experience with Quest 2 and Mobile HDR?

plush yew
#

what you need for archiviz like this? just high quality models and a lot of light work?

#

i mean using only unreal engine assets, like get some full house and create something new

devout mason
#

Basically yes, but you need some lightning knowhow and also don't forget a good HRDI

plush yew
#

hrdi?

#

oh

#

i can just use photos i photographed myself

#

In this video I'm going to show you how to create interior or level in Unreal Engine in 30 minutes (33:36).
Before we created walls in Unreal Engine https://youtu.be/gyfkNCou-UM and import scene from 3ds max to Unreal Engine https://youtu.be/IojWrJSdO6Y.
But this complete tutorial shows how to do everything inside Unreal Engine. Don't forget t...

โ–ถ Play video
#

this looks fairly simple, but effective

devout mason
devout whale
#

Does anyone know how to fix this bug. I've made a completely new project, and I am using choas vehicle.

When I add impulse to the car it does jump, but sometimes stops mid air and slowly jitters down.

I've attached a clip if it helps.

devout mason
plush yew
#

Where did my viewport stuff go on the left?

#

mindfart.

#

got it it was components.

plush yew
velvet pawn
#

I have a question on a lerp I'm going with a texture. I can't seem to find the issue or I'm not good at searching for the docs for it:

restive mica
#

Hello everyone, I ran into such a problem, maybe not a problem. The bottom line is that I bought an SSD, moved my project there, deleted the old cache. changed the path to the cache in the project. But the fact is that an unreal engine works stably without a cache. As if he already takes a ready-made cache somewhere and writes there. And I cannot find it. It's good? I work 24 hours, but nothing is written to the cache. It's just that before, during work, something was written to the cache. I hope I explained clearly, it's just not very good with English

prime willow
#

also back up your project prior since reinstalls arent tied to the project

restive mica
#

no, I just moved it from the disk, this is a building unreal engine

umbral blaze
restive mica
#

only text file

restive mica
noble barn
#

Ok, I have the weirdest issue right now - I am just following a basic tutorial on Character Movement, but - hear me out - it only works fine for the duration I previously was tabbed out of the editor. When I tab back in, it works for a couple seconds and then the movement speed becomes super slow and almost laggy, as if it was trying to move against something at a very shallow angle (which it doesnt). I tried breakpoints in SlideAlongSurface and HandleImpact in C++, none of which fire.

#

Its an empty Character, derived from ACharacter, nothing changed at all. Moving on a Landscape. The "Flying" mode works fine, this only happens in the "Walking" mode

#

note, I usually do this in C++, but I had the same effect there and wanted to isolate the issue using a new ACharacter derived Blueprint

#

Any idea what that may be? It's literally an empty level with an empty ACharacter

plush yew
#

Why do sockets don't appear when choosing parent socket?

drowsy valley
#

Heyo, could somebody please help me understand the AddForceAtLocation function?

#

I am trying to apply a force at each of the 4 orange lines

#

But I am unsure if the functions inputs are local or worldspace

noble barn
#

Been almost 5 years I last worked with forces, but what do you not understand about it? @drowsy valley

#

ah

drowsy valley
#

Hmm, I'll send my code snippet

noble barn
#

I dont know for sure, but that should be easily testable. I'd guess it's worldspace

drowsy valley
#
  // 4 x Suspendors
    for (int i = 0; i < 4; i++)
    {
        FCollisionQueryParams TraceParams(TEXT("LineOfSight_Trace"), false, this);
        FHitResult Hit(ForceInit);
        
