#ue4-general

1 messages ยท Page 1146 of 1

red condor
#

Are you doing everything, like modelling the meshes etc?

lucid trout
#

Mostly design and programming, nowhere near skilled enough with making meshes yet

plush yew
#

i have 3 animations for jumping, the start, the looping middle and the end, how would i get them to play at the right time without having just a single animation for falling

red condor
red condor
plush yew
#

yeah

lucid trout
#

since I've got test weapons and test AI implemented, but they're still very basic

plush yew
plush yew
#

ive got a walking one, how would i do jumping one?

plush yew
plush yew
#

i have 3 animations, jumpStart, falling, and jumpLand and i want the jumpStart anim to play when i jump and i want the jumpLand anim to play when i land, whether falling or jumping, with falling anim to play in between

#

Like what am I going to do with this project?

plush yew
#

how would i make it

#

Sorry not the speed of falling that's a wrong thing to take

red condor
plush yew
# plush yew how would i make it

What you need is a variable to detect how far off the player is "off the ground" and depending on that change the animation using animation blendspace

plush yew
#

could you show an example?

plush yew
#

Hi, have any of you encountered the problem of running your own android game? The game is packed, installed on tel
, the obb file put in the correct folder. And there is such a message. In the previous version, the game runs normally on the phone after being packed. The difference is that in the new version the sound was added to the game and in the old version it is not.

#

also i have a mana system set up so whenever i do an attack it uses x amount of mana, and i have a progress bar bound to that variable, but it doesnt seem to be taking away the mana even though i have a set mana node in the attack function

plush yew
#

yeah

plush yew
plush yew
# plush yew yeah

Could you share your blueprints. It would be really hard for me to figure out where the problem lies.

#

The place where you are setting your mana

#

and then the bind action to the progress bar

#

this is the binding

#

and the place setting the mana:

#

First tip: Never use integer for any progress bar.

#

Even while calculating in your players blueprint. I would suggest you change the variable type to float.

red condor
# lucid trout I feel like I still am

I checked and Half-Life 2 was worked on by 82 people, not including voice actors. So don't feel bad about feeling like you're doing a lot. It might be a good idea to think about your goals and any ways you can simplify the project. And it's definitely worth watching some videos on developing good practices to stay motivated through large projects. (Having people play and give feedback, setting clear milestones, etc etc)

plush yew
plush yew
#

Im not sure why its not working

plush yew
# plush yew

Could you use a "Print String" node here to debug whether it is actually reducing or not?

#

ok

#

its not reducing and randomly increases

sick patio
#

QUESTION: ue5 is set to be released in full already?

plush yew
# plush yew what is a dispatcher

An event dispatcher dispatches an event. So for example, if an action has occurred the event will dispatch that this "action" has occurred. So any event listeners interested in that dispatcher will execute the event

plush yew
#

im still confused

plush yew
#

Could you share the part where you are increasing your mana?

plush yew
#

nope for some reason

plush yew
autumn flame
#

hi ...
i want to make softbody leather sofa that interact with character ...
what is the best suggestion?
thanks.

plush yew
#

im going to try turn it into float

plush yew
plush yew
plush yew
#

as im dividing by 100 so it wouldnt divide

plush yew
#

no when it was an integer it wouldnt be able to be divided by 100

#

would it

plush yew
#

if its 1

autumn flame
plush yew
#

itd be 0.01

plush yew
#

yeah

#

so itd be 0

#

That is probably whats happening

plush yew
#

That's why always use floats if you intend to use that variable for a progress bar.

#

yeah it works now

#

Sweet

plush yew
plush yew
plush yew
plush yew
#

the animation plays too late

#

hey I have been working on a game and am wondering how I would go about a boss smashing pillars to pieces, if I could have help it would be appreciated

oak patio
#

Look into ue4 destruction

#

You can trigger a mesh to split into pieces and collapse an some kind of trigger

#

Id start there

plush yew
#

okay i have been doing that, I will continue

#

thanks

#

guys, is any one of you have been trying to do some batch render with unreal? or MovieRenderQueue in a blueprint?

plush yew
plush yew
#

it works i changed the land animation to not loop

plush yew
#

The small mistakes

#

Does it work now as you intended?

#

but for some reason if you sprint then jump the character gets stuck in the jump loop animation

plush yew
#

How is your blendspace deciding the current state?

#

thats what the video said

#

What happens if you remove the falling animation?

#

For now?

#

For testing purposes

#

Does it work then?

autumn flame
plush yew
autumn flame
#

You plug Bool directly and use Not

plush yew
#

oh i didnt attatch the names

plush yew
plush yew
autumn flame
#

If you want to enter when True, you plug directly
If you want to enter when False, you use Not then plug

plush yew
autumn flame
#

Exactly

tardy hedge
#

anyone have any insight on how to develop a rts tech tree. Games like warcraft must have some kind of math equation related to its build times and unit power

plush yew
#

It will keep playing the loop

#

Which is what is probably happening since you are explicitly setting it to false.

#

Right. I don't why I assumed it was explicitly setting it..

#

ok

plush yew
# plush yew ok

Could you try directly inserting the pins instead of checking them?

#

yeah

#

Like this ^^

#

Let me know if that works

#

it is exactly the same

#

im not sure. It should work..

#

Can you double check your loop animation options?

#

wait no its happening everywhere

#

theyre not loopin

#

wdym its happening everywhere?

#

its happening even though im not sprinting

plush yew
#

Can I see your transition state condition between Jump end to Idle/walk

#

it seems to be working now

#

i changed the animation and didnt change the time remaining

#

what did you change?

bronze oyster
#

Does anyone know what these suffixes are

plush yew
# bronze oyster

Texture with normal, roughness, and metallic all combined into one texture using different RGB values

#

that represent different stuff

plush yew
#

yeah

#

Sweet

plush yew
#

Do what?

#

That's the texture.
So for example R channel would represent roughness, G would probably represent metallic, B would represent the normals. They are all compressed into 1 and you can use this texture as a setting for any material.

autumn flame
# bronze oyster

BC is Base Color aka Albedo aka Diffuse (the actual color of something)
N is Normal Map (fake texture details)
E is Emissive (fake texture light)
P seems some sort of compacted Mask? (could be used for MSR or / and Opacity)

bronze oyster
plush yew
#

Guys, i'm trying to batch render the same sequence multiple time. But each time with a variation (Sphere with shader A, then Sphere with shader B, then etc..)
do you know how i can do with with a blueprint?
i was looking at https://docs.unrealengine.com/4.27/en-US/AnimatingObjects/Sequencer/HighQualityMediaExport/RuntimeBuilds/

but it's kind of obscure
Movie Render Queue in Runtime Builds
How to use Movie Render Queue in a distributed build to create movies on end-users' devices

do you have any idea? any one tried it before?

