#ue4-general

1 messages Β· Page 1096 of 1

bright sigil
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still gotta nudge you towards the hide/show method, it seems so much better, less error prone, but by all means learn!

manic owl
#

yes conrad im going to switch my method entirely after this

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i just want to understand why i cant do it this way

bright sigil
#

great, but i dont mind having you check this out, its also pretty cool

manic owl
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because if i dont im just going to run into this problem again with future blueprints

stable path
#

As Conrad said this already,
When picking up th orb, you're only destroying the component
But when spawning the orb again, you're spawning a whole new actor
So, you're most likely ending up with two actors. The first one having destroyed component and second one, the new orb

manic owl
#

OH

#

see thats what i was looking for

stable path
#

It might also be messing with the collision

manic owl
#

that makes complete sense

bright sigil
manic owl
#

im convinced that it should still be possible (thought inefficient as ive learned) to destroy the whole actor and replace the whole actor (or destroy and replace the component within the one actor)

#

how could that be achieved? @stable path

inland pine
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wait why is this rendering in as black when it has a texture (also i have rebuilt the lighting)

bright sigil
loud berry
manic owl
bright sigil
manic owl
#

so i have to use destroy compoonent

stable path
#

@manic owl if you want to destroy the whole actor, you'll have to spawn a new orb first and then destroy the previous orb

oblique flame
#

Can someone help me sort out this error, im trying to make my game MP and im getting this one error,

Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetPlayerController_ReturnValue". Blueprint:  BP_GameInstance Function:  Update Game State Graph:  UpdateGameState Node:  Cast To BP_HUD_Parent

Been at this for hours trying to simply get the hud working for the client.

stable path
#

Use the destroy actor node instead of destroy component

manic owl
stable path
#

@bright sigil yeah

bright sigil
stable path
#

Well, Omni man does look menacing

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And commanding

bright sigil
# inland pine no

haven't the faintest idea, everything is dim though, but it doesn't look like lighting, what does unlit mode look like?

inland pine
bright sigil
loud berry
# inland pine no

What does ur material node look like? And nothing else in ur scene has much light either try bumping up the brightness

bright sigil
# inland pine

damn that is weird, i aint got much, and when i aint got much, restarting the editor is all i can think of

manic owl
loud berry
bright sigil
stable path
#

@manic owl you must have a blueprint where you've attached your actor component, right?

inland pine
bright sigil
bright sigil
loud berry
# inland pine

Google says somethings scale is set to 0 on an axis. Change it to like 0.1 or something

stray ingot
#

hey guys, im new to UE4, and i just try watching videos but nothing seems to help me learn how to make games or code at all. Any ideas on others ways?

drowsy snow
ivory hearth
#

Guys. Sorry for bothering. I was just looking for an answer regarding a question related to publishing a free game.
I do not plan to monitize it in any way.
Is it necessary that I inform epic game about this release or I can just post it without informing.. I am planning to put the mini game in playstore.
Could you please help me.

loud berry
inland pine
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I fixed the problem

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it was that the cube was to thin

drowsy snow
ivory hearth
loud berry
drowsy snow
ivory hearth
#

Thats also true

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Am just so paranoid about these legal stuff..most of the times they are very very confusing

oblique tangle
ebon stirrup
#

maybe you can try unticking the do collision test of the spring arm

oblique tangle
#

ah yep, worked perfectly, thanks a bunch man @ebon stirrup

hidden bloom
#

Ok now I am pissed. I made a new part no material on it like I have always done before and then did my uvs now trying to put a material on it in unreal and it isnt letting me. im doing the same as I always had before so there must be a stupid setting somewhere I dont know about blocking textureing

bright sigil
hidden bloom
#

well it slid when I was trying to hit the prt scn button but same thing in material slot

native raven
#

I'm really new to Unreal Engine 4 and every time I import my character into it, it always splits it into pieces. How do I fix this?

hidden bloom
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@native raven on import theres an option for single mesh might have to open some dropdowns to see it

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also if you select everything at once and drag it in it will place everything properly but you then would have to select them and group them

native raven
#

I'm either blind or there is no option for me

tender pecan
#

I think Combine is only available for Static meshes, Skeletal mesh dont have that option. But also I see each mesh is coming in with their own skeleton.
Did you skin all your meshes in your DCC to the same skeleton?

#

From the docs.

sullen forge
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Asking here cause wasn't sure where else
Is it illegal to take a system that is implemented in a game engine like nanite or IDTech's megatexture thing and implement in another

tender pecan
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It is not illegal at all.

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No idea about IDTech, you would have to consult their EULA

stray ingot
surreal eagle
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can someone tel me what i'm diong

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contact me in here

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to see the worst code ever

drowsy snow
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<@&213101288538374145> Judgement on invitation links?

surreal eagle
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really?

drowsy snow
tender pecan
#

Copying code is not illegal, that is bullshit. It is stated in the EULA you may do so. You are then subject to the Unreal EULA. πŸ™‚

drowsy snow
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But tbh it's my bad for oversimplicating, should've been pedantic on writing it.

tender pecan
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I see the point yes. I mean there are actually many grey areas here, need to check on precedent but distributing for sale yes. defo illegal and they will persue, but copying nah. You should be ok.

surreal eagle
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laughs in stealing blueprints from random russian links

tender pecan
#

The Google and Apple cases are making it very difficult to find cases. urgh.

buoyant graniteBOT
#

:triangular_flag_on_post: dr.supervillain#0176 received strike 1. As a result, they were muted for 10 minutes.

tender pecan
# sullen forge Asking here cause wasn't sure where else Is it illegal to take a system that is ...

Now, if you were to copy UDK (UE3 source code, that would be a different story,. as that is protected by Law as code containing Trade Secrets and IP )
Epic are still battling cases to this day with licensees of the UDK regarding copying code. That is 100% illegal. And is stated as such when you sign the contracts. But UE4 is a different story.

It is a little difficult to determine cases for precedent without access, but it does not seem like UE4 users are getting sued left right and center for copying code.
And that makes sense looking at the EULA. Once you copy UE4 code, that product becomes governed by the UE4 EULA. How would this impact that products existing EULA?
Those are questions you should ask you legal rep. If you are just a dude copying stuff for making a game, and not for the purpose of selling in part or whole as a 'game engine' then you are golden.
Once you hit 1MIllion, pay the piper. πŸ™‚

runic fern
#

Goodmorning , Goodafternoon , Goodevening

drowsy snow
runic fern
drowsy snow
runic fern
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its just cable cylinder should i do it rigid ?

