#ue4-general
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??
but i think you can trust lorash more than some random company like microsoft
ok, just tell me where should i locate it
ok, so i download it, run the program
and after that do i need to restart the pc?
@plush yew
or just open unreal engine
after that
ok, then i open unreal engine and it will run?
@plush yew
YES
that's not what this discord is for
https://www.nexusmods.com/games look for your game, look for your tutorial. Skyrim modding got me into UE dev btw 😉
atomik i still have had no luck & if you have time to help some more i'd be so grateful
hi all. anyone know why i cant add a engine version in the library section of launcher ? i had 4.26 chaos before but i removed it
Are UMG Bindings expensive in terms of processing? I see that they seem to run on each Tick
You know this is for a packaged project right? not in real time?
yes
Gotta get it setup before i package tho
still haven't been able to add to my scene
Emmmm uh
Just a quick question, does anyone here right now knows unreal's lighting/baking well?
Got some problems
Maybe change your epic launcher language
This only adds pixel streaming.
Idk how to do this bud.
Embed and share any UE4 4.21 Pixel Streaming app with Furioos (Cloud Gaming web platform)!
We have just included the support of the excellent Pixel Streaming in our Furioos cloud gaming web platform
Congratulations to the Epic Games teams who did a great job on the streaming engine!
Here is a short tutorial explaining how you can simply upload y...
thx it worked. changed it to Deutsch then back to Standard. @opal cedar
Yes. In many cases you should update values only when it's necessary to do so.
um, help?
ask the question :)
maybe i don
don't even need the sdk?
this makes it look so simple
but im getting an error now on compile because VS 2019
which I have
So not sure why it doesn't like it
is there a node to mirror material ?
If you mean mirroring texture, just do one minus (1-x) on one axis from TexCoord.
ok i try it
Thanks
Splitting axis can be done with ComponentMask node, filtering either R or G channel. Do the one minus op on one of them, and append them back.
where is the axis on texture cord please
Split it with a couple of ComponentMask node. TexCoord outputs float2 (or 2 axis vector, in lesser layman's term)
As I said above.
Thank you
The above one is directly setting a variable from other object reference, hence "Target" input.
Other Actor -> Cast to [Your BP class] -> from the cast node's Object Result (or after you store the reference in a variable) directly set the Tags variable from it.
No.
From the Set TP Character node's output pin, drag out, and look for "Set Tags"
No probsies!
Umm guys.
I mistakenly ticked that "dont show this up again" when Unreal asks if you want to open up previously open tabs when it was closing
Anyone have any idea where I can untick that? I would like it to ask that question again. T_T
I can select a virtual texture at material editor but i can't select it at instance editor. Any ideas?
Most likely Editor Preferences.
Checked it my friend. There is a tick to "force open previously opened files" but I couldn't find "ask first" part T_T
In packaging options, zip up your project. Unzip it anywhere else. There is a fresh start
take a look at the texture node. it says Param2d.
Guess wiping Saved folder wasn't an option... Okay then
When you convert a TextureSample to parameter it says Param2d
Imma try this one as last resort. 👌
Param2D is parameterised Texture 2D sampler.
Even though wiping Saved folder is practically harmless? You do what you do.
Saved folder contains Collision info too I think 🤔
It's not runtime
then look on the left 🙂 Virtual Texturing Reference
all the information you need is right there.
Actually i find out there is a sorting based on if texture virtual or not. So if you give parent a virtual texture it shows only virtual. If not it doesn't show any virtual
Nope. It should be in Config folder inis
how many "steps" can a 8bit bw image have?
The max value is 255 if you start counting from 0, thus 256 steps.
Hey guys i have a png with transparent background. How do i put the picture and just the guy is visible and the rest is transparent? The background is black on mesh
Like this guy
Alrighty, it seems the culprit is in "EditorPerProjectUserSettings" which is a massive notepad depending on your project.
I couldn't find it, this thing contains too many stuff so I used a previous settings from an old copy. ❤️
Hey guys, is this the right chat to ask a question?
Make the material's blend mode Masked, and hook your texture sampler's alpha channel to Opacity Masked.
Too late! You just asked one.
@hidden sparrowyou would put the alpha channel from the image into the alpha/opacity channel in your material
Thank you so much guys!
Is here someone with good knowledge of splines, who would be willing to answer few questions on PM?
Also better not PM someone you barely knew for assistance, that could offend the other side by putting burdens.
Well I did not want to flood public space with several questions
Flooding public space with questions would be better, because someone else can chime in and fill in the gap.
(Change my mind)
Hi there, I noticed so many devs are asking for the animation FBX to contain the mesh as well, why is that? I've always been taught that the mesh should be in a separated FBX and the anim takes in other FBXs without the meshe, just the animated skeleton. That way it's more lightweight and easier to export from software like maya (export options are made for that workflow).
If you have multiple anim clips in maya you can simply right click and it will export you the clips without the mesh in a folder, clean, renamed and all. Including the mesh is boring because you have to trim your timeline between each export and renaming the exports manually etc... So I wonder if there's a good reason to use this workflow, or is it a lack of experience that makes devs work like that?
Eh, that depends on their workflows and the animation in question. Both way works (just make sure the skelmesh already exist), so it's more of a subjective thing as opposed to objective thing.
Is there a way to make the material reversed? For example my picture is racing right. I want to flip it and face left. How do I do that?
I talked exactly about it not long ago @hidden sparrow
Youd be affecting the uvs of the texture. TexCoord - (1,0) to flip horizontal
Oh wait, nvm
Bad math
So I have to modify the texture from my character blueprint when clicking A and D?
Sorry oneminus on the x of Texcoord
the 2d template shows how to do this
I know Paper2D (and its workflows) can discourage some people, depending on the project needs.
Im sorry but I don't know how to do this correctly. Can someone please show me where?
did you check the official tutorials or documentation?
Hello, I am wondering where I need to post for "hiring & contracting" - I see the discord page, however, it seems I need to forward my information to someone to post on here?
See #instructions
they look pretty clear to me, you may want to look into AI Sensing
Thank you and I figured it out. I appreciate it.
they just told you.
can you launch any game with UE5?
wut?
Maybe im just dumb, but where do I type it? When clicked on texcoord?
As in develop a game and have other people play it
oh, not dumb, its a little more than just one minus, but im hoping you'd learn about it
there are getting started guides and tutorials on the pinned messages in this channel. you might wanna follow some of those.
you can make a game with ue5, yes
So i can move on from UE4 correct?
i wouldn't recommend it
How come?
does your game require ue5 specific features?
UE5 is a bug ridden mess just now
The thing is, I'm having trouble launching UE4 and managed to launch UE5 without a problem.
The early access is more of a tech demo, than anything else
so i was wondering if i can just make a game through 5 instead of researching how to solve 4's problem
Do I change something on the texcoord?
@hidden sparrow follow some getting started tutorials first, get the base hang of ue4, this will help you in the long run.
unless you guys have any ideas about fixing the problem, I keep getting "prerequisites not found" whenever launching the game.
well, install the prerequisites
hello everyone, can I "convert" a regular blueprint to a editor utility blueprint? I did create the wrong thing - even inheriting from the correct Asset Action Utility - but the functions don't register in the context menu for the assets. strange... can I convert it or do I need to do all again? or can i change an asset type? (i guess thats the real question)
it might be better to fix it, but it sounds like maybe you need to verify the engine (done from the launcher)
not too sure on these kinds of errors, knock on wood, havent had them for a long time
i also dont change versions too often
I tried that, it keeps asking me about the prerequisites (64x)
hmmm, its possible that it needs VCRedist reinstalled, search the web, because i dont know where that is
is there a specific version or does the latest version work?
no clue 🙂 tis why i recommend searching
Typically VCRedist stuff should've been included in Visual Studio IDE anyway, which is usually what you need to install to make shippable game at all
Though the launcher should also install prerequisites for UE4 upon installing the engine.
Hi, I have a question. Which is better for updating a project to a newer version? Converting it or creating a fresh project and migrating the content to it?
theoretically it sounds like the same error prone mess
it's trying to install, it can't find it though.
Let's say I have a climbing system and the character can hang on edges before actually climbing the obstacle, how would I make sure the hanging animation / character position is set correctly instead of like, having him hanging in air near said obstacle? I mean like having his hands correctly onto the obstacle he's hanging onto.
I've tried offsetting position slightly, but that of course isn't scalable at all, I'd need a dynamic way to detect the hand position for every possible obstacle
Is it possible to take what I design from UE5 to UE4
No.