         FVector startpos =  BoxCollider->GetComponentLocation() + offsets[i];
         FVector endpos =  BoxCollider->GetComponentLocation() + BoxCollider->GetUpVector() * -maxCompression  + offsets[i];
            
        if(GetWorld()->LineTraceSingleByChannel(Hit,startpos, endpos, ECollisionChannel::ECC_Visibility, TraceParams, FCollisionResponseParams::DefaultResponseParam))
        {
            compressionRate[i] = FVector::Dist(startpos, Hit.ImpactPoint);
            BoxCollider->AddForceAtLocation(-endpos * (UPhysicsSettings::Get()->DefaultGravityZ / (-0.5f)) * (maxCompression - compressionRate[i]), startpos);
            //Debug 
            GEngine->AddOnScreenDebugMessage(-1, 0.1f, FColor::Orange, FString::SanitizeFloat(compressionRate[i]));
        }
        else
            compressionRate[i] = maxCompression;
    }
#

I'll try and explain what I'm doing here ๐Ÿ˜…

#

So each of the orange lines is a Raycast (which I think in unreal should be done with the LineTraceSingleByChannel function) which seems to work fine

noble barn
#

looks like a vehicle suspension to me

drowsy valley
#

Yeah, that's what I'm trying to do here. I'm converting over from unity.

noble barn
#

I did just that years back, but yeah.. forgot most of it ๐Ÿ˜…

drowsy valley
#
    protected void Suspension()
    {
        // 4 x Suspendors
        for (int i = 0; i < suspendors.Length; i++)
        {
            if (Physics.Raycast(suspendors[i].position, suspendors[0].up * (-1), out hit, maxCompression))
            {
                compressionRate[i] = Vector3.Distance(suspendors[i].position, hit.point);
                thisRB.AddForceAtPosition(suspendors[i].up * (Physics.gravity.y / (-0.5f)) * (maxCompression - compressionRate[i]), suspendors[i].position, ForceMode.Force);
            }
            else
                compressionRate[i] = maxCompression;
        }
    }

This is the unity code by the way, it works fine

#

I'll send a short clip of what the code looks in action in unreal

noble barn
#

first of, you'd probably want to work with sockets, but thats probably not the issue

#

well, actually maybe it is

#

Is the BoxCollider a UBoxComponent?

drowsy valley
#

Yeah, it's a UBoxComponent

#

here is the entire class

noble barn
#

You'd probably want to use an UStaticMeshComponent or SkeletalMeshComponent, whatever represents your car, and add sockets to it. Sockets are essentially just points on a mesh which you can address by name

#

so you'd add LeftFrontWheel, RightFrontWheel, etc, and just place them on the mesh itself

#

then, you can query their location, both in Local and World space

#

as I dont see you converting the offsets[] array values based on any rotation

drowsy valley
noble barn
#

the socket way or the way in the snippet?

#

dont know if sockets are a thing in unity, probably under a different name

drowsy valley
#

In unity I am simply using empty gameobjects that represent the raycast positons

#

but it sounds very similar to the sockets you described

noble barn
#

yeah, I believe the offsets-array is the issue. Or at least one issue

drowsy valley
#

Hmm, so if I'd want to stay with the offset arrays I'd probably have to apply the BoxColliders rotation?

noble barn
#

try this

 // instead of :FVector startpos =  BoxCollider->GetComponentLocation() + offsets[i];
FVector OffsetLocal = offsets[i];
FVector OffsetWorld = BoxCollider->GetComponentRotation().RotateVector(OffsetsLocal);
FVector startpos =  BoxCollider->GetComponentLocation() + OffsetWorld;
#

or something along those lines

drowsy valley
#

makes sense considering the boxes component location is in worldspace

noble barn
#

see if that makes it work. But yeah, at some point you'd probably want to replace that Offsets array with sockets on a mesh. Then you'd do Mesh->GetSocketLocation("LeftFrontWheel") instead

#

(pseudo code)

#

also, you can debug traces easily, so you can see whether the go the right way

drowsy valley
#

Sadly the rest still seems to be majorly flawed. I think I'll probably have to recode it from ground 0