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I was trying to spawn new mesh when the X changes to Z but its spawning weird shape

drowsy snow
#

Make sure you don't block incoming server DMs.

runic fern
#

Manny cant answer you like this its a bot

#

you have to follow the instruction he will post your offer in channels

drowsy snow
runic fern
#

This is the shape im getting when i change the direction

drowsy snow
runic fern
#

no not walls .. Cables spawns on walls

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and ceilings

drowsy snow
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γ‚Ήγƒšγ‚€γƒ³θͺžγ―話せません。
I don't speak Spanish.

drowsy snow
runic fern
#

Cable Component ?

drowsy snow
runic fern
#

oh

drowsy snow
runic fern
#

nice

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its working ingame also i think

lone talon
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i want cook for windows server after delete some folder, but still editor try to cook deleted files and BPs , anyone can help ?

tender pecan
lone talon
tender pecan
lone talon
marble mist
#

where can I get guns models?

modest trench
tender pecan
# lone talon full rebuild and compile

Ok, then you probably did not delete what you thought you did. πŸ™‚
You want to be sure?
Close Editor.
Delete Output packaged folder [ where ever you build to ], Binaries, Saved, Intermediate and Build [if it exists]
Reopen Editor or Just rebuild via cmd line or what ever you use.
If it is still in your package, then it is still in your project somewhere. ( find it with CTL+P )

modest trench
#

filter by free

drowsy snow
ebon stirrup
#

there are 3 guns pack that i know all are free

sour tide
#

Is it actually crazy to try to learn how to make games by starting with UE4? I suspect I'm jumping in at the deep end, but I also kind of hate using tools when I can see their limitations.

drowsy snow
marble mist
drowsy snow
drowsy snow
# marble mist I know

Or just because the last supported version is 4.21?
You can force import it to newer engine versions, and it's just a bunch of simple assets, should be no problem importing them.

ebon stirrup
hasty anchor
tender pecan
#

"same stage" can you provide some info?
I mean it cant make stuff up and it wont take from your recycle bin, so it is in your project guaranteed, somewhere. give some info, what is it exactly you are seeing, that you think should not be there friend?

lone talon
drowsy snow
tender pecan
buoyant graniteBOT
#

:no_entry_sign: leo-senpai#3324 was banned.

hasty anchor
#

why async load code asks for something deleted....

drowsy snow
hasty anchor
#

yes all of them

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anything I can possibly delete it

tender pecan
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It is possible they were referenced by other assets, and you jsut broke those references by deleting them from file explorer.

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you should really only do that if you really know what you are doing, else jsut use the delete asset in engine, it will resolve that for you

hasty anchor
tender pecan
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yeah, but for some reason, asset are marked for packaging, that want those you deleted

hasty anchor
tender pecan
#

a ha. we get closer to the real issue πŸ˜†

drowsy snow
hasty anchor
#

I mean it says delete it but there is files inside that

drowsy snow
#

Right click on any folder -> Fix Up Redirectors

hasty anchor
#

yea done many times

#

Im start to thinking about lumberyard =)))))))))))))))))))))))))))))

tender pecan
drowsy snow
hasty anchor
#

so any solution? 😦

tender pecan
#

I see Epic's Rogue being referenced in there.

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Probably a sequence was not cleanly removed

hasty anchor
#

want me to share my screen?

tender pecan
#

yes, I think do what Lorash suggested. Delete via editor rather. if you get errors there, post them here again.

hasty anchor
#

Ah I hope I have that option, have issues with plastic right now also

plush yew
hasty anchor
#

So I guess I RIP yea?

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:))

plush yew
#

rest in palace

hasty anchor
#

😐

tender pecan
#

you can restore those assets from the marketplace, the same way you got them πŸ˜†

hasty anchor
#

ty guys , I will try to build up from what I have left

plush yew
#

are paragΓ³n asset good? ue5

hasty anchor
#

somehow conditiones of my partner force me to dont use VC , and yea Im universally ***up

tender pecan
#

anyyard really

hasty anchor
#

I should just change my partner I guess

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:))

drowsy snow
plush yew
#

Recommend some good quality assets unreal_4

drowsy snow
#

Still nothing compared to Blender's Default Cube kappaross

plush yew
#

a,x,enter

drowsy snow
#

Yeah, tried to speedrun deleting default cube, shy of 2 second.

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Still a few time loss here and there

plush yew
#

why do not delete it once and then modify the default file?

#

i am not playing a game with you

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checkmate

drowsy snow
drowsy snow
plush yew
#

i do not get the reference

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but if you are talking about virtual domestic violence, i would suggest to stop

#

violence is bad even on the bit word

sour tide
#

I just installed the editor, baby steps. Why is every tutorial except the first one green-ticked? Do they actually exist? If I hover over them, it says the category is completed, though I never did them, and nothing happens if I click on them.

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(note: the first one does work and I actually did that one)

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(....I think. I did SOMETHING that pointed out the main parts of the interface, in turn)

drowsy snow
sour tide
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So, they're like... stubs of what was? Curious that the buttons would be there but not seem to do anything

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I'll ignore them then

drowsy snow
#

Things definitely changed a lot from 4.1, so yeah

sour tide
#

all right, sounds good

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I actually already had the first hour thing opened in one of my many tabs but then this one popped up in the actual editor, so I started chasing that one

fierce tulip
faint bone
#

when i cast to item actor, what should be object for it?

obsidian nimbus
#

base actor

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if you have an AActor ref it can cast to a character cuz its also an AActor

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you sorta say.. use this aactor as an Acharacter and if its not a char the cast wil fail

tender pecan
faint bone
#

well its confusing. but sol i found is create a variable, refrence it to actor class im casting and use it as object. πŸ˜› and it doesn't work. :<

obsidian nimbus
#

if you have a trigger box BP, with a box collision with an on overlap event

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it wil give u a ref of the overlapping actor

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AActor has a lot of code like... set transform and set visible stuff like that

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your char BP has all the code from AActor but also code from the char, if you want to use that code you cast to it

faint bone
#

yeah thats where the problem, when i cast to a actor, i don't know object for it.

obsidian nimbus
#

you can set transform of the char w/o knowing its a char cuz u know its an AActor

tender pecan
faint bone
#

its same im casting to.

obsidian nimbus
#

if u have a ref you dont need to cast

faint bone
#

ref not working.

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i created it myself, so i can't acess them.

tender pecan
#

Also, what variable type is this:

#

And where are you setting the value for that variable

faint bone
#

its actor class im casting to.

obsidian nimbus
#

the cast says NOTE

tender pecan
#

Yep., it is just saying no need to cast to same type.

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So the variable is null

faint bone
#

so at end, what is the object here?

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when casting to another actor, which object to use?

tender pecan
#

I see. Tell me, why do you think you need to cast? you can get the same functions from just your variable pin? ( it is the same object type πŸ™‚ )

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Cast wont fix it if its null. πŸ™‚

obsidian nimbus
#

if you do a spawn actor from class and set that as the ref it wont be null

stone stump
#

hey guys is there any tutorial where they show how to create a stylized ice master material in UE5

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?

obsidian nimbus
#

not sure if thats what u want tho

stone stump
#

any documentation

obsidian nimbus
faint bone
#

thanks, looks like it working.

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but i made variable in that actor also public and now it works.

modest trench
#

although sadly the download links are down

primal tendon
#

Is it possible to modify how a blueprint actor I place scales? I want it so that when I scale it, it should replicate the an component in the blueprint in the direction X,Y,Z....

primal tendon
#

I'm trying to use water-materials
https://www.unrealengine.com/marketplace/en-US/product/water-materials

The problem is I need to separate those into different planes and put them side by side to make it look like one big ocean
And I have a 4k x 4k Sanhok (PUBG) heightmap I got from some random github.

For reference I have put 1 big plane covering the whole place but that's how I want the water to be.
I don't know exactly how much should each plane be of size but I only know that I need to have multiple of them placed side by side to overall form that big of ocean and it's too much manual work.

Unreal Engine

High-end Water Materials, ranging from Ocean to Waterfall, created with Vertex painting and Material Parameters to give you full control over the final look of the Material.

tender pecan
# primal tendon I'm trying to use water-materials https://www.unrealengine.com/marketplace/en-US...