How to use Movie Render Queue in a distributed build to create movies on end-users' devices

autumn flame
rapid lark
#

how do I go from this to the other gismos

ebon steeple
#

why is the mesh i add to the Actor always offset like this? i checked both the blender file and the fbx file in unreal, neither of them have a offset like that

finite mica
#

Or spacebar

neon bough
#

i've got an editor utility actor with a child actor which spawns actors in it's construction script. Now when i move that actor it keeps spawning more and more instances (as the construction script runs again) but doesn't delete the old ones, is that intended behavior?

rapid lark
#

so does

#

texture streaming pool over budget affect anything

#

and rebuild lighting etcv

neon bough
#

yes

rapid lark
#

what does it do

neon bough
#

first will fallback to lower resolution textures for your viewport

#

second affects lighting, so if that message shows up the viewport doesn't represent the actual final result

rapid lark
#

ok sounds good

#

so it doesnt effect final game

neon bough
#

yea

rapid lark
#

ok bet tysm

rapid lark
neon bough
#

depending on how much VRAM your GPU has you can use r.streaming.poolsize 4096 to set the pool to 4GB for example

#

that will allow the editor to use more GPU memory for textures

rapid lark
#

uh i think i have a 2070 16gb

#

idk if thats right in terms of ram but my GPU is a 2070

neon bough
#

i don't think that a 16GB version exists

#

might be 8GB

rapid lark
#

yeah might be

#

probably actually

#

I have 64 gb for ram though but im p sure that doesnt effect the gpu ram

neon bough
#

that doesn't affect streaming pool

#

well actually it may, but it's not considered when unreal determines how much GPU Memory will be used for texture streaming

#

but if you run out of videomemory it may fall back to host memory (which is slower)

vagrant atlas
#

If I have a button that is activated by a cube (I have that part), and I want to change a variable in a separate door actor, how can I cast to it? either from the door to cast to the button, or from the button to cast to the door. In the "Cast to" block I need to put an object as an input, but I don't know what to put there

neon bough
#

you need a reference

#

in your button bp create a variable which has the type of your door, then click the eye next to it so that it's exposed

#

now in the viewport you can change that variable (there's a dropper gauge next to it, click that and select the door)

#

now you have a reference of the door saved on the button, so when the button get's pressed it can tell the door to open/close

burnt ether
#

Guys i have a general question :o
What's your way of handling your game's settings?
Do you do it all in Blueprint?
Do you create a GameUserSettings Subclass?
Or is there anything I don't know of? :D

I'm looking for a neat way of doing that and no matter what I try it always feels really hacky

vagrant atlas
oak patio
neon bough
#

that way you also don't need to cast

vagrant atlas
#

@neon bough well, I used a cast, but it still worked. It's not a big project, so performance doesn't really concern me here

oak patio
#

You can make an actor object reference, click the eye icon, then in the viewport, set it to the door, cast to the door with that variable then change the variable

#

Which i now realise is exactly what ben said (sorry)

#

But that should work if yiu do it correctly

#

I really need to scroll up more lmao

kindred depot
#

make a back up first, try creating a new blank c++ class and it will rebuild the binary's. make sure hot reload is off and live coding is on.

neon bough
vagrant atlas
#

I have a problem, where when the DoorOpen bool is negative (at the start of the scene) the timeline is at the start (where it should be), when DoorOpen is positive, the timeline plays (how it should be) and it updates the location of the Door, but when DoorOpen is negative again, the Door doesn't move.

kindred depot
#

If you want you might get more help from #packaging . delete your main message if what i said does not help and re post it there.

kindred depot
autumn flame
#

Don't do it on tick :ccc

vagrant atlas
#

client and server?

#

it acts weird only if I set Play from start or Reverse from end

kindred depot
#

Your replicating your targets location assuming this is ran on server

autumn flame
#

Pretty sure Relative is set as Replicated out of the box

kindred depot
#

Ohhh

#

wow

vagrant atlas
#

It doesn't run on a server, just my project on a laptop

kindred depot
#

yeah you need to do the good old custom event then ๐Ÿ˜‰

#

make it a multicast

#

pure

autumn flame
#

I feel like it's a singleplayer project :p

twin prism
#

ty thou

vagrant atlas
kindred depot
#

ahh sorry thinking to heavy.

vagrant atlas
#

somewhat like portal

autumn flame
#

How are you changing Door Open?

vagrant atlas
#

I have a cast from a button.
@.Ben told me how to do it

kindred depot
vagrant atlas
#

I don't want portals

#

I meant the puzzles are like the ones from portal, not the mechanics

kindred depot
#

Ohh gotchya.

autumn flame
#

Well, in that case you can play the timeline after setting DoorOpen with a Custom Event

#

Cause when DoorOpen changes is when you want to play it

kindred depot
#

Remove event tick, right click type custom event.

kindred depot
#

even tho the game is single player, in theory do you have to select client on single player games?

#

i always did lol

autumn flame
#

Not Replicated

kindred depot
#

makes sense. idk why i do this then

autumn flame
#

Owning Client is used if it's run on server to well, run something on the client instead

#

For example if I wanna run something from the GameMode OnPostLogin in my PlayerController and have it run on the Client version of it, I call the function on the PC as Owning Client

kindred depot
#

Yeah i get that. I just taught myself wrong then.

autumn flame
#

Pretty sure RPC stuff makes no difference in a Singleplayer scenario

#

You can have stuff anywhere and not respect the architecture

#

For example a Widget could spawn something directly

#

Would never happen in a Multiplayer game

#

Not that it's right, but would work

vagrant atlas
#

@kindred depot I never understood how custom events work

autumn flame
#

You can call it from a Cast in another class or from inside the class itself

#

And will run the code

kindred depot
#

Think of a custom event like a activation. I would say execution, but that's different in a way.

autumn flame
#

You can either use for organization or calling a function from somewhere else or both

kindred depot
#

to make this work you need to activate this line of code.

autumn flame
#

So in your case you could make a CustomEvent called OpenDoor

When you press the Button, from the Cast it sets DoorOpen and after that calls OpenDoor

kindred depot
#

This is when unreal engine becomes overwhelming ๐Ÿ™‚

#

you'll figure it out tho!