#

ah dang, I have obs set to mkv

noble barn
#

looks fine to me

#

๐Ÿ˜„

#

(if its being sucked into a tornado right now)

plush yew
noble barn
#

oh but I see, you already are debugging the traces

plush yew
#

I was able to compile this and the text doesnt display in playmode, been stuck on this for awhile now and no luck, am I missing something important?

drowsy valley
drowsy valley
#
BoxCollider->AddTorqueInDegrees(BoxCollider->GetUpVector() * CurrentVelocity.X * rotationSpeed);

This is what I've tried. Upwards vector of the Box Collider * magnitude

prime willow
#

@drowsy snow if youre free can you give me a pointe rin what i might be doing wrong

plush yew
#

@plush yew

#
  1. Show all projects, select project, 2) Select version of asset, 3) Add to project.
#

i just migrated it

#

thx

#

lol

#

okay

#

i couldn't add it, it's create project only type

#

now we in the game lol ๐Ÿ™…โ€โ™€๏ธ

#

is there any sortof article on how to bind a language to unreal engine

#

or a blog post

plush yew
plush yew
plush yew
#

oh ok, got it

#

๐Ÿ™‚ just saying

#

migrating can fail, things not getting added

regal mulch
#

I would start googling for that +ue4

#

Or do you mean a programming language ๐Ÿง

plush yew
small burrow
#

Is there a particular or a short list of most common english naming conventions used by teams working with UE?

E.g.

Skeletal Mesh = SK_Bob
Material = M_Bob
Texture (Diffuse/Albedo) = T_Bob)D
...

#

That is what I used for my example... okay... if anyone else knows of a common one they have used with a team, please share

plush yew
#

how do you change color of that couch or texture?

small burrow
plush yew
#

i got paint only lol

small burrow
rare axle
#

I should be able to disable the Quixel Bridge plugin and keep all models and textures downloaded from Quixel right?

#

Having issues packaging a project with Bridge enabled, but as soon as I disable it, it seems to unlink/remove textures ๐Ÿค”

plush yew
#

thanks

drowsy snow
plush yew
drowsy snow
plush yew
prime willow
drowsy snow
plush yew
#

yeah, just found it thx

wary knot
#

Not sure if this is the correct section and might be a very broad question! but does anyone have any guidance or links how to set up my fully low poly textured model into Unreal so its game ready ?....

drowsy snow
plush yew
#

the cpp file

drowsy snow
#

Basically every other C++ in Lua tutorial is applicable to the plugin.

I don't need to open the link, already used it myself.

plush yew
#

what the heck is it al for

#

what is that file foing

#

oh

prime willow
#

hmmm

plush yew
#

its all the blueprint wrappers

#

i get it now

drowsy snow
wary knot
#

or anyone recommend what channel I can ask this question

plush yew
#

imagine doing all that by hand

rare axle
#

Anybody? Tips packaging with Quixel Bridge plugin? It won't package with it, and without it, all my textures get removed

drowsy snow
#

As far as megascans goes, there's not much going on compared to other PBR materials, so you can just whip up simple material with texture sampler params in it, make a dozen of instances of it, and run away with it.

low ether
#

is this normal? i just have a sky sphere and we're rendering 1.5million triangles??

rare axle
#

@drowsy snow So the only solution is to make my own materials instead?

drowsy snow
rare axle
#

Damn, that's a fair bit of legwork it seems... If I duplicate the megascans included one and use that instead will it do the same thing and just disappear when Bridge gets disabled?

#

Doesn't it kind of defeat the point of using Megascans at all? Do I have to also duplicate all textures that it adds?

low ether
#

im floating under the map so nothing should be hidden

drowsy snow
prime willow
#

I broke everything :3

drowsy snow
prime willow
#

every fix made things worst

#

However i think i know what my issue is

#

my assets use very different variables and systems for the same things

#

so its segmented and buggy

#

ive been at this since 7am..