This is like that one other guy crying for the redists
it's really a bad design. so 5 EA is newer then 4.26 but older then 4.27
so testing in 5EA is a one way road
cause you can also not import in 4.27
Use the 5.0 branch lol
yes, but I would expect the newer released 4.27 is able to read the older 5ea 🙂 would make live much easier. of course its for testing
you can do 5.0EA to 5.0 final... I dont see why wanting to do 5.0EA to 4.27 would be a consideration
UE4 and UE5 are two different software packages and you shouldn't assume anything will necessarily be cross compatible
I can only assume there was something specific about that guys setup that prevented them from doing things (like on a school computer or something, and they didn't have the rights to install things) - but they were so computer illiterate they were beyond help
It's not like Blender going into 3.0 when in reality just less major update from 2.9x (compared to 2.7x to 2.8x)
thats what I hope for. If you want to experiment what 5 gives you in advantag to 4 and start iterating on a already existing project - it's not a bad idea if you know you can reuse your work when 5 is available
You can go from 4.27 to 5.0 STABLE.
but its weird isnt it? expecting to go backwards in a products lifecycle....
Not the preview Early Access version.
Motion Warping is exclusively available for UE5, right?
Even then Unreal always warn the user to make a copy of project when changing versions.
The option to convert in place is so hidden.
ignoring the release dates, and all that stuff. its literally UE 5, its the next product in the lifecycle of Unreal Engine
expecting to say I want to go from 5 to 4 seems... an invalid thought
Yes, but with some C++ knowledge, theoretically you could backport it to UE4.
It's just that it uses a lot of UE5 exclusive engine module, it's not worth my time to backport it, and that's an understatement.
sorry for doubleposting but it's really a short one.
working on a multiline string in BP line by line - possible? tried parsIntoArray with SHIFT+ENTER as delimiter (and \n and <br> and...) but it does not seem to work. Anyone? Don't belive I need to go to C++ for this 🙂
hey I was wondering if its possible in the editor to move objects relative to view. I want to move some objects away from view, put them farther away, which is quite cumbersome to do by moving it on the 3 axes
If you want multiline, why not FText?
@drowsy snow I see, thank you. Do we have an estimated (roughly) release date for UE5? As in a stable release
I know as much as you did in that regard.
Aight, makes sense, thank you
using the ball in the middle of the gizmo i can move relative to view, but only in two dimensions, not farther or closer to view
I import a Datatable from csv and in one column its that blob. if I can design the struct to be a ftext and then can work on that blob line by line - then I'll do. Will it work?
Never actually worked with CSV stuff, but won't hurt trying.
what are you using to mark a separate line in the string in the first place?
regular linebreak from excel. I guess \n or \n\r
in excel and most apps its shift+enter
yeah but.. like
you should know, look at the string that is inside of UE4 and what is it using?
parse into array should work as long as you specify the correct delimiter
but how should i find it. its severals line. how do I find what I can use as actual delimiter for parsIntoArray
NGL I still don't get the use case for importing CSV
Even after all these years, I seldom using Data Tables / importing something from CSV
so your CSV is multi lines, or your data table for some reason has a string that is multi lines?
working with team members who are onyl capable of creating spreadsheets 🙂 and in one column its a parsed actor from UE so something like
Begin Map Begin Level ...... End Level Begin Surface End Surface End Map
I need to parse some informations out of that. so easiest for me is importing into a datatable (i need other informations as well so CSV/columns is fine for me) but parse this special thing
I can say that paste parses fine for me using shift-enter as the delimiter
CSV / Spreadsheets are nicer for data than UAssets because you can diff them
was that paste right from the data table?
Huh, guess my systems are so different, that it basically rely on actor defaults and curves, not data tables.
yea but it s still one line on my side? I would expect:
Line: fooo
Line: bar
....
so how did you copy/paste that one into delimiter?
I just used shift-enter in that field
@heavy lagoonthe official ones on the docs page https://docs.unrealengine.com/4.27/en-US/ and the learning site https://www.unrealengine.com/en-US/onlinelearning-courses
and there's plenty of stuff about ai sensing on youtube, too
there are docs and videos for AI as well as the third person (Which is also the default in the third person template)
I dont know what you count as good, but it has more than nothing
yea - if I don't use the datatable but a makeLiteralString it works... bug or feature....?
dont know, what does the string look like from the data table? breakpoint and debug the actual result
thanks I will try. at least I'm on the right track 🙂 don't want to steal your time for such a simple thing
if you have a sample of the CSV I can take some more guesses, but without the actual data its hard to guess
did you try \n as delimiter?
If you want to cheat, you can snatch a marketplace template and call it a day.
Or if you have time, take some Unreal Online Learning courses.
i know you can't (or maybe they changed it) use Shift+Enter on datatable values for some reason
Can I lower the load on my PC when running UE4?
What even is going on
it's using 75% of my GPU
you can limit the max fps in the editor viewport
That's... Normal, for a game engine, right?
Unless you're using Blender doing nothing
I exported out a sample from google docs using your paste above and I get this
and for reference this did get me what I expected with the shift-enter delimiter
this was the data table
it looks like getting the string from the array converts the \r\n into the shift-enter to make the string multiline automatically FYI. The string in the array has \r\n but once you get it the string is now multiline
here is my orig. csv. I get different results. also comparing that row to a makeLiteralString (with copy pasted from DT Editor) gives me a false when comparing if they are equal. So what I want to do is feed in the last row and split up the lines to parse some informations about the cinecamera settings and to apply that to my scene. my struct is internalEnum,string,vector,rotator,string - and when I use the last string to drive it throught the parseIntoArray It does not work. If I copy paste that content from console log or DT Editor into a makeLiteralString it works like expected
So the PastedCamera is just as it sounds, an actor from a level copy + pasted into a column in excel
and my BP setup
ah, and I get a row from the DT and split the struct to feed in directly the string and not use getDTColumnAsString -should not make a difference...but I don't know 😄
yep so if you debug the one you pasted, its using \n only
I have been trying to use the Mali offline compiler for materials in UE4 but it gives me this error even after specifying the path to the malioc.exe
Has anyone been able to use Mali offline compiler with UE 4.27?
but still it gives me everything in one line. not split with \n
Oh lord...I'll give up with this one 🙂 thanks for trying
@main pewterso the issue it seems is when UE4 converts to an output string, it auto converts the \n to the new line in the output string which means you cant just parse the string anymore since you cant parse a \n in blueprints it wants the \r\n (shift-enter). It seems like for this source document you are going to need to alter it before outputting it to make it the \r\n or do some C++ code to convert it
its just something weird with the way you are getting that csv created
jip. I'll try to use regexp in C++ to extract the informations I need - its not much per row like focal length, aperture and a few more. I guess it's quicker then dangling around with some magic behind the scenes happening I don't undertand
yeah i've never really seen this before but it makes sense, ue4 just pretties up the data for you on the string when you want it for output is the issue
and there doesnt seem to be a way to get a compare against just \n
Is this the right room to post a question about a problem I'm having with SceneCapture2D?
regex splitter should support that, but not sure if that's builtin or was a 3rd party node
yuuuup its the \n , I opened the .csv you uploaded in VS and it complained about bad end of lines and asked to convert to windows style (\r\n), once I did that and reimported it parsed as expected @main pewter
so technically if you have VS installed you could just fix them before importing. Theres automated ways as well in linux or other tools. super... annoying problem
@nimble tangleyou could try here, but i would guess #graphics would be more appropriate
ty
my ammo is set to 0 when my player is dead. How can i made it that if the player is dead the ammo remember his count
Alright now. I swear to gods this used to work, but running -run=DerivedDataCache -fill is not managing to populate all the shaders I need compiled. Did I miss something???
@ebon palmdont destroy the item where that value is stored, or store it somewhere else
ok
how can i dont destroy but it will respawn
how are you respawning it now?
do you need a screen
no, you can tell us how you are respawning it
just wondering, is there a reason why in the starter 3rd person project, in the character controller blueprint, it breaks the rotator and then puts it back together without modifying it?
if my health is lower than zero the actor respawn on a player start
this is my respawn code
hello im new to ue but how do i make the audio cue stop after realeasing W
that would solve all my problems
im sure its a simple fix but im dumb
what the fudge is this annoying thing that i keep accidentally activating that blocks keyboard input 😄
the white lines i mean
i do it like 3 times a day and have to restart UE otherwise i cant interact 😛
If I were to make a map pieced together using World Composition, and on one side of it I wanted to have a few actors, but the default culling is 50k units, what would happen to those actors if I move to a range where the map disappears?
That’s the screen to move widgets around. Just drag a widget tab around to fix it
UE-Editor-question; Is it possible to disable the "feature" which makes all UE-windows focused when one UE-window gets focused?
