#ue4-general

1 messages · Page 1105 of 1

trim mesa
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or in unreal engine folder

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or what?

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ok, so i can locate it anywhere?

neon bough
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here's an official microsoft domain in case of doubt

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which links to the same url

trim mesa
neon bough
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but i think you can trust lorash more than some random company like microsoft

trim mesa
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ok, just tell me where should i locate it

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ok, so i download it, run the program

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and after that do i need to restart the pc?

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@plush yew

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or just open unreal engine

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after that

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ok, then i open unreal engine and it will run?

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@plush yew

neon bough
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YES

trim mesa
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yes

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will try for sure after a while

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thanks you two

plush yew
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How do you modify games made in unreal?

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I’d like to learn to make borderlands mods

neon bough
kindred depot
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I hatttttttteeeeeeee debugging.

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Ugh its been 4 hours

kindred depot
prisma brook
plush yew
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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

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Are UMG Bindings expensive in terms of processing? I see that they seem to run on each Tick

kindred depot
prisma brook
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yes

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Gotta get it setup before i package tho

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still haven't been able to add to my scene

opal cedar
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Emmmm uh

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Just a quick question, does anyone here right now knows unreal's lighting/baking well?

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Got some problems

opal cedar
kindred depot
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Idk how to do this bud.

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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...

▶ Play video
plush yew
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thx it worked. changed it to Deutsch then back to Standard. @opal cedar

drowsy snow
rocky epoch
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ask the question :)

drowsy snow
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It's a bad habit that creates a waiting loop.

prisma brook
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don't even need the sdk?

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this makes it look so simple

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but im getting an error now on compile because VS 2019

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which I have

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So not sure why it doesn't like it

opal lark
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is there a node to mirror material ?

drowsy snow
ebon palm
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ok i try it

opal lark
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Thanks

drowsy snow
opal lark
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where is the axis on texture cord please

drowsy snow
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As I said above.

opal lark
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Thank you

drowsy snow
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The above one is directly setting a variable from other object reference, hence "Target" input.

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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.

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No.
From the Set TP Character node's output pin, drag out, and look for "Set Tags"

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No probsies!

lucid jetty
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Umm guys.

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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

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Anyone have any idea where I can untick that? I would like it to ask that question again. T_T

wooden bison
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I can select a virtual texture at material editor but i can't select it at instance editor. Any ideas?

drowsy snow
lucid jetty
wooden bison
kindred depot
drowsy snow
wooden bison
lucid jetty
drowsy snow
drowsy snow
lucid jetty
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Saved folder contains Collision info too I think 🤔

kindred depot
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then look on the left 🙂 Virtual Texturing Reference

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all the information you need is right there.

wooden bison
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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

drowsy snow
unique kraken
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how many "steps" can a 8bit bw image have?

unique kraken
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ah okey wasnt sure if 255

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thx

drowsy snow
hidden sparrow
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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

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Like this guy

lucid jetty
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I couldn't find it, this thing contains too many stuff so I used a previous settings from an old copy. ❤️

somber eagle
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Hey guys, is this the right chat to ask a question?

drowsy snow
thick herald
somber eagle
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I already asked it in the #mobile channel :p

grim ore
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@hidden sparrowyou would put the alpha channel from the image into the alpha/opacity channel in your material

hidden sparrow
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Thank you so much guys!

drowsy wigeon
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Is here someone with good knowledge of splines, who would be willing to answer few questions on PM?

drowsy snow
drowsy wigeon
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Well I did not want to flood public space with several questions

drowsy snow
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Flooding public space with questions would be better, because someone else can chime in and fill in the gap.

(Change my mind)

thick herald
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Why?

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When?

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What?

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Eh?

drowsy snow
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Also
Who?
Where?

5W + 1H

brittle gulch
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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?

drowsy snow
hidden sparrow
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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?

drowsy snow
bright sigil
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Youd be affecting the uvs of the texture. TexCoord - (1,0) to flip horizontal

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Oh wait, nvm

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Bad math

hidden sparrow
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So I have to modify the texture from my character blueprint when clicking A and D?

bright sigil
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Sorry oneminus on the x of Texcoord

grim ore
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the 2d template shows how to do this

drowsy snow
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I know Paper2D (and its workflows) can discourage some people, depending on the project needs.

hidden sparrow
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Im sorry but I don't know how to do this correctly. Can someone please show me where?

grim ore
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did you check the official tutorials or documentation?

covert storm
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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?

neon bough
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they look pretty clear to me, you may want to look into AI Sensing

covert storm
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Thank you and I figured it out. I appreciate it.