#

It becomes fluent after a few try's (wow i hate auto correct)

autumn flame
#

Or you could just use a FlipFlop to avoid bools in case you are using the Bool only to decide if the door is open or not and they all start in the same state :p

#

Oh yeh, i mean instead of directly setting it yourself everytime, would look cleaner :D

#

I remember spamming the button of a door, too entertaining for what it was

shell surge
#

Hello people . I need to finish a project in the next hours and im facing a very strange issue. Those are patches from the dmx system that I have animated. And they work fine. But when I close the project and open it again, they are gone from the sequencer with all the keyframes!? Even after saving everything. Any ideas what is going on ?

raw mica
#

hey everyone, I was wondering if someone knew and had a pic of the code for displaying a widget on the screen when in a box collision then when the key on the keyboard is pressed that shows up on the screen another widget shows up with another button to press, plz help I've been trying to do this for 3 days and I just can't find a way, its going to be like a code you have to put in but each number is a different widget.

shadow estuary
#

i am using scene capture 2d + render target to generate a dynamic material for a scope, i want to add an aiming reticule on top but idk if you can create dynamic layered materials or what, any tips for this?

drowsy snow
drowsy snow
ionic bridge
#

I have a weird question... In top down template you can change the view distance. but it pins the distance from thecamera, so the upper corners the actor will disappear but lets say I want them to disappear from the sides too but since they are closer to the camera they wont.... Is there a way to change where that render distance center point is? like can i have things render from the character center point and not from the camera?

#

idk if that makes any sense but oh well lol

shadow estuary
drowsy snow
crimson wraith
#

I want to learn more and play around with more in depth features of the engine. However I'm only running a 1660ti Mobile and 64gb ram. It has worked okay until recently, I'm having major FPS and stuttering issues in the game I'm making. Anyone have any ideas on what settings within the engine or nvidia settings that could aid in helping me get by with the 1660ti mobile, until I can one day afford a better computer?

shadow estuary
#

thats where im a bit confues

#

confused

drowsy snow
shadow estuary
#

i have the texture i simply do not know how to put it on top of a dynamically generated material

drowsy snow
shadow estuary
ionic bridge
#

Question. Is there a way to change render distance in a TopDown Template. to focus an area like inside the blue circle. and unrender or undraw actors outside the circle?
Yes i tried a fog of war but 1 tutorial only has a LoS aspect and the other it seem i have to follow the RTS guide from earlier than the fog of war, and others it just don't seem right.

grim ore
#

I dont know if its the right answer, but you could look into use a sphere mask around your player and have it only show whats in the mask. An issue I could see is that all materials might need to take this into account

timid merlin
#

where do I even start on fixing this

ionic bridge
hard escarp
#

When you're running in Play as Client mode with two clients what information is displayed in World Outliner in terms of actors spawned? Is it the server?

sharp crest
#

Hello, has anyone had an issue where Delta Seconds (or World Delta Seconds) gives a much lower output (/5) when in a packaged game or when playing standalone? (While in editor it gives a much higher output)
Sounds like I'm doing something wrong.. But I'm really not. Not sure what's going on.

autumn flame
#

Well, it depends on the frame rate, so may just be different frame rates

sharp crest
autumn flame
#

Yeah and it makes it so by returning the time between the previous frame and the current frame

#

So the returned value is that which depending on FPS is different

sharp crest
#

this is how I'm using it.. why is it not working?

autumn flame
#

What's not working?

sharp crest
#

well it becomes faster/slower depending on the fps

autumn flame
#

Well, guess it makes sense, you are constantly adding a force which would be different based on FPS

sharp crest
autumn flame
#

Oh, try using AddImpulse instead

#

Of AddForce

icy linden
#

im having issues with box brushes disappearing once playing in standalone mode, what am i doing wrong? how can i make the box brushes appear in standalone? any help is much appreciated

autumn flame
sharp crest
#

but it says

#

shoudl be called every frame

#

:/

#

oh.

#

nevermind

#

AddImpulse will apply the force vector without adjusting for frames per second (fps).

#

so I need to not scale it if I use add force

#

lol

autumn flame
#

Magicโ„ข๏ธ

sharp crest
#

I get it

#

thanks for ur help

icy linden
grim ore
#

and what happens when you try it not in standalone?

icy linden
#

the box brushes are there whilst playing in selected viewport

#

in standalone, some box brushes either disappear or stay visible

grim ore
#

might want to test it with packaging and see if it's an actual issue

#

otherwise, brushes might have issues in general you should be converting them to static meshes or replacing them with meshes to see if that is the issue

icy linden
tight crystal
#

im trying to make a system were u press a key and u sit and every second u gain more stam then if u were standing but i cant use another event tick so it only gives + 10 stam instead of + 10 stam every 1 sec

#

i need to add a event tick but im all ready using one is there something i can use in place of the event tick

hoary seal
#

How can I raise my river level..? moving the Z up for the objects does nothing

tight crystal
#

idk i have the same problem in my game

drowsy snow
#

Have you included Engine in your project's Build.cs file?
It should be there by default

grim ore
#

@tight crystalyou can use a timer, but why cant you just use the event tick? (you shouldnt, but you cant)

tight crystal
#

i cant use a branch and set the condition to released

grim ore
#

You don't want to use a delay you want to use a timer for what you are trying to do

tight crystal
#

ok

grim ore
#

It's not updated? It has bugs due to early access? Uhm... Why doesn't it work, what have you tried or tested?

digital mist
#

Hiii

sharp crest
jolly rampart
#

help??

#

theres like a 10% chance when i kill an enemy it crashes

proven aspen
#

capsule seems to float a few cm off the floor. Is that just a thing with CharacterMovement?

#

^Capsule is a little hard to see, but the capsule bottom is perfectly aligned to the mesh's feet

austere kelp
#

is there a help channel?

summer quest
#

is that a cat holding a gun

autumn flame
#

It's just the capsule collision

#

Even if in this case it's weird, Capsule should be closer to terrain iirc

proven aspen
summer quest
#

no way

livid fern
#

is there a channel for asking questions about textures?

autumn flame
livid fern
#

thanks!

gilded birch
#

so i got UE5 installed, and it wants MSVC2019, is there a way to make it work with MSVC2022 ?

digital mist
#

Why is squirrel holding gun ๐Ÿ˜‚

#

Everywhere I possibly can Iโ€™ve changed the GameMode settings so Default Pawn Class is None, yet a duplicate of my character always spawns when I press play. Any ideas?

spring pelican
#

I have an object where the collision is set to overlap all

#

and it does something on begin overlap

#

but it is only being triggered if the player runs into it

stray dust
#

Hello, I am new to unreal and I have a problem can someone help me

spring pelican
stray dust
#

am I allowed to send a video of the problem?

spring pelican
#

idk

#

i dont see why not

drowsy snow
stray dust
#

It says that i need to save "Skeleton UE4_Mannequinn_Skeleton" however I am lost because I try and save it and the problem persists

spring pelican
#

I have an actor that has begin overlap, that only triggers when something runs into it, But I want to to trigger if it hits something

stray dust
#

any thoughts?

#

nevermind

#

I figured it out

#

my bad

#

still learning

hidden dew
#

Hi all. Would anyone have any idea about this ProceduralMeshComponent / DetailsCustomizations.dll issue I'm having?