I have multiple monitors, and sometimes I don't want the blueprint-window that is currently hidden behind a browser on the second monitor to pop up whenever I click anything on the main editor on a completely different monitor.. (on Windows)
yeh thats also infuriating 😄
I got a question when ever my ai opens the door it normally goes around it or face the side of the door instead of going through it
@ebon palmyour not respawning, your destroying the old one and spawning in a new one. You can look to store some data in something like the game mode (not recommended), or do not destroy/spawn your player but re use it. Move it back to your spawn point as the same actor
maybe has to do with the door's navmesh modifier. not sure how it animates, but it could change navmesh costs
@pine sirennot really, thats more of a windows feature and the fact its one "app"
My nav mesh scale is set to 60
not sure if scale has to do with anything here
maybe a pic?
and the navmesh?
during runtime, show the navmesh. make sure the nav mesh is valid for them once the door opens
I would mainly also be curious if they can even "fit" thru the door
how
your getting a random player start, getting its location, spawning in a new player at that location, then destroying the old one right? Dont destroy the old one, dont spawn in a new one, just move your existing one to the random location @ebon palm
Navmesh doesnt connect it wont ever path there. Use a nav mesh proxy might help. Or adjust navmesh to connect
ok I'm gonna try it
im guessing its not connecting due the collision of the door being closed, so thats fine. You need to view the nav mesh at runtime once you open the door to verify if its regenerating it to connect or of its still broken. Then you can fix that issue
or alternately remove the collision from the door so the nav mesh is connected at design time, and dont let them go through it since it looks like you have some event handing that
thx its work
your going to have to use the console command to turn on the nav mesh at runtime so you can see if it regenerates once the door opens. I have a feeling its not
my health dont want to reset from 0 to 100
What command do I use for nav mesh
@icy mulchits "Show Navigation" in the console, or you can have use the execute console command node to have it do it on startup
but unless you turned on dynamic for your nav mesh, this makes sense that it never gets thru. nav mesh doesnt rebuild during runtime normally
anyone here have the Adam Unity Project Files https://unity.com/demos/adam
my healtbar dont reset
There might be other things you have to do to "reset" your player, its your code hopefully you can do it. If not you can go back to what you had, you just have to store those variables somewhere else and get them back after it respawns (which isnt the right way to do it)
The Infiltrator demo is unavailble now also...
Does anyone here use amd radeon graphics?
anyone have the viking village demo
@charred bladeInfiltrator is still in the learn tab,
and viking village is where it has always been
Basically I am running UE4 ON an average laptop and I am not too sure if my 3d game in using it's dedicated graphics chip. So I was wondering how do I add my UE4 game to the list of games in my AMD radeon software called adrenaline. Thx
windows controls the gpu it uses, it should default to the dedicated gpu if its a high end app like UE4
you can check your task manager to see what GPU is being used if you want
Ok thx I guess I'm stuck with a bad framerate then
but how can i reset
check your task manager to be safe to see what GPU it's using if you have more than one
@ebon palmI wuold assume setting it back to its max value before/after you "respawn"
ok i try it
I am trying to accept the SDK license for android but I click on it it still remains active. I don't get it
do you have the android SDK installed and setup and recognized?
Yeah man I got it installed but I don't know what u mean by recognized
I don't think I have all the licenses
but I did install licenses
installed, and rebooted basically
and then your device if plugged in and in developer mode should be detected by UE4 under launch
Mine is on static for runtime generation
then it wont change. you can adjust the navmesh setting to try and get it small enough that it goes through the door or use a nav link proxy
although i dont think that will matter because the door being there is already removing the navmesh in that area
maybe better to change the door to obstacle so that its at least red, AI might be able to navigate
I have an object that will contain one of three meshes, based on an enum "state", which could be toggled in-game.
These are fairly cheap models, so having all three in memory and toggling visibility on each would do the trick, but I assume it isn't very good practice.
What is the best practice way of switching a mesh? Should I store the "currentMesh" in a variable and despawn it and then spawn the new mesh and store it?
how i try everything that i now
Anyone else feel like the epic games launcher is really sluggish? Always been bothering me it feels like it runs at 10 fps
How would I do that
i think you need to learn more about navmesh, this is not a bp thing
It goes through the proxy but now it just goes back to the door and stops chasing
i think i notice it saying bad size, to it is clipping in the floor
i think the proxys have the bad size, might need to adjust those
Why are you creating a game and playing a game is the real question lol, comparing your game to FF on 2 monitors i presume?
I had no idea you are the HTF Do I guy.
Well I fixed the first part since I had second box around the door but the ai still goes back to the door and chase no more and cant get knocked down
mind => blowen.
Which i don't know how to fix
I've got FFXIV up as it takes hours to log in now due to the expansion launch, getting it ready to play later lol
Ahhh lol never played it or play games anymore. You got to keep your mind on one game, yours 🙂
I posted in #animation If anyone can help. Thank you if you can help me. Please post in there with the solution 🙂
Wealth Manifestation my fellow creators, so I'll cut to the point. I'm new to this server and i already can see I'm going to be learning a lot from his one!....So i am working on a fun something on what I’ll call the template side… i am new to unreal and blueprints but i honestly enjoy the learning process of both. i have run into a logic issue where my project’s logic has been executed with no issues until i need the enemy to attach my player… i have nav mess boundaries set, and here is the way i have organized
the logic to what i hoped would make the enemy chase and attach my player
Does anyone know why it keeps doing this
Can anyone help me please sorry to beg
paper2d has it's own channel #paper-2d , also have you looked at the docs or any other videos regarding flipbooks since that is the question itself
ok thx
do i need special support from Epic to support mods from Unreal? like how ark has/had direct support inside of the launcher to start making mods that way
that is worthy of a bookmark
thanks heaps. i want to have first party support for mods but im worried that its too early to consider that since i dont even have a playable prototype yet. is it difficult to add this in later on? or should i start adding it as soon as possible?
theres no real answer to that due to your project being unknown. you should always plan out as early as possible when doable but without a prototype or sample it might be too soon
your best bet is to just read up on what is required and see how that fits into your plans
great answer, thanks
Can anyone tell me what I need to put in set flipbooks target as the object reference? It wont let put the paper sprite of my enemy character into it. I know this really is ot the place to post I just thought I might get an answer quciker thx one and all
I was able to fix the first problem the ai can now go through the door but when I throw my object at it gets up turns around and goes back to door and if I throw object at the ai again nothing happens
is this the channel for asking questions? need some help setting up an enemy's melee attack. He attacks at a 2 second interval by casting a sphere trace by profile and ignoring everything except pawns. But, if there is an enemy near him it will hit the enemy instead becausethey are also a pawn. How can i make this trace work only on the player?
easiest way is to cast the hit actor to your player to check
yes
So i've got a few assets that aren't colliding with my player properly- even though I have collision enabled and have tried both the DOP and Auto convex settings. How might I fix this?
show the collision on one of these meshes
I'm using the simplest one (10DOP-Y Axis I believe) just to get it working but the player still falls through it
Not sure if i'm using the wrong setting or what
This is currently what it looks like, but if an enemy pawn exists within the trace alongside the player, the player no longer receives damage. I believe the trace is hitting the other enemy pawn and therefore is blocked and not checking the player
for that issue, you need to make custom collision channels that your player is on that is not the same as the enemies
Ah, alright. I'll look into that. Thanks!
which should i make? object, trace, or preset channel?
@past eagleso even if your player is above that point, the green box, and drops down they still go through it?
if so what are your collision settings
This is what i'm seeing- I wonder why they look different?
your looking at the one in the world and not the static mesh editor itself I would guess
you should, those are the defaults in there and you can check the actual collision component being used. Honestly I am guessing as that looks like something complex your going to just want to set it to use complex collision as simple and be done with it
Here we go, I'm guessing I should mess with these settings and see how that goes?
Ohhhh okay that makes sense
im guessing if this is a complex object, your going to want to delete the collision and set the complexity to complex as simple and just be done with it
Would "Ignore" be better then? (my first time messing with collisions, apologies)
Ah, Okay
I'll try that out
Thanks
that basically says to use the mesh as the collision
Good to know
and the earlier answer was you wanted it on block all, so it would block the player when it touches it
i am trying to open this collision profile i made to edit it, but the input seems to not register. I can create a new one, but opening an existing one is not working
nvm
Is there a way to show which nodes and node paths are being fired in the event graph when it's being simulated? I swear I saw it once, but can't figure out what option it is
Aha. Debug filter (I think) - changing it doesn't show anything, but maybe because my blueprint doesn't have much activity going on anyways
Yes, you need to play the game and then specify the debug actor
Good day all, I am new here and aside from trying to learn my way around the inner workings of UE. I have run into a problem that, thus far, has no posted solution online. It has to do with file asset transfer and merging between environments on different computers.