hidden sparrow
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Please how do I mirror the material

fierce tulip
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they just told you.

bright sigil
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yeah

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one minus is your ticket, but for z axis only

next iron
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can you launch any game with UE5?

bright sigil
hidden sparrow
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Maybe im just dumb, but where do I type it? When clicked on texcoord?

next iron
bright sigil
fierce tulip
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there are getting started guides and tutorials on the pinned messages in this channel. you might wanna follow some of those.

bright sigil
next iron
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So i can move on from UE4 correct?

bright sigil
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i wouldn't recommend it

next iron
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How come?

bright sigil
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does your game require ue5 specific features?

thick herald
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UE5 is a bug ridden mess just now

next iron
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The thing is, I'm having trouble launching UE4 and managed to launch UE5 without a problem.

thick herald
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The early access is more of a tech demo, than anything else

next iron
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so i was wondering if i can just make a game through 5 instead of researching how to solve 4's problem

hidden sparrow
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Do I change something on the texcoord?

fierce tulip
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@hidden sparrow follow some getting started tutorials first, get the base hang of ue4, this will help you in the long run.

next iron
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unless you guys have any ideas about fixing the problem, I keep getting "prerequisites not found" whenever launching the game.

fierce tulip
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well, install the prerequisites

main pewter
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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)

bright sigil
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not too sure on these kinds of errors, knock on wood, havent had them for a long time

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i also dont change versions too often

next iron
bright sigil
next iron
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is there a specific version or does the latest version work?

bright sigil
drowsy snow
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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

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Though the launcher should also install prerequisites for UE4 upon installing the engine.

lone burrow
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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?

bright sigil
next iron
split tundra
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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

next iron
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Is it possible to take what I design from UE5 to UE4

drowsy snow
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This is like that one other guy crying for the redists

main pewter
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it's really a bad design. so 5 EA is newer then 4.26 but older then 4.27

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so testing in 5EA is a one way road

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cause you can also not import in 4.27

wary wave
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I mean, it's 'Early Access', it's supposed to be for testing

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not for development

main pewter
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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

grim ore
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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

wary wave
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UE4 and UE5 are two different software packages and you shouldn't assume anything will necessarily be cross compatible

wary wave
drowsy snow
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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)

main pewter
drowsy snow
grim ore
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but its weird isnt it? expecting to go backwards in a products lifecycle....

drowsy snow
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Not the preview Early Access version.

split tundra
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Motion Warping is exclusively available for UE5, right?

drowsy snow
grim ore
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ignoring the release dates, and all that stuff. its literally UE 5, its the next product in the lifecycle of Unreal Engine

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expecting to say I want to go from 5 to 4 seems... an invalid thought

drowsy snow
main pewter
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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 🙂

fallen stratus
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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

drowsy snow
split tundra
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@drowsy snow I see, thank you. Do we have an estimated (roughly) release date for UE5? As in a stable release

drowsy snow
split tundra
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Aight, makes sense, thank you

fallen stratus
main pewter
drowsy snow
grim ore
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what are you using to mark a separate line in the string in the first place?

main pewter
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regular linebreak from excel. I guess \n or \n\r
in excel and most apps its shift+enter

grim ore
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yeah but.. like

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you should know, look at the string that is inside of UE4 and what is it using?

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parse into array should work as long as you specify the correct delimiter

main pewter
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but how should i find it. its severals line. how do I find what I can use as actual delimiter for parsIntoArray

drowsy snow
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NGL I still don't get the use case for importing CSV

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Even after all these years, I seldom using Data Tables / importing something from CSV

grim ore
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so your CSV is multi lines, or your data table for some reason has a string that is multi lines?

main pewter
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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

grim ore
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I can say that paste parses fine for me using shift-enter as the delimiter

thick loom
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CSV / Spreadsheets are nicer for data than UAssets because you can diff them

grim ore
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was that paste right from the data table?

drowsy snow
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Huh, guess my systems are so different, that it basically rely on actor defaults and curves, not data tables.

grim ore
main pewter
# grim ore

yea but it s still one line on my side? I would expect:
Line: fooo
Line: bar
....