Completely new UE project (4.27.2). I made a C++ Actor, and added only this code to it:
(.h)

#include "ProceduralMeshComponent.h"
...

private:    
    UPROPERTY(VisibleAnywhere)  class UProceduralMeshComponent* SurfaceProcMeshComponent;

and:
(.cpp)

ATester::ATester()
{
    SurfaceProcMeshComponent = CreateDefaultSubobject<UProceduralMeshComponent>(TEXT("Surface Proc. Mesh Component"));
    SetRootComponent(SurfaceProcMeshComponent);    

    ...

PMC plugin has been enabled and added to the build.cs file.

I can place this actor in the scene and move it around with the transform widget. But if I change its location via the Details panel, in any way whatsoever, even pressing the little yellow reset arrow, the editor crashes.

This occurs also in another project that's further along, where other PMC stuff does actually work and the mesh can change shape and wotnot. Things work, but editing its transform via the Details panel is a crash.

Crash log starts like:

Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000148
0x000007fe944cfdca UE4Editor-DetailCustomizations.dll!UnknownFunction []
...
0x000007feace2be52 UE4Editor-Slate.dll!UnknownFunction []
drowsy snow
hidden dew
#

No

#

Not so up to speed with that stuff, but worth a try?

#

I was surprised to realise today that this has actually been in my project for months. Just I've never actually had to manually edit its position.

drowsy snow
hidden dew
#

Ok, I'll let that install and see if that helps me figure it out

#

Worst case scenario (which I've only realised while typing the above), I think I can just live with it

#

But it would still be nice to know why editor buttons have become crash buttons

white tendon
#

hello everyone, for a couple of days i have been checking out the Action RPG sample game from the learn tab. Is a there a way of merging that with ALS v4.Any insights on how to go about this will highly be appreciated๐Ÿ˜ƒ

weak cradle
#

In your case since it would be such a big thing, you would probably have to also add the sockets to your als skeleton that are on the sample's skeleton

#

On top of that you'd have to replace certain variables that cast to the arpg character to your als character

#

Have you searched for any documentation for als Integration?I think that pack had some, but im not sure

white tendon
weak cradle
#

What i would do is make new overlay states, then switch the states based on use

#

Just youtube how to make new als overlay states, there's many great vids

urban flower
#

does anyone know were i can get a free palm tree model for ue4?

plush yew
#

how do i make an event trigger without box trigger or whatever

#

Depends what your situation is.
For example, if you want to open a door without using a trigger. Another alternative could be to use LineTrace and the distance. So, if the player is looking at the door and the distance is small then open the door.

#

mk

#

how can i make a trigger using blueprints

#

like

#

when a specified amount of time passes

white tendon
plush yew
plush yew
#

thanks

#

thank you dude

#

needed this

plush yew
plush yew
#

does anyone know why when i try to open up unreal engine 5 early access it crashes and doesnt even let me create a project/open a project

#

also i have a huge open world which is just a landscape and foliage, how do i make unreal engine only render the place the player is as its having a huge performancer impact on the editor and the game

drowsy snow
plush yew
#

i did return to 4.27 but i was wondering if there was a reason why it was happening

drowsy snow
plush yew
woven star
#

heyo guys, just started a course about unreal engine 5 and was wondering if all the info I learn there can be applied to ue4 , ofc except lumen and nanite, or?

honest vale
#

it'll render landscape components that you can see only

plush yew
#

the level is so laggy tho and when you play you can see everything rn#

#

so im having to use the starter level unreal engine provides to test in

plush yew
#

idk im using megascans

#

You probably need to play around with LOD

#

LODs.

#

also i have a problem of when i look down and jump, i can see the mouth (im making a first person camera and idk how to rotate the head with the camera)

plush yew
# plush yew idk im using megascans

Go through this and try to follow through: https://www.youtube.com/watch?v=ZRaeiVAM4LI&t=540s

Join us as we dive into a work-in-progress Quixel sample scene and learn tips and tricks to improve your environment's performance. Weโ€™ll cover how to diagnose performance problems affecting your environment, how to resolve them, and how to ensure your environment is staying as performant as possible throughout production.

TIMESTAMPS
00:00 Ne...

โ–ถ Play video
#

thanks

plush yew
#

yeah i want the player to see the body and there will be mirrors eventually. also im using paragon assets so i cant just remove the head

plush yew
#

i kinda want the head to move with the camera, but idk how id do this

#

Alternatively, if the player is falling then hide the body

plush yew
# plush yew i kinda want the head to move with the camera, but idk how id do this

Do you want something like this: https://www.youtube.com/watch?v=3zVh1-4zmy4 ?

Hey guys, in today's video, I'm going to be showing you how to turn in place. In this, if the player moves their camera, the character will rotate to follow it playing smooth animations to display the character turning in place.

Re-Targeted Animations: https://drive.google.com/file/d/1kAT1qROHKzIi__WxBe7XKVJCNcTnLHrh/view?usp=sharing
Mixamo Ani...

โ–ถ Play video
#

is there a way to make the head bone rotate with the camera, so if the camera is loking down then the head looks down

plush yew
#

okay

#

But yes, there is a way to do that

#

Most likely you will have to duplicate the head

#

and place it back onto the mesh

#

and use that as a socket

#

to make it look around

#

how do i get fps to show from console

#

whats the command

plush yew
# plush yew whats the command

Idk the command but there is a down arrow on the top left of your viewport screen and you can check the "Show FPS" option.

#

ah thank you

#

Welx

#

im getting 4 fps

#

in my level

#

That's not good

#

because if you are getting 4fps on your viewport that means when you package it, you could expect around 20fps

#

What GPU do you have?

#

umm idk its quite bad tho

plush yew
#

i am

#

how do i find out what my gpu is

plush yew
#

i dont have another device

#

im looking into getting a better gpu

plush yew
#

Under performance

#

in my device settings it says i have a AMD Radeon 5700 series, but i think its by somethng beginning with S

#

in task manager i dont have gpu

plush yew
plush yew
plush yew
#

ik my friend asked to see and i didnt have one

#

Its supposed to show what GPU you have

#

So you are running your UE on CPU

#

which means your CPU and GPU is shared

#

I think that explains why you are getting 4fps

#

wait so u saying even though i have a gpu in my pc its not runing on it

plush yew
#

yeah when i got my pc i put a gpu into it

#

do me a favor

#

so i definitely installed one myself

#

open your cmd

#

and type "wmic path win32_VideoController get name"

#

Your directory should be C:\Windows\system32

#

I have 2 GPUs

#

So you do have a GPU

#

i do

#

ig its not running on it thouhh

#

but for some reason its not showing on the task manager

plush yew
#

Did you install its drivers?

#

idk

#

think so, how do i check

#

If you had NVIDIA I would told you

#

but I dont know how to check for AMD

#

you will have to google that

#

and then install and update your graphics drivers

#

i dont think i do coz one day i logged onto my pc and it said "amd driver not found" or something like that i might have to instal the drivers

plush yew
#

Install and update them and then restart you device.

