#ue4-general

1 messages · Page 1161 of 1

modest trench
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never seen a helpful troubleshooter in my life

chilly gale
modest trench
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good luck figuring this out man

chilly gale
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Thanks for the reply

crimson depot
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Which Nvida drivers should I use Studio drivers or Game Ready for UE?

neon bough
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game ready

shut nova
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???

modest trench
#

screen space reflections need something to be on the screen to reflect

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it do be that way pensivewobble

bleak ridge
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What do you guys think about Digital Foundry's recent allegations that the stutters in most UE4 games are caused by shader compilation? Bogus? Real?

scarlet turret
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Oh I'd forgotten to mention that I'd actually managed to fix it, my Skylight was on Moveable and I had to put it on Static and bake it for the reflections to work

grim ore
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shader compiling is not exclusive to Unreal Engine, but yes it could be causing the issue or it could not be causing the issue

hearty tinsel
#

anyone know if its possible to have a camera in sequencer track a armature bone for a sequencer shot?
The lookat tracking settings that exist on a camera has a 'Actor to Track' parameter but that only tracks the origin of the armature/static mesh which isnt what im after

lavish garden
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none of the unreal made tutorials for landmass blueprint brushes are up to date with the actual functionality of the tool in 4.27

neon bough
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doesn't shader compilation happen on first launch?

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and it stores them in some cache

rain ingot
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I can't remember if I chose C++ or Blueprint when making my project

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how can I check?

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nvm

tall sorrel
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Anyone know if ue5 is / will be sli bridge-able? Would be really cool to be able to take advantage of that finally.

fallen sphinx
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Hey Guys, I have build a Fortnite like wall building system in UE4 C++, problem is I can build wall over another wall, so I made an array to store the locations of walls, but I have multiple wall types like a wall, a ramp and a slab and all three can be spawned at the same location any idea how we can do it using a TMap, TMultiMap or any other stuff

neon bough
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iirc you can use tmap with tarray value in c++

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so you could have an tmap<location, tarray<elements>>

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otherwise i would probably go for an bitmask or struct with bools, whatever you prefer

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also depending on how much stuff you think there will be build, you may nest the data more to decrease lookup time

fallen sphinx
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okay thanks dude

supple crag
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I got a quick question. I have a ue4 c++ project. I have live coding enabled and was working on my c++ classes yesterday and used the DebugGameEditor to test all my changes. Everything worked and I added 3 UFUNCTIONs. I was able to call those in my blueprint as well. Today i started up the ueproject. Like, just starting ue4 without using the DebugGameEditor from VS. Now it says my class that uses these 3 UFUNCTIONs cant be compiled. It's like those 3 UFUNCTIONs dont exist. It still works when i open VS and use the DebugGameEditor. Anyone knows what causes this? I would love to be able to just start up UE4 and just do some blueprint stuff without always having to open up VS if possible...

drifting elbow
#

does derived data cache in a cloud make sense?

neon bough
#

depends on how many workplaces share it, how much data you would have to sync, how fast the workplaces are connected to the cloud storage and how fast they could calculate the data on their own

tame marsh
drifting elbow
#

and we are like 5-10 people

neon bough
#

german internetspeeds can be any from 6mbit to glasfiber

drifting elbow
#

it can technically even be from less, but I'd say, 50 down, at least?

neon bough
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so 50mbit is top speed? then i probably wouldn't even consider cloud ddc

drifting elbow
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50 is minimum. would it make more sense with 100mbit?

neon bough
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i don't have any practical experience, and as said it depends on how much of DDC data is generated

drifting elbow
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isn't ddc data generated for shaders, for example?

tame marsh
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Are we talking about Shared DDC?

neon bough
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i can't really give you advice on a specific scenario

drifting elbow
neon bough
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shaders, textures, and probably more stuff

drifting elbow
#

ok 🙂

neon bough
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my DDC right now is >50GB, now vdsl50 is 10mbits upload, which is roughly 1mb/sec, so a full upload would take 14 hours

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sure you don't do a full upload all the time, but an engine version change will probably force it

tame marsh
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From reading the documentation, the SharedDDC seems to be designed more for local internal networks

neon bough
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while my system is busy for max. 1 hour with shader rebuilds on a new engine version

neon bough
drifting elbow
tame marsh
neon bough
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well this is epic/fortnite, they have probably budget for good connections for their workplaces at home

drifting elbow
#

yeah, makes sense

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on that page Fragrag posted, I see the option to create a DDC pack. Nobody says how to apply them, though

neon bough
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and fortnite is probably a big project with a ton of assets which generate DDC data, so it makes more sense to avoid the workload for every client

tame marsh
#

That does seem interesting as we have experienced significant start-up times when transferrign prjoects

drifting elbow
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yeah, I believe it can be a huge benefit if you transfer the project to a new remote device, for example

proper stump
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hey, trying to setup rider on ue5, it isnt appearing as one of the ide options... any idea how to add it?

neon bough
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is rider source code access plugin enabled?

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in unreal

proper stump
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no. installing now 😦

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my mistake, it is enabled

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still not in the list of IDEs

teal badger
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Let me know if this belongs in a different channel, but
Are there any good guides on how to integrate projects? Imagine I got a project from the marketplace with a functionality I want and I want to integrate it into my own project. Or that I have to redownload the latest version of the project (also from the marketplace) that I'm using as a base for mine.

regal mulch
#

Does anyone know the JSON Format for CurveTable imports?

#
[
  {
    "Name": "SomeValue",
    ???
  }
]
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It usually maps Float to Float, so in the Spreadsheet it just has a Header Row with Levels and the Row for "SomeValue" has the matching values below the header.

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Just not sure how the JSON is supposed to look like

hot beacon
#

anyone have any good tutorials on fast movement sorta like karlson or ultrakill i have been trying to make it for a while now but all i could make was wallrunning

regal mulch
worn copper
#

I want to create 80x80Km Landscape map around 40% Water Map What is the Best method to achieve and for Optimization?
is this possible?

autumn flame
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UE5 with LWC and World Partition is a must if map is so big

worn copper
autumn flame
#

Fancy naming for a Double

And yeah, iirc WP is more procedural in the creation of partitions, it's done on a large single map

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You can change the number of tiles in real time too

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Not like the old World Comp

worn copper
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Do we need to use Single Terrain Height Map. or
we have to do it in part like 8x8km Height map per partition

autumn flame
#

Single

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No need for sublevels

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If using WP

worn copper
worn copper
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so I have to create 80,000px x 80,000px heightmap
Means 1meter per Quad...

autumn flame
#

If you don't need that amount of precision you can always have a lower res and scale it up to match that size

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Like a 20x20km scaled 4 times

worn copper
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yah i will try scalling also. 40x40 double

autumn flame
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Yeah

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You can lower till it looks acceptable

unique kraken
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havent been active for a while, do we have new infos on the ue5 release?

worn copper
thick herald
#

Spring. That's the latest

unique kraken
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hmm i see thx

tame marsh
autumn flame
#

The year the world ends, yet again

tame marsh
#

2012?

thick herald
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1000

unique kraken
thick herald
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It was mentioned in the stream chat last week. So I'm guessing this year.

green light
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is there a way to incorporate some files used with C++ to work with my Blueprint project? it is a widget and a .csv file, paid for it to be made some reason C++ was used and I have No clue about it or how to get it to work now

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is to me? if so is there a sorcerer available to help?