The water materials use vertex animation via UV's to perform the waves, so if you break up into grids/tiles, your planes wont align as the vertices deform to create waves.
Meaning you will see massive holes and tearing in the sea and your ocean plane will look like poo

So even if you get it tiled, those materials dont support offset onto a grid like you want. unless you material wizard you better off using a large plane and playing with the UV scale

sinful grail
#

Hey guys! Im a beginner with UE and i could use a little help if you dont mind πŸ™‚ Im playing around with a Blueprint atm, that scatters Houses random in an Area. My problem is, that many Houses clip into each other or overlap with parts of other. Does someone know a simple way, so they dont get too close too each other, but not too far apart aswell?
That would help me alot! Thanks in advance πŸ™‚

digital anchor
#

the algo contains a minimum distance apart from density

tender pecan
native raven
#

Thanks

rigid yarrow
#

hey i just went though the terms and conditions but i have some specific questions to ask, is there anyway i can do this ? someone that knows the terms and conditions very well

fierce tulip
#

best to just ask the question, worst case we'd tell you to contact legal.

rigid yarrow
#

well its more of a question for adults so ..

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well i have this question thats probs very noob like, are you allow to release a game with content from blender ?

fierce tulip
#

hehe, dm me in that case. I might be able to tell.

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oh that

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of course

rigid yarrow
digital anchor
#

i thought this was going on a completely opposite way

fierce tulip
#

same

rigid yarrow
#

it is lmao im going to dm him

tender pecan
#

what just happened?

loud berry
#

so... games like stardew where it's a platformer but... not really. it's 2d topdown... does unreal still support the kind of movement and interaction youd see in a 2d game like stardew?

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what's a good starting point? i'm making a 1 room stardew valley topdown 2d game

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it's not really stardew but for lack of a better term it's a topdown 2d game that is not just a linear run, jump, etc.

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flat 2d preferably

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okay is there much info here? i youtubed 2d unreal and it just brought up side scroller stuff. Should i use a different engine for this?

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im more worried about support, or rather information available i know unreal is kind of overkill for 2d stuff because it's mainly a 3d engine

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that's what i thought but upon the youtube search it dawned on me that maybe there's not a lot of people using 2d craft because there are other engines specifically made and optimized for more support and information about 2d game creation

loud berry
#

nono ill back up

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optimization is a technical term, i mean workflow related and beginner friendly. basically "you're a new dev and you can jump right into this with plenty of tutorials"

rigid yarrow
loud berry
#

i have but the problem is money @rigid yarrow

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it's not exactly that kind of game. the kind of game im wanting to make is like zelda, or harvest moon, or stardew valley but essentially - room simulator; which is intentional and very core to the game. you're meant to be stuck inside.

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there's no combat

azure topaz
#

what does mean hovered and unhovered for the UE4?

loud berry
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um... it's meant to be a first finished project of mine that's where im coming from

azure topaz
#

thats hovered or unhovered?

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?

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that is hovered or it is unhovered?

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and this with the mouse is for what?

loud berry
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it's for checks i'd imagine.

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if mouse IsHovered = true & keyPressed (left mouse button) then 'do something'

azure topaz
#

and its the opposed for the unhovered, right?

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i mean

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if mouse isunhovered= false & key pressed( LMB) then do nothing

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am i right?

loud berry
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so... given the nature of hovered/unhovered functions it runs every frame. the game engine checks to make sure the cursor or the mouse is hovered on a particular element every frame if it's true then u can set it to interact or do something. if not then it does nothing.

yes

azure topaz
#

ok

loud berry
#

❀️

azure topaz
#

thanks alot for thelp ❀️

loud berry
#

ofc

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ofc = of course

azure topaz
#

i know what ofc means ^^

loud berry
#

haha ok not sure between language barriers c:

azure topaz
#

i send you a friend request,

loud berry
#

accepted!

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thanks for the friend request πŸ˜„ i don't know a lot but I will help where i can

plush yew
#

can i generate a pathfind with a mesh?

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godot had this option of exporting a mesh as a navigation path but i could not find any related to ue on the internet

loud berry
plush yew
#

yeah

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actually, i will use for my characters movement

loud berry
#

there is definitely a robust AI pathfinding system for unreal gimme a min to find some resources

plush yew
#

i was just looking for a way to get the pathfinding already baked into a custom mesh

loud berry
#

that might be your answer, baking but lemme research anyway

loud berry
#

An overview of the NavMesh example level, example 1.1: Simple Navigation.

An overview of the NavMesh example level, example 1.2: Nav Link Proxy.

An overview of the NavMesh example level, example 1.3: Rebuild.

plush yew
#

you remove the embed by clicking on the X top-right

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but i already went through this docs

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i had some problem by generating the navmesh very close to obstacles, which sometimes just make pathfind do not work

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and idk, just being able to duplicate my world mesh and transforming it into a navmesh out of the box feels easier than tweaking parameters in the settings

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as i am not using the landscape editor but a low-poly terrain made on blender

stable path
plush yew
#

oh that is better

stable path
#

What is the better way to make modular characters?

#

I tried the simple way of creating a base body mesh and just putting clothes meshes on top of it
But the two meshes clip through each other

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And skin shows through the clothes

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What approach would you recommend?

thick herald
#

Have a look at Master Pose Component, that might be what you are looking for.

plush yew
#

how can i fix my unreal engine crash!?

stable path
#

@thick herald yeah.
But I'm asking about the graphical aspect of it.
Like the skin clipping through clothes

pastel aurora
plush yew
#

shouldn't 'is overlapping actor' target ' motioncontrollerpawn ( VR ) basically act as a condition!?

pastel aurora
#

Help noob: any idea why the VR pawn slides/drifts and not moving regularly?, i think it has to do with the vr not being character what can i do?

plush yew
#

anyone? alex

plush yew
#

nvm found a way

thorny pewter
#

any one knows if performance is affected by number of levels ? for example if i will have 10 levels or 100.000 will it make performance difference except using a lot more hard drive space ?

stiff bane
thorny pewter
#

is there any way to find out if its really not affect anything ? i dont want to learn that hard or terrible way πŸ™‚ in terrible i mean after building game and in hard i mean actually creating 100k levels πŸ™‚

stiff bane
#

cant give you a answer to that

thorny pewter
#

thx it seems it should not affect performance for me too but could not find much info in google too 😦

#

thx any way

stiff bane
#

your welcome

thorny pewter
#

will ask again later when more ppl will be here

dense knoll
#

how can i interp this? Its only one value but for a normal interp i need two

grave pollen
#

@grim ore

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ty so much! Life saver.

#

bom bom bom bom bom bom bom ... tomatos?

harsh tiger
#

Hi everyone, in my game the player can earn points. How would I go about having an online data base where all the points earned get added together and displayed on the data base server for statistics?

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Could the plugin VaREST do this?

spare kernel
#

anyone have any insight into this ? LogD3D11RHI: Error: Direct3DDevice->CreateUnorderedAccessView(Texture->GetResource(),&UAVDesc,(ID3D11UnorderedAccessView**)UnorderedAccessView.GetInitReference()) failed at C:/UnrealEngine_427/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11UAV.cpp:116 with error E_INVALIDARG

thorny schooner
#

Any reason anyone can think of that my char would just freeze up out in the world when running ?

