#ue4-general
1 messages · Page 1161 of 1
nothing weird on https://status.epicgames.com/ yet...
good luck figuring this out man
Thanks for the reply
Which Nvida drivers should I use Studio drivers or Game Ready for UE?
game ready
???
screen space reflections need something to be on the screen to reflect
it do be that way 
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?
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
shader compiling is not exclusive to Unreal Engine, but yes it could be causing the issue or it could not be causing the issue
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
none of the unreal made tutorials for landmass blueprint brushes are up to date with the actual functionality of the tool in 4.27
I can't remember if I chose C++ or Blueprint when making my project
how can I check?
nvm
Anyone know if ue5 is / will be sli bridge-able? Would be really cool to be able to take advantage of that finally.
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
iirc you can use tmap with tarray value in c++
so you could have an tmap<location, tarray<elements>>
otherwise i would probably go for an bitmask or struct with bools, whatever you prefer
also depending on how much stuff you think there will be build, you may nest the data more to decrease lookup time
okay thanks dude
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...
does derived data cache in a cloud make sense?
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
In the FindSessions node (https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Online/Session/FindSessions/), is UseLAN exclusive or inclusive?
As in, when activated, will it only look in the LAN and not on the internet?
makes sense, of course, but in your experience? (We're talking about German internet speeds if that matters)
and we are like 5-10 people
german internetspeeds can be any from 6mbit to glasfiber
it can technically even be from less, but I'd say, 50 down, at least?
so 50mbit is top speed? then i probably wouldn't even consider cloud ddc
50 is minimum. would it make more sense with 100mbit?
i don't have any practical experience, and as said it depends on how much of DDC data is generated
isn't ddc data generated for shaders, for example?
Are we talking about Shared DDC?
i can't really give you advice on a specific scenario
yeah
shaders, textures, and probably more stuff
ok 🙂
my DDC right now is >50GB, now vdsl50 is 10mbits upload, which is roughly 1mb/sec, so a full upload would take 14 hours
sure you don't do a full upload all the time, but an engine version change will probably force it
From reading the documentation, the SharedDDC seems to be designed more for local internal networks
while my system is busy for max. 1 hour with shader rebuilds on a new engine version
yea makes more sense, or if all workplaces have glass fiber connection
that's what I also thought, but I see some native aws support for shared DDC
well this is epic/fortnite, they have probably budget for good connections for their workplaces at home
yeah, makes sense
on that page Fragrag posted, I see the option to create a DDC pack. Nobody says how to apply them, though
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
The DDC pack is apparently Project based, https://docs.unrealengine.com/4.27/en-US/ProductionPipelines/DerivedDataCache/
That does seem interesting as we have experienced significant start-up times when transferrign prjoects
yeah, I believe it can be a huge benefit if you transfer the project to a new remote device, for example
hey, trying to setup rider on ue5, it isnt appearing as one of the ide options... any idea how to add it?
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.
Does anyone know the JSON Format for CurveTable imports?
[
{
"Name": "SomeValue",
???
}
]
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.
Just not sure how the JSON is supposed to look like
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
Ah, it's apparently
[
{
"Name": "SomeValue",
"0": 5,
"1": 10
}
]
Don't know who came up with that instead of an Array of Objects with Key and Value >.>
I want to create 80x80Km Landscape map around 40% Water Map What is the Best method to achieve and for Optimization?
is this possible?
UE5 with LWC and World Partition is a must if map is so big
what is LWC?
but can we do 80x80Km in Single Level Map? using World Partition
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
You can change the number of tiles in real time too
Not like the old World Comp
Do we need to use Single Terrain Height Map. or
we have to do it in part like 8x8km Height map per partition
okk got it thanks
so I have to create 80,000px x 80,000px heightmap
Means 1meter per Quad...
If you don't need that amount of precision you can always have a lower res and scale it up to match that size
Like a 20x20km scaled 4 times
yah i will try scalling also. 40x40 double
havent been active for a while, do we have new infos on the ue5 release?
but i think my PC will blast while generating 3D heightmap using 80,000px heightmap.
i will try with maintaining safe distance...
