#ue4-general

1 messages Β· Page 1128 of 1

drowsy snow
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That explains. Because SceneTexture colour returns float4

potent bridge
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alpha...

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right

drowsy snow
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You can add component mask before the SceneTexture and only use the R, G, and B channels.

potent bridge
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for depth or input0?

drowsy snow
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PostProcessInput0, since you use the Color output

potent bridge
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So does that mean I can't have alpha on any objects with this effect then?

drowsy snow
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That question is irrelevant, because translucent meshes don't contribute to scene depth.

potent bridge
drowsy snow
potent bridge
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I'm doing something wrong aren't I?

drowsy snow
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After the Color output, then ComponentMask, before going to the Lerp node

potent bridge
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I see

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scenedepth is a float4 though, so thats giving me an error when I put into the alpha part of lerp

drowsy snow
# potent bridge

You used the Color output, which is the same exact issue.
But you can desaturate it.

potent bridge
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aight, time to test

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Whatever that created.

drowsy snow
fierce tulip
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hehehe

potent bridge
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unfortunately not what I was going for but thats kind of cool nonetheless

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So if I try by this method, what errors am I actually getting?

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Because how I understand it, I'm comparing my scene depth to 0.5

drowsy snow
potent bridge
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yeah unfortunately lerp didn't get the effect I was going for though

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I don't know why, since you said the idea is it lerps the two textures

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Just only want the effect appearing further away

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Skybox does this

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so its definitely detecting the parts further away

drowsy snow
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Weren't you said you have to divide the Scenedepth?

potent bridge
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I did, by 2000 initially

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still don't get this weird rainbow thing going on though

drowsy snow
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And then you would have to clamp it.

potent bridge
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Fixed that, that second image I just sent is with the division

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didn't clamp though... good point

drowsy snow
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Try clamping the scene depth. I suspect the fake Nanite debug view effect is caused by the alpha going past 1

potent bridge
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well, need to wait for this compilation to finish

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That works perfectly! Thanks for all your help

drowsy snow
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Show the screenshot πŸ‘€

potent bridge
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sure thing, let me set up a scene

worn copper
#

Anyone know how to implement Google Facebook Login using Firebase Plugin in UE?

potent bridge
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@drowsy snow Obviously will look better with proper environment details and stuff

unborn nimbus
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Anyone run into this bug where the UE4 editor won't let you take a thumbnail screenshot of a blueprint?

drowsy snow
potent bridge
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I'm not an artist at all so I'm not ever going to make this look amazing xD

drowsy snow
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My project is anime style, and kinda want to have those more realistic but painterly environments without losing close up details and cinematic post effects
Would be great to do it without tampering megascans textures one by one.

potent bridge
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The player character isn't a post process fyi.

drowsy snow
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(also screw Discord's false positive NSFW detection)

abstract gulch
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Hi everyone, i searching for a rigged tank sample made with 3dsmax for unreal engine, where can i find samples like that ?

kindred field
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I have created a maze with a Heightmap but when I put the texture on the floor it looks good but on the walls it stretches, how can I solve it?

drowsy snow
drowsy snow
kindred field
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That's what i tried but it doesn't work

abstract eagle
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has any small groups gotten Multiuser editing to work?

hallow swallow
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Yo guys i want to start a new project/game , I need some people they have some experience with unreal

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Let me know if you interested πŸ˜‰ and I give you more details what kind of game

hallow swallow
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not work i dont have acces to do that

drowsy snow
hallow swallow
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i read and i send message to bot nothing happend

drowsy snow
prime willow
pseudo belfry
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Does anyone know how I would go about making a PostProcess pixelate effect that only affects a mesh that I want to look pixelated.

prime willow
pseudo belfry
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where would I find that ?

prime willow
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mesh details probably

pseudo belfry
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There is nothing.

prime willow
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hmmmmmmmm

hallow swallow
small pewter
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Is it possible to create a struct and put a boolean in it and when it's checked it opens a submenu to be able to put values in it like for instance :

HealthRegeneration? : Boolean
  - Amount to regen : Float -- The submenu starts here and only shows if HealthRegeneration? is true
  - Instant regen : Boolean

Please ping me if any answer πŸ™‚

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Another question : What's difficult / What do you need to consider when you try to create a game with alot of players like 60 players to 100 players ?

timid meteor
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help

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exactly 13 houres and few minuts ive trying to instal that stipud source code

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if it was me i fired it all up and put it in the trash

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how can i even make a stupid online game if i cant do this a second time ?

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help please

drowsy snow
drowsy snow
timid meteor
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i want it to be online on a dedicated server using the esrpg from ue4 marketplace

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my download is already over 400 gig today for only trying to do github source thingy

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had every tutorial there is on yt and every documentation i can imagen

drowsy snow
timid meteor
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they made it easyer for us

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no i want that

drowsy snow
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Make it more traditional LAN party/peer to peer instead
Save you the hassle of getting dedicated servers

small pewter
timid meteor
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my pc crashed this is a new computer so i need to redo it again i aint gone trow my files away xD

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nah i know what i want :p

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its like hey i am making a sandwish but i dont have a sandwish so i should use only butter xD

sinful adder
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Hey can i get help on implementing Root Motion to my character i keep using tutorials but there all from UE4 and I'm using UE5 so none of them work or there different.

timid meteor
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can you help m e?

rough birch
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things worked well after a fresh compile last night. I wake up and open the editor and I'm getting an error saying something about failing to load Outer resources and only 3 of my cpp files are showing up now. Any clues as to what in tarnation is happening?

drowsy snow
drowsy snow
sinful adder
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I tried doing a bunch of them but most of them don't let me do it I do the processes how there shown but it come up messed up

small pewter
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@drowsy snow And for my second question ?
Is it possible to create a struct and put a boolean in it and when it's checked it opens a submenu to be able to put values in it like for instance :

HealthRegeneration? : Boolean
  - Amount to regen : Float -- The submenu starts here and only shows if HealthRegeneration? is true
  - Instant regen : Boolean

Please ping me if any answer πŸ™‚

strong schooner
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Hi. What are the pros and cons between using hitboxes vs bone hits? Thank you

potent bridge
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Ok, more material stuff.
So... how would I get my characters light color to actually change? this uses an emissive texture for the cel-shader effect so normal light doesn't affect it. Going to send material graph

thorny plaza
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can I assign materials to certain sections of an object in UE like I can in blender?

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e.g. I can select section of mesh i want to add a material too and then i can just click assign

twin prism
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theres no class called envqueryitemtype_actorbase
how do i get this

mellow turret
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How do I destroy a niagara particle system object?

limber mesa
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hello I have a part of a mesh and its colliding with foliage I tried shutting foliage collision off but wont work. could anyone advise?

bitter iris
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what causes dark patches like this? im using dynamic lighting

rough birch
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dynamic objects use the indirect lighting cache to figure out what color it should be lit as but lightmass needs to have built it first

potent bridge
gleaming pumice
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Is there a reason I cannot migrate one blueprint to another project in the same version? One project is built with EpicMarketplace source, another one is Github source... When I try to import it doesn't see anything in the directory where I know the blueprint exists

potent bridge
last dune
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hi, i’m searching for job πŸ˜„

potent bridge
plucky bobcat
late stump
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How can I set multiple base color textures on ONE material for ONE mesh wich has its UV coords offseted to multiple maps, i am tring to use R G masks to select the different uv maps, but it always select multiples. ( trying to get something like this : https://forums.unrealengine.com/t/combining-multiple-textures-onto-a-single-object/115303/3 ) but with 12 textures. Unfortunately the screenshots are really blurry and lack explanations.

verbal swallow
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I have a question regarding Gameplay tags. Could I get some insight on what a "Tag Source" is supposed to be, and why one would utilize it? I couldn't find anything about it in the documentation...

cobalt nimbus
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can anyone recommend a decent offline keyword or short phrase Speech recognition plugin. I know Unity has one .

cloud aurora
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Anyone have a guide for giving your character a body? I wanna be able to see my arms etc holding a gun that I can then shoot from

flint dagger
# late stump How can I set multiple base color textures on ONE material for ONE mesh wich has...

