#ue4-general

1 messages · Page 1162 of 1

drowsy snow
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You should have multiple reflection captures spaced out across.

shut nova
drowsy snow
glass rapids
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hi, I have a quick question. Is there an advanced sessions steam release for 4.27.2?

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nvm, I think I found it.

shut nova
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I’m not using static lighting in my scene because it was affecting my foliage

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And how do I access scene capture tools to bake the cube map?

shut nova
drowsy snow
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As everyone said since like yesterday, it's SSR being SSR.

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You have the advantage of it being not an open world, so use reflection captures

shut nova
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If I can’t get SSR to look relatively nice I’ll try that baking my cube map and using that trick

grim violet
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How do I edit the existing character movement component in Visual Studio? It is locked when I try to edit it

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do i need to create a new c++ class

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i've never used c++ only blueprints, not sure how to start lol

drowsy snow
grim violet
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Ohhhh

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Is there no template c++ class for character movement

grim violet
drowsy snow
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You're looking for Actor Component

grim ore
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character != character movement component

grim violet
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gotcha

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confusing so many terms

shut nova
drowsy snow
shut nova
grim violet
grim ore
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that video doesnt really show anything useful?

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what overlap?

grim violet
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oh i see it cropped it

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my bad

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sorry there are debug strings

grim ore
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welp we dont see any code so whats supposed to be happening?

grim violet
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I am trying to set the physics to blend with animation on beginOverlap and to stop simulating physics on endOverlap

jolly rampart
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why is the cube just not here? i cant reference it anywhere (im new btw)

grim violet
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sorry it is a mess

grim ore
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is your item set to use complex collision as simple?

grim violet
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Yes

jolly rampart
grim violet
distant quiver
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Does the gamemode initialize before the actors in the game or alongside them

grim ore
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@jolly rampartdid you edit anything before this? like say the cube in another project

jolly rampart
drowsy snow
grim ore
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^^

grim violet
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Yea seems like asset got deleted somehow

jolly rampart
grim violet
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I've had that happen b4 and verifying solved for me

jolly rampart
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how do i verify?

grim violet
jolly rampart
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wait i think i see the issue

jolly rampart
grim violet
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No

grim ore
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definitely weird @grim violet , perhaps try doing your test in another scene to eliminate other collisions

jolly rampart
grim violet
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I will let you know if that does anyhting lol

jolly rampart
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oh i just needed to restart the engine

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okay

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ty guys

grim violet
drowsy snow
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That reminds me
In conclusion, his setup is using mocap to control gameplay

grim violet
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Trying to use pelvis motion as input.

drowsy snow
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So not to bake animations, or non-gameplay live capture

But to drive gameplay out of it.

grim violet
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Yes

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It seems that is the only way to prevent collisions on animations

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Or live animations anyways

drowsy snow
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I still don't know why he's reluctant to put proper motion controls into the mix, but I'm not the one to judge.

grim violet
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Since live link technically never finishes animation, I can't just enable collisions and it works lol

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My end goal

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Is just to have it where the live character can't walk through the desk

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or the chair lol

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But apparently that is impossible

drowsy snow
grim violet
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LMFAOO

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I wish it was that easy

drowsy snow
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Just put a desk in your mocap room, easy peasy lemon squeezy

grim violet
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it just doesn't look right when you try to have the positioning exact to mocap, it still falls through in many instances

shut nova
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I think I’m just going to wait until lumen works with what I’m doing. I’ll work on other games aspects until 5.1 comes around.

drowsy snow
grim violet
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I've tried using a basic desk IRL and mapping the scale of the UE desk to it, but like I said you can still see the hands going through it, I would have to hold my hands weirdly above the real life desk to make it not look so wack, and it still even looks weird after all that

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No I understand that

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I just want to make the collisions look real, not like my character is a ghost and can just walk through everything

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Maybe if I add specific collision spheres to the hands, etc it would work? Idk

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Seems like the problem is with the capsule component

drowsy snow
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As I repeatedly say, mocap is meant to make animations, not to drive gameplay out of.

grim violet
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Mhm

drowsy snow
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Consider that I don't do mocap at all, but at least I know what to expect from mocaps

grim violet
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Ok

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I completely know what to expect my dude

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I am trying to do something new lol

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Something that makes it easier to do editing for those animations.