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its almost like the look of when your char gets -z and auto dies

harsh tiger
#

Could that be something as simple as a online google excel sheet and just changing a value there? I'm extremely out of my depth with this stuff

random island
#

Hi, is anyone familiar with the collab viewer template?

safe osprey
#

What would a W texture map be, its like black green and red colors?

velvet haven
#

someone knows about it? i also get this random issue with NVIDIA GPU (no issue with AMD)

azure topaz
#

um i have a general question

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does someone know ,if i install windows 11, does i have to install all the games and apps again?

drowsy snow
bright sigil
drowsy snow
#

Or if you're upgrading from Windows 10 to 11, not clean install, everything should be seamless.

azure topaz
#

seamless?

bright sigil
#

lol wait, i didn't mean that reaction

harsh tiger
#

It's not a game that will be released to the public. It's select businesses only

bright sigil
drowsy snow
# azure topaz seamless?

By seamless, I mean all of your installed programs and user data should remain, as upgrading only touching Windows folder.

harsh tiger
#

How could they screw up? I just want the amount of points they've earned in a session to be added to a data base. So say 5 sessions with 10 points each would display as 50 in the data base

drowsy snow
bright sigil
#

yes i believe that's part of their education background

drowsy snow
buoyant graniteBOT
#

:triangular_flag_on_post: mdrena#3736 received strike 1. As a result, they were muted for 10 minutes.

harsh tiger
autumn flame
#

Corporate always finds a way

drowsy snow
regal mulch
#

Given how much stuff is sideloaded onto that device already :P

plush yew
#

too many same light sources?

harsh tiger
plush yew
#

when I remove some it somehow is ok

bright sigil
#

if the culprit resides with your exp fog, and seeing there is a specular in the water, id say it is influence from lighting. ppv is one place, the light itself is another, id imagine it rather finicky regardless

plush yew
#

auto exposure was turned off, when I turn it to manual everything is pitch black

#

i made base with default settings

#

then i added this one

#

only two things from it - SKY and SUN

dense knoll
plush yew
#

that gave me an idea πŸ˜„

#

what is it, looks simple

drowsy snow
#

Though that's from a long while ago, not sure if they resolved it by this point or not.

dense knoll
#

yea

#

Its not just truesky stuff tho

#

its also any material with with "Is Sky" set to true

plush yew
#

Blueprint Runtime Error: "Accessed None trying to read property None_ExecuteUbergraph_river_scene2_RefProperty". Blueprint: river_scene2 Function: Execute Ubergraph River Scene 2 Graph: EventGraph Node: AddActorLocalRotation

#

im getting this error suddenly

plush yew
#

yeah, item was missing in the map

still reef
#

I usually get like an X icon or something indicating too many light sources together

velvet haven
plush yew
#

looks like this, i want to keep that fog and vibe over all of the map

#

when you move it just changes in weird way

#

global illumination is off

#

i guess i will just redo it all over again and try to match the vibe

grave pollen
#

thoughts on upping my character movement speed to 1000? My speed just feels slow at the regular ~600 for sprint, Im just not sure if there are ramifications since this is a multiplayer game, will it have any detrimental effect on the server due to moving too fast or is that not even a consideration?

thick herald
#

Depends on how you are handling movement. If done properly it's not a problem, how else would vehicles move about πŸ˜‰ 10 meters per second though, is pretty fast so it will affect your game design. You'll have to take that in to consideration while designing levels.

grave pollen
#

good point

north bane
#

Having an issue with spline hair where it does this when a light passes it on the opposite side. The mesh it attaches to does not seem to occlude the light, so it's just giving full transmission. Any clue what might be causing that and how to potentially fix it?

real heath
#

I don’t know specifically your design or game feel, but after a certain speed it may be worth exploring other changes to improve perception of movement

dire parcel
#

hey everyone, so i have a request.. what is your favorite third person shooter with really good shooting mechanics? i want this third person project i am working on to feel really good, I want the shooting to really feel like you are demolishing your enemy, anything can help thanks ❀️

grave pollen
dawn gull
#

If I have a value in between a min and a max how could I convert it to a value I can use for a progress bar?

#

Thanks!

plush yew
#

tried to add tree in foliage and it got stuck at 70%

#

how long it will take to load it?

bright sigil
plush yew
#

from open world demo

#

hilltree_02

bright sigil
#

πŸ˜‚ itll be awhile

plush yew
#

30 mins lol?

winter bluff
#

probably dumb question but what to do when metahumans have weird shadows?

bright sigil
neon grove
#

where are action mappings saved?

bright sigil
#

Project Settings > Inputs

neon grove
bright sigil
neon grove
bright sigil
winter bluff
bright sigil
muted arrow
#

Any suggestions on folder rename? I did in content browser F2/rename. However, it doesn't do it cleanly. Yes, I did fix up folder redirections multiple times. Is it better to do a migrate instead, does that allow you to migrate without the top folder or does it preserve it?

paper cobalt
muted arrow
#

I select a folder and rename it and it creates the new folder with all the assets under it. But the previous folder and subfolders are still there and is not cleaned up?

paper cobalt
#

i actually just did that. it does infact do that

so if i remember correctly, it is easier to replicate and rename the contents

rather than go and edit existing content.

not sure how accurate that is :/

#

there was a tool on the free collection dealing with asset cleanup
maybe that will help

muted arrow
paper cobalt
#

trying to get a link for ya

#

derp moment cannot find the share link

muted arrow
#

okay, I will take a look at it.

#

Thank you

paper cobalt
#

absolutely

plush yew
sour tide
#

I think I have to say, while I appreciate the recommendations to watch the Kickstart videos, I'm getting approximately nothing out of them. I learn from worked examples

#

A 50-node flowchart of the blueprinting system doesn't equip me with anything I can use

drowsy snow
sour tide
#

Showing me the blueprint system won't help me actually get to a point where I can use it unless there's actually... some kind of material teaching me how to use it. Like, there are nodes, with little coloured symbols on the sides, but what do these symbols and colours mean?

#

That's rhetorical, I'll get to that eventually, when I actually find material that introduces concepts in a digestible order for me

tidal jewel
#

Is there a button for restoring previous session windows after the initial prompt fades?

sour tide
#

BEcause it feels like I spent an hour learning simply that,
"blueprints are a powerful and visual way to solve problems and implement functionality that are normally otherwise tackled by coding"
"it's functional and event-driven"
"it's threaded through just about everything"
and "it supports inheritance and robust debugging tools"

sour tide
#

(OK, the "kickstart" videos are not for me, but the "exploring" courses look much more promising from the content list)

bright sigil
#

those are helpful to know, but it sounds like those wont retain with your current knowledge of the toolset. sometimes programmers from other languages watch these videos, it helps them. Implementing coded logic has no "starting place" as you've discovered. I'm sorry it took this long to come to it, but yet, best is to always get in there - hands on first, visit theory after, though not everyone is like that and not everyone is "starting" at the same level

sour tide
#

That's the issue though, I feel like the videos didn't help me get to anything where I understand the hands-on part and the theory that it did cover was too broad, too high-level. I feel like an intro course should open with like... taking one of the premade projects and adding on to it in a dozen places to turn it into a playable microgame. A sort of Hello World of game creation

bright sigil
#

thats kinda what college is for, that's personalized

upper pumice
#

Hey all πŸ™‚
So very simple scenario: actor is getting pushed around the scene. The actor is a bp i made from a C++ actor class, consists of a scene root and a cube. Cube is simulating physics.