That's a hella complicated question. What tends to work is basically masking between your 12 textures and using one of your UV maps as an "ID" on a color map. The position of the UV on a channel is used to pick which texture to use. But already looking at this, there seems like a million different ways that would be better to handle this. Maybe CustomPrimitiveData would be useful here to switch between textures. https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/Materials/CustomPrimitiveData/

That said. I wouldn't bother. Just make instances with different textures and use them where needed. If you've 12 Texture Samples, chances are there are a better way of doing it. It's better to parameterize the Base Color texture and create instances and use them where you need. Then trying to have a "God" material cover everything and all possible textures. (E.g: changing one texture sample in a Material Instance, than having 12 texture samples in one material).

flint dagger
flint dagger
# potent bridge

In your material turn the color (selected node) into a Scalar Parameter (right click and convert). And in Blueprint you create a Material Instance on your character, and then you can use "Set Scalar Parameter Value" node to set the material color. Use the same color for your light. You want to set both from blueprint.
Here's a video on the general idea: https://www.youtube.com/watch?v=IVKVXjaT6QM

soft tree
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on the body hide the head, and place the camera there

vivid scaffold
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anybody know how to paint foliage on a static mesh?

uncut crow
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sorry for the not so clear image , but can someone help me with this problem , ive searched online but havent found a clear solution to this

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My landscape's light changed colour to an orange tint after building lighting and all these errors showed up

uncut crow
uncut crow
bright sigil
# uncut crow

so you had this foliage in for awhile and had baked light before but the sky sphere has affected your light builds?

bright sigil
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well, i think the messages are basically saying that instanced meshes cant use the same lightmap or that it wont work correctly. I think thats where HISMCs come in, so lightmaps/baked lighting uniquely, but im not certain. Is it possible to not bake the foliage?

uncut crow
uncut crow
bright sigil
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well its that you bake lighting on static objects

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i dont really bake much, i tend to work with realtime

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but the errors seem to suggest that lightmaps dont comply with instanced meshes

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or else maybe the lightmap res is too high

uncut crow
bright sigil
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i dont really know, as i said i dont do much baking... im just going off the errors which seem to concern over lightmaps and instances meshes

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i guess the tutorial gets around this somehow

bright sigil
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one of the errors refers to unique lightmaps per LODs

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while another error refers to resolution

bright sigil
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and i remember reading about ism and hism differences where hism work with LODs, how exactly, i dont recall

uncut crow
bright sigil
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lol yeah i dont really know them that much, i researched them awhile ago so my memory is hazy

rocky epoch
rocky epoch
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I just experienced that when I used hism for tons of small objects

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The clusters are funky sometimes

bright sigil
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whoa yeah they are, nifty though

rocky epoch
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Its logic is quite funky

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Although I can’t tell what could be the original problem

uncut crow
sterile sun
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how to access answerhub?

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for how long it will not be accesible?

plush yew
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the default clipping plane is pretty high
is there any disadvantage setting it veeeeery low?

rocky epoch
drowsy snow
mint zodiac
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Hey guys, i have no idea what im doing, could someone help? Im a complete beginner

mint zodiac
rancid lynx
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How do i add a static mesh to the game during gameplay WITHOUT an actor? I know how to add one to a blueprint and add actor. and i know how to use the editor to add a static mesh. i can add a static mesh component to an actor. no problem. easy. i can add 50 static meshes to the level in the editor WITHOUT an actor. but how do i add only a static mesh to the level during gameplay without an actor?

twin beacon
main cobalt
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Hi all, is it possible to adjust the first point of a spline without moving the entire spline?

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Aha you can, just a bit fiddly

left arrow
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Hey guys I need some help. I made a short sequencer camera animation to film my 3D environment for my portfolio. My problem is when I hit the Play button in UE4 and then start my sequencer camera animation, the camera doesnt move. When I dont hit the Play Button it works perfect but I got some light animation etc that why I need to record the video in Game mode :/

drowsy snow
dire parcel
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Highly recommend the unreal learning hub if your completely new , boosted my knowledge and it’s free πŸ˜…

drowsy snow
dire parcel
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Literally everything is there for you to apply the knowledge to different projects

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And it’s FREE

left arrow
drowsy snow
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There's also a chance you haven't properly set up the Camera Cut track

dense root
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Hello
Is there a way to create a c++ multicast-delegate/event in a character bp **class ** and subscribe to the event **directly ** in the anim bp?

clever bone
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can I update my landscape heightfield in editor, or do I need to start from scratch?

drowsy snow
clever bone
sharp nebula
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Good day everyone, I hope im in the right channel.

I have a small question to ask. For a schoolproject we have to make a small prototype of a concept-idea that we thought off, however, I do not know how to start out. I wondered if someone could help me out pointing me in the right direction/point me to some documentation after explaining my issue? Maybe either in DMs or wherever.

fallow jackal
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How to group objects and collapse/hide them in the world outliner?

fleet copper
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Can I Use Assets From The Unreal marketplace When I Publish My Game?

fierce tulip
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of course. just remember that any content from the marketplace provided by epic (and quixel) themselves can only be used in unreal engine.

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i'd suggest to read the marketplace EULA

manic dew
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does any1 know y when i sculpt the terrain i get these really dark shadows

stray drift
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The one downside is that most courses are paid of course, but for lots of people it would be a tiny cost for a significant head start in progress and learning.

fleet copper
autumn flame
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Yes, in Unreal Engine

twin beacon
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How does this node work internally? Does it establish a reference at all? I'm looking to avoid references if possible due to performance if anyone knows please DM me

autumn flame
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Doubt since the reference one is a soft reference anyways

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Would make no sense for that to preload the entire map in memory

main oak
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Anyone know how to make a decal box draw its wireframe during runtime?

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Hard to debug without seeing it

bleak zodiac
marble leaf
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Looking for advice on how to make it so a player cannot abuse a wall jump to infinitely scale a wall. Right now I have it set up so player can do a little jump after wall jumping so they can figure out their landing but it's too easy to just jump back against the wall and then continue to scale upwards

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I hope I'm posting in the right spot!

marble leaf
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Stamina seems like a good idea! I'm wondering if there is a way to make it so I can tag the actor/object that I just wall jumped off of and set a cool down timer ?

smoky timber
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Hello there guys, need a bit of help with playing video in a widget. I set up a widget and the bp in the graph:

twin beacon
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@marble leaf try with boolean a: HasJumpedFromWall?

smoky timber
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and this part that spawns the video. Everything works, but I get no sound when it plays. Any ideas?

marble leaf
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Such as if there are two walls right next to each other I'd like for the player to still be able to jump back and forth between them

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so maybe just a way to tag the last wall jumped on?

twin beacon
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could try with collision detection OR set the variable within your walls. If your character has jumped on one wall, let it switch a boolean. There might be inbuilt functionality for it already but I don't know them

dry wharf
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how can i stop my camera from clipping into walls like this

smoky timber
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Anyone?

twin beacon
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Is there a way to create a custom event that activates whenever a variable changes? Without ticks

marble leaf
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or Event Dispatchers

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you could bind the variable change to an event

twin beacon
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Yes, that's exactly what I'm trying to do. When the variable changes, I want it to trigger an event but idk how

marble leaf
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I think this might help

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If it's all within the same blueprint you can just "Bind Event"

twin beacon
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thx will look at it

cloud aurora
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i am having this error and cannot open my game, i tried to add a 3rd person controller into my game and it happened

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it says it cannot be compiled and has to be done manually

drowsy snow
cloud aurora
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blueprints and because i wanted to try figure out how to have a visible body i added the 3rd person controller from epic and then went to open my project and have that error

cloud aurora
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when i click yes

drowsy snow
warm salmon
cloud aurora
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where would that be? i manually deleted the 3rd person folder that got added

pine siren
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Is there a way to force GarbageCollection in the editor? A button or something?

warm salmon
cloud aurora
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doesnt look like i have it, is there a way i can copy the blueprints and worlds that i saved into another project? that would get everything back i think would just have to set up the key binds

broken sphinx
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Does anyone knows if its possible to prevent landscape grass to clear and rebuild when changing a lighting scenario dynamically in game?