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so how did you copy/paste that one into delimiter?

grim ore
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I just used shift-enter in that field

neon bough
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and there's plenty of stuff about ai sensing on youtube, too

grim ore
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there are docs and videos for AI as well as the third person (Which is also the default in the third person template)

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I dont know what you count as good, but it has more than nothing

main pewter
grim ore
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dont know, what does the string look like from the data table? breakpoint and debug the actual result

main pewter
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thanks I will try. at least I'm on the right track 🙂 don't want to steal your time for such a simple thing

grim ore
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if you have a sample of the CSV I can take some more guesses, but without the actual data its hard to guess

neon bough
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did you try \n as delimiter?

drowsy snow
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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.

neon bough
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i know you can't (or maybe they changed it) use Shift+Enter on datatable values for some reason

next iron
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Can I lower the load on my PC when running UE4?

drowsy snow
next iron
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it's using 75% of my GPU

neon bough
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you can limit the max fps in the editor viewport

drowsy snow
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That's... Normal, for a game engine, right?

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Unless you're using Blender doing nothing

grim ore
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I exported out a sample from google docs using your paste above and I get this

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and for reference this did get me what I expected with the shift-enter delimiter

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this was the data table

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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

main pewter
# grim ore this was the data table

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

main pewter
grim ore
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yep so if you debug the one you pasted, its using \n only

slim hornet
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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

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Has anyone been able to use Mali offline compiler with UE 4.27?

main pewter
grim ore
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@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

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its just something weird with the way you are getting that csv created

main pewter
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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

grim ore
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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

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and there doesnt seem to be a way to get a compare against just \n

nimble tangle
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Is this the right room to post a question about a problem I'm having with SceneCapture2D?

neon bough
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regex splitter should support that, but not sure if that's builtin or was a 3rd party node

grim ore
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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

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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

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@nimble tangleyou could try here, but i would guess #graphics would be more appropriate

ebon palm
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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

livid haven
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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???

grim ore
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@ebon palmdont destroy the item where that value is stored, or store it somewhere else

ebon palm
grim ore
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how are you respawning it now?

ebon palm
grim ore
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no, you can tell us how you are respawning it

robust lichen
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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?

ebon palm
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this is my respawn code

hazy lion
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hello im new to ue but how do i make the audio cue stop after realeasing W

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that would solve all my problems

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im sure its a simple fix but im dumb

pearl minnow
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what the fudge is this annoying thing that i keep accidentally activating that blocks keyboard input 😄
the white lines i mean

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i do it like 3 times a day and have to restart UE otherwise i cant interact 😛

robust marten
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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?

robust marten
pearl minnow
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oh yehhhhh

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🤯

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i must be accidentally dragging then

pine siren
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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)

pearl minnow
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yeh thats also infuriating 😄

icy mulch
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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

grim ore
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@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

bright sigil
grim ore
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@pine sirennot really, thats more of a windows feature and the fact its one "app"

icy mulch
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My nav mesh scale is set to 60

bright sigil
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maybe a pic?

icy mulch
bright sigil
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and the navmesh?

icy mulch
grim ore
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during runtime, show the navmesh. make sure the nav mesh is valid for them once the door opens

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I would mainly also be curious if they can even "fit" thru the door

bright sigil
# icy mulch

I cant really tell whats going on for the door

icy mulch
grim ore
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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

bright sigil
# icy mulch

Navmesh doesnt connect it wont ever path there. Use a nav mesh proxy might help. Or adjust navmesh to connect

grim ore
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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

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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

ebon palm
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thx its work

grim ore
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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

ebon palm
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my health dont want to reset from 0 to 100

icy mulch
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What command do I use for nav mesh

vagrant hornet
#

How many lines of code in a game like GTA?

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Millions?

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Cool

grim ore
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@icy mulchits "Show Navigation" in the console, or you can have use the execute console command node to have it do it on startup

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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

charred blade
#

anyone here have the Adam Unity Project Files https://unity.com/demos/adam

Unity

Discover how Unity's demo team created the multiple award-winning short film "Adam" using Unity's lighting and sequencing tools enabling real-time rendering.

grim ore
#

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)

charred blade
#

The Infiltrator demo is unavailble now also...

winged lava
#

Does anyone here use amd radeon graphics?

charred blade
#

anyone have the viking village demo

grim ore
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@charred bladeInfiltrator is still in the learn tab,

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and viking village is where it has always been

winged lava
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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

grim ore
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windows controls the gpu it uses, it should default to the dedicated gpu if its a high end app like UE4

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you can check your task manager to see what GPU is being used if you want

winged lava
#

Ok thx I guess I'm stuck with a bad framerate then

grim ore
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check your task manager to be safe to see what GPU it's using if you have more than one

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@ebon palmI wuold assume setting it back to its max value before/after you "respawn"

winged lava
#

I am trying to accept the SDK license for android but I click on it it still remains active. I don't get it

grim ore
#

do you have the android SDK installed and setup and recognized?

winged lava
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Yeah man I got it installed but I don't know what u mean by recognized