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I added the files into project person was helping but nothing ever worked

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I understand that, he was the coder and even with him helping me me sending screenshots never was able to get it working or the file imported

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ok I so I just need to figure out how to incorporate, i have posted locally for like 2 - 3 weeks and not one person in town has responded to my post asking if they know C++ and UE4, I live in FL lots of old people here 🙂 guess not many are into gaming or programming 🙂

hybrid brook
#

Anyone know a way in Unreal Engine to make screen-edge motion blur?
As in: blur the edges of the screen when character moves. Must work in VR.

unique kraken
tepid rock
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Would anyone be able to tell me if it's legal to package UE4 starter contents into a distributed experiences? Does it fall under the same sort of license agreement with the engine itself?

proper stump
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I have a Cube static mesh, I want to create a blueprint that arranges a few cubes into a pyramid (or a different shape) - I want all the StaticMeshCompoents to be nested together in the BP - What type of container should I use to parent all the meshes?

drifting geode
# tepid rock Would anyone be able to tell me if it's legal to package UE4 starter contents in...
oak patio
gray anchor
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Can someone answer some basic questions for me?

oak patio
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That way you can move the empty and move all of the cubes at once, or move all individual cubes

oak patio
plain berry
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Hello, I really need your help, I'm making a map 20 by 20 kilometers in size, using the World composition system, I also use the World creator program for the height map. So, when I transfer two height maps, each of which is 10 kilometers, I have two maps, but they are separated from each other, and I cannot paint or change them at the same time, how to combine them into one map of 20 by 20 kilometers?

gray anchor
#

In Unreal, I can simply click play and a grey doll drops into the game that I can control. How can I do the same in Unity?

oak patio
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This isnt a unity discord

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This is an unreal discors

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But in short you would need to make the system yourself for spawning a controllable characyer

oak patio
plain berry
oak patio
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True

plain berry
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Has anyone made big cards? like 40 by 40 kilometers?

thick herald
plain berry
#

did no one in this chat make a big map?

drowsy snow
#

Also use UE5 if you want to make the universe

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Well, the universe spanning in X and Y

I don't think World Partition support Z elevation

plain berry
drowsy snow
oak patio
#

Unfortunately you wont find much support on how to make really large worlds, as it isnt the greatest idea to try that as an indie dev

drowsy snow
#

Except take it with a grain of salt. I heard some major issues with Large World Coordinates a while ago

drowsy snow
oak patio
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Its all cool, starting work ob my 100km² mmorpg tonight

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Releasing q4 2022

drowsy snow
oak patio
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Its gonna be like world of warcraft but with guns and vehicles and infinite procedural quests

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Of course

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Fully simulated reaslitic destruction anywhere in the world

grave osprey
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i have a question. when i simulate physics (skeletal mesh). 2nd part are sinking to bottom despite both having a collision box. when i change the collision to kinematic. the 2nd part sink below. but it can collide the first part

drowsy snow
grave osprey
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basically there is 2 skeletal. 1st and 2nd. when i set collision. (default) the 2nd part pass through the 1st part but didnt sunk to floor. but when i set 2nd part to kinematics. the 2nd part will collide to 1st part but sunk to ground.

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cant find tutorial on u tube to fix this

oak patio
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I shall also run a kickstarter that will raise $1,000,000 and then i shall disappear from the internet

grave osprey
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nvm i just need constraint

tame marsh
#

Hey, I'm using the AdvancedSessions plug-in. I've noticed that my hosting and joining sessions worked when I'm not logged into Steam, but it doesn't when I am logged
Any pointers where I should look? I'm currently starting instances of my project via the command line

rustic panther
#

rip :(

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is it really gone or moved?

drowsy snow
rustic panther
#

you mean VitD?

silver magnet
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hey what is this scatter option in the new blend material of ue5 ? of megascan

silver magnet
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oh its used on the alpha color

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isnt there a note that explain it? because it seems to be very new

silent oxide
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How do I access variables and functions of another actor class? How to cast?

unique kraken
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you dont cast to, you "take from" thats how i remember it

merry swallow
#

hey everybody! I’m new to Unreal Engine 4, what is in your opinion the BEST learning path/courses I can follow online? Best if they are free 😄
Thanks!!

silent oxide
unique kraken
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honestly its been a while for me too

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but lets see

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what sort of turret

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ontop of the tank?

silent oxide
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No the enemy turret

unique kraken
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ah so damage?

silent oxide
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I actually want its FireRange

unique kraken
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you want the fire range of the enemy turret on the tank?

silent oxide
#

yeah

unique kraken
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u need some way of detecting it

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so i guess when the turret aims at the tank

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meaning a traced line

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a interface might also be a soltuion

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its all a bit fuzzy been like a bunch of month for me

silent oxide
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I mean I just want the variable. I'm trying to implement a thing which regenerates the tank's health when not in range of the enemy turrets after a few seconds.

unique kraken
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oh

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hm

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best for that would probably have like a collision sphere around it

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and when the turret leaves it

silent oxide
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ohh, right. That's an idea. cool, thanks

unique kraken
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sort of like that

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@silent oxide this is the arm /ur tank i guess

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and then from that cast, you can "get" whatever is inside it

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though if i remember right you have to make the variables... puplic?

silent oxide
unique kraken
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yea then just make a collision sphere around the turret serving as range

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in its bp

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and then you need to check inside of the tank if its overlapping with that sphere

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probably better then passing through a variable wich needs to run each tick

silent oxide
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ok thanks

oak patio
#

You dont have to make them public, from a cast you can get any variable from that cast

midnight crescent
#

Can anyone reccomend a guide on Blender to Unreal workflow? I have Send to Unreal plugin installed and working but when I send things over they don't have any of the colors I've drawn on them (even though I've UV unwrapped them) I think I'm missing something with saving the textures or making baking or something. I'm looking for a good start to finish guide in video or written format

ornate night
#

That removes all of them

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I only want to remove one

ornate night
#

Thanks

merry swallow
#

hey everybody! I’m new to Unreal Engine 4, what is in your opinion the BEST learning path/courses I can follow online? Best if they are free 😄
Thanks a lot!!

atomic arch
#

trying to call and event on a widget from an actor but nothing seems to happen.

oak patio
#

You havent hooked a target into the first one

atomic arch
final moth
#

did I miss something

thick herald
final moth
#

I want to try UE5 but UE5 tab is missing

thick herald
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Library, and install as usual

atomic arch
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i wasnt very specific its the bottom code linked to the widget ref

final moth
#

it is not offering UE5

grim ore
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scroll up

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or show us your list

final moth
grim ore
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click the + to add a new engine.

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and... add a new engine

hot cave
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how to move already installed engine to a new directory i tried but its not showing up in the epic launcher

final moth
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I did it adds 4.25

grim ore
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and click the drop down list that shows 4.25

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and what does it show?

final moth
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ok, I found it. Very clear UX 😄

grim ore
#

@hot caveits a process. move it to a new location, remove it from the launcher if it exists, tell it to install to the new directory you want it in, pause it, copy/move your good engine install from the folder it was in to the new folder (the one you just made), resume the install and let it find your moved files

final moth
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thanks @grim ore

grim ore
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press F9 to add a breakpoint on the function that is not working, and when it breaks mouse over the variable going into it and see if its valid

atomic arch
grim ore
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yes.. soo... what about what I suggested to do?