tight jacinth
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Hi guys, not sure where to place this but what is the standard practice to handle context based input? For example: Let mouse click normally selects the unit under the mouse cursor, but when an ability is active it casts that ability instead. I can't seem to find much info on that use case online
Edit: nevermind, I see enhanced input is the way to go

humble moon
#

hey, so my UE4 is crashing when I changed from Steam to EOS (epic online services) when I changed my DefaultEngine.ini I attached my error and my .ini

[OnlineSubsystem]
DefaultPlatformService=EOSPlus
NativePlatformService=Steam
bHasVoiceEnabled=true

[OnlineSubsystemEOS]
bEnabled=true

[/Script/Engine.GameEngine]
+NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemEOS.NetDriverEOS",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")

[/Script/OnlineSubsystemEOS.NetDriverEOS]
bIsUsingP2PSockets=true

[/Script/OnlineSubsystemUtils.OnlineEngineInterfaceImpl]
+CompatibleUniqueNetIdTypes=EOS
+CompatibleUniqueNetIdTypes=EOSPlus
Assertion failed: Module [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Private/Modules/ModuleManager.cpp] [Line: 359] OnlineSubsystemSteam

UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_OnlineSubsystemEOSPlus
UE4Editor_OnlineSubsystemEOSPlus
UE4Editor_Core
UE4Editor_Core
UE4Editor_OnlineSubsystem
UE4Editor_OnlineSubsystem
UE4Editor_OnlineSubsystem
UE4Editor_OnlineSubsystem
UE4Editor_Core
UE4Editor_Projects
UE4Editor_Projects
UE4Editor_Projects
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
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hazy jungle
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Hi, My landscape grass culls out in chunks, I want it to fade out smoother. does anyone know what could cause this issue? (I have dithered LOD transitions checked in the material).

tight crest
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Does anyone know if Visual Studio 2022 is compatible with UE 4.26? (pls ping me)

dense tartan
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Hi there. Can anyone tell me why my green screen characters are lit like that, and how to fix this ? i'm trying to learn how to integrate video into UE. thanks

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i also want to add shadows.... beginner here

drowsy snow
tight crest
drowsy snow
tight crest
dense tartan
dense tartan
drowsy snow
dense tartan
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ok thank you

brazen torrent
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realist car paint in ue5

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realist car paint in ue5

tight crest
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how long have you been using them together?

drowsy snow
dense tartan
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i set specular value to 0 and i get this. While the blacks are restored, the overall colors don't match the scene... any way to fix this ?

tight crest
dense tartan
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i just want a bit of light from the scene on them to "grade" them "naturally"

drowsy snow
drowsy snow
tight crest
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I've got a team of 7 devs, probably shouldn't switch one dev station to VS 2022 without switching all of them

drowsy snow
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I remember lighting was a huge issue because the company I used to work with don't prepare the scene lighting in advance when shooting the film plate.

dense tartan
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for sure lights need to match but i want a little bit of lumen on the characters

drowsy snow
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Normal maps to control the lighting is one way to go, but it's impossible to do with live video plate.

dense tartan
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allright thanks

sinful adder
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Hey can someone help me out with this problem its with root motion

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Its with root motion so I have all the animations working in the blend space and i got the animation BP working and i activated root motion for all the animations and i didn't check (in place) in Mixamo but its still not working

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the animation plays when i press the button but i dont actually move

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and i cant find the reason for it

cloud aurora
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i made a bullet that can shoot, when it hits a wall it bouces away and does not destroy, when it hits an object same thing, when i place one down and run into it it destroys me. anyone know a fix?

midnight vector
#

Hey guys, just a quick question regarding UE4 that doesn't seem like it'd fit anywhere else. When renaming a large folder of assets, is there any way to automatically move to the next file instead of having to scroll back to your position and hit F2 again? TAB does not work.

wild aspen
#

is there any way to define structs globally in a custom material node so that I can access the types and methods in other custom nodes?

crisp summit
#

Hello US. I am trying to figure if I can get a recommendation on an asset or template that have pre-built quest systems / inventory. Is there such a thing in the market?

soft tree
cloud aurora
#

not my image but with this gun how would i implement it into my game and have character hold it, in what way would it effect my code (i have code to shoot line tracers would i keep this on my character or switch it to my gun?) ty

sharp crest
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is there a way to get a reference to the level blueprint?

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if I want to call a function from it for exmaple

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nevermind Ig not

rotund scroll
dry wharf
#

does someone have retargeted animations godd

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its just because i only want to use als 8 way direction but i cant figure out how i will do that

frozen pond
#

compiling ue4 from source is allways like that?

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i should get more cores then

plush yew
#

This engine is bugged

frozen pond
#

still won't run 😦

plush yew
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Lol

frozen pond
#

rebuilded engine and project and still error

thin path
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Where can i find the backup folder?

plush yew
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In the backup folder πŸ“

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I think it's in save

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Something like that

thin path
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i've looked everywhere can't find it

plush yew
#

Weird you should have a save folder somewhere

thin path
#

ah

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i am not looking in the right folder

plush yew
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In your project folder

thin path
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ye i was in the epic games folder

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how do i load a backup?

plush yew
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I would just copy paste the files and replace

thin path
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ok

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why do all my saves/backups date from 6 hours ago

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even tho i saved my project in between?

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nm

grim ore
#

backups are not from when you saved, they are from when the engine saved while you were not saving

thin path
#

idk how but it switched my project to its copy this afternoon

plush yew
#

Oh is that the Real MathewW ? :0

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I'm a fan

proud hedge
#

When my object is behind smoke, it will not affected by Depth of field. the mesh (in this case the robot) has sharp edges. is there a option that this does not happen and the robot will affected by dof?

thin path
cedar wave
#

In like 5-6 years, people are just going to be like, "Yeah, I learned gamedev thanks to @grim ore". And then he'll become a household name.

plush yew
#

unreal documentation is so unhelpful those kind of tutorials are a must

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"tomatoes"

neat ether
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I'm trying to render a level sequence as a video, and the video starts out with some particle effects playing that aren't supposed to play until towards the end of the animation, I've triple checked the keyframes...
what can I do to fix this issue?

weary willow
#

Hey everyone! I was looking for some ideas for a starting point within UE4 on how to remake the gravity rush mechanic of flying and floating around! Any Ideas on a decent approach? πŸ™‚

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I was thinking of using a mixture of lowering gravity on a character and force pushes based on direction of character

sinful adder
#

Hey if anyone nows how to set up root motion for crouching could you help me out I already set up the movement with root motion but i got no clue how to set up crouching and jumping with root motion.

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Pin me

dry wharf
#

how do you do it with different animations like walking left and right and backwards????? I am trying to and i cant

sinful adder
#

with root motion?????

potent bridge
#

So I have a question, with shaders. How would I make it so only objects with "custom depth pass" have the shader effect applied?

drowsy snow
latent sonnet
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Help...?

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It doesn't build so idk what to do

lament path
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I have a question

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i used this tutorial

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to create a basic online multiplayer game with the third person template

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however i then tried to make it so that players could play a punch animation and spawn in a hitbox that ragdolls other players

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and pretty much none of it is replicated no matter what i do

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does anyone have any tutorials or resources that could help with this?

soft tree
lament path
#

montage

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i assume that that some issue replicating?

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also its not tied to the hitbox spawning

soft tree
#

Anim BP needs a default slot for replicating the montage, and the montage needs to be replicated as well when it's called

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I believe you can just play the montage, and fire off a RPC that plays it to everyone else

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though it may need to be multicast

lament path
#

i think i know how to do RPCs

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you run an event with "run on server"

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that then runs an event with multicast

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right?

soft tree
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sure, that should work just fine

lament path
#

nice

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i'll try that

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then get back to you on the other parts

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thanks a ton

soft tree
#

np

lament path
#

lol while i was going to try the animation stuff i realized that i set the death event to not replicate

#

which explains a lot

#

it still doesnt work perfectly but you now die on both screens

#

so thats a step forward

#

im gonna do the animation fix now

#

worked great

#

thanks

#

also

#

im starting to notice that seems like every event i thought i had set to run on server or multicast is set to not replicated now

#

and when i fix it everything works as intended

#

so either im extremely forgetful or some bug was preventing me from setting them last time

plucky bobcat
#

Has anyone had any success with placing structures onto objects that can later move? Example a campfire onto a raft that you can sail around. I’m having a couple issues with it atm

true ridge
#

Is there a setting somewhere to make child components respect the physicsassets of their parents? Trying to make modular danglies not fall into the body they're attached to.

cloud aurora
#

i am doing my characters skeleton and i cant find the parameters tab/section how do i fix this?

proud hedge
#

everytime I use particles i run into the problem that everything behind the particles (in this case smoke) will get sharp edges. How can I avoid that?