#

blah time for a break

fallow jackal
#

can someone explain what is controlrig? "Control Rig is a node-based rigging system, designed to provide riggers and animators with tools to create flexible, dynamic, and procedural characters with artist-friendly interfaces" I just dont understand what this means

prime willow
#

exoskeleton

#

on top of your mesh

#

that acts like its extra set of bones

#

for all rigging stuff

#

but you can customize it

drowsy snow
fallow jackal
#

but shouldnt the rig and animations be made in something like blender?

prime willow
#

now you can do both

drowsy snow
prime willow
#

well buh bye guys good luck o your projects โค๏ธ

fallow jackal
drowsy snow
#

It honestly sucks for making FP animations from scratch.

plush yew
#

thats why i buy em

#

lol

drowsy snow
drowsy snow
plush yew
#

tahts much better ๐Ÿ˜‰

drowsy snow
#

Also Control Rig's RigVM is much lighter on performance than anim BP.

plush yew
#

When things do not match up, i just key it in the sequence lol

drowsy snow
#

Spoiler alert: ||he dabbled with hand IK not long ago.||

plush yew
#

So sense i set up my gun blueprint system, I could sell it on the marketplace, as is?

#

not going to but just asking

#

No no just use the guns as example for the video, and say guns not included lol

#

show a tut on how to set it up

#

bam.

drowsy snow
plush yew
#

true

#

i just painted my green screen today

#

waiting on the 3d printer

plush yew
#

guys im looking for feedback here.

#

is the gun to big on the screen?

#

is it to close?

fierce tulip
#

^

plush yew
#

idk, looks fine, first one might be a bit too big

#

wow i did not even think of this, lmfao

#

is there a way to adjust the FOV on an animation sequence?

#

and then default back to what you have after that animation is completed aka, swaping weapons

#

exactly what ill do, thank you ๐Ÿ™‚

plush yew
#

I got a simpler solution after the game gets the socket of the gun, it updated the FOV

hollow moat
#

I'm really struggling with my level design

#

I just can't get any buildings to look right

#

The proportions are always wrong

inland lintel
#

Shaun, always have some sort of human like block around to check proportion. At the least a 180cm tall rectangle, a capsule or a sphere

plush yew
plush yew
#

how can i rig from blender to ue4

#

someone help

#

plz

#

ive been ignored why

#

autorigpro

#

oh ue has it for free now?

#

Auto rig pro has always been the go too

mint sequoia
#

I'm making a shortcut that should open the project with DebugGameEditor instead of DevelopmentEditor but it just errors. This is the shortcut "Z:\Epic Games\UE_4.26\Engine\Binaries\Win64\UE4Editor-Win64-DebugGame.exe" VaultItProj.uproject and error is attached (ignore the first ., thats an old screenshot with a typo). Any advice?

#

I could do it with a .bat easily enough but a shortcut should be able to and feels more elegant

gilded hatch
#

A question for anyone who might be able to help.

#

That is a solid rock material but when i have the normal maps enabled it creates those spots where the rock texture is missing.

#

you move farther away and it is a solid rock texture

#

the closer you move the more and more broke up it looks like this.

#

Any explanation of what is causing this would be appreciated!

neon bough
vocal flume
#

Hi All! I need to plug a node into the alpha in the lerp node to make it go from 0 to 1 and 1 to 0 (keep looping).. I'm not good at maths.. I feel like there is some mathematical node that'll solve the issue.. (This is possible with Material Instances but they are not an option in my case)

neon bough
#

current time % 1

vocal flume
#

Figured it out. Time > Frac > linear sine > Alpha. That worked!!!

plush yew
#

if i wanted to change the position of the arms in the camera space what would i cast too?

#

got it

#

just add a +

winter rain
#

Should my 'landscape material' have within it every material I plan on painting the landscape with? (10+)

drowsy snow
#

Posting no context shit on the server, I'm this close to summon the mods, but I've seen worse.

gritty halo
#

wait you cant?

drowsy snow
#

Also @gritty halo stop responding to him.

gritty halo
#

why?

#

he black listed?