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I don't think I have all the licenses

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but I did install licenses

grim ore
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installed, and rebooted basically

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and then your device if plugged in and in developer mode should be detected by UE4 under launch

icy mulch
bright sigil
#

although i dont think that will matter because the door being there is already removing the navmesh in that area

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maybe better to change the door to obstacle so that its at least red, AI might be able to navigate

pine siren
#

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?

ebon palm
calm widget
#

Anyone else feel like the epic games launcher is really sluggish? Always been bothering me it feels like it runs at 10 fps

bright sigil
icy mulch
#

It goes through the proxy but now it just goes back to the door and stops chasing

bright sigil
#

i think i notice it saying bad size, to it is clipping in the floor

icy mulch
#

The bad size is for my character

bright sigil
#

i think the proxys have the bad size, might need to adjust those

kindred depot
#

I had no idea you are the HTF Do I guy.

icy mulch
#

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

kindred depot
#

mind => blowen.

icy mulch
#

Which i don't know how to fix

grim ore
#

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

kindred depot
#

Ahhh lol never played it or play games anymore. You got to keep your mind on one game, yours 🙂

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I posted in #animation If anyone can help. Thank you if you can help me. Please post in there with the solution 🙂

ruby terrace
#

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

icy mulch
#

Does anyone know why it keeps doing this

winged lava
#

Can anyone help me please sorry to beg

grim ore
#

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

winged lava
#

ok thx

trim belfry
#

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

kindred depot
#

that is worthy of a bookmark

trim belfry
grim ore
#

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

trim belfry
#

great answer, thanks

winged lava
#

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

icy mulch
swift forge
#

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?

grim ore
#

easiest way is to cast the hit actor to your player to check

swift forge
#

this node?

grim ore
#

yes

past eagle
#

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?

grim ore
#

show the collision on one of these meshes

past eagle
#

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

swift forge
#

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

grim ore
#

for that issue, you need to make custom collision channels that your player is on that is not the same as the enemies

past eagle
#

Ah, alright. I'll look into that. Thanks!

swift forge
#

which should i make? object, trace, or preset channel?

grim ore
#

@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

past eagle
#

This is what i'm seeing- I wonder why they look different?

grim ore
#

your looking at the one in the world and not the static mesh editor itself I would guess

past eagle
#

Ohh Okay

#

I'll check in the editor as well

grim ore
#

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

past eagle
#

Here we go, I'm guessing I should mess with these settings and see how that goes?

grim ore
#

your preset is overlap

#

so no collision at all

past eagle
#

Ohhhh okay that makes sense

grim ore
#

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

past eagle
#

Would "Ignore" be better then? (my first time messing with collisions, apologies)

past eagle
#

I'll try that out

#

Thanks

grim ore
#

that basically says to use the mesh as the collision

past eagle
#

Good to know

grim ore
#

and the earlier answer was you wanted it on block all, so it would block the player when it touches it

past eagle
#

Okay, thank you very much :)

#

That worked! I'll keep that in mind for the future

swift forge
#

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

sacred holly
#

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

bright sigil
#

Yes, you need to play the game and then specify the debug actor

scarlet current
#

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.

scarlet current
#

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

sacred holly
#

You may want to look at source control, but I haven't touched that at all so I'm not familiar with it

grim ore
#

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

scarlet current
grim ore
#

show the location of one of these missing files in your project

scarlet current
#

The original asset (first aid kit) is selected and "migrate" is about to be used

grim ore
#

and what does he see on his?

scarlet current
#

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.

grim ore
#

it is not

#

look at the paths

scarlet current
grim ore
#

you have to migrate to the content folder in the new project, you are not

scarlet current
#

the whole folder?

grim ore
#

.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

scarlet current
#

so i can't have multiple content folders?

grim ore
#

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

scarlet current
#

hmm ok.

grim ore
#

theres nothing stopping you from fixing them in the new project as well, just more work

scarlet current
#

agreed. except there is about 300 assets, haha so its alot of work

bright sigil
grim ore
#

migrate them correctly, then move them in the new project to their new location

scarlet current
#

ok ill give that a try and see if it fixes things

fierce tulip
#

and always fix up your redirectors.

scarlet current
#

appreciate your expedient replies. here's hoping

#

if i screw somethign up...i'll be back, haha

native snow
#

*when

#

🙂

grave pollen
#

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

grim ore
#

it should work on either one, it moves the controlled pawn that that controller is controlling

grave pollen
#

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

grim ore
#

maybe it was being called before the pawn was controlled?

grave pollen
#

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

grim ore
#

I had that issue, is it clicking on something?

grave pollen
#

wym? basically just a line trace via visibility channel

grim ore
#

oh. gotcha, I had an issue where I had to double click when clicking on actors to interact with them. it was weird

plush yew
#

Where would I post if I’m looking for people willing to contribute to an unreal engine project?

grim ore
grave pollen
#

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

grim ore
#

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

grave pollen
#

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?

plush yew
grim ore
#

I assume it's unpaid so this part?

plush yew
#

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

grim ore
#

@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

grave pollen
#

i forgot to check off the 2nd one but that solved it.......