#

On the bottom you can see it produces that sharp edges along the terrain

cloud aurora
#

in the image i am looking at for reference there is a parameter box in the bottom right above the timeline buttons but mine does not have one

wild aspen
#

what's the proper channel for questions about materials and shaders?

plush yew
#

is this going to cause any sort of problem or performance impact? These meshes are left blank on purpose and are removed when the game starts if they aren't being used

winter marsh
#

is there anywhere anyone can suggest where people share pics of various different blueprint functions theyve created

wanton crescent
#

Hello, is there a function that all (Editor, client, server etc.) crashes go through?

rancid lynx
#

how do I destroy a staticMesh with a line trace ? the Hello Print node fires. the line trace hits the static mesh in the level.

#

why doesnt this work ?

#

why doesnt the destroy component work ? Ive tried it with and without the cast

wanton crescent
#

try running it on the server

uncut crow
#

Can someone help , to solve this error , i cant seem to find a fix

uncut crow
surreal eagle
median remnant
#

Guys, how fix this light leak?

mint zodiac
#

Hey guys, I have a question. Does it matter what license I have if I would like to send a test level to a friend for them to test? How can I tell what license I have?

bright sigil
mint zodiac
bright sigil
#

sounds fine to send a test level to your buddy, you're not really putting it out to sell or anything

median remnant
mint zodiac
#

Okay, am I able to just download the game to my hard drive, then upload it somewhere?

bright sigil
mint zodiac
#

Because I think I accidentally chose the publishing license, and I'm not a game developer, and I don't think I will be for a very long time.

mint zodiac
#

On the website

bright sigil
mint zodiac
bright sigil
#

pretty sure the download buttons are the same thing

mint zodiac
bright sigil
#

it will, but you need to build that

mint zodiac
#

Yes, I will do all the steps I have too

#

Also, I was reading on the website that excluding editor content but it could have a negative impact on glitches in the game, how much do I need to be worried about that?

rancid lynx
#

How do I destroy a static mesh with a line trace ? Its not working. Ive tried casting to static mesh, static mesh component, and withOUT casting. none work.

bright sigil
bright sigil
mint zodiac
bright sigil
#

editor content sounds rather vague though, are you sure those words were used?

bright sigil
# mint zodiac

ah, i see, so you're looking at build optimization. Well its a question to you then πŸ™‚ are you using engine content?

#

and a way to find out is to try it πŸ˜› but maybe first try building

mint zodiac
bright sigil
#

they wont be visible in the game though, so there's not need to keep the light icon, just for development

#

so there's a bunch of things like that - materials, meshes, images, etc

#

like i said, there's only one way to find out

mint zodiac
#

I see, so if I use any content that comes default with the editor, such as the default mannequin, that would be editer content?

bright sigil
mint zodiac
#

So is it only the content that you can see in the editor, for whenever you play test the game you can't see them?

bright sigil
#

its stuff made for the editor πŸ˜› to help you develop your game - tool visuals, debug stuff, that kind of thing

#

like move scale and rotate, there are editor assets for them

#

i doubt you used any engine content unless you can recall specifically diving into the engine content folder

mint zodiac
#

I'm pretty sure I don't have anything like that, all I have used are blueprints and cubes that have already been scaled

bright sigil
#

but just trying making a build first, sometimes you get errors so its best to test without all the other stuff

mint zodiac
#

Alright, I will be testing it, thank you for your help

bright sigil
#

once you build successfully, each time after is super quick, so test building first, then explore those settings later

#

if it fails then you'll know you need it πŸ™‚

mint zodiac
#

Thank you very much! Your help is very much appreciated

rancid lynx
#

I placed these static meshes in the level editor. they are not actors. they are only static meshes. How can I remove that grey sphere during gameplay ?

bright sigil
rancid lynx
#

I know how to make blueprint actors and do all of that but

bright sigil
#

or do you want it there, but hidden during gameplay?

rancid lynx
#

This is just a mesh in the level.

#

i want to hit it with a trace, then remove it from the level.

#

i know how to do it using blueprint actors. but the tent isnt an actor

bright sigil
#

probably better to make it an actor

rancid lynx
#

its just a map level

#

correct. except that mygame is a building game, and i will be using 10,000 meshes

#

10k meshes is no problem. but 10k actors is a framerate thing

#

I jus twant to spawn 10 static meshes and destroy them . surely thats possible.

#

im searching through Level blueprint options now.

bright sigil
#

yeah its possible, maybe there's a way to tag it or seomthing

rancid lynx
#

its gotta be possible to destroy a level mesh. surely that happens. hehe.

bright sigil
#

yes you can, i just mean i think that it would be rather generic

#

you could destroy the tent just the same as the sphere or anything other static mesh

#

the line trace you have would check for WorldStatic objects and then from there you can check if the hit result is a static mesh object

#

static mesh are considered actors, so you could tag them to help filter

rancid lynx
#

thats what i tried. no luck yet.

#

ill keep checking and testing. thank ya

bright sigil
#

the meshes have collision right? πŸ™ƒ

rancid lynx
#

hehe, collisions are ok : ) I didnt know StaticMeshACTOR was an option.

#

i tried casting to stat mesh, stat mesh comp, but i think stat mesh Actor is working now. thanks !

#

X_x took me like 10 hours to learn

plush yew
#

can you draw map layout in unreal from top down view? like place boxes and meshes etc

#

or I should use blender for that

bright sigil
#

could use a render target if you dont mind it being low res

plush yew
#

what's a render target

bright sigil
#

sorry, scene capture

plush yew
#

nah, you can place boxes here

#

nice

#

scene capture looks weird lol

bright sigil
#

lol

plush yew
#

it's like a mirror on wall

#

lol

bright sigil
#

uh.... hrm, might need to set it up differently i think

plush yew
#

i mean it has nothing to do with building

#

πŸ˜„

bright sigil
#

its been awhile since i did this, but in the past, i made a top down map using a dedicated capture camera placed way above the player set to ortho, and used a scene capture that updated from umg

plush yew
#

sounds complicated, ill just use top down view to place basic boxes and then edit them

bright sigil
#

lol if that works for you

#

i read "draw" "map" and "view" maybe you're doing something else

plush yew
#

i mean I just wanna use top down to place elements

#

map itself is 3d

#

like in architecture

#

when you paint a design plan

#

i wanna make a cod map lol

sterile jolt
#

how can I change the material of morph target?

plush yew
#

that's what I'm doing πŸ˜„

bright sigil
#

you want the player to place things?

#

or you just want to place things as a fun way to build your map?

#

bah, im going to bed so i wont be able to answer anyways

plush yew
#

just place things

#

as a way to design map

primal tendon
#

Do you guys ever face this problem of not able to right click inside unreal engine, or more like any popup's or dropdown menus just doesn't work after using unreal engine for some time. When I right click the menu shows up and immediately disappears.

drowsy snow
bright sigil
#

if you dont care about that, then yeah, use top view

plush yew
#

it works so yeah

bright sigil
drowsy snow
#

In my spare spare time, I'm making Doom maps, and partially I'd use it for reference to build dungeons in UE

plush yew
#

I'm mostly making mirror type maps

bleak zodiac
plush yew
#

but want to make something original

drowsy snow
plush yew
#

i remember valve hammer editor lol

#

never got into it

#

opened it up and it was a nightmare lol

drowsy snow
#

Ultimate Doom Builder is much easier

#

Partly because how simple Doom is by today's standard

plush yew
#

can you transfer maps to unreal?

bright sigil
# plush yew

oh i think i get it... i suppose you could draw out the map to design it, seems rather faster, but you may not get scale right, so maybe draw over a screen shot of initial work

drowsy snow
plush yew
bleak zodiac
drowsy snow
#

Can't tell you how I used to dabble with Doom source ports for a decade now lol

plush yew
#

im more painter than a drawer lol

bright sigil
#

Buy grid paper

#

Or else just keep building it in ue and accept that the best way is to just get faater

bleak zodiac
#

did anyone get ninja blueprint or journeyman badge from the challenge?