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verify that your Widget Ref is valid and the correct widget

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blueprint debugging , you can watch the entire process and see where it is going wrong

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like this

atomic arch
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I've already done this and everything is successful

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but it just doesnt seem to work

grim ore
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so the debug shows the correct widget? when you step into the update it shows the correct string being updated?

atomic arch
grim ore
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so when you are debugging and step into update, what does it do/show?

atomic arch
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this is the error message

oak patio
#

Then your issue is on the update function

grim ore
#

welp I tried, you arent doing what I suggested. That error would be 100% evident to the cause if you debug

oak patio
#

Indeed it would lmao

atomic arch
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i have used a break point went through the code and i see no errors, i havent really debugged before with this method but i see no error and when using break points and moving along the code there is no visible issues

grim ore
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when you get to that point in your code it should show the error

oak patio
#

There is an error, with whatever var is called typing test ref

grim ore
#

and if you are debugging.... then you can see the error when it happens

oak patio
#

The power of listening

grim ore
#

how about you show the update code, we can point the error out to you

atomic arch
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the issue doesnt happen if i use event tick instead of a custom event to call the update

oak patio
#

Show the update function

atomic arch
oak patio
#

If you want help dont avoif our every attempt to help

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Thats why, you are usung preconstruct to get the ref

atomic arch
golden wadi
#

hey guys, does anyone knows how to fix this weird light error? the rest of the scene is working just fine

oak patio
#

It seems you are trying to use the update l function before you have run whatever is in pre construct

earnest badger
#

anyone know where i can find or buy a complex world aligned master material, can't seem to find any good master materials for world aligned textures anywhere

oak patio
#

Difference between typing tester and typing test

atomic arch
#

the typing tester is the actor the update is on the widget

oak patio
#

Just poorly named functions

atomic arch
oak patio
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Theyre very similar making then easy to confused

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But also try the suggestion i posted, where you stop calling update before the widget is cinstructed

atomic arch
oak patio
#

No i mean typing tester and typing test

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Similar functions

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But lets not argue the semantics

atomic arch
oak patio
#

It probably doesnt

mental dome
#

ive accidentally detached the viewport from the middle section of the editor, how do i reattach it?

oak patio
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Unless your tick for somethink kicks in after the widget is constructed

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Also geberal rule of thumb, dint try to fix things by randomly attatching to event tick

ebon linden
#

@atomic arch What you can do is have a reference variable to TypingTester in TypingTest and expose it on spawn. Might fix the Accessed None

oak patio
#

Yup, way better way of doing it

ebon linden
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You can then set it when creating the TypingTest widget

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I guess you already have TypingTesterRef, so just expose that

oak patio
#

Then you can be rid of the evil getallactorsofclass

sly kernel
#

hi guys, is there an appropriate channel for someone looking to hire a game developer?

oak patio
sly kernel
#

thank you!

oak patio
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No problem!

atomic arch
oak patio
#

And shiw errors

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We dint know whats wrong without the error

grim ore
#

the error is above, his reference he is setting on pre construct is invalid and that makes 100% sense

atomic arch
#

first one is the actor and second is widget

grim ore
#

your are not guaranteed any order on create

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those are also 2 different blueprints right?

atomic arch
oak patio
#

So it seems you are still calling the update before construction

oak patio
atomic arch
grim ore
#

i your breakpoint is hit, mouse over the Typing Tester Ref and see what it says?

atomic arch
atomic arch
oak patio
#

So thats an issue in your binding on the text

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GetText0 is the defaukt name for a text bind

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Go into the binding function

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Explains the amount of errors too, since it runs every tick

grim ore
#

oy... your binding, its not the update

oak patio
#

Looks like youve got some unnecessary code

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I mean if you have a manual update you shouldnt need a binding

atomic arch
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the typing test ref is not set in the binding but is in the code

oak patio
#

Just directly set the text field of component

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With the chosen string

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Get rid of the binding all together

atomic arch
grim ore
#

remove the binding and recompile

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from the text widget in the graph

atomic arch
#

nvm i see what it was there. there was a binding that had not text to be set

oak patio
#

Why event tick

green light
#

see lots of people getting help here never even got a response back from some.

oak patio
#

You had the perfect update finction set up

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You pick your text, and then uodate the text

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Why do you then throw in a random event tic

grim ore
#

I want to see you mouse over the Typing Tester Ref and show me how its valid, you keep saying it is but that error LITERALLY says its not

oak patio
fading tartan
#

I am getting blurry meshes

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When I go to mesh preview it's fixed

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And I also have fxaa on

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what could be the problem

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And another problem is this

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how am I supposed to un-overlap them

oak patio
#

you need to fix your lightmaps first and foremost

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create new lightmaps

fading tartan
#

how do I do that?

oak patio
#

plenty of guides online

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bit too lengthy to go into here

fading tartan
#

ok

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i have them all set to 1

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I also tried to give them a higher resolution eg. 64 --> 128

oak patio
#

that means nothign without knowing what your uvs look like

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and that wont fix anything if its a bad unwrap

fading tartan
#

this is one of my uv's

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arguably the worst one lol

oak patio
#

thats likely gonna be your lightmap, but the spacing is waaay too large

fading tartan
#

should I stick them all together?

oak patio
#

no but you can make the spacign less

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and research into what makes a good lightmap like i said

dawn gull
#

Is there a way to get random numbers from a seed so I can get the same random numbers later? I know you're able to do this with the default random function in C#

fading tartan
#

its just that I am trying to make a marketplace pack and I am getting into 1000 errors lol

#

much more complicated than I thought it would be

dawn gull
frozen pond
#

hi, any recomendaction for good animations pack? Looking for something that contain a lot of them

dawn gull
stark ledge
#

Range has min/max params

dawn gull
#

Nvm, found this

feral badge
#

Hi, Im quite new to Unreal Engine. I want to Record Player actions and ingame audio using Take Recorder. Is that possible.? if yes how?

mint umbra
#

Hey guys, Im trying to make a new C++ Class (as shown here at 2:49): https://www.youtube.com/watch?v=d4gQSXALyHU&list=PLL0cLF8gjBpqCe9pzVWyW9Jk2lY4qioFr&index=2), but I cant make a C++ class. Why is that? I have Visual Studio 2017 installed and updated.

Hey there Virtus Hub, today we setup our project to work with steam multiplayer, setting up visual studio, the advanced sessions plugin along with integrating the steam API into our Unreal Engine 4 project.

At the end of this video we'll be ready to start working on some multiplayer essentials such as joining/browsing servers.

You will need:
h...

▶ Play video
rain ingot
#

how does this work, if I press w and the axis value is 1 for moveforward axis binding, why is the animation speed able to reach 350?

rain ingot
#

you cant do it like that anymore

mint umbra
#

Oh thanks a lot! I thought I had to build a C++ project or something 😆 Cheers!

lapis ore
#

I'm trying to troubleshoot some flickering that only happens in a cooked build. Is there any alternative to tweaking my material, cooking the game locally, over and over?

hasty wharf
#

If I want to setup a game about safely disarming a weapon. Requires the player to click specific item in order. Should I use animation to move the piece once it’s been selected

#

Then once the weapon is fully disarmed they can click the pieces in reverse order to put it back together

drowsy snow
#

So kinda like World of Guns Disassembly?

hasty wharf
#

Yes

#

Exact idea. I’ll be using blueprints.

dire lantern
#

Hey guys hope you’re doing fine! I just released my latest short film entirely made in UE4 with motion capture! Hope you like it! - https://youtu.be/iyxZSPHBJpw

CGI 3D Animated Short Film: Till This Day Animated Short Film by Nako Baev. Featured on CGMeetup Gallery https://www.cgmeetup.com/project/till-this-day

A man with a haunted past visits a town where an accident took place that claimed his brother, he returns to face his past, but not all is what it seems.

Realistic CG Animated Short Film ''Til...

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drowsy snow
# hasty wharf Exact idea. I’ll be using blueprints.

Depends on the moving parts, but most of them aren't flexible, so you can use static meshes. But having all of them as one skelmesh with many disassembly anims might be easier to program, as you only concerned on playing the right anim in certain order.

hasty wharf
#

Exactly. Yes I have every single piece as a sm

undone orbit
#

What should my settings be for non-color textures? Leave them in sRGB or linear? Or data?

drowsy snow
undone orbit
#

I pack them in AORM format so no need for grayscale yet

#

but the UE material editor scares me

warped hornet
#

Hi all 🙂

#

Hope ever1 a happy day

lime ermine
#

I'm trying to migrate assets from one project to another and it's saying I ran out of video memory and crashing, any ideas?