#

i need a vacation.

grim ore
#

yay

#

I thought it was one of those, but my code doesnt have one so... I am super confused

grave pollen
#

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.

grim ore
#

yeah I spent some time getting it fixed in my game jam game, double clicking required was.. not good

grave pollen
#

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

grim ore
#

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

prime willow
#

@grim ore i have a silly question

#

nvm

#

hmm

grave pollen
#

Do you work for Epic Matthew?

kindred depot
#

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

grave pollen
#

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.

plain void
#

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.

kindred depot
# plain void I'm switching over to Enhanced Input and was wondering if somebody might help me...

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

Unreal Engine

Windwalker Echo, fresh off her starring roles in Lumen in the Land of Nanite, Valley of the Ancient, and Slay is now available as a standalone character asset for both Unreal Engine 4 and 5.

plain void
#

@kindred depot awesome! thanks so much

weary basalt
#

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.

kindred depot
#

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.

nocturne ferry
#

Did you figure out what was wrong? im havingthe same issue

abstract scaffold
#

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?

nocturne ferry
#

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)

bright sigil
kindred depot
#

there is nothing on deadzones.

#

ugh, one tutorial out there..

stoic cobalt
#

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

bright sigil
sick tangle
kindred depot
sick tangle
kindred depot
#

ahh

#

that does make more sense

#

im taking a break for tonight tho 😦 to many bad results.

sick tangle
kindred depot
#

I got work in 2 and a half hours. I wish lol

sick tangle
twin prism
#

any1 know where to get free laser bolts or something'

kindred depot
#

does anyone know what the Spawn_Area is in this picture? This came from unreal engine learning and its missing the blueprint....

native snow
bright sigil
bright sigil
bright sigil
kindred depot
#

ue5 symbols are different i dont know.

#

lol

bright sigil
native snow
kindred depot
#

Spawn_Area

#

like i said i think its a box collider. lol

trim belfry
#

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?

void sierra
#

Question: Do you guys usually tick the "Smooth framerate" option in the project settings for shipping builds?

drowsy snow
trim belfry
drowsy snow
#

Not sure. I never worked on MP stuff.

trim belfry
#

might just make my own GameServerSettings or something

trim belfry
#

nah it will probably suck honestly

#

i need to figure out how im going to access it "globally"

#

maybe a singleton or something

drowsy snow
#

But why dedicated server needs user-like settings, when client end-user won't be able to access it?

trim belfry
#

thats the point

#

i dont need user-like settings

#

i just need settings for my game/gamemode

prisma plank
#

here sharing with projects/ levels?

autumn flame
#

Me too

terse zealot
trim belfry
wind parrot
#

any unreal engine pros can help building a little game?

bright sigil
#

sorry, i like to stay strictly newbie

bright sigil
barren coyote
#

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?

brittle tundra
#

Architecture wise would you put a Quest Manager at the level of the player controller or above... Game Instance..?

barren coyote
#

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

terse zealot
brittle tundra
#

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

tiny valley
#

Why does gta run on my pc at 200+ frames while most marketplace stuff runs lower then 60

drowsy snow
tiny valley
#

Especially landscape products like the elite landscapes runs less then 24 frames,any scene optimizing plugins available

drowsy snow
drowsy snow
barren coyote
#

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 🤣

drowsy snow
drowsy snow
#

2048 x 1024 is fucking huge.

barren coyote
#

2k x 1k looks like that when blown up on a 4k screen , so no, I am not kidding 😃

drowsy snow
#

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.

barren coyote
#

Ahh, scene capture 2d can be used as a still camera 😃

thorn crown
#

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 😦

bright sigil
thorn crown
#

Yes I would clamp it.

bright sigil
#

then you just need a lerp, the alpha is the distance from the origin clamped then normalized

thorn crown
#

ohh I will try that !

bright sigil
#

hope it works, im off to bed

thorn crown
barren cargo
#

Is there a button in UE that lets you freeze the scene, like when you haven't selected the program?

south edge
#

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

drowsy snow
drowsy snow
#

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.

south edge
#

And engine folder with binaries and such? Are those required?

drowsy snow
#

Yes.