#

even if didn't take part?

pine wedge
#

good morning

fallen sphinx
#

Hey guys I have a spine mesh and I want the whole mesh to have a single material, as I add more spline points the material also adds on. Is their a way to get a single material along the whole spline mesh.

glacial pecan
#

man, I still don't know how to create a socket in Unreal... I see the term used all the time, I just haven't come across it in the UI yet, which I find strange...

trim pike
#

Is it possible to have one scene capture render to 2 render targets?

still schooner
#

how can i use physical constraint as engine?

#

just want it to rotate

somber stump
#

Hi guys, got a really tight deadline coming up and I'm fresh out of ideas. Tried solving this problem for about two weeks now but I really need help. I have a VR game with 6 levels and I need a simple loading screen between them to display in my VR headset. I'm using a valve index and oculus quest 2. I've tried many solutions but even the official documentation on XR splash screens is causing the loading screen to just lock up and it doesn't even display the texture I gave it.

#

Can anyone help please?

#

I'm not using level streaming right now, I did try this but I still got the same problems

#

I'm using blueprint only

frosty reef
#

In Substance Painter there is the option to switch padding to UV Space Neighbor. Is it possible to do the same in UE4?

main cobalt
#

Hi all, I'm trying to find out if there's a way to create custom local "vault packs" for internal assets, to make them easier to add to different projects

The most recent mentions I've found are from 2015-2016, does anyone know if there has been work done in this area to make this easier? https://forums.unrealengine.com/t/custom-made-vault-packs/21286

pine siren
#

Is there no way of being notified immediately when an actor has been removed from a level in the editor?

trim mantle
floral aspen
#

When trying to package for quest2 I get this messege "LogPlayLevel: Error: ERROR: Stage Failed. Missing receipt 'D:\Unreal\VidenDjurs\VidenDjurs\Binaries\Android\VidenDjurs.target'. Check that this target has been built."

candid root
#

Does anyone know if theres a way when searching in a folder in the content browser to make it ignore sub folders and only show files in the folder you have selected?

fierce tulip
#

you can use the path as part of the search query

steep steeple
#

Was 4.26 river water not working with heightmaps fixed in 4.27? It said so on the release notes but I'm still having no luck with it

somber stump
#

Turns out, is this specific instance, the delay note suddenly turns into 2.0 = 2 minutes when used for delaying loading screens. Odd... I thought my game was locking up on a black screen

#

node*

violet yoke
#

Is there a way to collab with someone in UE without using LAN?

sage bane
#

Excuse me

#

Can someone help me with materials?

#

The yellow stuff should be emmisive

#

This is how the material setup looks like

#

Sorry,new to unreal

#

Nvm

steep steeple
#

why does adding a simple 4.26 water river do this

#

This is completely unusable

#

mental

autumn flame
#

Welcome to UE Water

lone burrow
#

Hi, I can't use high res screenshoot. Thee tool don't recognize the project renaming. How can I fix it?

#

It says can't found the file path

dawn flint
#

how can i move a project from version 2.7 to 2.6

fierce tulip
#

@dawn flint you cant.

strong schooner
#

How do we prevent bumping far off or even flying when an AI is attacking? Initially I thought it was just due to my physical animations, reducing capsule radius but the moment made it default and just let several AIs attack me on melee I still have the problem. This usually happens when I am jumping around while AIs are attacking me. Thank you
**I saw some articles saying "Can Character Step Up On" and set it to yes. I guess it working as if ever i keep jumping instead of flying out, i can just step on the AIs and I am above them, much better than bouncing out.

fossil basalt
#

Hey guys, what's the difference between On Clicked & On Pressed?

dawn flint
#

@fierce tulipso do i have to redo the whole project and blueprints and everything ?

fierce tulip
#

some stuff might work, but there is no backwards compatibility, so anything that breaks need to be redone.

dawn flint
#

im doing this because i need to import characters from vroid software and its plugin have only 4.26 in it and im at 4.27

fierce tulip
#

cant you just import them to a .26 project, then migrate to .27?

dawn flint
#

idk how to migrate

ripe barn
#

I have a question about building up a virtual studio. What program should i use before importing it to unreal engine? Should i be building it in cinema4d or is there something else?

ruby crystal
#

does anyone know how you can export fibermesh hair from zbrush with the textures and import into unreal engine?

ebon halo
#

my car won't go forward strangely how do i fix this

dawn flint
#

i tried importing q character from blender but when i try to change it in unreal it looks invisible what did i do wrong

amber shuttle
#

maybe its inside out

grim shadow
#

Why its doing like that

dry wharf
#

how can i make it go from where i marked to the other place i marked without breaking the connection?

#

thank you

grim shadow
#

Ok, but still it doesn't set whole world

sinful adder
#

Can anyone help me set up Jumping and Crouching with root motion I already have al direction movement the way I want it but I cant find a video on how to do it with only root motion and I got no idea how to do it by myself

cloud aurora
#

i want my character to face his arms in the direction i look in however this does not happen, when i run it works, when i jump it works but when i move my camera left and right etc his body still faces forwards, pls help

plush yew
#

is anyone familiar with aces workflow in unreal? If yes could you explain it to me? I dunno if im doing it right, I've baiscally converted all of my textures into acescg color space and now when I'm trying to export with mrq colors are not matching the viewport (i've setup the color output that converts the profiles as the same way as the viewport)

brazen torrent
#

how to add vehcile in ue4

dry wharf
#

how can i fix my movement looking like this

torpid valve
#

does anyone know how to make an interactive curtain? I mean to have a collision with the character

#

I've been trying to make one for a long time but I cant

turbid hollow
#

Im trying to compile my project to HTML5. The only catch is that im on linux...The HTML5 option just won't show up. I searched up on google but didn't find something useful. Im currently using UE 4.27.2 build of linux. Anyone who can help?

dry wharf
turbid hollow
#

I saw that

#

Epic's Github repository all of the needed Emscripten and Python files for HTML5 development will be included. This means that you can start creating HTML5 projects without having to perform any additional setup

#

but the option is still not there

#

should i install or build something seperately?

autumn elbow
rancid lynx
#

is it oossible to destroy an instanced static mesh with an OnOverlap collision? or only with line traces? i cant seem to get the element, index array number with an overlap. only a trace.

dry wharf
turbid hollow
#

it's ok

#

i hope someone else is able to help me

#

Thanks anyway!

torpid valve
next badger
#

What are the purple arrows in reference viewer?

narrow igloo
#

Soft references, usually. You can turn them on and off with the dialogue in the top left

dry wharf
#

how can i integrate als in my project?

worn robin
#

Amyotrophic lateral sclerosis?

dry wharf
#

advanced locomotion system

worn robin
#

Is that a plugin? If so, you need to put the plugin in the Plugins folder in your project.

dry wharf
#

no

#

its a project that has a crazy movement

#

when i say crazy i mean

#

very good

#

but i just wanna import the simple movement like crouch walk and sprint

#

and i dont know how 😦

thick loom
#

This is where you need to understand how to write the code / blueprint and merge the functionality yourself

#

GL. ALS is more than a little messy

tiny zodiac
#

How do i carry a parameter to a level?
I have 2 levels. Main Menu level, and ThirdPersonMapExample level.
When im in the Main Menu i can select single player or play vs cpu.
If i choose play vs cpu, i need the ThirdPersonMapExample to know that i chose that option so that it can load more enemies.

#

How do i make this happen?