#

I didn't think migrating assets took video memory

inland hollow
#

I am trying to make a power up boost , (basically an actor/object you walk over to get a boost for limited time), so this booster is supposed to give projectile speed, now i set both projectile speed (initial speed and max speed) together to 8500 , which supposed to be fast, the problem is, i implemented that in projectile blueprint, so: 1) when you walk over the object, nothing happens
2) when you shoot the booster/object it get activated, but in fact, projectile speed does not change

oak patio
#

and that setup is really scuffed

#

you basically want to make a setup where you change a variable, then set a timer for the powerup to finish, on finish set the variable back, but you also need some way to set that variable as the projectile speed for every projectile you spawn

fathom basin
#

So I have a multiplayer project and the clients pawn is a defaultpawn (and the servers). The server can move and it replicates and the client sees it but the client cannot move.

oak patio
#

so whatever shoots the projectiles, have that modify it's speed

inland hollow
oak patio
inland hollow
oak patio
#

blueprints is code

inland hollow
#

This time I am doing it for projectile speed

#

Ok one sec, I think i got what you meant

inland hollow
#

is this clear?

#

this is for the power up actor/object ^

oak patio
#

ok ye so that cast will fail

inland hollow
#

why is that?

oak patio
#

currently when you overlap the powerup, you tell the game to interpret you as a projectile, then modify a value

#

character!= projectile

inland hollow
#

ok

oak patio
#

a cast converts a general type to a specific object

#

so you need to set spawn parameters of your projectile

inland hollow
oak patio
#

I still wouldnt reccomend the way you have it set up though, its unclean

oak patio
#

you cannot convert a character ref to a projectile, so it fails

inland hollow
#

and can you specify where?

plush yew
#

Hi. I am a beginner. I want to realize my first project and ship it to some platforms, mainly Android and iOS. It will be a variation of Sudoku. Is the unreal engine suitable for this project or not? Sorry if I am posting this in the wrong channel.

oak patio
#

im coming up with a short solution, your best bet would be to have a powerup BP, and some kind of powerup manager that can control talking to the character, or whatever else

#

so in my example, when i pickup a powerup, I call a begin powerup function, that passes projectile speed into the spawning of any projectiles, then after 10 seconds is up, I clear my changes

chrome socket
#

i got a question. how would you go about switching the visibility of vertical/horizontal boxes or different parts of widgets/ui? (For example, buttons changing the things in the widgets in setting menus of video games) like switching between a audio and video settings of a settings menu

i can really use some help with this

chrome socket
shut nova
#

Someone please tell me what is wrong with the water, when I look down the specular goes crazy

inland hollow
oak patio
#

nope

#

you picked an awkward thing to make a powerup for as a beginner

#

im putting together something right now, ill just be a minute

shut nova
chrome socket
#

np

#

i got a question. how would you go about switching the visibility of vertical/horizontal boxes or different parts of widgets/ui? (For example, buttons changing the things in the widgets in setting menus of video games) like switching between a audio and video settings of a settings menu

#

ive been struggling with this all night.

inland hollow
chrome socket
#

nvm i fixed it

oak patio
# inland hollow thanks, i appreciate it

sp the way i solved this problem

i have 2 BP's, one called powerup, and one called powerup manager

powerup has a variable of type powerup manager, that is set to an instance of powerup manager in the level.
when the player overlaps the powerup, it uses that reference to call a function inside of powerup manager called Begin Powerup

begin powerup just casts to the player and sets a variable called projectile speed multiplier inside the player, to whatever multiplier you want, e,g. 2x speed and then sets a timer for 10 seconds,

at the end of the 10 seconds it calls a function called End Powerup, which just sets the multiplier back to 1

a new variable is created inside of the projectile called multiplier, the expose on spawn box is ticked, allowing me to pass the variable inside the player into a newly spawned projectile

this multiplier variable takes the current velocity and multiplies it by 2, and reapplies it

#

pretty long winded but makes things nice and neat, and the use of the powerup manager makes adding new powerups easy

inland hollow
oak patio
#

yes

#

and it works, as i have tested it

inland hollow
#

Like 2 inputs

oak patio
#

thats the velocity * multiplier bit

#

thats the speed

#

bottom pic

inland hollow
#

Damn, smort, thank you

#

Appreciate it again.

oak patio
#

remember to expose the variable on spawn so you can set it in the character

#

no problem

#

then if you wanna make new powerups you can just add new functions to the manager

#

one that controls speed etc

#

then its all in one easy to edit place

#

and you also avoid weird tick workarounds

rocky hound
#

I accidentally did an infinite recursion call

#

is terminating the editor from task manager safe?

#

by safe I mean not corrupt my project

modest trench
#

unless that process was saving assets I think you should be fine

#

but as always, version control is king

rocky hound
#

I wasn't saving

#

thanks bow2

lime ermine
#

how do I migrate assets in UE5 without crashing?

inland hollow
# oak patio

i could not find "On Component Begin Overlap(Box)" btw

oak patio
#

you need to add a box collider to whatever the powerup is

#

that way when you overlap it you pick it up

inland hollow
#

like this

oak patio
#

think of it as having your mesh represent the pickup, and then you have a trigger that activates too

oak patio
#

add it as a component

#

the same way you would add a static mesh or smthn similar

inland hollow
#

ok

#

what next

#

this basically it

#

added on component tab

#

got it

high mountain
#

Hello everyone, I ran into a problem: all notifications (implemented via C ++ if it matters) don't work in one animation. In other animations same notifications work properly. The animation itself is successfully launched through AnimBP, played until the right moment, what could be the problem?

raven estuary
#

Is there anywhere to learn to from first steps to completed game most tend to stop pretty early

lunar kiln
#

i'm using a modular mesh, setting master pose component, and everything works; though, when i crouch, my feet disappear. any idea what could be causing this? when crouchwalking diagonally they flicker in and out. they dont appear to be clipping, and they line up with the bottom of my capsule component. the mesh itself just seems to flicker.

dusk nebula
grim violet
#

Why does this happen?

#

playerStart

grim ore
#

collision

#

so its either in the ground, or its in a collision volume, or its colliding with something else

grim violet
#

Ohhhhh

#

makes sense

#

the floor is a collision

fallen ingot
#

Hey guys, I'm an Unreal beginner following a tutorial that is using the modeling tool in UE5. In the tutorial they are using the LoopIns tool inside PolyModel, but in my Unreal I don't have that tool. Anyone has any idea why? I have the other 6 tools in PolyModel

grim ore
#

I am assuming that is an edge loop? its under poly edit now if so

sterile oyster
#

heya, im currently trying to make sense on Pawn and Controller relationships

fallen ingot
sterile oyster
#

what are the best practices on, say, making a first person shoooter? Tutorials says to implement input in Pawn (in this case, Character)

grim ore
#

you can do input in pawn, you can do it in controller, you could do it in level (dont... please dont...)

#

multi and single might do it different, so your goals for the project should help you figure out what to do

dusk nebula
grim ore
#

"best" practice seems to be in the controller since that is where input is passed to first

glass tapir
#

I just started learning how to code in c++, is this a good community for asking coding related questions? Or is there a better discord server for c++ related unreal questions?

grim ore
#

if its general CPP, another server. if its unreal specific CPP, #cpp

sterile oyster
#

i plan to have enemies as well though

grim ore
#

as you start making the game you will adjust it as needed

#

its normal, just get it working and go from there

cedar wave
#

Generally speaking, keep input focused on the player controller/pawn. Use pawn-specific input on pawns, and pawn-agnostic input on the controller. Just general advice

grim ore
#

^^

grim violet
#

i forgot how to do this

#

how do you auto generate the physics body like this

#

i know when I did it, it was a simple button i just hate that i forgot it lol

#

I know its not good for performance at all but its not gonna be used in production

#

nvm

karmic moss
#

Hi! I have a problem with my character linked from iClone7 to UE 24. All the lighting and colors become ugly.