#

I mean, if you want to delete them and find out if it works or not, then well, be my guest.

south edge
#

Hahaha well yeah, I was just wondering if we could delete unneeded folders, not sure how well UE4 optimizes packaging

south edge
thorn crown
south edge
# thorn crown There is a plugin on the marketplace to clean up projects before packaging. It's...
Unreal Engine

Assets Cleaner automatically finds and list unused assets in a project, and allow direct operation from the tool (move, delete...). Keep your project size and load time small, and avoid wasting time migrating assets to clean projects up!

thorn crown
#

I think the other one works the same

south edge
#

Well theres a huge price difference so not sure what their difference is exactly

#

Will look into both though, thanks

thorn crown
#

Oh I didn't know they raised the price, it was much lower when I bought it.

#

Could have been a sale though ^^

thorn crown
south edge
#

Thank you for the suggestion, will def keep it in mind

thorn crown
#

You're welcome 🙂

sour tide
#

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)

plush yew
#

Weight loss needed

edgy jasper
#

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

drowsy snow
edgy jasper
plush yew
#

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

jolly mason
#

smol brain = using a Integer as an ID to tell something apart
giga brain = using a float as an ID kappa

plush yew
#

can i use control rig to bake animations with sequencer?

sour tide
#

I mean, it stands to reason that there are more floating-point numbers than there are integers

lucid plover
#

Bruh, why cant i see the blur in my cinamatic camera? like it doenst show anything blurry even with a 0.1 Aperture....

humble ridge
#

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?

drowsy snow
lucid plover
#

It should blur it right?

plush yew
# drowsy snow Yes.

how? i am trying to use this but it does not record what i did in the sequencer

drowsy snow
plush yew
#

where?

#

that is the window that pops to me

drowsy snow
#

Shoot, I forgot the settings

regal mulch
#

This looks like it shows what you want in a few minutes

#

Maybe compare to what you are doing

#

I haven't done animation with ControlRig yet

plush yew
#

ah ok, i will take a look

regal mulch
#

But you are probably just missing a small step

plush yew
#

ah, i was trying to set the animations with the selected option,

#

what i am looking for is Bake to Control Rig

waxen dragon
#

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

plush yew
#

damn can't seem to get the tool to work

neon bough
plush yew
#

but i actually have to create a control rig for it to use the option below

neon bough
#

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

wise cosmos
#

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.

short cipher
#

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。

drowsy snow
drowsy snow
wise cosmos
drowsy snow
wise cosmos
drowsy snow
short cipher
#

I want to share the screen with VC, but I don't know how. Where should I send this sentence?

wise cosmos
short cipher
#

!stream

drowsy snow
short cipher
#

OK. Thank you very much

drowsy snow
#

Also directly message the command to @buoyant granite

short cipher
#

OK. I'll Do it

karmic granite
#

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

fierce tulip
#
uneven tundra
#

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?

plush yew
#

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

winged lava
#

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?

fossil basalt
#

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

winged lava
#

Anyone know of any good tuts on building a lives system

fossil basalt
#

have it set here too

#

have I missed anything?

winged lava
#

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?

drowsy snow
winged lava
#

How do I restart the player to beginning of the level when he loses a life

drowsy snow
winged lava
#

@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>?

drowsy snow
#

I'm afraid I can't translate that question properly.

winged lava
#

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

drowsy snow
winged lava
#

What's the best way of doing a lives system?

hard kelp
#

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?

drowsy snow
winged lava
#

@drowsy snow Do you know what node I need to use with the >0 exec pin off the compare integer node

drowsy snow
#

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.

winged lava
#

how would I use game instance

#

got any tuts

drowsy snow
#

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

thick knoll
#

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...

▶ Play video
thick knoll
#

I will take a poke around there, cheers!

hot thistle
#

Hi, I keep losing a couple of trees in my foliage, the trees are from a Plugin folder if that makes a difference?

drowsy snow
#

Are VR games made with UE4 exists at all?

jolly mason
#

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

wet scaffold
drowsy snow
wet scaffold
sick patio
#

Does anyone know a youtube tutorial for stamina system that does NOT use event tick (and not the video for parkour)

drowsy snow
sick patio
#

um

#

sorry i'm

#

i don't know c++

#

i only use blueprint

drowsy snow
#

Circumventing with short event/function looping timers could make things worse, if not indifferent.

sick patio
#

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

drowsy snow
sick patio
#

and reddit was no better, they have a full on war on there over it

drowsy snow
#

A single ticking BP to update numeric value still isn't that much comparable to doing worse BP functions on tick.

sick patio
#

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.

drowsy snow
#

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.

sick patio
#

are you recommending I.... an artiste... learn c++? are you a C++ evangelist? 😆

mortal cedar
#

does anyone have any tips for sharing plugins with a team?