#

How do i make the ThirdPersonMapExample know that i chose that specific option in the Main Menu?

worn robin
#

GameInstance is persistant through level transitions.

sterile lichen
#

yea, via something that persists, like game instance or GI subsystem

tiny zodiac
#

thank you. will study it right now 😺 πŸ™

cloud aurora
#

sorry for asking so many questions im new to unreal and wanna get rhings right and i know its good to but still. i was wondering if i delete my gun model from my fps controller (i am doing this because it is on the floor and wont move into my hands) and place it back in will it mess up the code at all? ty

grave pollen
#

been trying to figure out this walk stutter issue after respawn for a while now. walking is fine up until death, I respawn my char via server but when playing as client it stutters like this. If I play on listen server it works fine, no stutter at all even after respawn. It's not fps related - that's just my old laptop combined w/ recording. The movement is just simple move to which is replicated

#

I run this on client and server, but perhaps after teleporting to respawn they become out of sync. I printed strings on char location on server and client post-respawn and they both are the same, so I dont think its an issue of the server thinking the char is elsewhere. I figured it was an animbp issue perhaps not re-initializing after the initial char is destroyed but I'm unsure of how to tackle that, I tried setting speed manually in construction script w/ no luck

alpine forge
#

Hello!
I've been working on my game for a while and right now I have 3 major things I can't figure out.
I made an inventory system using Ryan Laley's tutorials and got it working, and I also did a shop using one of Ryan Laley's tutorials, now the issue here is that when I enter the Shop and exit it, I can no longer enter my Inventory, it just freezes my character and the mouse cursor is visible, as if it ignores the Widgets from being created, but this ONLY happens after I entered the shop and exited it.
Any help would be greatly appreciated!
This is stopping me from moving forward as it is a very game breaking bug.
Thanks!

solid quest
#

is there a way to know if a character has left navmesh area?

grave pollen
#

AI character or ur own character? If its AI it will stop moving, u can hit P and ur map will show nav mesh in editor mode. If ur in game to show nav mesh use console command (tilda key) Show Navigation

solid quest
#

own character

grave pollen
#

yeah just do this while ur in-game `Show Navigation

tiny valley
#

Hey im trying to create a excel like spreadsheet in ue4, I need the widget hitboxes so im spawning a widget for every cell. However the performance is terrible compared to google spreadsheets for example. Is there a marketplace product that can have a data table editor in game etc

grave pollen
#

@solid quest why would u need to know that? Ur character doesn't work based on nav mesh unless ur utilizing an AI controller for move to commands

solid quest
#

my AI character is supposed to follow the main character till it is in Navmesh Area

#

@grave pollen

grave pollen
#

I see. Well yeah that will happen automatically. Impossible for AI to move on non-nav mesh areas afaik so you will be able to tell just by moving around

solid quest
#

at that point I have to send the AI back to its original position

#

so there needs to be a trigger

grave pollen
#

Not sure how ur AI is following the char but if you're using something like the AI Move To node there's an 'on success' and 'on fail' - if it fails you can then run your code for returning to origin

solid quest
#

how would i retrieve if it failed?

#

i am a bit new with Unreal ugh

#

I am using MoveToActor

grave pollen
#

its built into the node. Look up AI Move To its a pretty nice node w/ an acceptance radius and lots built into it

#

yeah that is fine but I'd exchange that w/ ai move to OR move to location or actor node, they can do the same thing but offers easier solutions for what you're trying to do. Otherwise you'd have to do something ab it more complicated to figure out if it is still following the char.

#

you're also going to want an acceptance radius in general, which the movetoactor node doesn't offer. The problem being if you have obstacles or walls and theres no acceptance radius I'd imagine there will be unintended errors like the AI not being able to catch up and getting lost

devout blaze
#

How long should compiling shaders on first launch of Unreal Editor take? On macOS and it’s been going for ~15 minutes now. Does it normally take a while? Or has the process crashed?

grave pollen
#

a long long long time.

#

sounds normal to me

devout blaze
#

Cool. Just checking ☺️

solid quest
grave pollen
#

if it crashes you will know, just give it time.

devout blaze
#

Insert xkcd meme

solid quest
#

you are suggesting me to use MoveTo instead of MoveToActor()

grave pollen
#

either one of these. Turn context sensitive off

solid quest
#

looks like even MoveToActor calls MoveTo(FAIMoveRequest)

solid quest
#

I am using cpp

grave pollen
#

ohhh idk then sry.

solid quest
#

😦

grave pollen
#

ur using entirely cpp? I'm not really a cpp expert but in my experience I'd say using both cpp and blueprints can be beneficial. Might make sense to start using both? Up to u obviously.

#

What I do know is a LOT of blueprints can be converted to CPP, so I'm sure there's a method to do the same thing in cpp, I just don't know off the top of my head

#

my problem with cpp is there's a lot less information/tutorials on it than blueprints. Normally you can just google BP related stuff but even basic cpp guides are hard to come by. I want to say Sneaky Kitty has some good guides out there

prime pine
#

Is there a blueprint function for creating a cube in the scene?

next badger
#

@tame zephyryou need to make an indexed material with all the numbers, look how debug material is made (debug scalar)
then you need to make a particle system that will read the value of the input and feed it to material...then just spawn a particle and set the parameter

#

well, it depends, if you want to bind it to view, then UMG is simpler

solid quest
grave pollen
#

o.O

#

why

next badger
#

cause that's the only way ue4 works

#

all cpp except core logic should be turned in to BPs anyway...but you can migrate part of the code back to c++

grave pollen
#

why?

next badger
#

cause to access any logic in ue4 you have to link it to actor, and all actors are BPs

#

make it only in c++ will be hard

grave pollen
#

what

#

im confused lol

next badger
#

@tame zephyrin material, type debug

neat ether
#

I made a short sequence in Unreal of the mannequin walking around, everything looks fine, but in the exported the video the mannequin jitters, any help on fixing it?

next badger
#

it's a material function node

grave pollen
#

oh you just mean you're exposing your CPP code to blueprints right?

#

you're not just disregarding ur cpp and converting ur code solely into blueprints right? lol

next badger
#

i hope that's what @solid quest was talking about...

grave pollen
#

cpp is generally faster, so you should be converting as much BP to CPP as you can (assuming there's a purpose behind it) not vice versa. If you're just exposing your cpp so you can manipulate it using BP's thats a dif story

solid quest
#

yeah exposing them as BP

grave pollen
#

oh ok lol I gotchya. In that case you can just use the BP node AI Move To

next badger
#

it definitely faster for ABP logic, as it runs on tick

solid quest
#

I'd like to stick to Cpp for finding the answer. Converting a BP to Cpp seems like something new to find, either I can find a way to know if MoveTo has faiiled

next badger
#

you will see the lightning bolt near c++ nodes

#

i think, one of the recent streams was about c++ for Blueprint coders

grave pollen
solid quest
#

my experience is more towards Cpp and gamedev. Haven't used Unreal much. So using BP is another task

#

thats why I am finding a way to do it through cpp

next badger
#

yep, ue4 c++ is not traditional c++...since those reflection macroses, garbage collection and bp exposure

solid quest
#

yeah, I have seen how they save people from leaking memory even when something is getting casted down

#

xD

next badger
#

oh, you also cant inherit from multiple classes

solid quest
#

but I can inherit from multiple interfaces?

next badger
#

you can implement multiple interfaces (or you want to merge interfaces in one?)

solid quest
#

yeah multiple interfaces are meant for that. You can inherit multiple in single class

next badger
#

yep

solid quest
#

the class has to inherit pure virtual functions

#

Character = Cast<AAICharacter>(OtherActor); this is just so lame

#

I have used Lumberyard as well. They have also blocked dynamic_cast for some reason

potent bridge
#

So either I don't know how this works, or just don't know what node I need to complete this material.
Does anyone know how?

next badger
#

i think you doing it wrong

potent bridge
#

nah I got the proper output now

next badger
#

an if you need to plug the attributes to output, ther's a checkbox that will convert it to one

cloud aurora
#

i am trying to import a pack and when i view it on the store it says install, i do and get this error

proper stump
#

I have a scene in blender, with 200 assets, is it possible to import that scene into unreal, where every asset keeps it's position?