Im trying to get the position.Z of the cube, but I can only find the position of the root actor. However, when im knocking the cube around, the cube is the thing moving, not the actor. Can anyone let me know how to get the cube/physics pos in C++?

bright sigil
upper pumice
#

Right, so i do have a reference to it as a UStaticMeshComponent, but im not seeing a GetPosition-ish sort of method in there. Maybe i should cast it to a scene component...

bright sigil
#

again, not knowing cpp, its something like GetWorldTransform

#

#cpp channel can help more honestly

stable path
#

@upper pumice try get location

bright sigil
#

duh yeah, unreal likes location not position as far as terminology is concerned

upper pumice
#

You're on the money @stable path, I saw it just as I finished typing the cast haha. I'll get a hang of these terms eventually haha

#

Thanks for the help all

sour tide
#

MAN, I need a second monitor for this

#

a website on one half the screen leaves very little room for the editor

#

and tabbing between is.... less than productive. Memory issues. (ADHD.)

thick loom
#

Welcome to dev life!

thick loom
#

2nd monitor more than doubles productivity

#

I use an ultrawide main, landscape monitor on left (for BP, etc), and a portrait on right for discord and webpages

warm salmon
#

I use a laptop single screen *prefessional

thick loom
#

They aren't great, but there are portable USB monitors available

#

They are kind of like a tablet

drowsy snow
#

Also I think you can get a simple 1080p60 monitor for $100, brand new.

warm salmon
bright sigil
#

I use a mirror as my second monitor

drowsy snow
bright sigil
bright sigil
#

i drew Groucho glasses on it with sharpie

warm salmon
#

Lol

drowsy snow
#

Good luck filtering from videos using shitty BP practices.

sour tide
#

Maybe there should be a video explaining the difference between good and bad BP practices

bright sigil
#

the vods are on yt so its not exclusively live

thick loom
#

Epic live training and conferences are a bit of an exception

sour tide
#

Yeah, but since Epic's business model is literally to have everyone using UE and then take a cut of the royalties from successful projects, it only makes sense that they should clearly signpost the least onerous material to learn from

bright sigil
#

you can make 1 million in gross sales before they take a measly 5%

thick loom
#

I think they expect more money from the AAA licenses

#

Than the indie developers

#

They did the move to 1mil sales to attract more indie devs

drowsy snow
sour tide
#

....yes? I'm not complaining about that cut at all. I'm saying that the activity of doing this by trying to find tutorial material involves a lot of wasted time and energy

bright sigil
#

after, what, 2-3 years? the engine went from subscription to free

sour tide
#

I, personally, cannot absorb material unless I can see the relevance or at least have something to practice it on

#

Learn by doing and all that

#

But the videos that seem to get actively pushed on the learning page are uh... bloated with indigestible and frankly irrelevant material to someone that doesn't have a functional grounding in actually using the tools

bright sigil
#

i guess you'll just have to do some digging

sour tide
#

Way ahhead of you. I'm getting a lot out of this tutorial on how to make a rotating banana

drowsy snow
#

I personally learnt through YouTube videos (it was 2016, and Unreal Online Learning wasn't a thing so I don't have much choice), and a LOT of self experimentations.

bright sigil
#

and i learned UDK before yt was a thing. That's right, i was reading books! We're talking thick, outdated user guides

drowsy snow
#

Nah, kidding.

bright sigil
#

i understand the frustration, but ya gotta dig

drowsy snow
#

I'm a bookworm myself, but I don't have any gamedev books (I'm not in the US or Europe)

bright sigil
#

they might get outdated, but they teach a lot of great concepts

drowsy snow
#

So online resources is the only thing I got. No books.

#

Wish I could have, but even as a teenager I couldn't import shit from overseas..

bright sigil
#

and maybe there are pdfs floating around out there...

hot beacon
#

Any one know of a good tutorial for Procedural Animations

drowsy snow
sour tide
#

Maybe they mean something specific or are looking for any entry to the subject?

neon grove
#

how can i clear the references to deleted assets?

#

because i deleted a folder that i wasnt using but for some reason im still getting warning that those assets couldnt be loaded but none of the current BPs reference those assets

bright sigil
#

you can tell if they were removed by checking their file sizes

#

should be 0kb

neon grove
#

i did fix redirectors and all but its still referencing

bright sigil
#

like i said, i try deleting them a few times before doing it through file explorer

#

its murky waters though

neon grove
#

what if i already deleted them through explorer?

bright sigil
#

but they still show up in engine?

neon grove
#

is there a way to just delete any leftover references?

bright sigil
#

close the engine

#

double check the file explorer

#

then re-open the engine

neon grove
#

u mean restart editor?

bright sigil
#

before opening it again, you need to see if the folders/files didn't popup again

neon grove
#

they dont pop up when starting the project

#

but they appear as warnings when packaging the project

bright sigil
#

oh

#

try a resave all on the root content folder

#

it may take some time for it, so let it do its thing

neon grove
#

ok im resaving

native raven
#

Every time I add this to the skeleton socket it always makes it huge, any idea why?

hot beacon
#

big bone

#

sometimes (well for me) the size of bones is really big so if i parent something to a bone it will mess up the scaling

neon grove
#

should i resave each folder is that possible?

bright sigil
#

yeah, i didn't realize you would have a big project. try a resave on the folder that you think the missing files are causing the error of

native raven
bright sigil
#

damn that was fast! πŸ˜›

native raven
#

Read your mind man

#

It

#

It's not solved, but I found the issue

bright sigil
#

keep us posted then

native raven
hot beacon
#

pog

paper crest
#

what can interrupt montage? just other montage, right?

bright sigil
#

iirc, you just call stop montage and dont plug any montage into it, read the tooltip to double check

paper crest
#

it just, something keep interrupting the montage

bright sigil
paper crest
#

just a sphere trace with bool condition to run the montage

#

the montage only run once, but it keep interrupted by something

#

πŸ˜†

bright sigil
paper crest
#

the bool keep the montage to be called only once

#

the line trace do happen multiple times tho

bright sigil
#

mhm 😏

paper crest
#

right?

#

hahahah

#

maybe i just should use animation state xD

bright sigil
#

if it works for your needs...

paper crest
#

the thing is, its only 1 montage

#

ahhh heck, ill just try handling the interruption

#

thanks btw

bright sigil
#

well, with a bit more detail i might know whats going on. i can only vaguely say montages are good for one off animations

thick loom
#

It will tell you the name of the montage that is currently running

#

showdebug animation

#

slomo 0.1

#

^ Those are the console commands I use when debugging my anims

bright sigil
#

writes down furiously

thick loom
#

If you are lazy, slomo .1 works too

#

slomo 1 to go back to regular speed

#

slomo 10 to go fast

#

After you've done showdebug animations once, later time you run PIE you can just use showdebug

#

showdebug animations has to be while PIE is running

neon grove
#

it once got to 40 GB LOL

bright sigil
#

they may sometimes come in with their own errors too

neon grove
#

i mean it was 40 GB bc for some reason if u make rly bad ticking spaghetti blueprints all the warnings get stored in massive log files

#

but still it was 20 gb of content folder

paper crest
#

uh my eyes cant handle it anymore

#

prolly should get a drink xD

#

thanks for the tips, man.. ill try later

neon grove
#

had to delete a bunch of unused marketplace assets to reduce it to 5 gb

bright sigil
#

essentially, you want to keep Config and Content and toss the rest (keep the .uproject obviously)

neon grove
bright sigil
#

haha, its the autosaves that are the real mem sink

neon grove
#

yeah that too sometimes they take up to 5 gb

bright sigil
#

it literally makes copies

neon grove
#

anyways i already resaved all the folders time to try and package my game for the 50 time...