#

Then check again

#

but when i right click on desktop i can do this

#

which should be right?

#

Open that

#

Does it give you an option to update or install drivers?

#

"check for driver updates"

#

Yep

#

it opens in internet explorrer

#

First of all why is internet explorer your default browser?

#

Ooh I cringed so hard... Try using microsoft edge atleast

plush yew
#

how do i change that

#

Under settings

#

ah got it

#

Anyways you need to figure out how you can install the latest drivers and then update them

drowsy snow
#

Internet Explorer should be banned
Not even Merrywearther's moefication change the fact

plush yew
#

it isnt set to internet explorer

plush yew
#

Then*

#

i just opened it in a differnet browser by copy pasting the link

#

What does it sayy?

#

Yea, I think you should download that

#

and install

#

okayt

#

that explains a lot

#

lots of high performance games always crash when i try play them

#

whys that

#

explain?

#

i dont understand

#

is that a sign my drivers are old then

drowsy snow
#

Newer one was Adrenaline, or was it something else?

plush yew
#

agh the unreal engine video said to launch the game instead of using viewport to get a better fps idea but my computer is dying rn from it

#

uhh idk

#

its a radeon 5700 series

#

um idk how do i check

#

could be tx

drowsy snow
plush yew
#

?

#

in command prompt

plush yew
plush yew
drowsy snow
#

Windows + R
Type in dxdiag, and then inside the app look for GPU hardware name.

plush yew
#

AMD Radeon HD 5700 series

#

Yea

plush yew
drowsy snow
#

Ah, figures.

plush yew
#

seeems so

#

thats why you have catalyst

drowsy snow
#

It was fairly ancient GPU still

plush yew
#

yeah im looking into gettingna good one but thye cost ab a few hundred for a decent one

#

what do you mean barely?

plush yew
drowsy snow
plush yew
#

Or if you are going for UE 5, go for a 2060 atleast

#

tbh i dont have money to spend on pc parts rn

drowsy snow
#

Nah, jk

plush yew
#

lol

winter stream
#

do i need to add a collision for every part for the character

plush yew
#

the game i want to make is very performance heavy

plush yew
#

Your device wont be able to handle it.

drowsy snow
#

The answer is like often buy new one even if it mean not eating for a fortnite fortnight

plush yew
drowsy snow
plush yew
#

ha

plush yew
#

wolfenstein>

#

?*

#

you dont know wolfenstein?

#

one of the pioneers of gaming

#

check it out

drowsy snow
#

Everyone's mom knows it

plush yew
#

i dont know of it

drowsy snow
#

(Actually no, but it is an old game)

plush yew
drowsy snow
plush yew
#

I have an RTX 2060. I dont have to

winter stream
plush yew
winter stream
winter stream
plush yew
#

lol

vagrant atlas
#

How can I fix this?

winter stream
plush yew
#

Can you give a different angle? Not sure what I'm looking at here...

vagrant atlas
plush yew
vagrant atlas
plush yew
#

A wireframe or something

plush yew
#

ah i remember know

vagrant atlas
drowsy snow
plush yew
#

the gpu was a Sapphire AMD Radeon 5700 HD series

drowsy snow
#

Or simpler RPG like Octopath Traveller

plush yew
# vagrant atlas

From the looks of it. What I think is happening is some vertices are overlapping. For example, the vertex that is supposed to be at the bottom is at the top and vice-versa. From the looks of it

plush yew
#

Can I see the wireframe?

drowsy snow
plush yew
#

i meant the game

#

i only play Minecraft

#

forgive me

drowsy snow
#

Not meant to be super snarky, but I'm not Google :)

plush yew
#

i wanna make an arpg, and i can do the coding / blueprints etc but the landscape and coming up with places to play in isnt my strongest point

plush yew
drowsy snow
thick herald
plush yew
#

Or atleast a simple shooter like Wolfenstein

drowsy snow
#

And I only know JRPGs more lmao

plush yew
plush yew
plush yew
plush yew
drowsy snow
plush yew
#

like i have attacks and damage systems in place but i cannot do the landscape for the life of me

plush yew
drowsy snow
#

No Chinese RPG nonsense (and Genshin Impact is like my most hated game)

plush yew
#

oh

plush yew
#

With low poly models?

drowsy snow
plush yew
#

i REALLY dont know how to model at all and i dont have the money to pay someone to do it or pay for models

plush yew
drowsy snow
plush yew
#

on Epic Games Store

plush yew
drowsy snow
plush yew
#

okay

drowsy snow
#

At the very least a linear RPG or a dungeon crawler.

plush yew
plush yew
#

The first game that I am going to publish is going to be like that.

#

A simple FPS

#

ok

thick herald
#

@plush yew there are multiple free terrain generators out there, google will show you them.

vagrant atlas
plush yew
ember shadow
#

hey all. is it possible to use a normal map AND a bump map in the material editor? i have both but not sure if i can use them at the same time?

#

how would i fix this

#

i was trying to multply the normalfromheightmap with the normal but then the normal map doesnt show

drowsy snow
ember shadow
#

so i cant use both?

drowsy snow
#

Heck, I'd say as far as heightmaps are useless except for landscape (which isn't saying much, as the vertices are 1m apart)

ember shadow
#

i got the height map from substance, but had already made a normal map in blender. so yeah thats why i have two

#

they show different things

drowsy snow
#

Best to just roll with normal map. If you have macro/large displacement, best bake it into the geometry before exporting.

Saves you a bit of shader instructions in the process too.

ember shadow
#

alright cheers :)

ember shadow
#

idk if ive connected this right but

#

it works!

plush yew
#

how would i make a blueprint script that changes between blueprints - i have 2 character blueprints and i want to be able to change between the two

kindred depot
#

Pro tip, if your using megascans and don't want the assets in the content directory. Move the megascans material or create your own and move it what ever folder you desire. click the 3 bars at the bottom right next to low, medium, high, and nanite and select that material you moved. This will make that material the default material with every asset you add to megascans. Now after adding the assets you can now just move them anywhere you want with out a hassle. Same thing for textures, decals. heck anything megascan

thick herald
#

I may be daft, but... eh? I'm not sure I understand the original issue you are 'solving'

kindred depot
#

idk.

#

i'm weird dont mind me.

pine remnant
#

how do i add more materials to a mesh, add more then 1 element?