Spring. That's the latest
hmm i see thx
Of which year?
The year the world ends, yet again
2012?
1000
It was mentioned in the stream chat last week. So I'm guessing this year.
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
is to me? if so is there a sorcerer available to help?
I added the files into project person was helping but nothing ever worked
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
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 🙂
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.
anyone know why the duplicate of the default skeletal mesh is like.. empty?https://gyazo.com/60e0bceb5c0e8b1a479732a7254ed3a7
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?
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?
https://forums.unrealengine.com/t/starter-content-legal-limitation/391948
https://forums.unrealengine.com/t/can-i-use-starter-content-for-commercial-games/319512
maybe this helps?
I’m building a realy complicated master material cain. The problem is that i’m actually using starter content texture for test my work and atm I making something realy unique and powerfull. When I complished my master materials can i place them on marketplace with few instance material using starter content texture to demonstrate the power of my...
thank you so much!
Doesnt really matter, maybe a blank scene component
Can someone answer some basic questions for me?
That way you can move the empty and move all of the cubes at once, or move all individual cubes
Dont ask to ask, just ask the question
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?
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?
This isnt a unity discord
This is an unreal discors
But in short you would need to make the system yourself for spawning a controllable characyer
For 20km x 20km you would need 4 heightmals of 10 x 10
Yes, but in the World Creator program I can create a maximum of 10 by 10 kilometers. Example: I created two heightmaps in World Creator, each 10 by 10 kilometers, and imported them as defined heightmaps. But I can't change them or color them together
True
Has anyone made big cards? like 40 by 40 kilometers?
Looks like you didn't import them correctly, judging by the seams. Applying a landscape material to the different maps is no different from doing it to one, something has either gone wrong, or you've done/not done something to cause that
Yes, they are not even here, this is an example of the fact that if you import two height maps, then it becomes impossible to change them at the same time, as if I were using the standard add tool in UE4
did no one in this chat make a big map?
No
Also use UE5 if you want to make the universe
Well, the universe spanning in X and Y
I don't think World Partition support Z elevation
Is it possible to make a big map in UE5? It's just that my computer freezes.
Yes. The 64-bit double floating point is your limit
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
Except take it with a grain of salt. I heard some major issues with Large World Coordinates a while ago
Imagine indie dev making Elite clone with no funding
Ah hah hah hah hah hah
Including traversable persistent planets? 😏
Its gonna be like world of warcraft but with guns and vehicles and infinite procedural quests
Of course
Fully simulated reaslitic destruction anywhere in the world
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
Complete with sparse quality playable content?
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.
cant find tutorial on u tube to fix this
Its like youve done this before!
I shall also run a kickstarter that will raise $1,000,000 and then i shall disappear from the internet
nvm i just need constraint
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
DevAddict is rebranded.
you mean VitD?
hey what is this scatter option in the new blend material of ue5 ? of megascan
oh its used on the alpha color
isnt there a note that explain it? because it seems to be very new
How do I access variables and functions of another actor class? How to cast?
you dont cast to, you "take from" thats how i remember it
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!!
So I got a turretclass and a tank class, I want the variable in turret class in tank class, How do I access it?
honestly its been a while for me too
but lets see
what sort of turret
ontop of the tank?
No the enemy turret
ah so damage?
I actually want its FireRange
you want the fire range of the enemy turret on the tank?
yeah
u need some way of detecting it
so i guess when the turret aims at the tank
meaning a traced line
a interface might also be a soltuion
its all a bit fuzzy been like a bunch of month for me
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.
ohh ok
oh
hm
best for that would probably have like a collision sphere around it
and when the turret leaves it
ohh, right. That's an idea. cool, thanks
sort of like that
@silent oxide this is the arm /ur tank i guess
and then from that cast, you can "get" whatever is inside it
though if i remember right you have to make the variables... puplic?