The short version is that I am working on a virtual video studio, with a buddy of mine, and the original studio was handed to me to build on to it. I have done so, but when i send the files to my buddy, all of the materials "break" and i lose all textures, etc that were linked to the models.
I'm sorry if im not using proper terminology, I'm still new to this.
Migrate?
i dont want to bog down the channel shat, so if its easier to troubleshoot this over DM, feels free to send me a message.
yes (maybe wrong word though). Basically im saving my work to a flashdrive and sending him the files. whne he loads them, evertthing loses it's testures and is just grey 3d shapes
You may want to look at source control, but I haven't touched that at all so I'm not familiar with it
if you save the project folder, that should not happen, unless for some reason you are missing files in the first place that you are seeing the cache for or your files are in your engine folder for some reason
package the project and check for errors in the output log
also, check the location of 1 of these materials that is missing textures on your machine to verify its location
and have him do the same
also because why not, I assume you are both using the same engine version
yes same engine
everything is where it should be. it just doens't "link"
show the location of one of these missing files in your project
The original asset (first aid kit) is selected and "migrate" is about to be used
and what does he see on his?
Showing the connected assets to be migrated for the first aid kit
The migrated asset into the new project is showing correctly in the content browser. The asset has not been opened or inserted into the project yet
Upon opening the first aid kit asset, the file structure for the connected asset properties "breaks" and despite all files being in the same location there completely disassociate, leaving the mesh bare.
I followed the tutorial at https://docs.unrealengine.com/4.27/en-US/Basics/AssetsAndPackages/Migrate/ word for word. not sure what i did
you have to migrate to the content folder in the new project, you are not
the whole folder?
.uasset files contain the paths inside of them, look at the path at the top of the content browser for that asset in the original project compared to the migrated one
it should just be Content\ModularSciFiOffice\etc.. in the new project
so i can't have multiple content folders?
you can, and if you want that then you need to do that in the source project so the asset files update
fix up redirectors as well when moving content in a project, then migrate
migrate is literally a safe 1:1 move of the assets, it needs to be 1:1 not 1:wherever
hmm ok.
theres nothing stopping you from fixing them in the new project as well, just more work
agreed. except there is about 300 assets, haha so its alot of work
the folder structures should match
migrate them correctly, then move them in the new project to their new location
ok ill give that a try and see if it fixes things
and always fix up your redirectors.
appreciate your expedient replies. here's hoping
if i screw somethign up...i'll be back, haha
just took me way too long to figure out the simple move to node has to be on the player character not the player controller...
but it requires a player controller input. Or idk that was just the case for me, but safe to say I spent way too long on that
it should work on either one, it moves the controlled pawn that that controller is controlling
yeah thats what I figured then just out of pure curiosity I decided to put the exact same script in my player and bam it worked lol
maybe it was being called before the pawn was controlled?
I might have somethn else going on that I haven't considered.. might just be a project related issue
nah it was on right click activated
print strings worked fine in terms of hit locations on either one, so I know everything was passed through ok
I still do have one issue which is that I have to double click instead of single click, which makes me think I have some kind of input interference as well, but not sure where
its been 1 of those days
I had that issue, is it clicking on something?
wym? basically just a line trace via visibility channel
oh. gotcha, I had an issue where I had to double click when clicking on actors to interact with them. it was weird
Where would I post if I’m looking for people willing to contribute to an unreal engine project?
just that basically being fed into the simple move to node w/ a controlelr attached
but I have to double click for the trace to go off
actually 1 sec... i wonder if the input is even going off
yeah its probably something similar to what I had, its got to do with the focus and input settings
look at these project settings -> input
ya thats how i have it but its 100% an input issue as it doesnt even fire the input first try
project related for sure, I think I have an idea
u think these r fine in PC?
Thank you but I was wondering what I should tell the bot if I wanted to post for some else’s project in need of contributors?
I assume it's unpaid so this part?
yes, sorry I missed that
It’s not letting me do anything else because I already typed in portfolio but I’ll just let the guy know directly
@grave pollenyeah those all look fine, it was those viewport properties that did it for me but yours look fine. I also used the hit result under cursor. i dont have click events enabled tho since I am not using them, assuming you arent as well might want to disable them
but yeah it was basically the first click was giving focus to the game, then the next was registering the click itself. had to double click it was annoying
and looking thru my notes I just noted I fixed it, not what I did lol
yay
I thought it was one of those, but my code doesnt have one so... I am super confused
thx 4 the help Matt put me on the right track lol.. I literally spent the entire day on like 3 things these small bugs are crazy
and when I say small I mean game breaking bugs if they dont get fixed.
yeah I spent some time getting it fixed in my game jam game, double clicking required was.. not good
I mean it still makes no sense in my head which is why if my project ever got erased and I had to start over I'd be done for. So many solutions that don't logically make sense but "just work"
on second thought maybe I have some kind of hidden widget... one that is visible instead of non hit testable in my UI somewhere that I missed so its causing interference...
actually nvm that would be irrelevant... idk
yeah the engine is weird. I noted my issue was a bug and as long as i dont change the game mode its fixed.. but I never set the game mode, and my only real change was setting mouse down to initial capture which you had
Do you work for Epic Matthew?
i got the pitch but i can not figure out this yaw LOL its snapping instead of going smoothing left to right.. any ideas?
dont ask xD
There are very few people who have encompassed as much material as you have in a tutorial format not to mention the longevity with which you've done it. Hope you're getting something nice out of it.
I'm switching over to Enhanced Input and was wondering if somebody might help me debug something. I'm trying to setup a mouse x/y that only registers when the left mouse button is held. It seems to not register anything until i do the initial hold of left mouse button (desired), but when I release, it still is getting the last recorded x/y values from the mouse.
Open up this blueprint, and look how this is set up. great reference for enhanced input. https://www.unrealengine.com/marketplace/en-US/product/windwalker-echo-01
@kindred depot awesome! thanks so much
You cannot back port into older versions.
Assets are only forward compatible.
Once you save them in a new version, they are stuck in that version or later versions, they cannot go back to earlier versions of the Engine.
Does anyone know a good tutorials about how to bend the body left and right with out turning, and if the character reaches a certain point the body starts to rotate? Not many tuts out there for this kind of thing.. I want the player to be able to look in a general area, and then once he gets out of that area, the body will rotate in that direction.
Did you figure out what was wrong? im havingthe same issue
Doing a top-down shooter w/ Controller Support. Having a bit of an issue when I let off the right stick (which rotates the player toward the direction the stick is pushed). Problem is, when I let off the stick, it sometimes (physically on the controller) takes an odd path back to neutral. And because there is still technically input on the way back, the player is still rotating. This will cause the aim to sometimes snap to a slightly different rotation when letting go of the stick. It's hella annoying. Not really sure how to combat it. Any ideas?
Do you have a turn speed set too slow? or could the controller be hitting an opposite direction when you let go of the stick (similar to flicking a door stop spring)
If its still out there check out the dynamic motion character. They use extra lean animations that turn the body and head based on direction.
What i was looking for was deadzones 😦
there is nothing on deadzones.
ugh, one tutorial out there..
hey i have been trying to migrate project content from a custom ue4 branch to a vanilla one from epic launcher, but after migrating assets dont show up in the vanilla ue4 project, i have source code for the custom branch but im not sure what should i change and what is causing the migrated assets to not show up
Ah i getcha. Seen this in some games. Its like they allow the top half to rotate to a limit and then prompt a turn anim. I think Exanima does this but thats also heavy on physics driven anim
Well ALSv4 has that built in. There's not alot of tutorials because that's a pretty advanced thing to do.
Yeah ill figure it out somehow 🙂
Well there's nothing to smooth it out. The Look at rotation for the yaw can change instantly, while you'd need like an interp to function or something to smooth it out somewhat
ahh
that does make more sense
im taking a break for tonight tho 😦 to many bad results.
Yeah that tends to happen in programming. I drink whiskey lol.
not recommended
I got work in 2 and a half hours. I wish lol
any1 know where to get free laser bolts or something'
does anyone know what the Spawn_Area is in this picture? This came from unreal engine learning and its missing the blueprint....
It's a big undertaking, but Category5 Technology TV is going 100% UE for Season 15. https://cdn.discordapp.com/attachments/594016258840723486/918335827631804426/unknown.png
check out content examples, they have a lot of particle suchs as projectiles, beams, etc
that looks like it says SpawnActor
sorry, maybe in #work-in-progress ?