#

hopefully no errors this time

#

i think backup also takes up space

#

tho not that much

bright sigil
#

i backup by cleaning those previously mentioned folders, duplicate it and zip the old one

#

there is also perforce πŸ˜›

neon grove
#

when i backup i just copy the entire project to an external drive

bright sigil
#

i dont think i would suggest the same with a 40gb project

neon grove
#

if i mess up the current project i can always get it back

bright sigil
#

to trim space, delete those folders

bright sigil
neon grove
#

hopefully my 2 tb drive doesnt run out of space

bright sigil
#

it wil πŸ˜„

neon grove
#

ill prob delete those older 40 gb versions later

regal mulch
#

$5 Droplet with perforce and you are fine

chilly geyser
#

OK. Im pondering my orb, about making a multiplayer Wind System that uses Closed Spline Areas. How could I replicate some kind of 3D Perlin Noise field to make Moving Wind and some areas that are Windier? Vector or Noise Fields? A Replicated Texture??

#

Basically I could derive values from a 3d heightmap, that is moving within the Spline Area. Anybody got any ideas?

neon grove
#

YES THE PROJECT PACKAGED SUCCESFULLY!

#

after 50 tries

#

i rly should package more often to prevent so many errors

sour tide
#

well that's intimidating

regal mulch
#

Well it's a lot of like 5 min videos iirc

#

Talking about single nodes

#

So not everything is necessarily relevant to you :D

azure nimbus
#

Anyone know if it's possible to make the Splash Screen different sizes for different monitors currently im using a 4k splash screen, but on a 1080p monitor it just goes on both monitors.

drowsy snow
#

Doesn't look like mistake to me, but you have to either wrap the parent vertical box widget with Canvas Panel, or bring the bars into their own User Widget.

plush yew
#

10yr old me in blockbuster
"can we rent evangelion"
mom
"we have evangelion at home"

#

evangelion at home

#

so when is UE5 Verse?

drowsy snow
plush yew
drowsy snow
drowsy snow
# plush yew good grief

I know what you typed before. You're asking if Verse is going to be any faster as Lua or other scripting language.
Look, the benchmarks doesn't even exist yet.

plush yew
wanton rain
#

I lost the project source and only have the packaged file. I unpacked the pak file with unreal engine default's unpacker, but instead of just one uasset I also have an uexp. Also, the uasset doesn't appear inside the engine and I can't access it. I just want my blueprints back. Is there a way to do that? Thanks

drowsy snow
wanton rain
drowsy snow
wanton rain
#

thanks anyway

plush yew
plush yew
knotty summit
pearl minnow
#

ooh verse looks cool, more functionalish

modest trench
#

More about the instant compiles and async stuff

pearl minnow
#

if somebody tells you that your UE5 game is running like a postcard on their computer, how do you start to debug / profile ? I used the mesh inspector, its all green on my side. Could it be the new lighting systems killing their machine or something?

knotty summit
#

Thanks, didn't even noticed it. I guess something is wrong when you access from Google

drowsy snow
pearl minnow
#

@drowsy snow it could also be poor use of eventTick also right? I'm using that in a few places to lerp stuff

#

im animating 40 meshes up/down

drowsy snow
#

Also heard that Chaos physics is enabled by default on UE5, and it's still broken.

pearl minnow
#

ill read about that then πŸ˜„ the physics in this game suck ATM the ball is really unpredictable but i think that's just me messing up the physics material

modest trench
#

Disable overlaps for those meshes unless required at least

pearl minnow
#

what are overlaps for, when meshes pass through each other right? in that case i wouldnt need them no

plush yew
drowsy snow
# pearl minnow

I dunno about you, but I don't see how this can't be done in UE4.

plush yew
# plush yew wtf

I decided to use sketchfab exporter, and use some decorations from sketchfab, and I got this lol

#

what even is happening with it

pearl minnow
modest trench
#

That's how a dog would wear pants

plush yew
#

lmao

#

yea, idk, I wanted to fix it, but I couldn't see anything wrong with it in Blender, and it wouldn't even let me reimport

drowsy snow
modest trench
drowsy snow
#

Unpopular opinion, hot take:

New Unreal Engine 5 features are not necessary for new learners to get started.

pearl minnow
#

I'm working on a bunch of things in UE5 not just this

#

I appreciate you cautioning me

modest trench
#

Game features plugin?

plush yew
#

virtual shadow maps are broken, Lumen reflections for anything legitimate reflection related (like planar reflections) are broken, and nanite depends on VSM, so, don't use it unless you are using VSMs

#

UE5 is useless atm

#

just don't use it lol

#

nanite is fun for the first two seconds

#

UE5 is abandonable afterwards

#

the UI is cooler though

modest trench
#

5.0 has some very nice new plugins that they don't have docs for. All the newbies are just using EA2 though

pearl minnow
#

I had no issue running a virtual TV show for the last couple months with it and i really enjoy the lighting ( and UI πŸ˜„ )

plush yew
#

I still feel like there was a significant loss in terms of level design abilities by them having removed height maps from materials, but whatever

drowsy snow
pearl minnow
#

ive been running instance with dynamic lighting for 24 hours at a time with no issue

plush yew
#

oh, don't get me wrong, it is claustrophobic

#

at 1080p, I can't fucking see anything

modest trench
#

The button design is too flat and unreadable but the layout is better

plush yew
#

I just like how it looks just a bit less like we're still in the early 2000s

#

not exactly the layout or anything

modest trench
#

Early 2000s rendered 3d buttons rule... Zoomers be gone

plush yew
#

as I said, 1080p at 100% scaling, I can't see shit

modest trench
#

The skeleton editor is literally like random modern art pieces in ue5. Hard to understand

drowsy snow
plush yew
#

what is the cheapest method of tracing in ue4?

drowsy snow
modest trench
plush yew
#

any trace

#

boxes, spheres lines

modest trench
#

For collision? Linetrace I believe

drowsy snow
# plush yew any trace

Ok, hitscans it is.
Linetrace is the cheaper of them, though others barely have negligible performance difference in practice.

modest trench
#

But unless you are going nuts I doubt it will show up in profiling under 100 per frame or whatever

pearl minnow
#

can i link my vid here with ue5 or is that spam

plush yew
#

ok because i see some forums and what not say its sphere

#

any ideas though? half of these imported stuff break completely when you bake lighting

pearl minnow
#

ok it was pertaining to the performance of the lumen lighting system for you to see a thing

#

but np

drowsy snow
plush yew
#

I think after my current project, I'm not touching UE5 until it's released

drowsy snow
plush yew
#

my problem doesn't seem to be UE5 specific, so I'm asking about it here, also because there's conversation here typically lol

plush yew
drowsy snow
modest trench
#

I have no clue... Try to check their shadow maps on the mesh?

plush yew
modest trench
#

I'm sure someone online has dealt with shadowmap export issues before

plush yew
#

I just googled about specifically sketchfab models having these issues, but got no usable hits