Yeah, i've made them public
yea then just make a collision sphere around the turret serving as range
in its bp
and then you need to check inside of the tank if its overlapping with that sphere
probably better then passing through a variable wich needs to run each tick
ok thanks
You dont have to make them public, from a cast you can get any variable from that cast
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
So ive got an array exposed to the editor details panel, I can add another element but is there really no way to delete one? https://gyazo.com/d96ca668ac43c83e625ae84e94a419dd
That removes all of them
I only want to remove one
Epic did a series of videos a while back that might be useful. You can also check the repo for more info and issues. https://www.unrealengine.com/en-US/blog/download-our-new-blender-addons
Thanks
@it thanks!
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!!
trying to call and event on a widget from an actor but nothing seems to happen.
You havent hooked a target into the first one
the target is meant to be self
did I miss something
No
I want to try UE5 but UE5 tab is missing
Library, and install as usual
i wasnt very specific its the bottom code linked to the widget ref
it is not offering UE5
how to move already installed engine to a new directory i tried but its not showing up in the epic launcher
I did it adds 4.25
ok, I found it. Very clear UX 😄
@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
thanks @grim ore
any ideas?
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
the function that isnt working is the update, update is a custom event owned by the widget and im trying to call it from the actor but when call nothing happens
yes.. soo... what about what I suggested to do?
verify that your Widget Ref is valid and the correct widget
blueprint debugging , you can watch the entire process and see where it is going wrong
like this
so the debug shows the correct widget? when you step into the update it shows the correct string being updated?
when i check its the correct widget but the call event doesnt actually do anything
so when you are debugging and step into update, what does it do/show?
the widget I call with the update event
this is the error message
Then your issue is on the update function
welp I tried, you arent doing what I suggested. That error would be 100% evident to the cause if you debug
Indeed it would lmao
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
when you get to that point in your code it should show the error
There is an error, with whatever var is called typing test ref
and if you are debugging.... then you can see the error when it happens
The power of listening
how about you show the update code, we can point the error out to you
the issue doesnt happen if i use event tick instead of a custom event to call the update
Show the update function
If you want help dont avoif our every attempt to help
Thats why, you are usung preconstruct to get the ref
im not avoiding i did all you said
hey guys, does anyone knows how to fix this weird light error? the rest of the scene is working just fine
It seems you are trying to use the update l function before you have run whatever is in pre construct
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
Difference between typing tester and typing test
the typing tester is the actor the update is on the widget
Just poorly named functions
how? i understand it it not that confusing
Theyre very similar making then easy to confused
But also try the suggestion i posted, where you stop calling update before the widget is cinstructed
theres only one called update and it just calls a custom event
No i mean typing tester and typing test
Similar functions
But lets not argue the semantics
im doing that now, but why would it work with event tick and not with the custom event
It probably doesnt
ive accidentally detached the viewport from the middle section of the editor, how do i reattach it?
Unless your tick for somethink kicks in after the widget is constructed
Also geberal rule of thumb, dint try to fix things by randomly attatching to event tick
@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
Yup, way better way of doing it
You can then set it when creating the TypingTest widget
I guess you already have TypingTesterRef, so just expose that
Then you can be rid of the evil getallactorsofclass
hi guys, is there an appropriate channel for someone looking to hire a game developer?
Look at #instructions to see how to post to the job board
thank you!
No problem!
ive exposed on spawn in the widget and set the reference in the actor. but im just getting errors checking why now tho
the error is above, his reference he is setting on pre construct is invalid and that makes 100% sense
first one is the actor and second is widget
your are not guaranteed any order on create
those are also 2 different blueprints right?
i was trying to sort it myself hence why I didnt send the error
So it seems you are still calling the update before construction
Then dont ask for help if youre tryina sort it yourself
we already changed the pre construct
i your breakpoint is hit, mouse over the Typing Tester Ref and see what it says?
if you read the message i say that errors have appeared but im trying to fix it
the ref is valid and is the typing tester object reference
So thats an issue in your binding on the text
GetText0 is the defaukt name for a text bind
Go into the binding function
Explains the amount of errors too, since it runs every tick
oy... your binding, its not the update
Looks like youve got some unnecessary code
I mean if you have a manual update you shouldnt need a binding
the typing test ref is not set in the binding but is in the code
Just directly set the text field of component
With the chosen string
Get rid of the binding all together
thats after i did it
nvm i see what it was there. there was a binding that had not text to be set
Why event tick
see lots of people getting help here never even got a response back from some.