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if you try mocap you will understand how time consuming it is to make the hands and feet match correctly to surfaces 😭

drowsy snow
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If you want easier time with props, might as well put real blockout props in your real life mocap room.

grim violet
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Trackers r expensive

drowsy snow
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Blockout props do not need trackers, but whatever floats your ideal boat.

grim violet
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Oh wait what

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imma look this up

grim violet
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If it helps me I will scrap my idea of input, I genuinely do not care about being right I just want this to work

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Spent almost a week on this lol, don't really mind what the solution is as long as it doesn't mean me buying $10k worth trackers PepoSobs

jolly rampart
drowsy snow
grim violet
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O

drowsy snow
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why is that so hard lmao

grim ore
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@jolly rampartits the code you are using to slow down time

jolly rampart
jolly rampart
grim ore
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you asked why its jittery, its because your slowing down time

jolly rampart
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so the reason why it is jittery is because of something i cant control (besides removing the slow down thing)?

grim ore
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how are the items being moved?

jolly rampart
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just physics simulation

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also when i move my mouse while its slowed the camera jitters too

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oh

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so should i move to another version?

swift sundial
rotund mulch
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is there anyone experienced with materials/foliage in unreal engine? Im trying to use megascans foliage and materials but i dont really know what im doing haha

jolly rampart
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can i just remove the motion blur?

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i dont know how to though lmao

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it just is created with it

drowsy snow
grim violet
jolly rampart
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there is no post process volume

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oH

drowsy snow
jolly rampart
swift sundial
jolly rampart
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no idea how to do that

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really im not good with this engine

swift sundial
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Does anybody know the art that disables rendering from launch

jolly rampart
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sorry for me being difficult

swift sundial
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Sth with rhi no rendering irrc

drowsy snow
swift sundial
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Yeah

jolly rampart
swift sundial
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Like just a command line window

drowsy snow
swift sundial
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With no ui

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Just the log

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Yk

jolly rampart
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i turned it off in project settings and i made a motion blur post process volume with it turned off

drowsy snow
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Then do your cout shenanigans

jolly rampart
jolly rampart
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I FIXED IT

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nvm

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ty guys

drowsy snow
swift sundial
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Nah like I already have the compiled game

jolly rampart
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lmfao

swift sundial
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And I have a pak that does all the stuff it needs

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Like it hosts a server

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And all I want is to disable rendering

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So I just have the console

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And don’t waste performance on the rendering

drowsy snow
swift sundial
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I saw somebody do it but I’ve no idea what the arg was

swift sundial
drowsy snow
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Then that's up to their editor project.

swift sundial
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Yh but he like got it once

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And forgot the arg

minor grove
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Is there any literature online on providing a mission editor or scripting environment for players, similar to the editor in ArmA or DCS/IL2?

twilit ridge
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I've given my actor a staticmeshcomponent and given it a mesh. When I put the blueprint in my scene, the mesh is rotated incorrectly and I can't change the rotation in the blueprints. Is this a feature of static mesh components or do I need to enable rotation in the editor from code somehow?

plush yew
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uproperty(blueprintreadwrite)

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i think

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@twilit ridge

twilit ridge
plush yew
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Are you remembering to compile and save after adjusting the rotation?

twilit ridge
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I don't even have the option for rotating in the blueprint editor

plush yew
twilit ridge
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The transform only has scale

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Yes I have been saving and compiling

drowsy snow
# twilit ridge The transform only has scale

It's because you're selecting Root Component. Root component uses the actor's transform itself.

You could add a dummy scene component as a root and put your thing as a child of the root component

glacial needle
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Does anyone know why my animation montages are not retargetting properly? as when it is in blueprints and the animation montage is supposed to happen, nothing happens but it looks fine in the editor

mint umbra
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Hey guys, so I was wondering if there's a way to prevent a collision sphere from hitting you if you're inside a building? Currently Im spawning collisions spheres which deal damage once a missile hits the ground. Realized that the players are gonna need the ability to take cover from this barrage 😆 https://gyazo.com/d4ea98442c90ca5986cd8e5da4b19f1a

glass tapir
grim violet
modest trench
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it is a separate project

grim violet
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OH

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Thank you

modest trench
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don't worry, it's kinda buried in there these days

grim violet
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I just needed to see the examples and nowhere on the doc page did it tell me where to download 🤣

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There are ALOT of examples wow

modest trench
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go to the folder with all the levels in it to find the animation stuff

quick sedge
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is it possible to play a specific level on play in editor? If editing Game but you can only test your game from main menu etc

quick sedge
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If you have a UObject created with Construct Object from class in an array, the only way to get it GCd is to remove it from the array and make sure there are no refs to it stored on anything correct?

warped hornet
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Wtf help

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I click dropdown but it flashes black

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Y do dis ue4

drowsy snow
winter stream
quick sedge
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i lost the reg key to change to fix it

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i restarted ue like 60 times before i finally caved and went looking

fading magnet
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Anyone know how to find an invisible mesh in your level? I made something invisible and now I cannot select it and I have too many items in my "World Outline" list to go through it. Is there a "make all invisible" visible mode?

dusk nebula
neon bough
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that should allow you to make everything visible

fading magnet
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Thank you, I guess it will just take some time going through all of them

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I realize organization in the future will help a lot.