#

no wonder

drowsy snow
#

๐Ÿคฆโ€โ™‚๏ธ

buoyant graniteBOT
#

:no_entry_sign: ChickenNuggetMan#9993 was banned.

#

:triangular_flag_on_post: boywhogirl#4856 received strike 1. As a result, they were muted for 10 minutes.

spare kernel
#

Just did a little cleanup ๐Ÿ™‚

tender pecan
# winter rain Should my 'landscape material' have within it every material I plan on painting ...

yes. i mean. the material is kind of nothing more than a combination of "splat" maps in essence, that tells it where which layer gets painted.
the layers ( layerinfo ) themselves do not contain the textures, but the alpha maps/masks if you will, so yep. the landscape material defines the layers, and the layers ( in the material def ) contain the textures.

if you want 100 layers, your material would need 100 textures of some kind (they can be shared of course, and reused across layers for example )

gritty halo
#

uh

#

finally back

#

feel alive

#

how are guys doing

drowsy snow
#

I'm kinda surprised there's a lack of documentation on the Beer shadow maps for volumetric clouds.
As if the m_SimpleVolumetricClouds take on it weren't complicated enough to comprehend.

broken spire
#

Would someone happen to have a good tutorial on procedural foliage volumes? No matter what I do I've followed a number of tutorials and the editor gets laggy, all the models have been heavily reduced in LODs (up to lod6). I'm just trying to evenly distribute rocks and large formations of rocks on the terrain.

tender pecan
#

I just opened a project yesterday from the asset store and it made my editor crawl, turned out it was because RT was on. \0/

broken spire
#

ahh quality was set to cinematic, but lighting is on preview lol this could be it let me check

misty lynx
untold summit
#

It actually has some conflicts with the TPP to FPP so even if this looks basic it was difficult xd

rain badger
wide valve
#

So my starwars game has the lightsaber ignition sound and the loop and the end sound, but how do i add extra like swing sounds? can i attach sound to animations or isnt that possible?

steady tree
#

@wide valve you can put notifiers inside the animation

wide valve
#

didnt knew that was possible lol

steady tree
#

np

#

Does someone have an Idea on how to automatically start this after booting the Project? Couldnt find a suitable thing in BP / Python API yet

wide valve
#

you mean starting a sequence?

#

i belive you can do that just in the project settings if i am not mistaken?

steady tree
#

rendering it, I found this, but my Issue is that I have to hit play in order for it to render

wide valve
#

ahhh

#

not sure how to help with that, sadly

spark heath
#

Does anyone know how to make UE4 Android App tune up another app and transfer the value

spark heath
#

No one can answer๐Ÿ˜ฉ

mellow flame
#

do you have any "dumb proof" resource to understand the best way the different classes in the engine, like gamemode, gamestate, playerstate, whatsoever?

untold summit
#

Hello again

#

i need some links to ue4 material concerning visible mesh damage, more specifically damage like a cut.

spark heath
#

Dissolved material๏ผŸ@untold summit

untold summit
#

shit

#

sorry

drowsy snow
untold summit
#

eh no

plush yew
#

can you cut part of an asset in unreal engine? like the top of the asset in image

untold summit
#

thats not quite what i need

untold summit
#

hmph

#

not quite i guess

drowsy snow
modest trench
#

Ooh

drowsy snow
untold summit
untold summit
untold summit
spark heath
#

SliceProceduralMesh I don't know if you can. You can try it

#

@untold summit

drowsy snow
drowsy snow
#

I'll left the actual implementation to yourself, though.

untold summit
plush yew
untold summit
#

i love how i just gotta think up the most convoluted, most complicated, most annoying game demo ever.

spare kernel
#

@gritty halo Please use #lounge. What you posted earlier in 4 lines was not needed in this channel.