You had the perfect update finction set up
You pick your text, and then uodate the text
Why do you then throw in a random event tic
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
Dont complain about not getting an answer when you dont follow either suggestion given
I am getting blurry meshes
When I go to mesh preview it's fixed
And I also have fxaa on
what could be the problem
And another problem is this
how am I supposed to un-overlap them
how do I do that?
ok
i have them all set to 1
I also tried to give them a higher resolution eg. 64 --> 128
that means nothign without knowing what your uvs look like
and that wont fix anything if its a bad unwrap
thats likely gonna be your lightmap, but the spacing is waaay too large
should I stick them all together?
no but you can make the spacign less
and research into what makes a good lightmap like i said
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#
ok
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
random int/float from stream
Ah, ok. Thanks!
hi, any recomendaction for good animations pack? Looking for something that contain a lot of them
Is there a way to have a min for the random int from stream?
Range has min/max params
Yeah I was using that before but I need the functionality of the stream
Nvm, found this
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?
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...
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?
go to File > New c++ class
you cant do it like that anymore
Oh thanks a lot! I thought I had to build a C++ project or something 😆 Cheers!
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?
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
So kinda like World of Guns Disassembly?
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...
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.
Cool, but post it on #released instead please
Exactly. Yes I have every single piece as a sm
What should my settings be for non-color textures? Leave them in sRGB or linear? Or data?
Linear might save some disk space and memory for greyscale
I pack them in AORM format so no need for grayscale yet
but the UE material editor scares me
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
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
it would help if you showed us the powerup code
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
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.
so whatever shoots the projectiles, have that modify it's speed
try #multiplayer
What is a power up code?
the code you wrote for the powerups
No code, all blueprints, btw I made a power for character speed the same way and it worked
blueprints is code
This time I am doing it for projectile speed
Ok one sec, I think i got what you meant
i am late i was charging laptop,
is this clear?
this is for the power up actor/object ^
ok ye so that cast will fail
why is that?
currently when you overlap the powerup, you tell the game to interpret you as a projectile, then modify a value
character!= projectile
ok
a cast converts a general type to a specific object
so you need to set spawn parameters of your projectile
btw, it is cast to character projectile
I still wouldnt reccomend the way you have it set up though, its unclean
that doesnt matter
you cannot convert a character ref to a projectile, so it fails
so what i should do exactly ?
and can you specify where?
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.
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
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
Someone please tell me what is wrong with the water, when I look down the specular goes crazy
is there any tutorial on that
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
Thanks man
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.
thanks, i appreciate it
nvm i fixed 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
I will assume this is complete solution
How did you make projectile speed btw, because there is initial and max speed for projectile
Like 2 inputs
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
I accidentally did an infinite recursion call
is terminating the editor from task manager safe?
by safe I mean not corrupt my project
unless that process was saving assets I think you should be fine
but as always, version control is king
how do I migrate assets in UE5 without crashing?
you need to add a box collider to whatever the powerup is
that way when you overlap it you pick it up
think of it as having your mesh represent the pickup, and then you have a trigger that activates too
no
add it as a component
the same way you would add a static mesh or smthn similar
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?
Is there anywhere to learn to from first steps to completed game most tend to stop pretty early
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.
Are you 100% they aren't clipping a bit? That sort of sounds like the case
collision
so its either in the ground, or its in a collision volume, or its colliding with something else
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
I am assuming that is an edge loop? its under poly edit now if so
heya, im currently trying to make sense on Pawn and Controller relationships
thats exactly it, thank you so much!
what are the best practices on, say, making a first person shoooter? Tutorials says to implement input in Pawn (in this case, Character)
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
A lot of it comes down to preference and convenience. You could put input in the controller, because you may want to have different pawns, or you could still put input in the pawn that the other pawns all inherit from
"best" practice seems to be in the controller since that is where input is passed to first
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?
i guess for a singleplayer experience, handling input in pawn is not bad
i plan to have enemies as well though
as you start making the game you will adjust it as needed
its normal, just get it working and go from there
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
^^
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
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.