#

it would be quite difficult reposition everything again in unreal :/

fierce tulip
cloud aurora
#

is there a way with the "AnimStarterPack" for me to be able to have my character turn into the direction i am looking? i have managed to make my arms do that however my entire body stays looking forwards

proper stump
#

sounds like you need aim offset

jaunty cedar
zinc willow
#

sorry, not sure which channel to ask, but would anyone know how to set up a pixel stream with a Reactjs overlay?

dry wharf
#

hello how can i disable the third person camera in advanced locomotion system

sleek mirage
#

why is hovering / on hovered events not working while holding left click

cloud aurora
#

when i go to select my socket for my camera, the socket is not there despite me adding a socket to the head

dense tartan
#

Hi. is it possible to save a material node config as a template, to use it for other materials ?

#

something like a node configuration preset save / load ?

#

not sure if i'm clear

#

ok checking this out since i'm a noob

pallid talon
#

Is the "Importance Volume" still necessary for UE5 or is it a legacy option now?

dense tartan
#

figured it out, thank you

#

can i use a PNG with transparency as a texture ? Doesn't seem so

tiny valley
#

insert doesnt work in ue4 textbox, anyway to get the current index the cursor is atr

bleak zodiac
#

have you set blend mode to opacity mask?

dense tartan
#

thank you

lusty scroll
#

Any shot anyone knows how to fix a d3d error thats causing crashes instantly on repeat?

cloud aurora
#

when i try to do this i get the error:
how do i fix this?

split jasper
#

Is there any good reason why I can't copy / paste event dispatchers?

cloud aurora
#

how would i do that? i have the mesh in the same folder and it has a similar pose but when i highlight the 2 animation sequences i am wanting to use it only puts in the other mesh instead of both

dry wharf
#

can someone help me i just set up a blendspace with root motion and its not working i cant walk

hoary holly
#

youtube is the way

harsh oak
#

anybody ever had transparent tooltips in the editor? win11?

#

dropdown menues are black/transparent.. wow

soft tree
harsh oak
#

no, but I'll update graphicscard drivers

soft tree
#

any other editor theme plugins?

#

oof. good to know

#

feel like this should be bannable rooThink1

fierce tulip
#

agreed :p

harsh oak
#

is my graphicscard dying? now I have white flashes when minimizing windows after the graphicscard update! πŸ˜„

hoary holly
#

could be corrupted driver

soft tree
#

don't know if that's supposed to be for just the editor or all of windows, but it's in the pinned messages

thick loom
#

I think the latest nvidia driver regressed to the flicker issue

#

It went away when I updated a few weeks ago, but came back when I updated yesterday

prime willow
#

so if i wanted to have animations based on items physcially equipped to the mesh

#

like a kunai pouch lol

#

would i tie the animation to the skeletal mesh or the pouches placement

#

or use IK's or so to make sure its the proper animation o-o

pure void
#

For anyone doubting the power of nativization, or finds it scary; I just found the highest costing blueprints in my game, I put 4 BP classes on my nativazation list, and this is the improvement in performance. Took about 5 minutes. SO GET ON IT!

lucid gorge
#

anyone have any good examples of creating streaming levels "on the fly" in c?

thick loom
pure void
#

One of the comments is suggesting they might make a BP -> Unreals upcoming scripting language

#

would be interesting

potent bridge
#

So, kind of trying to think how to best approach this. Say I wanted a health bar for more than 1 playable character (and those characters can change). How would I implement that? Is it possible to add a widget to a widget ect.?

pure void
#

Spawning the projectiles for a bullet hell game

#

@plush yew

thick loom
#

Or at the least a pooling system in general

pure void
#

Dont have time to learn C++ at the moment unfortunately

thick loom
#

There are probably some guides on BP pooling systems

#

Pooling systems were invented for the exact situation that is bullet hells hallmark

pure void
#

I am also moving the projectiles with manual calculations but I think thats not neccesary with the right components

potent bridge
#

is there a node in blueprints for adding a component at all?

#

Say I wanted to add this to my main UI.

pure void
potent bridge
#

during runtime

pure void
#

Sometimes I feel like I overengineer things lol

thick loom
#

It is more about the spawning itself

#

Spawning and destroying lots of actors can cause hitching

pure void
#

Its not an actual trace hit btw I did that manually too for some reason lol

#

But like you said

#

if it works it works

#

Ill look into pooling though

thick loom
#

I would cache the bullet direction. Assuming it is linear.

#

But the movement is less of a concern

#

Spawning takes up memory that isn't made available until a heavy process that follows the destroy

#

Pooling just means to create a bunch of bullets and reuse them

#

Instead of creating and destroying on demand

pure void
#

Makes sense to do it like that yeah

#

Task for tomorrow

thick loom
#

Don't feel bad if it takes a few days

pure void
#

Ive already been working on this combat system for like 2 weeks lol I dont mind a few extra days

#

Code is getting big but I try to keep chunks of code small

#

but then I forget where I put stuff hehe

#

(not actual code but BP)

thick loom
#

Looks like you are organizing your BP better than I do

#

By dividing it up

#

I usually get ball of spaghetti and say F this, going to C++

#

But that is more for the heavy math stuff that it turns to spaghetti

pure void
#

I find organizing my BP so relaxing

#

Its almost procrastination at some points

thick loom
#

I keep telling myself I should buy the bp organizing plugin

pure void
#

idk if I spelled that correctly

thick loom
#

I hate spending time lining up nodes

#

But I get so uncomfortable if they don't line up

pure void
#

But anyways today I was just messing around with optimization and the nativization just blew my mind

#

did more in 5 mins than I did in a whole day

thick loom
#

Yeah it is great when it works

pure void
potent bridge
#

So uhm.

thick loom
#

I only know about "Q"

#

I feel limited on organization compared to what is available in vector art tools

pure void
#

Shift A alligns the left sides of one or more node (Shift w up, shift d right, shift s down)

thick loom
#

I didn't know that one

pure void
#

You can also horizontally or vertically allign the nodes

#

Its a 3 button combo but I just remapped them

#

I use it to align the input and output nodes on the same level before and after BPs, you get used to it

#

just automatic now

fierce tulip
#

we dont really allow mention of ripping (including content rippers) here.

thick loom
fierce tulip
#

yea, looking at your history I guessed as much, but still.

thick loom
#

I'm doing procedural stuff rn. I'll put it in my backlog to look at that later.

#

I'll DM if /when I find anything interesting

potent bridge
#

Also, is there a way I can check if my character is currently possessed? I know an event exists but doesn't that only fire once?

lucid gorge
#

yea, call a priest

#

sorry

potent bridge
#

good joke actually hahaha

#

all good man

pure void
#

maybe get controller and check if valid

potent bridge
#

I'm not using C++.

#

As much as I'd love to learn it.

#

I'm going to bug one of the lecturers soon enough about it. Because I'd love to learn it.

pure void
#

right?

#

oh I thought this was the wrong room but its not I guess, anyone know what this warning means?

thorn violet
# pure void you can do the same in blueprints

Not 100%, Blueprints can do most things an amateur game developer would need, but if you wanna dive deeper into more custom classes and functionality, or maybe have an idea for an interesting game mechanic or feature thats never been thought of or used before, learning C++ will make complex functionality more accessible. with C++, your only limitation is your lacking knowledge of the language.

cobalt nimbus
#

I have a giant sphere on my blueprint tab... i can't figure out how to get rid of it

thick loom
thorn violet
thick loom
#

Yeah it just takes a lot of time to do the custom features no one has done

thorn violet
#

could all be a waste lol

thick loom
#

I'm on about 4 months working on my game

cobalt nimbus
#

oh.. its gone after it crashed and restarted it. nvm lol

thick loom
#

Throwing away 2ish b/c the 1st draft of my mechanic didn't work

thorn violet
#

yea I'm barely getting started, I'm pretty new to it all. I have some exp with C++ console apps, but never unreal or game dev in general, so I'm honestly proudly anticipating the stressful challenge.

thick loom
thick loom
#

Is your character super tiny?