I think it is a box colider
ue5 symbols are different i dont know.
lol
sorry, circle what i am suppose to be looking at in the pic
Not sure. There's a LOT of rooms 🙂 But we're excited to be utilizing UE regardless!
Spawn_Area
like i said i think its a box collider. lol
is there any way to access config options (eg from Game.ini) from "anywhere"? like if i have a blueprint or C++ class that needs to check a config option. i know i can use UPROPERTY but if im checking from a class that does not own that property, is there still a way?
See: Game User Settings
Question: Do you guys usually tick the "Smooth framerate" option in the project settings for shipping builds?
Smooth Frame Rate is practically V-Sync.
does GameUserSettings work on dedicated servers?
Not sure. I never worked on MP stuff.
might just make my own GameServerSettings or something
nah it will probably suck honestly
i need to figure out how im going to access it "globally"
maybe a singleton or something
But why dedicated server needs user-like settings, when client end-user won't be able to access it?
thats the point
i dont need user-like settings
i just need settings for my game/gamemode
here sharing with projects/ levels?
Me too
I usually have C++ code that calls const UMySettings* const MySettings = GetDefault<UMySettings>(); and access the data from the MySettings object.
interesting. i still have a ton to learn about the c++ api and have discovered GConfig, so i might give that one a go. id like to support command line arguments but i can do that another time
any unreal engine pros can help building a little game?
sorry, i like to stay strictly newbie
are you recruiting? #instructions ?
Hi, I am looking for pointers on ways to do what a scene capture 2d does without using the scene capture. It seems to be a memory hog at high resolutions.
So to explain what I am doing, I have a high res texture on a plane, and a scene capture 2d looking at it, and I take that into a material instance on another plane that the player camera is looking at. Then I manipulate the material uv's to make the image scroll left or right
But the process is a bit jerky, and the resolution is low, 2k x 1k.
Any advice on other ways to achieve the same thing?
Architecture wise would you put a Quest Manager at the level of the player controller or above... Game Instance..?
To add to that about the scene capture, I don't need video as such, still pictures would be fine and I could 'snap' and image when I need to update the material
either could work
if you only have 1 player controller, could fit there
if you have multiple player controllers, game instance might be better
It's just for runtime stuff ... and persistence between levels in one hand I have to save every data and reinject them and then check if a condition is validated ... on the other hand... the quest manager is always running...
saving pretty often for sure but not reading save game in run time
Why does gta run on my pc at 200+ frames while most marketplace stuff runs lower then 60
optimization
Well, Scene Capture 2D is indeed not very good on performance, even with updating scene capture in C++ tick and having low resolution and effects. Depending on what you're trying to achieve, there might be no other way.
Weird comparison, but okay.
Especially landscape products like the elite landscapes runs less then 24 frames,any scene optimizing plugins available
Also 2K x 1K could be way too large for Scene Capture, considering you could already take quite a lot even in 1080p.
No, use the built in optimising tools.
yea, scene capture 2d is not very good, especially when I only need to update the texture every few seconds, not every tick
2k x 1k is too small, the image looks pixelated like a 90s pc 🤣
Also I won't take marketplace stuff as being the most optimised assets ever.
You're kidding, right? Late 90s PC were 640x480 average.
2048 x 1024 is fucking huge.
2k x 1k looks like that when blown up on a 4k screen , so no, I am not kidding 😃
Eh, whatever, I'm just a 1080p "proletariat", and it's what more average resolution these days.
You make them in your DCC tool. Simple, right?
Export to FBX from Blender, then import it to UE4.
Then learn about rigging in Blender.
Also make sure the unit scaling is set to 0.01 and scale everything up 100x times to compensate for it.
No.
No.
There's a lot of them over on the internet already.
Ahh, scene capture 2d can be used as a still camera 😃
Hey anyone here is good with math? I am trying to make an object smaller the larger it's distance is to a center point.
I got it to become smaller the closer it is to the center point but am confused how to turn it around 😦
well distance away from an origin can be really big, so its probably best you define a limit of how far/small
Yes I would clamp it.
then you just need a lerp, the alpha is the distance from the origin clamped then normalized
ohh I will try that !
hope it works, im off to bed
Thank you for the suggestion, it worked perfectly! 😊
Is there a button in UE that lets you freeze the scene, like when you haven't selected the program?
Does anyone know how to clean up this folder for shipment to steam or so?
Like what files can be deleted/renamed? Suppose windowsnoeditor is not such a nice thing to hand in
I forgot the exact command, but there is one to lower CPU usage when your UE4 app is out of focus.
Rename the folder and send it to Steam.
I don't think the folder name for the root really matters, as Steam will put them in the folder of the game's name anyway.
And engine folder with binaries and such? Are those required?
Yes.
I mean, if you want to delete them and find out if it works or not, then well, be my guest.
Hahaha well yeah, I was just wondering if we could delete unneeded folders, not sure how well UE4 optimizes packaging
https://docs.unrealengine.com/4.27/en-US/TestingAndOptimization/PerformanceAndProfiling/ReducingPackageSize/
Will likely also go through this (creating clean project and level migrating)
Well game does not even start when deleting engine folder
There is a plugin on the marketplace to clean up projects before packaging. It's called Clean Project.
I think the other one works the same
Well theres a huge price difference so not sure what their difference is exactly
Will look into both though, thanks
Oh I didn't know they raised the price, it was much lower when I bought it.
Could have been a sale though ^^
I can only vouch for the Out of the Box plugins, I owe all three of them and they work perfectly. And the support is really great too.
I would look at both of them, compare the features and reviews and decide how much you want to pay for such a plugin. Or wait for a sale, which happens often.
Yeah their variables one looks useful
Thank you for the suggestion, will def keep it in mind
You're welcome 🙂
this character is apparently too Lorge to fit through the doorway, even when the door is open >>
(I probably have a bit of the door collision box intersecting the frame)
Weight loss needed
Hey Im new to UE and im trying to make an fps platformer game and just wanted to know how to make my character look around 😅 ive got all the movement going but i just need to know how to move my camera with a mouse
Look at First Person (or Third Person) template to see how you can do it.
ok
ok thank you i got it working
hi
can i talk to someone who ever imigrated there character into an project?
`this is what im trying to merge toegether
when i regartget everything i have to change alot i see when i do the animation from the upper image on the new character the character stops with walking
montage fault i think i dont know
smol brain = using a Integer as an ID to tell something apart
giga brain = using a float as an ID 
can i use control rig to bake animations with sequencer?
I mean, it stands to reason that there are more floating-point numbers than there are integers
Bruh, why cant i see the blur in my cinamatic camera? like it doenst show anything blurry even with a 0.1 Aperture....
Hi, how can I create a custom collision mesh? I know its UCX_Meshname. But what do I do when my mesh consist of multiple parts?
Good luck to your giga brain dealing with FP errors.
Yes.
It should blur it right?
how? i am trying to use this but it does not record what i did in the sequencer
Try selecting the control rig track instead.
where?
that is the window that pops to me
Shoot, I forgot the settings
This looks like it shows what you want in a few minutes
In this episode we talk about how using control rig and sequencer you can create new animations Unreal engine 4 and Unreal engine 5.
Sequencer basics: https://youtu.be/hBgphC0LfbE
Copy control rig: https://youtu.be/GAF0pY5XeRw
Maybe compare to what you are doing
I haven't done animation with ControlRig yet
ah ok, i will take a look
But you are probably just missing a small step
ah, i was trying to set the animations with the selected option,
what i am looking for is Bake to Control Rig
Hi guys, have You encountered an issue, where You edit something in a component of blueprint on blueprint instance and after change Selection of component is canceled and it goes back to root of blueprint
damn can't seem to get the tool to work
does your control rig support backward solving?
i was just using "edit with FK Control Rig" options as it exposed me the bones to animate my character (which uses 6 of all the 46 of the mannequin)
but i actually have to create a control rig for it to use the option below
yes, with backward and forward solving to actually archive something with the sequencer
i would try with a few bones, before you go all in, because often it's easier to stick to simple bone animations
Hi guys, im quite new to unreal engine and have a problem, so it may be an easy fix but i cant find any answers on google,
so my problem is im trying to take 5 different levels and collate them into one master project, i migrated the files over, but when i open the level/map files, the static meshes and the materials become unlinked and therefore turn invisible, but the lights and basic cubes will stay. I feel like it might be a file structure problem but i cant quite figure it out, any help would be really appreciated.
I participated. My nationality is Japan, so I can't speak English very much. I started UE4 half a year ago, so I'm a beginner. Thank you.