#

do you all just buy multiple copies?

drowsy snow
sick patio
#

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?

drowsy snow
sick patio
#

oh my god.... i can't breathe... warn a brother before ... lol oh god why am i laughing so hard?

icy plaza
#

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

sick patio
#

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

icy plaza
sick patio
drowsy snow
#

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.

tiny raft
#

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.

ebon steeple
#

hey there, could someone explain to me what the main difference between a box with an overlap event and a trigger volume is?

drowsy snow
tiny raft
#

so I guess working in UE would benefit from multithreading in general but actually running the projects wouldn't

drowsy snow
#

In one of the Unreal interviews on FF7R, they did mention about having multi-threading for task thread.

tiny raft
#

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

sick patio
#

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

grim ore
#

do you track stamina? if so..... yes

drowsy snow
#

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.

sick patio
#

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?

grim ore
#

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

runic fern
#

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

sick patio
# grim ore you could hook the heartbeat code up to the animation using notifies if you want...

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

grim ore
#

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.

drowsy snow
#

But it's not necessarily to circumvent Event Tick, as I already mentioned above.

sick patio
#

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?

drowsy snow
#

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)

sick patio
#

someone also said event tick is bad, because people's frame rate dictates the event tick and not actual real human time?

robust marten
#

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.

drowsy snow
#

Get All Actors Of Class every tick, that's a no no.
Changing handful of values every tick, that's fine.

sick patio
#

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?

grim ore
#

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

sick patio
#

so i'm guessing if the character is running away from the monster one person is slow and another person zooms out the building

drowsy snow
#

That's when Delta Seconds can come into play.

#

Delta Seconds is basically the time since the last frame happens.

sick patio
#

oh i see i need to ask my questions better?

#

so i need both set timer by event and delta seconds?

grim ore
#

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.

drowsy snow
grim ore
#

if you however program your code poorly to update values in a tick, then FPS or your Tick Event can cause issues

drowsy snow
#

Looped timers are more or less fixed intervals

sick patio
#

ok ok

grim ore
#

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

sick patio
#

omg you guys are amazing

#

thank you

#

can i do that for the heart beat too?

drowsy snow
sick patio
#

ooooooh notifies is an animation thing

drowsy snow
#

Otherwise you can use looping heartbeat sound and adjust the volume every stamina update.

grim ore
#

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

sick patio
#

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?

grim ore
#

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

drowsy snow
sick patio
#

I solemnly swear not to abuse event tick.

#

but it's ok for the heart beat?

grim ore
#

the question is basically this. how often when sprinting should stamina be changed? how often when not sprinting should stamine be changed?

drowsy snow
#
  • Does the heart rate matters?
robust marten
#

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.

drowsy snow
sick patio
#

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.

robust marten
#

Well I'm using 4.26 so I don't have an option of using UE5 Partition system

robust marten
drowsy snow
drowsy snow
robust marten
drowsy snow
#

Pardon my wording.

#

But generally you'd have landscape chunks having the larger streaming distance than the NPCs

robust marten
drowsy snow
robust marten
drowsy snow
#

I (also) personally had the NPCs on persistent level, if that matters.

robust marten
drowsy snow
next iron
#

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?

bright sigil
#

END @next iron

drowsy snow
#

On the distance, far away, the real logic shouldn't matter, so you can replace it with impostor actors or something.

robust marten
drowsy snow
next iron
bright sigil
sick patio
#

@drowsy snow thank you by the way. can you explain "get world delta seconds?" or can say no lol

bright sigil
#

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

drowsy snow
next iron
drowsy snow
bright sigil
sick patio
#

it's a good way to clamp everyone's experience, to real world time?

bright sigil
sick patio
#

slo mo ... bullet time?

next iron
bright sigil
#

and the other object?

next iron
#

it worked on top of the table, but not on top of the floor

bright sigil
#

oh

drowsy snow
next iron
#

So the button is working, why does the floor not have collision xD

bright sigil
#

that i dunno, i assume it does though

next iron
#

okay, apparently it was off for some unknown reason, but thanks for the tip, that helped narrow down my search

bright sigil
#

great, weird

runic fern
#

guys how can i fracture a mesh when heavy weight cross over it ?