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?
what kind of light did you use? is the background just a backdrop?! or is that a actual 3D level?
It's an actual 3D level from the marketplace. 🙂
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?
Thank you @neon bough ! I will look into it after work 🙂 Appreciate it
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?
Hi, is there a way to stop light from coming through my floor, walls, ceiling, since they are flat planes?
My initial idea on that would be to take whatever material you use on those planes and set it to "two sided" so it renders both sides of the plane, then make sure your lights have "cast shadows" enabled
--
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
Check the normals of the meshes with blender? 😉
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
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
sounds more like you don't want it to appear like what it is...
Is there a way to blend animations within an anim montage. Or blend diferrent sections within same montage?
Don't crosspost plz
Not at all, I'm very satisfied with it's current appearance, however, it's far from finished, and I realize that I will likely need to purchase some assets. I was basically just wondering what the most common store/repetitive assets are so I know to refrain from using those
Anything is overused if you don't give it enough transformative work
I guess that is a good point, anything on the store has to have been used in hundreds if not thousands of projects already
@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.
I think the more obvious telltale signs of asset flip is to just using the sample demo map
Which is fine for quick screenshot tests
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 🙂
I did check “expose to cinematic”, “Run Construction Script in Sequencer” and “Rerun Construction Scripts” and my construction animation is working good in sequencer editor. But problem is when I play or render it doesn’t work. It’s only work in sequencer editor. Do you guys know how to fix this?
Oh yeah for sure. I'm not worried about being perceived as an asset flip. I'm more so just worried about the credibility of the time and work invest in the game, ideally I'd like the game to not look like someone made it in their basement lol
Yes, but I'm also thinking of ones like in the soul city pack
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
Well, there's nothing inherently wrong with looking like someone made it in his/her basement or bedroom...
"if they notice you did a bad job at distracting them" - chris murphy
I guess you have a point there, I don't mean to sound pretentious, my bad lol
This!
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 :)
Thanks for the reassurance
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
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
Depending on the asset's that can be very true, other times though they can be a lifesaver.
Sorry for annoying, but can it be caused by frame rate and tiny duration of animation?
Comrades, how enable ReSharper to work with Engine plugins, anyone know?
I have enabled this, but nothing changed
can't use format style, nor anything else
Refactor menu section just inactive
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?
can't you just use it as project plugin?
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
rewrite sounds like a fishy workaround
can't you explicitly browse to the path of the plugin and force the IDE to refresh it?
That's what id like to know
can u show what that option is?
are you opening the IDE on a specific project? and is your plugin enabled for that project?
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
well, maybe it only indexes stuff which is used, which would make sense
thats how it looks in rider if something isn't indexed
why thought u don't know ReSharper. It comes out-of-box with Rider
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.
i got it
guess it was the disabled plugin?
ok, that should be easy fix in the uplugin file
but engine version now is 4.27.2
Will try it, thx for help
uplugin doesn't seems to have version
unless
🤷 look at other engine plugins and compare to yours
fixed
It appears i need just delete build and intermediate folders
and everything seems to work now
what is begin powerup about
what data type it is?
Multiple touch input documentation link please
hey all! bit random, but could i get some insight into what looks off with this? I've been trying to incorporate a manhole skating mechanic, but turning/the whole feel of it doesn't sit right with me, something feels off with it but I can't put my finger on it - I think it might have to do with how the player turns, but I would love a second opinion, thanks! https://www.youtube.com/watch?v=biKrh17fgR4
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
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? =/
First Run vs Second Run
What the Timeline looks like
can I set visibility for an animation in unreal?
essentially i imported 72 frames but only want the last 20 visible
I cant able to do two touch at a time in ue4 after export to android
@distant sorrel i would advice to ask that in #mobile
as it's a pretty specific problem
Okk
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
Hey guys , anyone know useful tutorials to visualize data like that
https://www.youtube.com/watch?v=sKnsd-ss0gc
Should not that big of a deal.