参加しました。私は日本人なので、英語はあまり喋れません。半年前にUE4を始めたので初心者です。
i am luck that i need, feet L and R, hand, spine and head 😄
i am following this topic here, https://docs.unrealengine.com/4.27/en-US/AnimatingObjects/SkeletalMeshAnimation/ControlRig/Blueprint/
Look into the migrate feature.
You're welcome here ^^
Feel free to ask questions about UE4 and post it on one of the appropriate channels.
Yes I did migrate them, may have done it a bit wrong, what is the correct way to migrate?
In the editor, right click on the map file, and choose Migrate (might be under Asset Actions)
Don't just copy the .umap file in File Explorer.
I see, so far ive been putting all the files into one folder then migrating that to the master project file, is that an incorrect method?
If you're doing it in File Explorer, you're doing it the wrong way, because you can break the asset references.
I want to share the screen with VC, but I don't know how. Where should I send this sentence?
yeah im not doing it in file explorer im using the migrate tool
!stream
You can't stream if you're less than one week in here
OK. Thank you very much
Also directly message the command to @buoyant granite
OK. I'll Do it
hey guys ive made an projekt with the first person template after a while i tried to change the model so i imported the 3rd person character but i cant posses it and also cant change it that the game starts with the 3rd person character instead of the first person character
Hey everyone, we are excited to begin the next phase in the revamp of the Unreal Engine community online experience! The first step took place earlier this year, when we shifted to a new platform for the Unreal Engine forums. You’ll immediately see a few changes as we update the categories and add new functionality into the forum site, in prepa...
Im trying to figure out how to get some kind of physics effect to effect the objects in my world, such as cables etc. I'd want to be able to add kind of a small shake to things. classic giant footstep effects kind of. How do I do this?
Does anyone know how the devil to get the Bink 2 encoding tool included in UE4 working? Planning on using it for some cinematics in my project but I can't seem to get the thing to work. Selecting the file in the gui, selecting the "Bink it" option and then "Bink" in the subsequent menu just boots me back to the file select menu. Really puzzled on this one, the documentation (or lack thereof) doesn't seem to help either unfortunately
can anyone tell me or direct me to a youtube tutorial on how to create a lives system. You know basically give the player 3 lives
this can be done with interger?
hey guys, I am trying to print a string to ensure that when I press "1" a certain thing happens. The code is in the event graph of Player Controller BP. When I press 1 nothing happens ... I am wondering what I can do to remedy this?
this is the PC
I have it set in gamemode BP
Anyone know of any good tuts on building a lives system
I have employed decrement integer by 1 and then set it, them done a compare integer to 0. My question is what do I plug into the >0 exec pin on Compare integer to start the character back at the start of the level plz
Is there a restart level node?
No more "Weekly Karma Earner" section :<
How do I restart the player to beginning of the level when he loses a life
Just do Open Level of the same level.
@drowsy snow I have employed decrement integer by 1 and then set it, them done a compare integer to 0. My question is what do I plug into the >0 exec pin on Compare integer to start the character back at the start of the level plz
is it the same answer>?
I'm afraid I can't translate that question properly.
hang on
I have an integer of 3 lives
and I do a decrement by 1 every time the player dies
I also use a compare integer
when it reaches 0 it will trigger game over screen
but if player still has a life i need to restart player
Oh, okay, opening the level again doesn't seem to be a good solution here, unless you store the life count in GameInstance (or any persistent singleton)
What's the best way of doing a lives system?
Hi, I was wondering why the baked shadow at the front is acting that way while the two preview shadows behind are what they should be looking like?
Depends on how you want to do it, really.
Your proposed way is more or less the old skool way.
@drowsy snow Do you know what node I need to use with the >0 exec pin off the compare integer node
The problem with restarting the level (or opening any persistent level) is that most of the stuff are lost from "server travel".
GameInstance is one exception that it survive through persistent level change.
After a lot of crashes, recompiling, accidental engine recompile, and elimination debugging, finally got the pretty bloom working
https://www.froyok.fr/blog/2021-12-ue4-custom-bloom/
The article got few lines of code not working, but I finally resolved the problematic parts
How do I use the GameInstance Object in Unreal Engine 4?
Source Files: https://github.com/MWadstein/wtf-hdi-files
Does UE4 have the ability to Object track, like Vuforia, the video below? https://youtu.be/jbaUDMvv2Zw
In this Vuforia Engine augmented reality tutorial you’ll learn how to create a Model Target in Unity. This powerful feature is perfect for creating AR experiences on large or small complex objects by using their CAD data. We’ll be using a toy Polaris RZR to demonstrate the capabilities.
Before getting started with this tutorial, please creat...
I will take a poke around there, cheers!
Hi, I keep losing a couple of trees in my foliage, the trees are from a Plugin folder if that makes a difference?
Are VR games made with UE4 exists at all?
i was wondering what sort of data structure i should use when i aim to create a ship where each module has a damage model and a functionionality. my first go to was a struct, but that quickly got outta hand since i dozens of nested structs. and changing data of those was a real issue, i was recommended before to look into gameplay tags
but of course! i can name a few like:
- creed - rise to glory
- Dance Central VR
- Face Your Fears II
- Moss
- Robo Recall: Unplugged
- Vader Immortal: A Star Wars VR Series
That was a sarcastic question, but okay.
hahahaha sorry man didnt understand that you were joking haha
Does anyone know a youtube tutorial for stamina system that does NOT use event tick (and not the video for parkour)
If you don't want to use BP tick, then outsource the stamina update to C++ tick.
Circumventing with short event/function looping timers could make things worse, if not indifferent.
ok let me explain then
i was streaming and another dev was watching me follow a youtube tutorial and they used event tick. this guy came unglued in chat. NEVER USE EVENT TICK, THERE'S NO NEED TO USE EVENT TICK FOR STAMINA
but specifically looking for a tutorial on stamina system, 99% use event tick
He's not entirely baseless, but he's wrong.
and reddit was no better, they have a full on war on there over it
A single ticking BP to update numeric value still isn't that much comparable to doing worse BP functions on tick.
the tutorial i was following used the even tick for both the sprint system and stamina system
he was trying to tell me (but he refused to explain) set timer by function / event
maybe i should ignore people. just creates stress, right? but after i was done he then said i had done everything wrong.
Don't get me wrong, the overhead from ticking BP is THERE, but if you're prototyping the system, it doesn't make much difference.
And again, circumventing with looping Timer is indifferent, if not worse, depending on the operation and the timer duration.
Shall you need more juicy performance, do the ticking in C++. Its performance loss is very small compared to BP tick.
are you recommending I.... an artiste... learn c++? are you a C++ evangelist? 😆
does anyone have any tips for sharing plugins with a team?
do you all just buy multiple copies?
Not really. I mainly dabble with VFX and animation, and I also dealing with C++.
C++ evangelist stayed on #cpp , but I digress. If you know your way around BP, chances are you can have easier time learning C++ and Unreal's C++ scripting.
oh, i was imagining, you were suggesting i could just pop into c++ at that spot and do the c++ tick thing and pop out and continue with BP?
Well, it's more like creating a C++ character class, with hookers and blackjack the necessary variables and aforementioned ticking functions, and make a BP out of it.
Though I'd recommend doing that after you're satisfied with how your BP system worked. That way all you'd do is (partially) translating from BP to C++ (and maybe a little debugging)
oh my god.... i can't breathe... warn a brother before ... lol oh god why am i laughing so hard?
So I got a very uncommon question. But maybe someone can point me into the right direction. I have a NdisplayConfig for a environment. My Idea was to export what the Ndisplay will view through the camera frustum to use that as a texture on a other object. But i have no clue if i can export or record what is happening on the ndisplay screen
nDisplay is usually #virtual-production thing
i do see streams where people go between both. and some tutorials say you can always open up C++ after creating your BP template. i'll dip my big toe in C++, i mean i speak 5 languages, how hard could a computer language be
Fair, Ill put my question there
any idea how i could use set timer by event, for the stamina system?
Basically make a new event for Stamina update, and hook the event reference (red box pin) into a Set Timer By Event function
That being said, you should be generous with the timer duration. Setting it to low value (like 0.01 or less, that's almost equal to frame time of 60 FPS) could make things worse, if not indifferent than Event Tick dependent to frame time, at least performance wise.
Hello fellow slackers 🙂 Does anyone know if UE "vanilla" uses multithreading substantially? I know one can change and make most processes mutlithreaded, but vanilla as far as I know has the gameplay logic running on a single thread and the rendering is running a few frames behind it. Asset loading and other stuff might use more than one thread in most cases. Overall I was curious to know in general if one would prefer CPU's that are better at single threading or multithreading when considering which is better for Unreal Engine usage.
hey there, could someone explain to me what the main difference between a box with an overlap event and a trigger volume is?