#

i want to use the template flooring and add the textures/materials to it

plush yew
#

ugh @plush yew guess what. my graphics card is too outdatedd to update the drivers, and thats why its not showing in task manager. also when i run the third person example map, the gpu load is 95% which explains why my massive map can hardly run

serene pasture
#

Hello everyone, I am not sure where to put this:
How can I easily copy the ID Name of the actor ? (When I do F2 it only shows the name). I have to manually add the "_2" each time (example in my picture)

pine remnant
#

how do i open 2 view ports at the smae time to work on 2 levels at once?

plush yew
burnt ether
#

So... I know how to create subobjects or components :o but how do I put them in a hierachy like with blueprints?

drowsy snow
strong fossil
#

hey i have an annoying problem in UE 4.27 my gpu usage is always at 80-100% in the editor it goes to 70% in an empty level with nothing going on my gpu is1080 8gb also it has been tested on a rtx 3060ti and it hit 80%

jolly rampart
#

i added a better looking gun to the fps example but idk how to get the animation back

#

ask for any screenshots/videos

strong fossil
#

nope i get 120 fps

#

but 3060ti hitting 80% usage and a 1080 hitting 100% on empty level is not a good sign

drowsy snow
strong fossil
#

100% gpu usage when nothing is going on is something to worry about

drowsy snow
#

I'm inclined to think it's a good sign because it uses most of the GPU has to offer, and considering Unreal Engine is a video game engine.

#

It's a different story with offline renderers or DCC tools.

strong fossil
#

but on a 3060ti hitting 84% is very high and when a gpu gets to 100% it should lag i would think

drowsy snow
#

If it doesn't lag/occasionally stutter, and it's not overclocked, then I won't worry much about it.

hidden dew
# hidden dew Hi all. Would anyone have any idea about this ProceduralMeshComponent / DetailsC...

I found the problem: Putting that full stop in the the component's name. "Surface Proc. Mesh Component" is what turns the buttons in the Details panel into "Crash now" buttons.

For some reason, the full stop in that string causes FindObject<USceneComponent>(EditedActor, *SceneComponentPath); to return null, which is what happens inside ComponentTransformDetails.cpp, triggered when you adjust the transform in the Details panel. Happens with static meshes too... me thinking it was just a procedural mesh was me red herring-ing.

strong fossil
#

@drowsy snow thanks

clear estuary
#

hey everyone - super quick question - is there a way to select all the points of a spline(bp) in one go?

#

ah, so if i click on the bp spline, select the spline in the components window, then selected points, i can do it from there

drifting totem
#

i need help. In unreal engine, you know how if you click your landscape, this thing opens that lets you scale it, change material, etc. it gone, how do i get it back

urban flower
#

how do i add a custom backround image?

tired shadow
drifting totem
#

yes

#

but how do i get it back

#

nvm i did it, someone told me on reddit

tired shadow
#

Ok

rapid lark
#

hey i have problem where when i look at any lights i get light leaks

carmine bloom
#

oh many hopefully i can fix this...when i drag values (say transform) in the Details panel i dont see the viewport live update until i let go of mouse, but if i open New project, i see the live updates when dragging values...what happened?

spice ruin
#

Did you turn off real time on the viewport? (random guess)

carmine bloom
#

yeah its on, this problem happens in the viewport of actor blueprints

#

i can open the same untouched ThirdPersonBP in my project, and in a New project, and the New doesnt have the problem

#

i was wrong, that happens in the New project too, i guess you dont get the realtime updates like in a Level viewport

acoustic escarp
#

Hey guys I am looking to have a chat with more experienced Unreal Engine user, I would like to ask a few questions regarding the engine as I have a project and I feel like I am stuck without any progress and require some "push" off somebody to move forward. Can somebody tell me please, where should I look in order to solve my query? Thanks.

spice ruin
#

This discord server is full of said people. Just ask your questions!

rugged torrent
#

Hey guys, im super new to unreal engine
i just installed UE5 today, and I am working on a scene.

I have a problem though, My C Drive is filling up fast , it went from 55 to 42 in an hour.

I installed UE5 , Epic Games Launcher and also set the path to some of the "MegaScan" assets (?) to the D drive.
What is causing my C drive to fill up ?

spice ruin
#

Probably a download cache?

rugged torrent
#

is it just windows 10 being windows 10 ?

#

could it be this is unrelated to me installing UE5 today

glossy sage
# rugged torrent why didnt it go away when i restarted ?

It is not in the RAM, it does not get flashed out. Open the epic game launcher, under unreal engine go to the library page and there you will see your vault (of contents you own). You will see how much space they take up and you can remove them

jolly rampart
rugged torrent
glossy sage
plush yew
#

Hey guyz, i'm still a bit confused with importing alembic from houdini to uneal. to we need to scale Y -1, or rotate Y 90 degrees to match?

mild agate
#

could i get a pbit of help with compiling?

zenith saddle
#

Hi people i have been asking for this a while but no one answer it, i havea model that has a root bone but named as "origin" even thought i have rootmotion enabled it doesnt work, i suppose because of the name, can i change the name of the bone that simulates the root? I mean i dont want to change the name on the rig cause i have all the anims just retarget

tame marsh
zenith saddle
#

Yes inside appdata

tame marsh
zenith saddle
#

Cause if i change the bone name of the rig on blender and then import it, it detects as totally different skeleton so it doesnt let me swap the skeleton.

clever timber
#

Is there any good guide to setup rider for unreal engine? I seem to not get any code highlights , intellij ... and a lot of errors ๐Ÿ™‚ and googling one at a time isnt really progressing well ๐Ÿ˜„

plush yew
plush yew
#

im going to keep the character bps ive got just change the game idea to be smaller scale

plush yew
#

idk this is my first big project

plush yew
#

Or make a moving maze?

#

Ideas are endless...

#

okay

#

thanks ๐Ÿ™‚

#

A moving maze with enemies and puzzles. Dont need high graphics...

plush yew
plush yew
#

also how hard is AI to learn to create in ue4

#

like can i put learning it off or is it something that takes a while

plush yew
#

okay

plush yew
#

But first...
I think you should plan out your game.

plush yew
jolly rampart
plush yew
# jolly rampart

Its crashing because Unreal engine is trying to read from an address that is not valid.

#

Are you coding in C++?

jolly rampart
#

blueprint

plush yew
#

So you are not using C++ anywhere? Hmm

#

Did you move any folders or.files manually?

#

And what are you trying to do that is giving you that error?

jolly rampart
plush yew
jolly rampart
#

LOL

#

i mean

#

i do have a shotgun

plush yew
#

Damn! That shotgun is so powerful that even Unreal Engine Died

#

Ima take notes.

plush yew
#

Check if any blueprint is trying to access a variable that doesnt exist?

#

In your AI class

jolly rampart
#

ok so

#

i went into the logs and i dont know what any of this means... help?

shell surge
#

Hello, how can I add a first person camera to a third person character when I don't have the manequinn ?

plush yew
plush yew
plush yew
hoary seal
#

Is there not an easy way to generate collisions for complicated meshes?

plush yew
hoary seal
#

Yeah I did that, I did max hulls, max precision etc.

plush yew
#

Over there you should see an option to remove all collisions

#

And then add convex collision and then hit apply

hoary seal
#

Auto convex?

plush yew
hoary seal
#

what for settings?

plush yew
#

Just hit apply and see if it works for you?