#

Does anyone know how I can fix this? 🥲 Would really appreciate it! I am new to this and I am trying to make a movie through UE.

hard escarp
#

Is there any kind of way I can start to learn about how to quantify the performance improvement from a change? Say I reduced the complexity of a function on tick. Is there a way to compare the two functions to work out how much more performant one is over the other? Or is it just run test and see result changes?

neon bough
karmic moss
neon bough
#

ok, well i agree that the char looks awful, but i have no idea if it's better to start tweaking it in CC or in unreal

#

how does it look in CC with a brighter light source?

karmic moss
#

Thank you @neon bough ! I will look into it after work 🙂 Appreciate it

muted plume
#

Distance fields are broken in different worlds and I'm not entirely sure what is making them work in certain worlds compared to others. Anyone have any ideas?

bitter pulsar
#

Hi, is there a way to stop light from coming through my floor, walls, ceiling, since they are flat planes?

torn junco
#

--

#

I'm thinking on getting some 3d assets for my game since we're short in the modelling department, what I'm wondering is if there's any "over used" packs that's I should steer away from. I want it to be very clear to players that this isn't some slapped together overnight thing

cobalt torrent
#

Check the normals of the meshes with blender? 😉

bitter pulsar
#

the normals are fine

#

when I built the lighting and made sure two sided lighting was off it improved, but it's still not perfect

hot beacon
#

anyone have any good tutorials on fast movement sorta like karlson or ultrakill i have been trying to make it for a while now but all i could make was wallrunning

neon bough
woven ingot
#

Is there a way to blend animations within an anim montage. Or blend diferrent sections within same montage?

torn junco
drowsy snow
torn junco
neon bough
#

also highly depends on the genre

#

and game style

torn junco
#

@neon bough Mostly would be looking into things like signs (obviously would make a custom texture for these), various city props like street lights, bus stops, building decor, ect.

drowsy snow
#

Which is fine for quick screenshot tests

mental tartan
#

Hey guys, I've got a question regarding the **"Run Construction Script in Sequencer" **option and exporting via the Movie Render Queue.

It seems like animating a variable works fine, when playing my sequence in Sequencer and viewing the results in the editor, however, as soon as I render out via the Movie Render Queue, the animation is gone/frozen.

I'm not the only one who's got this problem:
https://forums.unrealengine.com/t/blueprint-construction-script-animation-doesnt-work-when-i-play-game/217953

I'm just kind of refusing to believe that there isn't a workaround, as this defeats the "Run Construction Script..." option in the first place and makes the use of Blueprint rigs for linear animation a no-show.

Any ideas anyone? That'd be much appreciated 🙂

neon bough
#

well signs are pretty universal

#

if you talk about traffic/warning signs

torn junco
torn junco
#

I really like these but Im worried that making my own texture won't really be a big enough change from what people are used to seeing

drowsy snow
#

Well, there's nothing inherently wrong with looking like someone made it in his/her basement or bedroom...

neon bough
#

"if they notice you did a bad job at distracting them" - chris murphy

torn junco
torn junco
#

Well, so far what I've drawn from this conversation is that nothing is ever "off limits" so long as it's used in an original and creative way :)

neon bough
#

yea

#

a 3rd party asset used well is better than a homebrew used bad

torn junco
oak patio
#

All you have to look at is phasmophobia, all of the ghosts there are asset store models, and well used ones at that. Yet no one cares cause its a good game

neon bough
#

the worst part about 3rd party assets is that most of them seem like they've been done in some basement 😄

#

awful poly count, tons of materials/drawcalls, not very modular

#

often you have to invest more time to fix them than making your own from scratch

torn junco
high mountain
tawny shard
#

Comrades, how enable ReSharper to work with Engine plugins, anyone know?

tawny shard
#

I have enabled this, but nothing changed

#

can't use format style, nor anything else

#

Refactor menu section just inactive

tawny shard
#

Okay, i find problem. I was copy-past my plugin. Only my plugin don't recognised by ReSharper. Any other works fine

#

Is there any solution to fix this, except to re-write from scratch?

neon bough
#

can't you just use it as project plugin?

tawny shard
#

i can't. It's one of rule to use it on Engine level

#

plugin not big, i will just re-write it while i can. Thought i do interest in the way, can it be fixed without re-write

neon bough
#

rewrite sounds like a fishy workaround

#

can't you explicitly browse to the path of the plugin and force the IDE to refresh it?

tawny shard
#

That's what id like to know

neon bough
#

i dont know resharper, so i dont know either

#

only know that rider gives that option

tawny shard
#

can u show what that option is?

neon bough
#

are you opening the IDE on a specific project? and is your plugin enabled for that project?

tawny shard
#

Yap, working project

#

oh wait

#

it's just there, but not enabled in settings

#

🤔 but that a bit stupid behaviour

#

if "enable" option interact resharper work

neon bough
#

well, maybe it only indexes stuff which is used, which would make sense

#

thats how it looks in rider if something isn't indexed

tawny shard
#

why thought u don't know ReSharper. It comes out-of-box with Rider

neon bough
#

i dont know how thats integrated in other IDEs

#

that's why i said i have no idea how it would work for you

#

i haven't used VS(Code) etc.

tawny shard
#

i got it

neon bough
#

guess it was the disabled plugin?

tawny shard
#

Nah, it seems there is version conflict

#

as i remember i wrote it on 4.27.1 version

neon bough
#

ok, that should be easy fix in the uplugin file

tawny shard
#

but engine version now is 4.27.2

#

Will try it, thx for help

#

uplugin doesn't seems to have version

#

unless

neon bough
#

🤷 look at other engine plugins and compare to yours

tawny shard
#

fixed

#

It appears i need just delete build and intermediate folders

#

and everything seems to work now

inland hollow
#

what data type it is?

distant sorrel
#

Multiple touch input documentation link please

oblique tangle
neon bough
#

looks good to me

#

add some spark particles and call it a day

#

only thing that looks wrong is that tilt close to the end, where the manhole cover goes into the ground

#

and if you want to add some more feel to it, attach spider strings to the manhole which give the visual impression that it adds to the steering

#

may also slow it down faster so that the player has to use strings on street/buildings to keep velocity

mortal quarry
#

Hi all, I need some help with this Timeline - On first run, it runs the way it should, on second run, it runs at around 3x the speed it should. If I set it to "Play from Start" like all the other timelines in my blueprint (which work on second run), then it doesnt even run the first time.

Anyone have any ideas? =/

#

What the Timeline looks like

upbeat spoke
#

can I set visibility for an animation in unreal?

#

essentially i imported 72 frames but only want the last 20 visible

neon bough
#

nvm, even the first run looks weird

#

may be because you use world delta seconds

distant sorrel
#

I cant able to do two touch at a time in ue4 after export to android

neon bough
#

@distant sorrel i would advice to ask that in #mobile

#

as it's a pretty specific problem

distant sorrel
#

Okk

green light
#

how do you I get 1st person exported into blender and make a rig, I tried ARP but it makes bones that are not needed

astral verge
drowsy snow
#

You can use full body rig and just animate the arms, and it'll be fine.

green light
#

i exported it last night it imported I deleted the rig and tried using ARP but no neck or other so I left them at root in center at bottom, when I set shoulders and wrists the rig did not work with the hands and it had all the bones i didn't need but where would I place the ones that don't have bones

astral verge
#

Can we do UMGs and link it to Google sheets or excel sheet for getting the data ?