I think you could set affinity mask of task threads and whatnot, but I don't think you can go far with safe multithreading in UE4. YMMV
so I guess working in UE would benefit from multithreading in general but actually running the projects wouldn't
In one of the Unreal interviews on FF7R, they did mention about having multi-threading for task thread.
I know it is possible but my expertise is not in C++, so I don't think I would be able to make anything multithreaded that is bug free
thank you for the help @drowsy snow @plush yew
can i play a sound, while the character is sprinting, so that it starts when the character gets to 20 points left in stamina? meaning i want a heartbeat, and breath sound to kick in
do you track stamina? if so..... yes
Sure, you can get audio component for the heartbeat and adjust the volume depending on the stamina.
Though it might not be a wise idea to play the heartbeat at all times in memory...
Also in realistic cases, heartbeats also change speed depending on how exhausted you are, so you might want to change the speed (but not the pitch) as well.
MATHEWw... hey i was ... can i DM you?
yeah, i wanted to have both kick in towards the end of the stamina... and have a recovering sound... while it regenerates, which should indicate that you're out and can't sprint again for some time
i know in footsteps you can play sounds for each impact of the foot, so i was thinking using the same logic i could do invidual heart beats and speed and slow the sound based on time? and stamina depletion vs stamina regeneration?
you could hook the heartbeat code up to the animation using notifies if you want as well, thats an option for sure
or your stamina system could handle the audio as needed
helloooo ...
Is it possible to import Fractured Skeletalmesh from blender into ue4 into one piece ?
Because i can't use destruction apex on skeletal mesh
i was trying to follow your set timer by event video tutorial, to setup both the sprint system and stamina system, at the insistence of a dev watching my stream, who flew off the handle at me following someone else's tutorial that used event tick. He refused to explain why i should use set time by event, but when i popped up your video he said you'd explain everything, but i don't know how to implement it for sprint/stamina
just think of a timer as a tick that is not every frame
so any code in your tick that doesnt need to happen every frame, can just go in the timer that triggers every so often.
But it's not necessarily to circumvent Event Tick, as I already mentioned above.
so i don't need to learn C++ ok
so setup the custom even of sprinting... and remove the event tick, and set the set timer by event as a time frame and not points?
Depends on how frequent you want the stamina to update. Timers could also help updating the stamina value more consistently across every few tenth of a second.
Event Tick is just event that's got executed every tick (either every frame or in a fixed interval)
someone also said event tick is bad, because people's frame rate dictates the event tick and not actual real human time?
Hey guys, does anyone know a good place/link/tutorial for Open World design? There's alot of stuff all the tutorials on youtube dont cover, such as NPCs in a level being reset when that level is unloaded or NPCs who fall through the floor of the level when its unloaded and stuff like that.
I say it and I'll say it again, event tick is bad if you're abusing it
Get All Actors Of Class every tick, that's a no no.
Changing handful of values every tick, that's fine.
i think the person mean if a person has a better graphics card? 30 fps vs 60 fps
no i'm asking is that true?
if your tick increases stamina by 1 point, then a tick at 30fps and a tick at 60fps would give the 60fps person more stamina in one second
so i'm guessing if the character is running away from the monster one person is slow and another person zooms out the building
That's when Delta Seconds can come into play.
Delta Seconds is basically the time since the last frame happens.
oh i see i need to ask my questions better?
so i need both set timer by event and delta seconds?
a character in UE4 running at the same speed at 60fps or 30fps should cover the same distance, this is all handled by the character class.
No, use Delta Seconds if you're using Event Tick
if you however program your code poorly to update values in a tick, then FPS or your Tick Event can cause issues
Looped timers are more or less fixed intervals
ok ok
yep, use either one not both. Event tick with the delta seconds altering your values or a Timer on a fixed inverval updating the values.
if done correctly both would have similar results. the key is correctly
Yes, but due to the fixed intervals, if the BPM matters, use event tick, or opening a new can of worms: Quartz Subsystem.
ooooooh notifies is an animation thing
Otherwise you can use looping heartbeat sound and adjust the volume every stamina update.
I was going to say, making a custom sound event using metasounds and your stamina amount might be a more "accurate" way of doing the heartbeat
otherwise yeah adjusting the play rate of the heartbeat or volume and other parts whenever stamina updates would be easy
so use event tick for the heartbeat speeding up, getting louder, as stamina depletes, and slow it down, getting softer, as stamina regens? i thought event tick was trying to be avoided completely. can it?
they said stamina update, this is assuming say a timer
somewhere somehow every so often you say "adjust stamina" , when that happens is when you can adjust the sound
Depends on what you're doing. Event Tick is not as bad as people screaming about. It's just that those who don't know what they're doing tend to abuse it.
the question is basically this. how often when sprinting should stamina be changed? how often when not sprinting should stamine be changed?
- Does the heart rate matters?
For an open world game using world composition, how would one place actors? I tried doing it in the Persistent Level but they fall through the floor when the level unloads and placing them inside that level that unloads causes everyone and everything in that level to reset when it loads back in. I just spent an hour combing through a hundred videos and pages looking for something that would answer this question but only found 1 page on the forums and it was never solved. One person suggested just culling the actors and not unloading the levels but I don't know if that's the actual solution.
I covered this issue a while back in #level-design . A bit of C++ is involved tho
#level-design message
oh ok, i'm doing all of the sound, for effect. to create a psychologically "scary" atmosphere. I guess the math doesn't need to be precise, but i thought it should be logical?
to increase the sense of panic, because the character is not a RAMBO, shootem up person. they're just a normal guy.
Well I'm using 4.26 so I don't have an option of using UE5 Partition system
I'm a bit unsure what that C++ does, it doesn't seem to have anything to do with my question though
For the audio stuff, ask them in #audio , Dan or Aaron might able to fill in the details on it (they are part of Unreal's audio team)
Players falling through before the world composition sublevel loaded, right? That C++ bit "magically" solved that exact issue on me.
Nope, not players, NPCs. The level (landscape) is unloaded, which causes actors placed in the persistent level to fall through since they are not a part of that level
Actually it doesn't matter if it players or not.
Pardon my wording.
But generally you'd have landscape chunks having the larger streaming distance than the NPCs
That's what I asked, if you would just Cull the NPCs and keep ALL landscape loaded
I personally just do a simple check if distance to active camera is larger than certain value, if it is, then despawn.
Looking through blueprints, there is no option for "On Unload" where perhaps I would save everything inside that level before unloading it?
I (also) personally had the NPCs on persistent level, if that matters.
And what do you do when the player is out of range of them?
Destroy them, as in removing them from the map entirely.
Hey guys, i've been following this tutorial from Unreal Sensi, he was talking about a part where instead of moving an object manually on top of the group you can just press the N button to snap it on top, but when I press it nothing happens. Any ideas?
END @next iron
On the distance, far away, the real logic shouldn't matter, so you can replace it with impostor actors or something.
What if you wanted the player to go back to them? For example, they give you a quest that takes you out of range from them?
If it's "random quest", then despawn to be spawned in later visits. Otherwise I have a "manager" that keeps track of persistent quests, and not having the NPC manage the quest on its own.
even that doesn't work
what it does is move an object down based on collision
@drowsy snow thank you by the way. can you explain "get world delta seconds?" or can say no lol
if it's already intersecting an object or on the floor, pressing End wont do anything
move the object into the air away from everything and press end, it will move it straight down
The time passed since last frame, but multiplied by global time dilation.
for some reason, it's not working. maybe the keybind is off?
This is useful if you're having slo mo, by lowering the time dilation.
strange, but it shouldn't be, i guess you can check in the editor
it's a good way to clamp everyone's experience, to real world time?
note that the object your are "end"ing should have collision
slo mo ... bullet time?
the floor should have collision, at least the blank map
and the other object?
it worked on top of the table, but not on top of the floor
oh
Basically using World Delta Seconds can compensate for frame rate, AND preventing inconsistencies caused by slo mos.
So the button is working, why does the floor not have collision xD
that i dunno, i assume it does though
okay, apparently it was off for some unknown reason, but thanks for the tip, that helped narrow down my search
great, weird
guys how can i fracture a mesh when heavy weight cross over it ?
you can trigger/activate the fractured mesh based on a condition, so yes
probably want an impulse of some kind to push the pieces
but i need to calculate the weight on specific location not all over the mesh
yeah, fire an impulse at the location
hmm have to check but i thought for skeletal mesh can happend
sounds a little more intricate then first mentioned...
yes sorry because i was searching in google about skeletal mesh fracturing thats why i didnt mention it
Might worth asking over on #legacy-physics
Hey guys, I am in need of a little help here, I am an Unity user and trying to learn unreal, in unity if I have a Rigidbody component on a gameobject and have a class that takes reference to rigidbody, then in inspector (inspector in unity is like details panel in unreal) I can drag drop that rigidbody into that class's referenece field, is this drag drop of components possible in Unreal too ?