#

Usually the default sphere is smaller

lucid gorge
#

its also more about learning the engine... you can be a c++ master, but still clueless

thorn violet
thorn violet
lucid gorge
#

i'm pretty good with c.... but there's a ton left for me to learn in the engine

#

digging its inheritance patterns tho

thorn violet
#

inheritances relevant to my game ofcourse, you would have to be on the good stuff to learn all of it. lol

burnt dew
#

is it usual for this time hang around here

pure void
#

Spending months on one project you sometimes don't see clearly anymore lol

burnt dew
thick loom
#

As in PoC I did USING BLUEPRINTS before the 2 months

#

I'm changing the technical design and will be trying again

faint delta
#

Does anyone have any suggestions for creating colliders in the editor? I want to create a Field of View collider for my enemies that I can set different parameters on regarding vision angle and distance. Based off of Sensor Toolkit Unity.

thick loom
abstract eagle
#

Does anyone have any tips on creating a tree cutting system similar to that of The Forest using Chaos Destruction in UE5?

faint delta
balmy shell
#

Hey, if we had a question about vector math and such, where would be the best place to ask?

thick loom
rigid bridge
#

hey this is a really basic question that im stuck on for no reason

#

how do i set that

#

its not a character bp

#

im referencing a diff bp

#

thats not in the scene

#

so how would i set its value

#

cuz rn im just accessing none

thick loom
faint delta
outer solar
#

I'm trying to get a full level from an Unreal Engine 4.21 game.
Are there any methods or programs to get whole levels from a game?

faint delta
#

Basically just creating a static mesh and using that as a collider

thick loom
#

There's also some options to use UCX (or some other name conventions) for meshes you make in blender

obtuse siren
#

Anyone who is interested I am making a zombie game with human and zombie AI
ive added both of them but now I might think of scenarios such as both AI fighting each other along with the player if anyone has any concepts or hints I would really appreciate it πŸ™‚
its hard to think on how to implement this final feature but if I can it would make my game so much better!
any ai experts out there i would appreciate any ideas

thick loom
#

I haven't done it myself and don't recall the details I read

obtuse siren
#

yea i have vaguely heard of that too

#

i might try find a vid on it

thick loom
#

I'll see if I can find it in my notes

obtuse siren
#

if anyone else can help would appreciate it <Β£

thick loom
#

It's been several weeks since I looked at it

obtuse siren
#

oh yes please

#

thank you, any ideas whatsoever is a bonus

#

their isnt much material on this type of AI behaviour

#

that i have seen atleast

thick loom
#

Yeah the documentation on it is pretty limited

#

I recall you had to look at the source code and do c++ for most of it

#

Not sure if that is a non-starter for you

bleak zodiac
#

AI? you mean behaviour tree?

obtuse siren
#

yea i hardly use blueprint code mainly in UE4

thick loom
#

Looks like it is GenericTeamAgentInterface

obtuse siren
thick loom
#

you specify the team as a number between 0 and 255

obtuse siren
#

logically zombies should attack both human ai and player and human ai should attack zombie and player

thick loom
#

Then there is a place to setup how the different teams react to each other

#

IE team 0 is hostile to team 1 but neutral to team 1

#

Then the entities can poll those relationships

obtuse siren
#

okay... should i look at the documentation you sent πŸ™‚

thick loom
#

Yeah

#

That is about as much as I found

obtuse siren
#

awesome thanks for your help! ile try use this as a starting point

thick loom
#

It looked to be adequate for my needs (when I'm ready for it)

obtuse siren
#

if you are able to eventually implement it or have any knowledge on it let me know would appreciate it πŸ™‚

#

for now ile try work on it

thick loom
#

I'm building a custom destruction system loosely similar to Chaos Destruction

obtuse siren
thick loom
#

IKR?

obtuse siren
thick loom
#

The team relationship part will take a bit of work to understand

obtuse siren
#

yea, im super interested in learning AI - i feel like this concept is really interesting. Ive seen in various games such The Last of Us and it really creates awesome player scenarios

#

like you can throw a rock as a player and get both enemies to be drawn to it and kill each other

thick loom
obtuse siren
#

oh yea ive been using them πŸ™‚

thick loom
#

πŸ‘

obtuse siren
#

been learning the EQS system too, that stuff still confuses me but hopefully ile get there πŸ™‚

#

anyways thanks for your help! ile add you as a friend and you can let me know if your done in a month on your progress πŸ™‚

marble leaf
#

Hey everyone, anything I should know about copying/pasting landscapes between maps? I did it and now if I try to sculpt it at all in the new map it crashes Unreal 100% of the time.

abstract eagle
thick loom
#

But it's just basic tree chopping right?

#

I mean you cut it with an axe and make it fall

#

The problem with both Apex and Chaos destruction is that the whole structure ends up getting obliterated

abstract eagle
#

it creates changes for each strike and then the tree falls

thick loom
#

Right. You cut out from where you hit, then the tree falls

abstract eagle
#

after that id like to cut the fallen tree into logs

#

yes

thick loom
#

What % of the time will players spend doing this?

#

If it's the whole game loop it might be worth doing procedural work to make it happen

abstract eagle
#

a decent amount since it will be a harvestable resource

thick loom
#

Otherwise you might just want to do canned states for now and come back to it when the rest of the game is done

#

I'm building a custom destruction system, but it is quite advanced. I'm really not sure how you would make it work for something like tree chopping.

#

Actually.... I did work on a game that had tree chopping.

#

I'm trying to remember how it worked

#

I think it was kind of like a pseudo voxel system

#

Where only certain portions of the tree were choppable

#

And those sections were separate mesh than the rest of the tree

#

So kind of like a 3x3x3 grid, and each hit would remove one element from the grid

#

If you got a whole "row" or "diagonol" the tree would fall

#

Maybe not a great system

#

Alternatively you could look into vert animation and make the tree bounce around when you hit it. Like they do with walls in Fortnite.

#

Throw up a bunch of particle junk and generic damage states

#

Maybe not satisfying answers, but a lot of video game dev is smoke and mirrors.

#

They recently added tree chopping to fortnite. You analyze how they did it.

#

My guess is a combination of vertex shaders (WPO in material) and tracking impact locations.

abstract eagle
#

so looks like I have a bit of work to do lol. I will definitely get on it and do some more research. I really hope I am able to do this

thick loom
#

As I said, you'll probably want to fake it

#

For a long time, fortnite had trees that didn't fall over when destroyed

#

They only added that recently

thick loom
faint delta
faint delta
#

yes and I've already written it in C# and GLSL

#

just need to know what class to use. cannot find mention of it f-ing anywhere

thick loom
#

Tell me about it

#

Been tearing my hair out with custom static mesh work for a few weeks

#

But I happen to have done some collision stuff recently

#

You are looking for UStaticMesh. It is the interior data to the static mesh component

#

Here is an example of box collision: ``` // Adding simple box collision
staticMesh->CreateBodySetup();

UBodySetup* body = staticMesh->GetBodySetup();
body->InvalidatePhysicsData();

FKBoxElem boxCollision;
boxCollision.Center = FVector::ZeroVector;
boxCollision.X = (float)boxSide * 2.f;
boxCollision.Y = (float)boxSide * 2.f;
boxCollision.Z = (float)boxSide * 2.f;
body->AggGeom.BoxElems.Add(boxCollision);```
faint delta
thick loom
#

That last part AggGeom accepts a couple different collider shapes

#

Boxes, spheres, and convex hulls

#

You'll want convex hulls

#

Most likely

#

FKAggregateGeom.ConvexElem

#

Type is FKConvexElem

#

The above code shows how to invalidate and rebuild the collidors

faint delta
#

okay thats awesome, thanks very much. I will report back on how it goes

thick loom
#

Should be able to convert your code

#

πŸ‘

#

This stuff needs to be better documented

#

Static meshes are a major part of the game engine, but there isn't a lot of info on how to really work with them on the low level

#

Mostly about the high level tooling

faint delta
#

tell me about it. I wish Unreal copied more than the pricing model of Unity...... I can say a lot of stuff about Unity, but the docs are such a pleasure to thumb through

thick loom
#

Idk if I agree about the pricing model

faint delta
#

Unreal docs are an absolute joke imo

thick loom
#

A big part of their pricing model is requiring the usage of the Asset store

#

But I do miss the Unity docs

faint delta
#

well, I mean just in terms of making it accessible to indies

thick loom
#

Also MSDN for C#