#

If it doesnt then remove all collisions again

#

And then redo the convex

#

Collision

#

Auto*

hoary seal
#

keeps doing the same thing no matter how many times its generated

plush yew
#

Can I see your collision?

hoary seal
#

like this would work if I didnt want it to be enterable..

plush yew
#

Yea I can tell this is not a modular house...

hoary seal
#

i mean it can be.

#

i just combined all the meshes that i didnt want to be movable

plush yew
#

Making it modular would make yoyr life a lot easier.

#

Your*

#

But as of now

#

Im not sure how to go about this..

spice canopy
#

@humble bison did you ever find out how to fix this? I have the same problem.

#

The R.txt invalid error when packaging for Android

plush yew
plush yew
#

See if that works..

hoary seal
#

i separated all the walls, railings, stairs etc into their own meshes and i got the main structure as its own, gonna try this way..

autumn flame
#

i know this is noob question ...
but how can i re-arrange material editor nodes?

hoary seal
#

kinda annoying how its making a collision through the area of this mesh that is supposed to be a hole..

plush yew
#

And then you might want to resize thaf mesh in case the player is too large to get through.

stray dust
#

i have a problem

#

my blueprints currently look like this

#

but im trying to get them to look like this

#

any ideas what i can do

autumn flame
plush yew
#

Just drag the get rotation vector back

#

Or drag the calculate direction a bit forward

#

Or drag them upwards.
The point is drag them to different positions until you get your desired result.

hoary seal
#

I removed it then did auto convex with default

ebon marlin
#

any way to reload .usf compute shaders while the editor is running, like with live compile?

plush yew
urban flower
#

Is it possible to make super realistic games in unreal engine that can actually have quests and stuff while looking super real?

hoary seal
urban flower
# hoary seal apex legends, dying light, any modern game is in unreal

Like something like this
https://youtu.be/HVJfJ010MQM

Immerse yourself in this playable experience as you explore a beautiful and eerie medieval village that showcases the newest features in Unreal Engine 4.26 and the power of Megascans.

Get the full scene for free on the Unreal Engine Marketplace: https://bit.ly/2Z5NjZF

Full Medieval Game Environment tutorial series playlist: https://bit.ly/2Z3R...

โ–ถ Play video
hoary seal
#

yep

plush yew
hoary seal
#

I tried with max hull count

urban flower
clear estuary
#

is it me or is UE5's EA2 worldpartition causing corruptions in save files?

#

looks like if i rename the externalactors folder it loads (ignore me, it broke so much lol)

glossy mica
#

How are you guys doing?

clear estuary
#

upset, my project is corrupt XD

#

can't load any of the levels in world partition without it crashing that area

ionic bridge
#

Could someone help me out with sphere masking. Basically I want so AI or other players outside the sphere is not drawn/rendered. And once they enter the sphere you can see them. Any recomendations on how to do this?

Basically The fog of war videos i watched didn't help cause i either had to watch the parts before (20 of them that didnt have to do with the fog) or it didnt have a way to make a max radius from character.

So in my screenshot You can see AI still in the corner, which I do not want to see. I only want to see whats inside the brighter white area.

kindred depot
# hoary seal

You know there is a thing called blocking volumes right?

#

PLace actor, blocking volume.

#

I use this everywhere.

hoary seal
#

Dm me Iโ€™m not home

kindred depot
#

You said you dont want someone to enter the house?

#

a blocking volume will make it not enterable. or if you wanted someone to enter the home and the collision is broken use complex as simple Or use blocking volumes as the collision

glossy mica
#

did you not backup it?

merry zephyr
#

whenever i click install on bridge in epic launcher the launcher crashes any suggestions ?
bridge works fine with ue4

vague thorn
#

Does anyone know how to send a model from blender to unreal engine with all the shaders?

foggy orbit
#

Hi, i have a movable object (part of it is movable, drawer and Doors of ร  cupboard) next to a wall separating outside and inside. My light is baked fornthe scene but for movable object parts obviously. And... This movable asset next to the wall gets light from outside. IS there a way to deal with this issue without increasing Lightmap Volumetric Detail Cell, and this rendering Times and memory foorprint ?

vague thorn
#

wym? There has to be a way. Otherwise, how would anyone make assets with blender?

#

Then how do you do that?

#

Export the textures

plush yew
#

I export sketchfab props into my project and when i save and quit and then load the project later, all the props textures just disappear and the texture is now the default
its only the props i downloaded from sketchfab tho
does anyone know how to fix this?

clear estuary
# glossy mica did you not backup it?

i have an older copy, i should've mentioned it was ue5 - more of a testing bed for a small project of mine, but it took ages to figure out ๐Ÿ˜ฆ

#

i installed something off the marketplace, and since then i've had nothing but crashes, even after removing the items

#

seems to have perma borked the project, and i can't tell how to fix it

#

even after i tried migrating also

glossy mica
#

That's a nightmare

oak patio
#

Yeah that too, but if its a procedural thinf that needs ti change, you just need to hope you can recreate it in unreal

errant gorge
#

Hi guys, i was wondering if is there a way to overwrite a private actor component (PathFollowingComponent) with another custom? it says that it's inaccessible, i'm using code not BP

oak patio
#

Sometimes when i make a materials with an image texture, it imports alright in the fbx

vague thorn
#

I have no experience in baking at all and tbh I have no idea what you mean

vague thorn
oak patio
#

Your material will already have a texture you have made, unless it is sokid colour or in nodes

drowsy snow
spice ruin
#

@errant gorge if you want to replace the component entirely and tis a default subobject of an actor, you can replace it in a subclass of that actor

drowsy snow
oak patio
#

Material slots will carry over in fbx from blender, so you just need to import the texture you made and the fbx, or if your material is procedural, bake it into a texture

vague thorn
errant gorge
rose sleet
#

Hey, im making a horror game and i need a suggestion. It's where the character can walk into different apartment room. Should the character be able to turn on every light in the house (Or only some lights) or should the player only be allowed the light from the flashlight / lighter they have?

placid folio
#

When I'm using day/night cycle the night cycle shows direct light through my landscape on to my foliage, even thought the direct light is under the landscape. Any hints how to stop this? Using Goodsky for day/night cycle.

drowsy snow
prime willow
#

@drowsy snow so powerik or control rig

#

which one would be best lol

#

and can control rig be used as a ik procedural system to make animations more fluid o-o;

remote badge
#

Anyone know how to make controller pitch/yaw input relative to the controller rotation and not the world?

ionic bridge
#

So, if I wanted a sphere trace toggle visibility. I need to make a BP? and how would i add an actor like a player or an ai to said component so it knows to toggle off or on

drowsy snow
oak patio
placid folio
#

If I put the direct light under the landscape shouldn't the light be blocked by the landscape?

oak patio
#

the direct light isnt the source of the light

#

it comes from infinitely far away

#

those two lights do exactly the same thing, as it only tells the light which way to point

drowsy snow
#

FWIW might as well leverage the new Sky Atmosphere.

oak patio
#

it seems good sky automatically has this feature

#

of automatic light dimming etc

placid folio
#

I'm very new, is there a guide for day/night with sky atmosphere?