#

all I seen was some dude having set a scale parameter to -1

#

and then being surprised it broke

plush yew
pearl minnow
#

ok well i posted it in #ue5-general - apart from minor flickering, its lumen running with dynamic lighting 24/7, mostly okay - i gotta be honest i really haven't noticed any issues with UE5 so far except not being able to migrate advancedSessions plugin πŸ˜›

plush yew
#

then put down a planar reflection in front of a metallic object lol

#

you will notice a major issue

#

look closely at shadows, and there, you will notice more issues, unless you know to play around with console commands anyway

modest trench
#

The engine uses a separate uv channel for shadowmaps afaik

plush yew
#

wtf

#

4 part tutorial series

#

either way though, it shows changing a "lightmap coordinate index" option, but there's only "source" and "destination" indexes

#

I'll try playing with them though

pearl minnow
#

i gotta pattern question - i have an option in my game that switches the way a key responds when a user presses it. When changing this option, should i store it in game state and on every key press check the options from gamestate, AND / OR loop over every key to update the options in a local variable at the time when the options are set, so it doesnt have to look up gamestate every time.. OR store it in the keys parent that is listening for key events and pass in the options to child keys on every key press?

#

the options are changed via UI and you can see the two key behaviors on J and K

marsh rose
#

Guys do you know how I can remove games from my project library?
%localappdata%\UnrealEngine\x.x\Saved\Config\Windows\EditorSettings.ini
Seems not to exists 😦

pearl minnow
#

i know they all probably work but i wanna get some professional input πŸ˜„

stiff bane
#

hi guys, when i try to build my scene i get the message 'Failed to connect to Swarm' on the internet i cant find i working solution. anyone that can help?

pearl minnow
#

@plush yew great point ill think of it more like "keyboard class scope options" to future proof the code a bit

stiff bane
#

already tried that

#

its already bugging me for weeks now lol

#

@plush yewany idea?

sturdy smelt
hollow magnet
#

sooo ue5 when

#

stable release

ebon stirrup
#

when we are dead

raven estuary
#

Do people use mixer much? It doesnt seem like theres much info out there about quixel mixer

#

Is there a reason for that is it bad?

kindred talon
#

Ey guys, can some1 help me bout, assigning the delay value to a variable? Because i want to display the value to the screen...

stiff bane
stray drift
#

Every indication is 2022, but there's already 5.1 in the works (ue5-main), so it would be funny if 5.2 started before 5.0 releases.

It gives me second hand stress, the amount of cherry picking and selective merges they just do on the regular.

lusty carbon
#

Anyone experienced with Reality Capture?

plush yew
#

Hello,

I have 1 UE4 Project and 1 UE5 Project, how can i put them together into 1 project? πŸ€”

stray drift
plush yew
#

I got it, i had to go into edito > select folder > Migrate > select destination.

I prepared the old ue4 project into a ue5 one, so now im merging the 5's

plush yew
viral carbon
#

Program files/ue4.27/engine/binaries/Linux folder takes up almost 4 gigabytes, but I will never use linux. Is it okay to delete?

stray drift
viral carbon
plush yew
#

Faucher had a video on this, but it's Cinematic related, might be useful tho https://youtu.be/uWOjyxjA5Gg?t=48

In this Two-Minute Tuesday tutorial we cover how to save disk space by optimizing our Unreal Engine installs. We can easily recover 20gb of space per version of Unreal. This is especially handy if you have several versions of Unreal installed like I do.
Keep in mind, this only applies to those of you NOT doing mobile gamedev work.

#unrealengine...

β–Ά Play video
#

How would you approach movement in bloxorz? I want to recreate it but have no idea how

viral carbon
plush yew
stray drift
viral carbon
#

Thanks very much guys

#

I don't have a hard drive so i only have 222GB kappa

plush yew
stray drift
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Meanwhile I haven't setup a 1TB drive because I don't need it yet πŸ˜…
Win11 is not detecting my slow SSD, but I have 2TB NVMe that I may run out of soon-ish sooo, probably need to get into that soon haha

plush yew
#

how to change size of it? you can't just drag it, there's lots of blueprints but idk which one to edit

plush yew
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fog is from this tutorial

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In this part we will take a look at implementing some basic noise to allow us to visualise the self shadowing. We will quickly talk about how self shadowing works, then go on to implement it.

Timestamps are as follows:
Introduction: 00:00
What's changed?: 01:02
Theory of Self Shadowing: 06:20
Adding Basic Noise: 08:08
Implementing Self Shadowi...

β–Ά Play video
viral carbon
plush yew
#

can i find all that in the documentation?

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in case i miss something

viral carbon
rough cloud
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It happens both in Ue4 and 5. I tried finding out if it was something wrong in blender but it didnt seem like it

plush yew
#

Somekind of Occlusion Culling it seems

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oh wait i see now its one big mesh?

rough cloud
#

its different meshes

candid shale
#

Anyone here maybe have any experience with vehicles in UE4? Set up a vehicle according to the documentation, and it worked fine. Now I changed meshes, walked through all the steps again to make sure theyre correct (they are) and my vehicle just floats mid air. Anyone who has time to maybe go over all the necessities in a call? I'll offer some compensation for the time

rough cloud
plush yew
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@rough cloud does it also do that when you simulate?

rough cloud
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one moment

runic fern
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Hello Guys ..
I have 2 Different Actors ( Light lamp & Electric Switch ) Connected with Cable between them how can i get reference for the light to the Switch ?
Like each switch will get the reference of the light connected with through cable

rough cloud
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oh FOUND IT

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if you increase the bound to lets say 1000, these things stops!

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thank you very much

humble salmon
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Hi, so i have a gridded inventory, like you have in unturned and tarkov, and im wondering how i would go about right-clicking an item in my inventory, for a second widget to appear, about the chosen item. And how i would make it different.

Lets say, i select an AK47, i should have the option to equip it. And now lets say, i select a can of beans, i should have the options to consume it.

Any and all help is greatly appreciated.

severe hound
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Anyone know how to attach a static mesh object to another static mesh object? they are not actors or have scenes

humble salmon
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static meshes no actors? thats out of my league xD

severe hound
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ive done attachactor/attachcomponent before but its not working with a direct static mesh reference since it's expecting a scene object or actor object

humble salmon
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can u not make it an empty/blank actor?

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then give it a blank object

severe hound
#

yeah i am thinking of doing that lol, good idea

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ill have to spawn an actor and give it the static mesh

nocturne tangle
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hey guys

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does anybody know how to make the capsule appear in the viewport?

humble salmon
#

make a new actor, tie it with a static mesh, make the static mesh like 0.0001x0.0001x0.0001 so it cant be seen

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then name it something

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then tie your static meshes with that object

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the capsule always appears in the viewport

severe hound
#

yeah I got it, I can actually do it in construction script and pass it as a variable

humble salmon
#

it may just be really big

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thats even better wompa

severe hound
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but thanks @humble salmon

humble salmon
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NP

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@nocturne tangle wait im confused what you mean

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What is it your looking for?

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the capsule collider? the capsule mesh?

nocturne tangle
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ya well

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whatever that is

humble salmon
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that is already shown in the viewport

nocturne tangle
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in play mode i mean

humble salmon
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why do u want it in play mode?