#

is it possible with blueprints as well ?

mortal quarry
neon bough
#

why did you add the delta time in the first place?

mortal quarry
#

Without it the animations were playing faster and moving further when the project was built, ran fine in editor, but completely broke when tried it standalone.

neon bough
#

that sounds weird

#

what you are doing by multiplying by delta time is kind of randomizing the result

#

it will never reach alpha 1, and most likely often not come even close to 1

drowsy snow
neon bough
#

is there any collision on the mesh which could have altered the result?

mortal quarry
#

Oh 🙃 I had thought it had something to do with the tick rate or fps being interpreted instead of real seconds, so I tried to get it to work as real seconds. Using the delta seconds node seemed to work, this is the only timeline that doesn't want to work a second time, I've got like 15 in this project, all set up the same and all working, lol

neon bough
#

e.g.: mesh moves into the collision of something else and that way it gets bumped above or beneath the target location

#

i would get rid of that delta time multiplication, that's not a good workaround

mortal quarry
neon bough
#

also, why isn't it stuck on the top location after the first run? it should

#

and a 2nd run should do nothing from the current logic

#

or does something else reset the position to the original value?

mortal cedar
#

anyone else getting an issue where over half the time you click an external link on the epic marketplace it doesn't open properly? Just gives you a blank page

#

happens on every browser

#

you can see when it says "redirect notice" its working and when its a url its a blank page

#

its been like this for weeks now

#

same issue on my phone on mobile internet too

dusky hedge
#

hi, so as i understand, the more "moving" elements a mesh has, the more drawcalls it will be?
For example a door object consists of 3 parts, and i need all the parts to move to the sides (like a 3-slices pizza), so I need each part separate? This is extremely ineffecient and I see drawcalls for simple things being an overkill. Any ideas? The door cant be deformed, all I want is to move each part on its own to the sides.

mortal cedar
#

its annoying enough that you have to click "Continue to external website" as if we've never been on the internet lol

neon bough
#

if you have a door with 2 handles, and they all use the same material it should be one drawcall

dusky hedge
#

even if its separate objects?

neon bough
#

yes

dusky hedge
#

cool, thanks a lot

fierce tulip
#

no?

neon bough
#

not?

#

i thought they get clustered

fierce tulip
#

unless its nanite, if you have two meshes with the same material = 2 drawcalls

neon bough
#

ok sorry

dusky hedge
#

np, thx anyways

#

yeah I cant see animations being efficient any time soon, so animations are basically very expensive, the more "parts" the mesh has in this case

#

except characters, because it can be 1 mesh with armature = deform, but a door doesnt need deform^^

fierce tulip
#

101%

neon bough
#

where same shaders get merged

fierce tulip
#

there is some hlod-ing and stuff going on in the background, but that is after the mesh creation, and not always the case.

dusky hedge
#

i think the meshes needs to have same vert count

neon bough
#

Since FMeshDrawCommands capture all of the state a draw needs just above the RHI level, we can easily compare them for compatibility with draw call merging. The only form of draw call merging currently implemented is based around the D3D11 feature set, which enables merging of draw calls which have identical shader bindings into an instanced draw.

#

but it's not clear to me if that merge happens on scene or mesh level

dusky hedge
#

uhhh shape keys do the job

#

"apparently"

summer plume
#

Hello, if I drag a blueprint from my content browser into a scene multiple times, does that always create instances? I previously thought that I had to use alt + drag to create an instance from an already placed actor. Which also made me think that if I just duplicated or copy pasted placed actors, that those aren't instances and would end up being more performance heavy. Could someone clarify that for me please? 😅

#

Hmm, I might be using the word instances wrong here. Maybe what I'm thinking of is called a reference to an actor?

mental dome
#

Hey i accidentally detached the viewport from the central part of the editor window

#

how do i reattach it?

oak patio
mental dome
#

Wait yeah i figured it out

shut nova
mental dome
#

the problem was that it was detached from the rest of the editor not really that it was gone

summer plume
shut nova
shut nova
autumn flame
#

That's what SSR does

summer plume
#

I wish it was that easy 😄

autumn flame
#

You could add a Reflection Capture

shut nova
#

I’m not sure why it isn’t helping

autumn flame
#

Is it physically covering the entire water body?

summer plume
#

I've only dealt with this in indoor locations, no clue how to do that for large outdoor environments.

shut nova
summer plume
#

Honestly, in most scenarios I don't think it's a big deal. Most often than not your player will be looking forward anyways rather than down

#

It's just a glaring issue for us developers because we pay attention to stuff like that.

#

And then it's hard to unsee it 😄

shut nova
#

I’ve never seen that happen in a game before, even if the player somehow never looks down I’m gonna try and remove it if possible

summer plume
#

Did you actively go out to look for it tho?

shut nova
#

No, I was looking down to see the murkiness of the water

autumn flame
#

Just RayTrace™️ ©️®️ it all

shut nova
#

My foliage looks terrible in ray tracing though

autumn flame
#

Nah, don't do it, was a joke

grim ore
#

yeah it's a common thing you just might not actually notice it when playing a real game, Far Cry 6 has it for example https://youtu.be/AqBxE10Z4qY

autumn flame
#

Time to add planar reflection everywhere and tank the performance

summer plume
#

Could be wrong, but don't most games use screen space reflections?

shut nova
drowsy snow
#

I already said yesterday, it's just SSR being SSR

shut nova
shut nova
summer plume
#

Well, usually if you look down you look for something in the water, rather than looking at reflections

shut nova
summer plume
#

If you point it out to someone, I'm sure they'd notice it, but if they just casually play it's not something that gets noticed that easily.

autumn flame
#

Most of the times it may not be worth the performance loss tbh

Unless you really really want that reflection that way

summer plume
#

Even cyberpunk has noticable ssr if you look for it.

vocal cloud
#

hi, im new to ue4, is there any ways to make my first person chracter uncrouch?

#

it seems to stuck at sprint and crouch even tho i binded release to walk speed and uncrouch

vocal cloud
knotty token
#

Does anyone know how to fix this? shadows only cast on one side of the grass and Disappears on the other

grim ore
#

@vocal cloud20 seems very low for the default walk speed when not sprinting

oak patio
#

Yeah default is 600 iirc

vocal cloud
#

im setting 20 to test that will my character stop sprinting or not

neon bough
#

it's just not that much noticeable

#

which may be the perspective and where the light comes from

true spindle
#

Anyone understand why im getting weird shadows on her from a spotlight?

#

while we are on the topic of shadows 😄

knotty token
shut nova
#

Pretty noticeable

#

Compared to this

#

And that’s just from slightly looking down

#

And you’re sure that’s a screen space reflection issue?

grim ore
#

I think the issue is the water is becoming unusable when SSR is not being shown, if that could get fixed then the issue would be a non issue?

drowsy snow
#

Inb4 it's an open world with dynamic day night cycle

#

Or the ability to go to the other planet alex

tame marsh
#

Dunno who I was discussing about DerivedDataCache yesterday, but I just tried making a DDC pak from a project and apparently it starts building it from scratch rather than using already compiled data

final moth
#

why does render cue create some strange frames between camera cuts which seem like fast camera movements and how to avoid it?

#

it doesn't show when I preview the sequence in the editor, neither when I turn on game sim. But somehow, when I render it, it adds these frames

#

I am not sure what should I do with these extra frames?

distant sorrel
#

Cant do two touch at same time in android

final moth
#

and then, there is this. This is not the same as in editor. The first image is like it shows in editor, the second one is rendered one. No idea why would that material on the rendered image look non transparent

#

is there some limitation I am not aware about? how come it shows in the editor, and it is not able to render the same thing?

#

ok, the exr is fucked up. I have put the white image under the footage, and it showed up like it suppose to. But for some strange reason, the exr file adds this transparency. I don't know is this a known bug or what

#

I probably just have to disable alpha

shut nova
#

I can

#

I’ll test it without a mountain, I don’t think the landscape is causing it.

shut nova
#

Will it cause a visible fps difference? And is it the only alternative?