gritty halo
#

srry

broken spire
tender pecan
#

perhaps there are just too many different varieties of meshes, I mean the tool will use instancing to batch similar meshes and materials, so it should be quite efficient at that
but if there are hundreds of different varieties and all are visible for yonkers it could be an issue

maybe try and cull your bushes, grass, shrubs, plants to be not visible after say a few thousand units, and let your trees become billboards after a few thousand more
generally trees you can leave visible for millions of units as you want them visible in the yonder ( as billboards or super low poly in the distance )

#

Yeah, this is also a good point, your RenderThread in profiler should contain this info (or use Unreal Insights )
But as a quick quick you can stat gpu and it should give ye something
if its shadows it very well should be at the top for example

broken spire
#

Yeah it is set to static, and it is all just rocks

tender pecan
#

๐Ÿ˜† well that was unexpected

broken spire
#

x'D Yeah

sweet jacinth
#

hello friends, I added sprite paper 2d in my widget, when I send my project to the phone, the sprites disappear

tender pecan
# broken spire x'D Yeah

Mebbe run a stat gpu and see. could still be shadows. But its unlikely its overdraw for example.

steady tree
#

Is there a way to start the ,,Game,, from Blueprints or using key combinations as input UE4 recognizes inside a BP

broken spire
#

Sorry how do I run a stat gpu??

#

it took me so long to google I just thought i would ask here

modest trench
#

stat commands go in the console

broken spire
#

I know where they go they just don't tell you how to bring up the console

modest trench
#

oh, press the tilde key '`'

#

it's the key above the tab button on the top left

broken spire
#

ahhh yes should have honestly just guessed that lol

#

I went in and changed every model that had its collision set to 100 changed that to 200 so I guess it's running okay now?

modest trench
#

there are many ways to profile performance

broken spire
#

nvm I forgot to increase the volume back to the size of my map

modest trench
#

btw, when you are done with the stat overlay just type stat none

broken spire
#

thank you

#

so basepass is high and so is prepass

modest trench
#

ยฏ_(ใƒ„)_/ยฏ I have no clue about gpu perf stuff

broken spire
#

ohh okay i'll give that a try

modest trench
#

building lighting for a map that huge is going to hurt

#

worth a try I guess

broken spire
#

yeah thats what I'm saying like the rocks are pretty low like 100-300 in geometry

#

the larger features are above 1000

#

yeah exactly

#

materials are 2k I can try and limit those on the rocks to like 512

tender pecan
#

2K on those pebbles? ๐Ÿ˜†
That is gonna get mipped and instanced but still.

hidden bloom
#

Hey guys when I hit play to run my char around and get a view from his perspective, it takes me out in the sky somewhere and I cant move around or anything.

modest trench
hidden bloom
#

?

#

dont understand new to all this

misty lynx
#

does changing graphics settings require a game restart in order to work?

modest trench
#

for simple stuff like that, no afaik

modest trench
#

click on them and type in "possess" in the details search bar

hidden bloom
#

@modest trench I dont see an autoposess

hidden bloom
#

where are you typing that in in the details panel?

modest trench
#

right on top of the properties list

hidden bloom
#

ok i found it I was one search bar higher

tender pecan
hidden bloom
#

so do I change it to 1?

modest trench
#

0

hidden bloom
#

its already at 0

broken spire
#

ahhh fair enough I could definitely cull those tiny rocks too

modest trench
#

is the play option default player start?

hidden bloom
modest trench
#

if the pawn is there it should just uh, possess

#

are you actually playing and not just simulating?

hidden bloom
#

if I simulate it works as first person type thing

modest trench
#

is there a spectator pawn in the world stealing the possess? ๐Ÿค”

#

oh well, I gotta go to bed

hidden bloom
#

not that I know of its just the mannikin

tender pecan
#

Alsop check if you have a secondary player start? maybe it is interfering?
you dont have a character up there in the air either?

hidden bloom
#

and me too almost 6 am here lol been up all night trying to fix this dayum thing

tender pecan
#

And your player start is not colliding with anything?

hidden bloom
#

nope just the third person and player start

#

Ill delete them and drop new ones in maybe will fix

tender pecan
#

And your game mode pawn is correctly set , you can try Current Camera Position, fly up a little and play from there see if you drop in

#

Try changing it to current camera pos and see what happens

#

Are there any errors in the log/console after you exit play, or begin play?