#

It does as you suggest and dims down at night

oak patio
#

The documentation does give some guides on how to do it

#

i reccomend reading it

drowsy snow
sharp crest
#

does anyone know where to find someone who can do FX

#

(paid)

#

I can never find anyone anywhere........

trim mountain
#

Hey mates. Wondering if anyone knows a way to rotate a skylight by 90 degrees? So that horizon is vertical instead of horizontal?

lucid grove
#

Hey fellas, cant figure out why socket moves away in central aim offset, but working fine in top and bottom position.

#

In animation itself and aimoffset looks fine also

#

For some reason socket moves away from the hand bone

oak patio
distant totem
ionic bridge
#

Would anyone have one have a better way to go about this... I'm trying to make a trace toggle visibility. Basically I want the AI/players inside the trace circle to be visible but once outside to be hidden.

tribal leaf
sharp crest
tribal leaf
#

Oh, ok - I thought you couldn't find anyone. Sounds like you don't have an issue.

sharp crest
#

well I do hbave an issue I can't find anoyne

#

lol

#

I didn't try on fiverr cuz it's not a good solution

#

I think

#

lol

#

Idk

distant totem
sharp crest
#

๐Ÿ˜‚

distant totem
#

Check each profile carefully, just like you would if you were hiring someone. Hit and miss probably means don't expect more quality then what's on their profile. And yes, there are lots of people overcharging for simple things because the demand for those things from people not as tech savvy are high enough to charge those prices

sharp crest
#

I was just laughing at the general title not the price

#

lol

oak patio
#

Never had a problem with fiverr, but my suggestion is put more info in your offer, or learn the skills yourself

sharp crest
#

I might try it

#

this guy says he makes fx but he also says this lol

#

like how could u say u can make fx for both engines

#

sounds like he will do a terrible job in both in that case

oak patio
#

People can learn both things, there will be a lot of transferrable skills

#

But it also depends in your budget

sharp crest
#

there r like 3 ppl making ue4 fx on fiberr, suprized there were any tbh

sharp crest
#

okay I'm going to sleep Iw ill look at this tomorrow ๐Ÿ˜‚

oak patio
#

Your budget depends on the quality of skills you receive

sharp crest
#

not really

oak patio
#

If you only gonna pay like ยฃ5 for an effect, it probs wont be any good

sharp crest
#

if someone sends me his portfolio and then I negotitate down the price it doesn't mean the quaity will be lower than his portfolio stuff

#

if it does and he doesnt tell me then he is a scammer

#

lolz

oak patio
#

No but there is a pretty direct correlation

#

Higher skilked workers require more pay

#

That is a correlation

sharp crest
#

well ye but generally it's better to look at the portfolio than the price they are charging to see the quality

oak patio
#

Indeed, but it is also important to consider budget

#

I would also give it a bit of chance, you didnt give it an hour before you started giving up... it may take longer and multiple posts to find someone, in which time it may be easiet to learn

ionic bridge
#

Is there a way to condense a sphere trace by object, down so there is a single trace line horizontally

oak patio
#

Why not just do a line trace

ionic bridge
#

i need a circle around my character so

#

im in top down and im trying to basically draw a trace circle around me to toggle on/off visibility

oak patio
#

Ok so whats the line for?

ionic bridge
#

once an actor enters the circle they are visible, once they leave they are no longer visible

oak patio
#

That still doesnt explain why you need to condense a circle into a line

#

You could also just use sphere collision, and check overlapping actors

#

Checking overlapping actors is great as well as you can filter by class

ionic bridge
#

where do i apply this

#

in world select the bp sphere component or else where

oak patio
#

Add a sphere collision to character

#

Then however often you want

#

Check overlapping actors of the sphere

#

Filter by enemy

#

For each

#

Turn off visibility

#

Not sure the cost of getting overlapping actors on tick tho

ionic bridge
#

like this? the "visivilityToggle" (yes i miss spelt it lol) is the sphere bp.

#

im prob not doing it right.

fossil nexus
#

When my character is interacted with by another character i need it to slowly rotate in the direction of the character that is talking with her.
For now i can only rotate it suddenly using SetActorRelativeRotation.
This rotates it to the correct orientation, but it goes too fast.
How do i make this rotation happen slowly?

oak patio
#

You add the component, then in the bp, on Tick or on a timer, check for overlapping actors on that component, filter by whatever class you need, then loop through all the actors, and set visibility

#

Alternatively you could have a begin overlap event

#

So that everything that enters turns visibility on, then in end overlap turn everything off

#

That would probw be better actually

low geyser
#

aaaaaaaaa

plush yew
oak patio
#

You may have variable rotation, which a timeline wouldnt handle, so if instead you have a timeline from 0 to 1 over an amount of time, and use that in lerp from a rotation to b rotation, that will allow you to go between whatever rotations you want

fossil nexus
ionic bridge
#

or help step by step

hoary seal
#

Is there a way to set the relative Z location, but keep the X and Y as current? if I set the new Z, it works but it sets the x/y at 0

grave pollen
#

been stuck on this for a little while tried a bunhc of different things but I'm stuck, short of doing some math that I don't know how to do off the top of my head lol

#

trying to get the bullets to shoot at the exact location of the mouse

hoary seal
#

YOOO that is DOPE looking

tough solar
grave pollen
#

it basically boils down just to this

#

which seems pretty standard to me, just getting fwd position of char but my math skills arent strong enough to troubleshoot the obvious issue with the above vid. Lmk if any1 has any ideas thanks.

#

messed around with just trying to grab exact location of mouse in world space w/ no luck. oh wait

plush yew
grave pollen
#

also the bullets are spawning exactly out of the gun muzzle socket as opposed to just a set position in front of the char. I removed any gun rotation though which in my mind should have resolved any issues w/ inaccuracies, but I must still be missing something.

plush yew
hoary seal
#

hey @plush yew do you know why I can't get my window animation to work properly..? I tried just setting the relative position to the current z + 54 but then it sets the x and y to 0

#

yeah I tried that

#

so then I tried this, setting the x and y to the current x/y

#

which..kinda works..it makes it so it doesnt teleport to x 0 y z, but the z is increased by a lot for some reason.

plush yew
hoary seal
#

right

plush yew
#

Try world location?

hoary seal
#

well I need it to increase 54 from its current

plush yew
#

and then add the lerp rotation to the current 'Z' value