#

Besides ray tracing of course.

undone orbit
#

is it possible to spawn in multiples of this node and then use a single layer blend for landscape instead of many layer blends for every layer and one final node? the latter gets very messy

unique kraken
#

do i get this right?
the curve atlas simply is a texture wich automatically gets baked and thats it?

plush yew
#

Is there a way in UE4 to stop it from auto enabling certain plugins like the VR plugins when you create a new project? Everything I find online just tells you how to disable plugins from the plugin menu and not how to stop UE4 from making new projects with them already enabled

oak patio
#

Its a bug thats getting fixed in ue5 iirc

#

Well, has been fixed

plush yew
#

Ah ok thanks :)

tame marsh
#

In the meanwhile, you'll keep racking up those hours played on SteamVR

cedar wave
tropic magnet
#

I dunno where to ask this, but how does ue4 work with blender? I've created some "stylized" weapon models and ended up with some .blend files. Do I export them? In what format?

thick herald
#

fbx or obj.

shut nova
#

I don’t think SSR is functioning correctly, I’ll try and scale the different settings. If that doesn’t work I’ll try planar again.

#

Would intensity or quality fix it?

shut nova
#

I don’t think it’s a single layer water material, and I’ve never seen a game where I slightly look down and see the full power of some discord light mode looking lake in my face.

#

And if it helps it’s also happening on the sides of my view when I look straight at the lake.

mental dome
#

Hey im trying to install the source build of UE4 (4.27) but the setup.bat is stuck on checking dependencies?

shut nova
#

Can I make that less intense?

#

Yeah I’ve never noticed that until I tried to find it.

#

@worldly trout but the water is still transparent even with the SSR issue. Mines not at all.

shut nova
#

@worldly trout Got it 👍, I’ll apply those and see what I get

unborn dew
#

is there a tut on making bones on characters because i have a character (a bean shaped thing) and want to make bones on it

buoyant graniteBOT
#

:triangular_flag_on_post: danich'q#2622 received strike 1. As a result, they were muted for 10 minutes.

timber dune
#

Hi, I'm having an issue with scalability in unreal 4.27.2. When I click on the yellow scalability button the engine crashes.

swift sundial
#

does anybody know what the arg to disable rendering was called

#

the rhi disable render or no render idk

plush yew
#

Dumb question: is it possible to install Unreal Engine on a Samsung Galaxy Tab S6 (6gb, 128gb + sd card)? It would just be installing Linux or any support and installing UE, right?

#

no

swift sundial
#

no like

#

completly stop rendering

#

from launch

unborn dew
#

is there a tut on making bones on characters because i have a character (a bean shaped thing) and want to make bones on it

plush yew
oak patio
#

Even if you could it wouldnt work well at all

#

You need ram and a decent cpu if you dint wanna spend hours doing stuff

scarlet turret
#

The Samsung S6 is around 340 USD, and you could probably get a cheaper laptop for around that price which could run UE4 without the extra hassle, but it still wouldn't run very well

primal tendon
#

where can I get UI elements/images for HUD?

scarlet turret
#

Do you mean like stock images?

primal tendon
#

Something like minimap border and stuff

#

kind of....

scarlet turret
#

You'd probably want to design those yourself, or you could check the Unreal Engine marketplace for templates

mental dome
#

The source version of UE4 wont build

#

Its all like the command xyz exited with code 999

scarlet turret
scarlet turret
# mental dome nope

Hmm... I'm not entirely sure then, would you mind sending a screenshot of the error log?

scarlet turret
#

Perfect

primal tendon
#

thanks

mental dome
#

Its pretty much all this

scarlet turret
#

Very odd... I think your best bet is just making sure Visual Studio is updated, and maybe try restarting your computer?

grim violet
#

Hey does anyone know if it is possible to use Event ActorBeginOverlap or onComponentBeginOverlap to determine which bone is overlapping on the character mesh? I am trying to get the bone as name variable to use in another node

#

I tried that but it just says None

mental dome
#

i had to change build.bat

scarlet turret
grim violet
#

Wait I think its because my desk and chair don't generate hit events

#

nvm that didn't fix it lol

#

How do I check that? I am noob to UE sorry MonkaS

#

I probably don't have it set to block the trace channel considering I didn't even know what that was lol

#

I will look it up, thank you so much for the help!

gaunt vine
#

Hello UE Friends. . . I'm in UE2.72. . . Does anyone know what this li'l icon 'nugget of joy' on my imported asset, means ?!??
Thank you ahead of time.

buoyant compass
#

Any tips or resources that anyone suggests to help reduce the impact of streaming in a new level?

dusk nebula
glass tapir
#

Okay, I have a really stupid question

#

How does someone START learning coding in unreal?

primal tendon
#

You want to go the C++ way or Blueprint (Visual Coding) Way?

glass tapir
#

C++ because I don’t want to be limited later on

primal tendon
glass tapir
#

Okay, that looks interesting enough

#

I really hope it works

primal tendon
#

Also there's nothing like being limited in blueprints, the only thing about blueprints is that

Creating complex game mechanics with Blueprints can create a huge jumble of nodes and connecting wires if not careful.

glass tapir
#

Is there a way to do something like multiplayer or steam integration via blueprints?

#

Or converting the blueprint into the code version?

#

@primal tendon

cloud pagoda
#

Hello, does anyone have experience with lighting in Unreal? I'm trying to light up an area of my map in Unreal, while the sky light is dark but for some reason the lights only work in the viewport and not when I press Play. I tried using a spot light and an area light but neither of them show up when I play the game. Any help would be appreciated

obtuse pebble
#

I just started in Unreal, myself. I want to eventually learn Unreal's C++ API for some things... but from what I've seen of Blueprints... I know people who are making entire games in them, and they don't seem too limited; just takes some house cleaning to keep them neat and tidy.

hidden oar
#

Does anyone have any idea why my capsule component (character movement) seems to have no problem shoving around another object that is 50,000kg that is simulating physics? Seems like i'm missing some kind of friction component perhaps?

glass tapir
#

Are you saying your player character has physics too? Because I’m pretty sure the player overrides anything else in physics

hidden oar
glass tapir
#

You may have to have a static mesh or collision for the heavy item? Though, again, no idea

hidden oar
#

not sure where I can change the "force" factor my player can generate

grim ore
#

@cloud pagodais that an orthographic camera?

glass tapir
#

You could take the physics off of it I guess, and then only make it a physics based object when not touching the player

cloud pagoda
#

I started the project using the SideScroller blueprint

grim ore
#

lighting + deferred have issues with ortho cameras

hidden oar
cloud pagoda
#

Oh.. so there is no way for me to get lights to work?

glass tapir
grim ore
#

there are workarounds, you can google ortho and ue4 and lighting and see what others have done

hidden oar
cloud pagoda
fierce tulip
#

just get a camera with a very flat fov, problem solved.

cloud pagoda
#

I'm changing the value but I can't get it to look flat

hidden oar
grim violet
#

I am so confused. I am trying get the bone name every time my character overlaps and somehow only the upperbody is overlapping????

#

This is how I am getting the bone name

#

And somehow it just shows from the head to the hands

glass tapir
#

Are the upper and lower half’s of the skeleton separate entities?

grim violet
#

No

glass tapir
#

Because in a first person shooter, only the head to hands even exist when the game is running

#

Or I may be way off

grim violet
#

I am using the 3rdPersonBP to base my character

#

Let me show you what I mean

#

Legs are overlapping more than the upperbody which is also confusing

#

Upperbody shouldn't even be detected until he goes to the chair

glass tapir
#

Is it possible that the Lower body never stops overlapping?

cedar wave
grim violet
#

That is very possible

#

How do I stop that?