Unreal isn't as OOP as Unity is. Sounds like you want physics, there is a checkbox for it in the bp
I made an ActorComponent derived class and attached it to an actor that already have a CapsuleComponent attached to it, now I want my ActorComponent to reference this CapsuleComponent and I know I can do this with code using FindComponentByClass but I was thinking if this is possible by that drag-drop thing in details panel
Drag and drop in details? No.
I just think you need to enable physics on the Actor. no need for a component to do what the checkbox does
This.
the programming paradigm between GO and Scripts in Unity is not quite the same as Unreal and Components
GO really dont know about scripts, while blueprints know about their components and auto expose variables for them
Unreal is COP and some OOP, Unity is OOP
General rule of thumb: Defenestrate everything you know about Unity.
Thanks for reply Conrad but I am not looking for physics or anything, I just want one of my component class to refer another componet
so rigid body has nothing to do with this then?
you really like that word
Yes, it's an older English word. Means throwing something out of the window
no, I was just taking an example of a component named rigidbody
the question would be, is this in a blueprint and you want to refer to the components on it. or is this a component on a blueprint and you want to refer to another component on that same blueprint?
oh. So then you want a component you are making to know how to get the actor it is attached to?
I am not using blueprint for now, all C++
let me share a screenshot
how much of the editor and engine do you understand?
i only know bp, maybe there is a similar cpp function - but it you want to do what i asked, its GetParent
like 5 to 10 percent till now, basivally component referencing is still confusing to me in unreal
I think there's a saying that those coming purely from Unity needs a special treatment in this regard.
you might consider learning the editor and engine before diving into the C++ part
that means learning how it goes together, systems work, and using blueprints for learning purposes. then you can apply that same knowledge directly to c++
Sometimes Unity users who are used to typing C# code tend to skip BPs because it's "visual scripting"
but uh if you don't an alternative would be asing in #cpp as this is a direct question for that subject
but.... ^^ skipping learning the engine and editor to dive into the weeds can be painful and a less constructive use of your time
It's not like Unity had built in visual scripting right after Unreal just had Kismet, so I can partially relate to that side of mindset, avoiding using BPs even if it's just getting started.
we have a help channel!?
NO FRICKIN WAY!
Was about to summon you for this @plush yew thought you were still off
like help happens there 😛
maybe now I can explain my stupid question better
honestly thinking you've made it harder by using unreal 2d tools than Unity's
Long story short, he was Unity alumni, remembered you said something about special treatment on fresh Unity alumni touching Unreal.
I am not Unity Alumni, I am more of Unity VICTIM 😅
I just want to refernce this Component in details panel, if possible, or else my code is referencing it all fine but I was thinking if this referencing is possible using editor or not
but I guess if I am not using blueprints then the only thing that can reference is code
i just dont know cpp, so maybe its differnet #cpp may know - i can tell you whats needed by bp though
That narrows things down. You should reference the component by code instead of doing it in the details panel.
what's wrong with Unity?
Its dead, this is only I can think of now, Unreal released Nanite so they Bought Weta digital to cope up.... I have been using Unity for 7 years now and their Text rendering is still more edgy than my stairs, to make this text thing work they bought TextMesh Pro (which is also all broken)
Unity is all for business now
Hehehe
I left Unity after Unity 5, so guess I made the right call far sooner 🤭
Though tbh Unreal is now kinda bloated with Virtual Production stuff, it was a nuisance dealing with the engine source code, removing those VP stuff that certainly won't be used for games.
i just made a little game with Unity, didn't seem that businessy, i guess its where im looking
And to be fair, their business models doesn't seem to do much with the games side of things either
After 4.6, I started hating Unity, they started buying products of their Asset Store publishers, it is like OK YOU MADE THIS COOL LOOKING PRODUCT THEN GIVE IT TO US, no use of brain here to make an engine, just stuffing it up
ah, sounds like bethesda
if game is little then it is all ok, but once you want to do crazy things with your game, then its something different
well in any case, i guess welcome to unreal engine, which is also used for business among other things, but i guess each engine has their own landscape
not sure if that is a notion particular to an engine
i guess we could argue over lemons all day
I guess in comparison, Epic being more generous and care more about the games side of things than Unity Technologies did.
Understandable, considering they live off of Fortnite, a video game.
anyways #cpp for help on you little problem or else you want to get the parent of actor the component is attached to
maybe im not clear, kinda got lost with this other conversation, sorry
Thanks 😁 and yes engines have their own pros and cons but I can't consider Unity an engine anymore, it is just like me making a engine by copying snippets from StackOverflow
This is exactly what I am trying to say, Unity is not for games anymore
Yeah that problem is all sorted, by other messages I am guessing that I can only reference using code and not details panel/editor
its tempting to argue that for unreal as well, but anyways, i found out a half hour ago or so that we help people here
I already did, Unreal side. It's noticeable when you're building the engine from source code and wasting time building on bloat modules (for games).
excellent....
@proven lakeyou can, but its generally the instances that allow you to do that not the base actor/blueprint. IE: Your actor is in the level you can use the details panel to pick another actor out of the level and reference it that way
Oh yeah, actors.
guys I guess this going in wrong way, we were not arguing but I just answered this question, I guess we should not use this UNITY word here
im also 0% familiar with unreal's 2d so....
||unity|| in diversity 
I was also contemplating about this, thanks for the clarification Mathew
somehow you had to learn this, but yeah, anyone saying their coming from Unity - there's the same spiel about how they are different. But it'll come out, sooner or later you'll call an actor a game object - and then we gotcha!
Also unity build is a thing in Unreal (also a thing with C++ projects)
😂 dang
means ?
Thats more a coment on the building source/removing VP stuff question from earlier nothing to do with Unity the engine itself
Yes.
you probably should, unreal engine is designed to use both appropriately
does anyone know what's making my model look like this, instead of smooth?
what would I have to do to fix it?
Could anyone help me with this simple questions😢 ? The collision of my car is set up correctly, but after I make the wheeled vehicle BP, the car just wont stand on the ground. Both the ground and car is exported from Blender.
...in what way, exactly?
Either this is FBX smoothing issue, or indeed the materials. Likely the former.
I think you should use skeletal meshes for vehicles instead of just static mesh.
I already disconnected all the textures and none of them fixed it
It is a skeletal mesh, the simulation in the physics assets is fine as well 🤧
This looked like static mesh, at least with how those wireframes looked like Simple Collision hulls to me.
Wait, is this using Convex Hull bodies in the physics asset?
Okay, in my experience, that body type doesn't even work. Consider using primitive shapes instead, with the sizes approximately covering the parts.
Do i have to setup collision box for the terrain as well? I changed to primitive shapes, but still the same problem for the car, again, it works perfectly in physics assets simulation. And i tried adding a cube onto the terrain, it just falls through it, but it could stand on a ue4 floor component.
Why is UE4 taking forever to compile from source? Maybe it has something to do with my specs?
Intel HD Graphics 620
Intel Core i5-7200u
8 GB RAM
🪦
It takes a minute to do 1 of these
Hello any one knows of a free resources to create a medieval adventures game?
I want towns, cities, characters, gold and more
seems fine still
looks good!
maybe the problem is with the scene, but then I really have no clue what to do
yeah
thanks for the assist man, would've probably just facedesked here all day otherwise
Ah ok, I tried downloading it from the epic games store, but the epic games store make my computer run like crap
Yes I have got some, and I browse all the epic games but there is very little for free.
How can I get on other places or create my own?
"2GB of RAM"
Don't compile from source, you're just wasting time
I have the same specs (although I have a dedicated GPU) and it runs decent
Thinking about switching from UE5 to UE4... I liked UE5 but it's too laggy and it's getting slower and slower, I'll make a UE4.27 project and migrate all the asset, converting Nanite to non nanite
Nice
hello people im kinda new ish to ue
my dream is to make dinosaur game like the isle but better
is there any source that explains the difference between game mode... and game state?
I'd like to generally know what sort of game features and systems should either one of those handle or whether it even matters
such a day /night cycle for example and so forth
oh... thank you
GameMode = Rules of the game, what determines victory, etc... (so like, first team to 50 kills)
GameState = Progress of the game, like the amount of kills each team has.
You're SOL. Expect a full day if your laptop still use mechanical hard disk.
SOL? And also, got it. Thanks