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there is no use for it in playmode

nocturne tangle
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cause I gotta test something

humble salmon
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can u say what ur testing, i may be able to find u a better solution

nocturne tangle
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well I gotta do it exactly like that cause im following a tutorial

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Im testing a jump animation

humble salmon
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the tutorial doesnt show you how to put it in the game viewport?

nocturne tangle
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nope

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so stupid

humble salmon
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ok

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i have solution

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from google

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cant guarentee it will work

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so imma check it first, then get back to u

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@nocturne tangle got it

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start your game

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press the tild key above "tab"

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then type "show collision"

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and press enter

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should work

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it work @nocturne tangle ?

nocturne tangle
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like the search thingy doesnt appear when I press the tild key

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vm

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nvm

humble salmon
#

ok

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so ur sorted/

nocturne tangle
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doesnt work actually

humble salmon
#

what>

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it works fine for me

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can u hop into a VC and screenshair?

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share*

nocturne tangle
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im too shy lol

humble salmon
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join unreal hangout VC

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u dont need to speak

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just screenshare

stable path
humble salmon
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this true

nocturne tangle
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I cant share

stable path
#

@nocturne tangle Select your Capsule

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Then look for Render Settings in the details panel

humble salmon
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he's done that already i believe

stable path
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Uncheck the 'Hide in Game' checkbox

stable path
humble salmon
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he got it working

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he never pressed enter, he just clicked off it

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so he's fine

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man ive been here 5 mins, wanting my problem to be fixed, but ive fixed 2 peoples problems already xD

nocturne tangle
#

lolll

humble salmon
#

so i have a gridded inventory, like you have in unturned and tarkov, and im wondering how i would go about right-clicking an item in my inventory, for a second widget to appear, about the chosen item. And how i would make it different.

Lets say, i select an AK47, i should have the option to equip it. And now lets say, i select a can of beans, i should have the options to consume it.

#

i can right click the AK when its not in my inventory, but inside it doesnt work

stable path
#

Well, first, you'll need a widget for your inventory slot

humble salmon
#

done

stable path
#

A Custom widget which implements the 'OnMouseButtonDown' event

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On receiving this event, you check whether the clicked button was the Left Mouse or Right Mouse

#

If it is Right Mouse, You spawn a new widget, The Menu Widget

#

You'll probably need different widgets for different types of Items

#

You decide which widget to spawn based on which type of Item was clicked

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For e.g. You could have one type of widget for Guns

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which has the equip option in it

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and another type of widget for Consumables, which has the consume option

humble salmon
#

thanks, thats pointed me in a understandable direction, instead of being a headless chicken. xD

gleaming lotus
#

Any ideas why my thumbnails aren't updating in these BPs? They have meshes inside of all of them πŸ€”

humble salmon
#

not sure

nocturne tangle
#

is this a group project?

humble salmon
#

any of them parents/child classes?

nocturne tangle
#

reason why im asking is those red crosses are familiar

gleaming lotus
nocturne tangle
#

eww

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hate those

humble salmon
#

im never getting into source countrol

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xD

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imma just pay someone to do it xD

nocturne tangle
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ya dont

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lol

gleaming lotus
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When you work in a big team you have to use SCM πŸ˜›

nocturne tangle
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Is it Plastic SCM?

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L0LLLLLLLLLL

gleaming lotus
#

We use Plastic, yeah

humble salmon
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xD

nocturne tangle
#

the worst

humble salmon
#

atleast your friends dont use PHP

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when doing stuff

gleaming lotus
#

I'm not sure this is the place to discuss source control, I'm just looking for help with my issue

humble salmon
#

ye, i dont know man

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are any of them parent/child classes?

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if so, the parent one needs to be updated, then all of them will update to the parent

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Otherwise, id recommend saving then re-loading UE4

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cus im not sure

nocturne tangle
#

I remember when things were fucking up

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I removed the project from the cloud

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then re-add it

humble salmon
#

i dont use cloud

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messes up

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then again, i have access to a 4TB server and a 256GB flash drive for all my backups xD

nocturne tangle
#

nice I have like 7TB

stable path
runic fern
#

The problem is its spawning in-game realtime xD

gleaming lotus
runic fern
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the player can buy it from the ingame market and place them

gleaming lotus
#

I can't tell you exactly how to do it because I'm not sure how your system already works, but essentially you want to be using expose on spawn and link em that way

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Or perhaps create a system for the player to link each light/switch together in game πŸ™‚

stable path
#

You have a wire object that connects them right?

runic fern
#

Yes right

stable path
#

Maybe it can hold a reference to them

runic fern
runic fern
stable path
#

You could do it like,
When the player connects the wire to a Lamp, it catches a reference to that Lamp
Then when the player connects the wire to a Switch, it checks if it already has a Lamp reference,
If it does, it sets that references on the Switch

stable path
#

It can work both ways

runic fern
#

sometimes the brain just stop thinking i was looking for an idea because i used get overlapping actors ( cable ) and got the overlapping actors inside the Cable and yea its long stroy

#

Thanks its working now

stable path
#

If yes, does the parent have an empty mesh?

gleaming lotus
#

Yes, and yes

#

Does it need to have a not-empty mesh for the children to have thumbnails?

stable path
#

Well, what happens if you actually assign a mesh on the parent?

stable path
#

But you could try it

#

Oh and Also,

#

You can try Capturing the Thumbnail

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Right click on the assets, Click Asset Actions, and Capture Thumbnail

gleaming lotus
#

Wow, you're right

#

the parent mesh needs to not have an empty static mesh for it to work

#

Damn, TIL πŸ˜› Thanks @stable path!

humble salmon
#

Man, my head about to expload xD

prime willow
#

your service is appreciated @stable path ❀️

stable path
gleaming lotus
#

Capture thumbnail gets a dirty screenshot of the actor in world, doesn't seem like a worthwhile solution

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I guess πŸ˜›

stable path
humble salmon
#

So...
i think its meant to look like this... i think...

but i dont know what to attatch it to

#

i can officially say that over 80% of my brain, has melted

stable path
#

On the Inventory Slot Widget

humble salmon
#

in all my widgets, the "onmousebuttondown" event doesnt exist

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on "IsMouseButtonDown"

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idk if thats the same thing

stable path
#

When you create a new function, there is an override button just to the left of it

#

In that list, there should be this event

humble salmon
#

wait, would this be the inventory widget sorry, or item widget

#

my head has melted

#

currently the last 20% is crumating. i cant stop it xD

stable path
humble salmon
#

ok

stable path
#

It could be any one of them, depends on your choice

humble salmon
#

oh thats why i cant find it, its already being used xD

#

considering its already being used

#

i just use a sequence* ye?

stable path
#

You would want to make a Detect Drag on second pin

#

The first pin returns so the second pin will never execute

humble salmon
#

ok

#

still nothing.

stable path
#

Post a pic again?

humble salmon
#

GOT IT

#

but

#

i removed the branch, and the two green bits

#

but its only left-click

#

imma have to try to add the right-click method back

#

becuase that stopped it from working

#

this is currently where im at

#

just got to experiment now

#

man, you've got me hyped xD

#

spent too long on this

stable path
#

Drag off the Mouse Event pin and search for 'Get Effecting Key' or something like that

#

It should give you what button was pressed

humble salmon
#

i put on the unnatached bit

#

now both left and right mouse button works

stable path
#

This event is called when any button is pressed on the widget, whether that be left or right

#

It's upto you to filter out what you want

humble salmon
#

ye

#

just need to fit a branch in