You can use full body rig and just animate the arms, and it'll be fine.
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
Can we do UMGs and link it to Google sheets or excel sheet for getting the data ?
is it possible with blueprints as well ?
Sorry for the noob question, which node should I be using instead? Thanks
why did you add the delta time in the first place?
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.
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
Probably (not)
C++ is more surefire way of fetching external data in runtime
is there any collision on the mesh which could have altered the result?
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
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
There are collisions on it, I'll try removing them (added them to try get them to kill particles, but having issues with that too)
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?
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
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.
its annoying enough that you have to click "Continue to external website" as if we've never been on the internet lol
the more different materials you use
if you have a door with 2 handles, and they all use the same material it should be one drawcall
even if its separate objects?
yes
cool, thanks a lot
no?
unless its nanite, if you have two meshes with the same material = 2 drawcalls
ok sorry
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^^
are you 100% sure?
101%
because they mention draw call merging here https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/Rendering/MeshDrawingPipeline/
where same shaders get merged
there is some hlod-ing and stuff going on in the background, but that is after the mesh creation, and not always the case.
i think the meshes needs to have same vert count
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
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?
Hey i accidentally detached the viewport from the central part of the editor window
how do i reattach it?
Anytime you spawn an actor whether its from bp, dragginf an instance, alt drag, copy paste, ctrl w, theyre all instamces
Go to window, then add it back
Wait yeah i figured it out
Can someone please look at this and tell me whats causing this water issue. It looks like a specular issue when I look down but I’m not sure
the problem was that it was detached from the rest of the editor not really that it was gone
Awesome, thank you!
Oh
Do you mean the reflections? I think it's called screen space reflections, basically you only get reflections from objects that are on your screen. The moment the mountain leaves your screen, the reflection is also gone.
Yeah all the reflections go away and it becomes white
So just disable screen space reflections?
That's what SSR does
I wish it was that easy 😄
You could add a Reflection Capture
I have one
I’m not sure why it isn’t helping
Is it physically covering the entire water body?
I've only dealt with this in indoor locations, no clue how to do that for large outdoor environments.
I’m pretty sure I’ll have to double check though
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 😄
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
Did you actively go out to look for it tho?
No, I was looking down to see the murkiness of the water
Just RayTrace™️ ©️®️ it all
Was thinking about that
My foliage looks terrible in ray tracing though
Nah, don't do it, was a joke
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
Time to add planar reflection everywhere and tank the performance
Could be wrong, but don't most games use screen space reflections?
That didn’t help lmao I already tried
I already said yesterday, it's just SSR being SSR
I added a planar like you said and it didn’t really help for some reason
Maybe, but not to the extent of seeing an only white lake when you look down
Well, usually if you look down you look for something in the water, rather than looking at reflections
When I look down there are no reflections nor can you see through the water
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.
Most of the times it may not be worth the performance loss tbh
Unless you really really want that reflection that way
The REAL difference between RTX reflections and Screen Space Reflections
Even cyberpunk has noticable ssr if you look for it.
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
Show code
Does anyone know how to fix this? shadows only cast on one side of the grass and Disappears on the other
@vocal cloud20 seems very low for the default walk speed when not sprinting
Yeah default is 600 iirc
im setting 20 to test that will my character stop sprinting or not
there's a shadow from the other side
it's just not that much noticeable
which may be the perspective and where the light comes from
Anyone understand why im getting weird shadows on her from a spotlight?
while we are on the topic of shadows 😄
it only casts on the the facing side of the sun, when I set it to night time the mesh lighting stays bright
Pretty noticeable
Compared to this
And that’s just from slightly looking down
And you’re sure that’s a screen space reflection issue?
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?
Inb4 it's an open world with dynamic day night cycle
Or the ability to go to the other planet 
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
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?
Cant do two touch at same time in android
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
So whats the alternative?
Will it cause a visible fps difference? And is it the only alternative?