#

maybe you placed your player start within a physics box, or cilliding volume of some kind

#

it wont like that i can tell you

hidden bloom
#

nope and deleted the 3rd person mannikin and player start dropped in new player start and same thing this is how far away its putting me and i tried the camera thing above player start and it popped me here

broken spire
#

Sorry for all the questions today, but how do you cull something that is far away??

hidden bloom
#

anyways thanks for trying but it 6am here need to get to bed cant think straight lol vacation week so trying to get things acomplished

tender pecan
tender pecan
#

figure out if its your level or your character bp , or game mode for example. cheers. have a good one.

broken spire
#

Ohh I see its in the generic asset edit thing

#

How far is min/max??

tender pecan
#

so for large boulders/mountains I would go relatively far, maybe even a million or so
fo medium sized rocks I would say maybe 50000
fo scatter rocks, smaller rocks and pebbles, like 5000, mebbe even less

broken spire
#

right so min is how close I need to be? or minimum how far I need to be? It's so confusing lol

tender pecan
#

cull distance, uses almost like a band

#

so set min to culldistance - a few hundred units

#

example: min = 45000, max = 5000

#

it wil start culling from min distance

broken spire
#

so confusing lol

tender pecan
#

i know right

broken spire
#

when I hit enter it defaults max to 45000 xD

tender pecan
#

so make adjustment, then check your stats again

#

yeah, it depends on min, as max cant be < min

broken spire
#

okay so 5000 min and 45000 max?

tender pecan
#

but but as long as min < max, they can be as small or as large as you want

#
fo medium sized rocks I would say maybe 50000 (45000 min, 50000max)
fo scatter rocks, smaller rocks and pebbles, like 5000, mebbe even less  (4750 min, 5000 max) 

something like that

broken spire
#

Okay, so I've never understood units in unreal so that's mostly why I'm confused with these numbers lol

tender pecan
#

1 unreal unit = 1 cm

#

so they say, dont ask me

broken spire
#

ahhh okay

tender pecan
#

๐Ÿ˜†

#

i mean i havent measured

broken spire
#

yeah it's always been different

#

I would set something to 200 and it would be huge, then something else would need to be 20000 to be the same size lmao it's all over the place

#

just going to set everything thats not "huge" and go from there, but definitely saving these values you pasted to further iterate later today

fierce tulip
#

1 unreal unit = 1cm. correct

daring cedar
#

I'm trying to download free for the month archviz ui in marketplace but it says unavailable

exotic thicket
#

are you using a supported engine version? that might prevent it

dire sentinel
#

why doesn't my spline tool work?
i made it exactly the same as in the video but it just won't work
just sits there and doesn't follow the spline
https://cdn.discordapp.com/attachments/632335249954701313/907609513270599751/unknown.png
https://www.youtube.com/watch?v=CLPTs2vGb08
https://cdn.discordapp.com/attachments/632335249954701313/907609662977875988/unknown.png

In this quick Unreal Engine 4 Tutorial I'll show you how to create a spline tool for ropes, chains, tubes or other meshes that you would like to edit or multiply using splines. We are going to create a very simple one meter rope mesh in 3Ds Max and after that create a blueprint spline tool in Unreal 4.

Check out the Lava Cave Scene:
https://you...