bright sigil
#

probably want an impulse of some kind to push the pieces

runic fern
#

but i need to calculate the weight on specific location not all over the mesh

bright sigil
#

yeah, fire an impulse at the location

runic fern
#

hmm have to check but i thought for skeletal mesh can happend

bright sigil
#

sounds a little more intricate then first mentioned...

runic fern
#

yes sorry because i was searching in google about skeletal mesh fracturing thats why i didnt mention it

drowsy snow
runic fern
proven lake
#

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 ?

bright sigil
proven lake
#

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

bright sigil
#

I just think you need to enable physics on the Actor. no need for a component to do what the checkbox does

grim ore
#

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

bright sigil
#

Unreal is COP and some OOP, Unity is OOP

drowsy snow
#

General rule of thumb: Defenestrate everything you know about Unity.

proven lake
bright sigil
bright sigil
drowsy snow
proven lake
grim ore
#

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?

bright sigil
proven lake
grim ore
#

how much of the editor and engine do you understand?

bright sigil
#

i only know bp, maybe there is a similar cpp function - but it you want to do what i asked, its GetParent

proven lake
drowsy snow
#

I think there's a saying that those coming purely from Unity needs a special treatment in this regard.

proven lake
#

yeah

#

a lot

grim ore
#

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++

drowsy snow
#

Sometimes Unity users who are used to typing C# code tend to skip BPs because it's "visual scripting"

grim ore
#

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

drowsy snow
#

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.

grim ore
bright sigil
#

we have a help channel!?

drowsy snow
#

NO FRICKIN WAY!

drowsy snow
bright sigil
#

like help happens there 😛

proven lake
#

maybe now I can explain my stupid question better

bright sigil
drowsy snow
#

Long story short, he was Unity alumni, remembered you said something about special treatment on fresh Unity alumni touching Unreal.

proven lake
#

I am not Unity Alumni, I am more of Unity VICTIM 😅

proven lake
#

but I guess if I am not using blueprints then the only thing that can reference is code

bright sigil
drowsy snow
bright sigil
proven lake
# bright sigil 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

drowsy snow
bright sigil
#

i just made a little game with Unity, didn't seem that businessy, i guess its where im looking

drowsy snow
#

And to be fair, their business models doesn't seem to do much with the games side of things either

proven lake
bright sigil
#

ah, sounds like bethesda

proven lake
bright sigil
#

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

bright sigil
#

i guess we could argue over lemons all day

drowsy snow
#

Understandable, considering they live off of Fortnite, a video game.

bright sigil
#

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

proven lake
proven lake
proven lake
bright sigil
drowsy snow
grim ore
#

@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

drowsy snow
#

Oh yeah, actors.

proven lake
bright sigil
proven lake
bright sigil
drowsy snow
#

Also unity build is a thing in Unreal (also a thing with C++ projects)

grim ore
#

Thats more a coment on the building source/removing VP stuff question from earlier nothing to do with Unity the engine itself

drowsy snow
#

Yes.

grim ore
#

you probably should, unreal engine is designed to use both appropriately

neat ether
#

does anyone know what's making my model look like this, instead of smooth?

#

what would I have to do to fix it?

warm verge
#

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.

neat ether
#

...in what way, exactly?

drowsy snow
drowsy snow
neat ether
#

I already disconnected all the textures and none of them fixed it

warm verge
drowsy snow
drowsy snow
neat ether
drowsy snow
# warm verge Yeah!

Okay, in my experience, that body type doesn't even work. Consider using primitive shapes instead, with the sizes approximately covering the parts.

warm verge
#

ok got it

#

let me try again, Thanks!!

warm verge
neat ether
#

looks fine to me 🤔

#

oh, sorry

hoary rock
#

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

cedar wave
#

🪦

hoary rock
#

It takes a minute to do 1 of these

plush yew
#

Hello any one knows of a free resources to create a medieval adventures game?

#

I want towns, cities, characters, gold and more

neat ether
#

seems fine still

plush yew
neat ether
#

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

hoary rock
#

Ah ok, I tried downloading it from the epic games store, but the epic games store make my computer run like crap

plush yew
#

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?

sacred holly
#

"2GB of RAM"

sacred holly
plush yew
#

is directional light supposed to be static?

#

but this game is only at nigh

#

*night

hallow void
#

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

hallow void
#

Nice

plush yew
#

hello people im kinda new ish to ue

#

my dream is to make dinosaur game like the isle but better

thorn river
#

is there any source that explains the difference between game mode... and game state? monkahmm 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

cedar wave
#

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.

drowsy snow
hoary rock