Besides ray tracing of course.
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
do i get this right?
the curve atlas simply is a texture wich automatically gets baked and thats it?
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
Ah ok thanks :)
In the meanwhile, you'll keep racking up those hours played on SteamVR
Turn the plugins off at the engine level instead of the project level. You need to go to your engine installation folder to do so.
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?
fbx or obj.
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?
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.
Hey im trying to install the source build of UE4 (4.27) but the setup.bat is stuck on checking dependencies?
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.
@worldly trout Got it 👍, I’ll apply those and see what I get
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
:triangular_flag_on_post: danich'q#2622 received strike 1. As a result, they were muted for 10 minutes.
Hi, I'm having an issue with scalability in unreal 4.27.2. When I click on the yellow scalability button the engine crashes.
does anybody know what the arg to disable rendering was called
the rhi disable render or no render idk
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
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
and?
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
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
where can I get UI elements/images for HUD?
Do you mean like stock images?
You'd probably want to design those yourself, or you could check the Unreal Engine marketplace for templates
The source version of UE4 wont build
Its all like the command xyz exited with code 999
Do you have Avast installed on your computer?
nope
Hmm... I'm not entirely sure then, would you mind sending a screenshot of the error log?
sure
Perfect
thanks
Very odd... I think your best bet is just making sure Visual Studio is updated, and maybe try restarting your computer?
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
I got it 👍
i had to change build.bat
Awesome! 🙂
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 
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!
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.
Any tips or resources that anyone suggests to help reduce the impact of streaming in a new level?
Not 100% sure, but the answer is probably to use smaller sub-levels, or maybe it's a pre-baked thing that just takes more performance on PiE. I know that Ark streams in multiple levels that are more or less equivalent to an LoD, which is why you can see terrain from a distance, but the foliage, among other things, is on its own sub-level
Okay, I have a really stupid question
How does someone START learning coding in unreal?
You want to go the C++ way or Blueprint (Visual Coding) Way?
C++ because I don’t want to be limited later on
This was one of the best ever courses who ever I ask about C++ Unreal Engine
https://www.udemy.com/course/unrealcourse/
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.
Is there a way to do something like multiplayer or steam integration via blueprints?
Or converting the blueprint into the code version?
@primal tendon
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
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.
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?
I am only just now starting to even think about opening unreal engine for the first time, but what do you mean?
Are you saying your player character has physics too? Because I’m pretty sure the player overrides anything else in physics
If I walk up to another object and bump into it, the other object goes flying, even though Ihave the weight of that object set to an enormous number.
You may have to have a static mesh or collision for the heavy item? Though, again, no idea
Yea, I do have a static mesh with collision, but i want it to be heavier... enough that I can't move it with my player.
not sure where I can change the "force" factor my player can generate
@cloud pagodais that an orthographic camera?
You could take the physics off of it I guess, and then only make it a physics based object when not touching the player
Yeah it is
I started the project using the SideScroller blueprint
lighting + deferred have issues with ortho cameras
Hmm, interesting, ok that's not a bad workaround I suppose.
Oh.. so there is no way for me to get lights to work?
Again, I’ve literally never opened this software, I’m talking out my butt, but I like the brainstorming
there are workarounds, you can google ortho and ue4 and lighting and see what others have done
Lol, well, appreciate the thought either way
So apparently this has been an issue for 3+ years.. GG Epic. Thank you for the answer
just get a camera with a very flat fov, problem solved.
I'm relatively new to unreal and am using the Sidescroller preset. Just to be sure, what value on the FOV slider would flatten it?
I'm changing the value but I can't get it to look flat
I figured it out (for anyone else). I had added a static mesh to my player and that static mesh had "block all dynamic" which basically gave it superpowers
Neato
So I helped None%
Lol
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
Are the upper and lower half’s of the skeleton separate entities?
No
Because in a first person shooter, only the head to hands even exist when the game is running
Or I may be way off
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
Is it possible that the Lower body never stops overlapping?
Depends on the game. Some games still opt for true first person. Some do half. Some do floating arms.