โ–ถ Play video
light wigeon
#

helloo

broken spire
#

okay now my collisions are all messed up my character walks through the mesh, trying to use complex collision but it just shows up as dots

#

you can kind of see them floating there

wary ferry
#

am i the only one having an issue with unreal 4.27 crashing when trying to delete a folder?

tender pecan
hollow moat
#

My level has dissapeared

#

Is there anywhere I can try recover it?

tender pecan
# hollow moat My level has dissapeared

uhm, your level contents, or your actual map file is no longer on disk/in the content browser?
I can help you find a map via the content browser, but if you deleted all content from a level, and hit save its perma gone

hollow moat
#

I saved my level, then closed the project, I started it up again today and it's not there anymore

tender pecan
#

the map file as in the file on disk/map is missing from content browser?

hollow moat
#

Yes it's completely gone lol

#

So weird

tender pecan
#

ok, try this

warped tangle
#

go to the top level of your content, and filter maps only. Make sure it's not just in the wrong place

hollow moat
#

Tried that

tender pecan
#

and make sure you are on the root folder

hollow moat
#

It's gone ๐Ÿ˜„

#

It's cool - only was an hours work, I can redo it

tender pecan
#

you sure you saved it b4 you closed the editor?

#

i have been using ue since 2015, and I have never had it delete a single asset that I can remember, shite, ir is it 2013?... i cant remember... lul

#

also check in explorer (whatever OS ) maybe the file got moved to somewhere outside the content folder accidentally, it happens

rancid jay
#

Anyone knows what can cause your animation skeletal bones change height location during animation being played?

tender pecan
warped tangle
#

You need to be more precise, is a single particular bone physically moving during the animation, or is the ENTIRE heirarchy moving at the begging and throughout the animation a certain amount

rancid jay
warped tangle
#

a video would help, but sounds like root motion

rancid jay
#

My PC is too old to run anymore software after opening UE. UE is just too heavy already. Sad

warped tangle
#

where did you get this animation

rancid jay
#

I got it from the marketplace on sales long ago. So, i decided to learn about it but stuck for days

#

I did tried previously as well, but decided to stop since i am clueless. This time again, i re-try

warped tangle
#

without seeing a video it's hard to tell. If it's a simple issue of the animation being something like 20 units high, so it's popping up then down, you can always add an offset and re-import

rancid jay
#

Sorry. How to add an offset? Is it export out to Blender or something?

warped tangle
#

nah can be done in editor. I don't remember exactly where it is but it's in the anim asset window

#

you may not be able to reimport since it's a marketplace asset however, so you may need to export the animation, then re-import using that

rancid jay
#

Strange. Was sure i clicked every "Location" or "Translation" to test out. It does not seem to affect the skeletal's location during animation.

warped tangle
#

it's a hacky workaround but may work, just depends on what the issue actually is

#

You could also add an offset in an anim bp. There are a few ways to go about in-editor offsets

amber shuttle
#

๐Ÿ˜

rancid jay
wary ferry
#

will handle with care i guess

#

no more hardcore moves for me xD

#

are you using git kraken by any chance? thats the only new thing that changed for me since moving to 4.27

trim mantle
lucid grove
#

What could be the reason that Play Anim Montage not firing? It works only with some random chance. I just restarted scene 10 times and it fired only 3 times.

#

I mean its firing, character just doesnt play animation.

#

All input data is correct

#

Breakpoint telling all is fine

trim mantle
#

@lucid grove Anim Slots?

lucid grove
#

Sure, it wouldn't fire without it.

#

Its working in 3 starts of 10

#

Nothing else triggers montage

trim mantle
#

Maybe you have something else playing over it

lucid grove
plush yew
#

Can't get these stairs right, they are from Classical Mansion pack. Could it be that those are just bad assets and don't match? They are not used in demo project, so can't get example. Maybe there's a way to fix them manually? Tried changing size, but still nothing.

neon bough
#

have you tried rotating the rail?

#

that asset pack really reminds me of some tomb rider mansion

hollow cairn
#

uhm help?

#

it says those bones are missing but i didn't want them anyway, will thee other bones be present?

plush yew
#

i wanna make spiral stairs going up to the sky in level, but you kinda need floor after stair ends