#

The floor causes overlapping even though its got no collision enabled

glass tapir
#

I have no idea, I haven’t started learning Unreal yet

grim violet
#

😭

distant token
#

Hello

fierce tulip
grim violet
#

Forums has no answers for me either

glass tapir
grim violet
#

No it's not at you m8

#

I have spent weeks on this crap

#

lol

cloud pagoda
distant token
#

Could I please have some help

fierce tulip
#

yup, waaaaay back

grim violet
#

Been trying to enable collisions on a Live Link character which as proved to be a royal pain in the 🍑

glass tapir
cloud pagoda
distant token
#

Ue4 making 3d pvp shooter multiplayer

fierce tulip
#

good luck on the project!

glass tapir
cloud pagoda
#

Thank you 😄

grim violet
#

Yes

glass tapir
#

WHY do you want it to print the names of the colliding bones?

grim violet
#

Well just to debug because I want to use the specific bone to activate physics on it only when it is colliding

#

So it prevents collision during animation

#

Since animation is not considered actual movement

#

Trying to assign the bone name to a var and set that var as the activate physics bone

distant token
glass tapir
#

Could you do that with something like “if the animation finishes, check collision on this specific bone”?

#

Then if true, add collision?

grim violet
#

It is motion capture so the animation never finishes

glass tapir
#

Oh

grim violet
#

I know

glass tapir
#

Cool

grim violet
#

very specific

#

and annoying lol

glass tapir
#

Is it possible to “refresh” the collision check?

grim violet
#

That is a good question

#

I believe so

#

Let me see

#

There is something called CCD or continous collision detection I have enabled on everything

glass tapir
#

Then refresh every few seconds, and don’t check for collision with anything other than the chair?

grim violet
#

Hmm that is a good suggestion let me try it

glass tapir
grim violet
#

Lol, not sure how to only check for collision on specific objects when I am doing the code inside of the characterBP but I will figure it out, thx for the advice

glass tapir
gilded lichen
#

Hello, how can I make my boss follow the player as he is doing a root motion based animation?

grim violet
#

Ahhh yes

glass tapir
grim violet
#

I will try that rn, had to restart UE PepoSobs

#

No it makes logic sense

#

I will put collision names into array, parse array for chair and desk and only show those bones detection names

grim violet
#

Root motion is the root bone moving during animation

glass tapir
grim violet
#

LOL

gilded lichen
#

lol

glass tapir
gilded lichen
#

I learnt about it today

glass tapir
grim violet
#

You can make the boss into a pawn and copy the movement from the character https://www.youtube.com/watch?v=0Xbq5BrvmgQ

Hey guys, in today's video, I'm going to be showing you how to create a friendly AI companion. In this episode we go over setting it up to follow the player and stay a certain distance away. They also sprint at the same time as the player.

#Ue4 #UnrealEngine4 #Ue4Tutorial
_________________________________________________________________________...

▶ Play video
glass tapir
#

But will today

glass tapir
grim violet
#

That video shows exactly how to do it via an event to track the motion of the playercharacter and cast to the ai character

glass tapir
placid folio
#

Is there a way to reset or edit the DefaultSceneRoot for BluePrints in UE4. I dragged something on to it in the editor and now all my DefaultSceneRoot are messed up and look like this.

tawdry zephyr
#

Hi, I have a question about resetting the level in between matches. I know there's this function here: https://docs.unrealengine.com/4.27/en-US/BlueprintAPI/Game/ResetLevel/
which resets all actors except the GM and Controllers. In my tiny game I'm making I have a bunch of blocks (think bomber man) that the players destroy (actual Destroy() ) during the match. So the way I see it I have at least two options: Placing the blocks at runtime or reloading the level (via ServerTravel e.g.). Or is there an easier way and maybe a way to reset the current level without forcing the players to open the current map anew?

Reset Level

#

I hope this makes sense 🙂

grim violet
#

Drag the static mesh over the top of the root and it will replace the root

placid folio
#

It inherent the issue

grim violet
#

Oh srry idk much about sceneroot besides that 😣

glass tapir
placid folio
#

yeah I wish that fixed it

#

It's a major disadvantage not being able to use thumbnails

glass tapir
tawdry zephyr
#

Yeah, that would be one of the options. Is that something one would do? I mean, performance shouldn't be an issue in my case (grid of max. 13x13 blocks)

#

And in this case ResetLevel should suffice. Just wondering if this would be considered dirty or anything

#

I'm not exactly new, but new-ish and always curious about best practices

lethal sparrow
#

Hey! I know this may be a stupid question, but is the Unreal Engine Unlocker a virus or is it safe?

#

It unlocks the unreal engine console for any ue4 game

#

my bad

glass tapir
lethal sparrow
#

sounds like a virus?

glass tapir
lethal sparrow
#

thanks

glass tapir
tawdry zephyr
#

I don't know what you mean by using pointers, but in case you're refering to placing the destructible blocks programmatically at the start of the match, rather than setting them beforehand in the editor there would be the advantage of placing them randomly I think, which is kinda cool

plush yew
#

Hey guys, any idea how to package your game as for distribution but with a command line that is saved with it? I want a command to go off and I can turn it on in engine but is there a way to package the game with that command active? thanks and hope I explained it well enough

glass tapir
#

Like using an empty object class to denote the xyz coordinates and then spawn based on which ones you want to activate

grim ore
#

you can call the same functions you used to spawn the first time when you reset

glass tapir
glass tapir
#

So there isn’t a function to run again other than reloading the scene

grim ore
#

if you reload the map it would reload them in that case, otherwise yes using some form of manual spawning could be used to reset the map

#

any of those methods work and all are best practice depending on your game and goal 🙂

glass tapir
#

@tawdry zephyr ?

tawdry zephyr
glass tapir
#

And what is stopping you from just reloading the level?

tawdry zephyr
#

The game freezing up for a moment for all players which I didn't experience with ResetLevel()

glass tapir
#

Gotcha

tawdry zephyr
#

Although I'm sure there are ways to mask this

glass tapir
#

Well I hope my uninformed and probably crappy advice helps, lol

tawdry zephyr
#

For example transition maps, something I've read about called SeamlessTravel which sounds like it could be of use here

#

Sure! If nothing else it lead me to trying another approach

grim ore
#

if you use streaming levels you can unload and reload maps without any real delay, but nothing easier than an old fashion fade to black, reload, fade in

tawdry zephyr
#

And I think I'll go with "if it works and don't seem too hacky, I'll take it" rather than worrying too much about it being perfect

#

at least for now

glass tapir
#

I would love to see this game you are making!

tawdry zephyr
#

it's really nothing special, I'm still learning UE, and I thought the best compromise between a project only for practice and a finished game I like would be a classic like bomberman, due to it being kind of simple, fun (at least for me), playable in the LAN here and I can practice my modeling too due to not many models needed

glass tapir
#

I would love to see your models too

tawdry zephyr
#

I hope this doesn't count as spam, but if it does: sorry! 😞 But here's my player model. I usually build web APIs and stuff, not a professional artist 😄

shut nova
#

I used reflection captures and it didn’t do anything. Was I just supposed to put it in my scene and increase the influence radius?

dusk portal
#

How many bounces does the path tracer in ue?

#

And can I control the amount of bounces?

shut nova
#

@worldly trout I’ve decided at this point I don’t want to use SSR just because of the reflection quality you get when not having anything on screen. My game will have a heavy nature environment so ray tracing isn’t the best idea.

#

Is the water plugin for UE4 single layer? If not then should I just try planar because it seems to be my only option to get the results I want.

drowsy snow
#

With dynamic day night cycle?

#

In open world games that I know, planar reflections were deployed at lower resolution, and it's way lower on lower scalability

#

But at this point I can safely think scalability is not in the agenda

shut nova
drowsy snow
shut nova
#

How is that different from a reflection capture (I’m new to this) @drowsy snow

drowsy snow
shut nova
#

I’m assuming I used it wrong then. I just placed a reflection sphere and increased the influence around the lake completely

drowsy snow
#

What do you mean by that?

#

Oh... Yeah, that's wrong.