That is very possible
How do I stop that?
The floor causes overlapping even though its got no collision enabled
I have no idea, I haven’t started learning Unreal yet
😭
Hello
I dont have ue4 open atm, but when you disable ortho and tweak the fov, you should be able to get something kinda the same. ive used it before in a project.
Forums has no answers for me either
No cry, I’m literally here to learn
I think I got it, I just had to pull the camera WAY back
Could I please have some help
yup, waaaaay back
Been trying to enable collisions on a Live Link character which as proved to be a royal pain in the 🍑
With what?
Thanks for helping me out!
Ue4 making 3d pvp shooter multiplayer
good luck on the project!
I have a question
Thank you 😄
Yes
WHY do you want it to print the names of the colliding bones?
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
How I do?
Could you do that with something like “if the animation finishes, check collision on this specific bone”?
Then if true, add collision?
It is motion capture so the animation never finishes
Oh
I know
Cool
Is it possible to “refresh” the collision check?
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
Then refresh every few seconds, and don’t check for collision with anything other than the chair?
Hmm that is a good suggestion let me try it
I’m basically your rubber duck, lol

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
Maybe check for collision, if colliding, grab the object name it’s colliding with, and return that value?
Hello, how can I make my boss follow the player as he is doing a root motion based animation?
Ahhh yes
Is that sarcasm? Because I am just spouting crap and hoping some of it is real coding
I will try that rn, had to restart UE 
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
What is Root motion?
Root motion is the root bone moving during animation
That’s not even English, lol
LOL
lol
I know you are just messing with me now
I learnt about it today
I haven’t started learning yet
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
_________________________________________________________________________...
But will today
Isn’t there some kind of “AI” you can give it, apply the movement to an object, and make that object the parent of the boss enemy?
Use learn.unrealengine.com, really helpful stuff
That video shows exactly how to do it via an event to track the motion of the playercharacter and cast to the ai character
DM me that info please
@gilded lichen
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.
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 🙂
You can drag a component on top of the root to replace it
Drag the static mesh over the top of the root and it will replace the root
It inherent the issue
Oh srry idk much about sceneroot besides that 😣
Someone who doesn’t know unreal yet here, but question for you
yeah I wish that fixed it
It's a major disadvantage not being able to use thumbnails
Why do you delete the objects instead of just making them invisible and removing collision?
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
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
I’m so new that I haven’t opened unreal or coding software before
sounds like a virus?
So I’m not an authority
thanks
Different question, if you are using pointers or something like that to decide spawn location, wouldn’t that allow you to “redo” the spawn command across it after “resetting”?
Yeah, no worries there 🙂 Thanks for your input anyway, I'm doing it via the hide and toggle off collision way now and see if I run into any issues.
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
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
Like using an empty object class to denote the xyz coordinates and then spawn based on which ones you want to activate
you can call the same functions you used to spawn the first time when you reset
Then you can destroy whatever you want but the “pointers” are still there
I think they are saying that the only “function“ that is spawning them, is the fact that he placed the objects into the scene before running the game
So there isn’t a function to run again other than reloading the scene
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 🙂
@tawdry zephyr ?
Yeah, currently the spawning of the objects happens because I placed them in the level in the editor
And what is stopping you from just reloading the level?
The game freezing up for a moment for all players which I didn't experience with ResetLevel()
Gotcha
Although I'm sure there are ways to mask this
Well I hope my uninformed and probably crappy advice helps, lol
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
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
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
I would love to see this game you are making!
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
I would love to see your models too
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 😄
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?
How many bounces does the path tracer in ue?
And can I control the amount of bounces?
@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.
Is your game an open world?
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
No it’s a pvp game but most maps are outside.
Then consider using reflection cubemaps.
How is that different from a reflection capture (I’m new to this) @drowsy snow
Well, that's pretty much the same. Reflection captures aren't updated in realtime
What's the hold up from using it when your game isn't open world?
It didn’t seem to fix anything when I used it
I’m assuming I used it wrong then. I just placed a reflection sphere and increased the influence around the lake completely