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Turns out it was actually the collision of a certain object being way off

neon bough
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why go through all of them? you can just select everything

mental dome
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Hey im trying to build the source version of ue4 but it keeps "running out of heap space"

warped hornet
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Bcuz intel > amd

mortal canopy
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it's been a while since i wrote anything in here but before i ask, would a question related to hair grooms go in #graphics ?

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either way i'm having some issues getting the hair to actually sit on the char's head lol even with binding

gloomy fiber
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hey all

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engine not responding when trying to build large navmesh, its been at it for over an hour, should I close it and try again ?

primal tendon
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Yeah there is, multiplayer integration can be done with same difficulty in either codes, converting blueprint to c++ is present but often advised against using it since the code could end up being bloated with unnecessary code

sick slate
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Anyone knows why i cant paint foliage on my static meshes? When i use the fill option eveything is fine, but when i try to paint on my static mesh i can't (Static meshes is checked).

drowsy snow
drowsy snow
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I just hope he's not taking UserBenchmark as gospel

mint umbra
plush yew
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hello guys

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can we make effects like blast, fire, shooting, etc... in after effects and export to unreal?

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if yes how to do that

drowsy snow
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Houdini or Blender is more suitable for the job

summer geode
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Urgh, finally managed to work out how to use lnav last week to view the logs from our UE4-based game client and node.js-based game server all nicely interleaved using timestamps and updating live etc. Was looking forward to using this newfound power to untangle a gnarly bug that's broken our async multiplayer recently... Then the clocks changed over the weekend (it's now UTC+1 in London) and it turns out that while the server logs show the correct local time, UE4 doesn't bother and seems to be stuck on UTC +0... great!

summer geode
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Ah, looks like there's a command line option -LOCALLOGTIMES which fixes it though...

rustic vapor
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So I tried importing a fluid simulation from blender to unreal engine but it gets some weird cubic topology bug. Even after subdividing the mesh in blender it looks completely the same

keen hinge
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Can I migrate code from a project using an older UE-version somehow, if I don't have that version installed? And will it cause the same issues as if I just copy/paste (BP reparent not possible and crash, data tables lost)?

scarlet turret
#

My mesh's reflections seem to go gray when I turn Nanite on...

The first image is without Nanite, the second is with

short mesa
#

Is there a way to flush references to an asset in the editor without having to restart the whole editor/project? :/

oblique pelican
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what version of UE4 is recommended?

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as in 4.25, 4.27 etc

last topaz
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Hi, having more than one lighting sub-level loaded seems to cause this skylight error, even though there is only one skylight in the scene. Seems like as soon as you load in more than level with a skylight it doesnt properly unload the other skylights even after hiding the levels.

drowsy snow
azure reef
oblique pelican
azure reef
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If I have a simple {"Identifier":"Name"} it's working

drowsy snow
oblique pelican
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oh ok 4.26 it is then cheers

stable remnant
#

I don't understand how unreal is getting something so simple as keyboard input wrong, any other layout like azerty is scuffed

drowsy snow
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Most of the changes in 4.27 are on Virtual Production stuff, and some refactor on the engine that makes backporting both tech too hard

stable remnant
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they never heard of scancodes or what

drowsy snow
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If only Oodle and Bink being free retroactively apply to 4.26, I'd gladly stay on 4.26

oblique pelican
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anyone know why I can't see the line trace for this?

neon bough
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do you trace away from the camera? try to unpossess with F8 and see if it shows you some traces around the camera

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most likely you either trace straight forward from the camera, or in the wrong direction

pine siren
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Is it possible to add random foliage on a mesh in runtime without having to line trace where it should spawn? Like populate all faces of a cube with grass by just passing the mesh of the cube?

neon bough
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iirc thats a material feature

clever niche
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any idea why the editor is eating up 100% of my gpu just by being open?

neon bough
clever niche
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i believe so?

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just tried t.MaxFPS 60 in the console

pine siren
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(or press the menu-button top left inside the viewport and untick "Realtime")

clever niche
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that's made it a little better

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just didn't think a blank map with realtime on would use up 100% of a 3070

pine siren
neon bough
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isn't simulate kinda like hitting play? but without possesion and probably some events not firing

fresh brook
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Hey everyone I am trying to build the game so I have an exe file which I can run. But when I execute the cook or build not even sure how to call it 🙂 I get a cook error but I can't seem to find a answer about what I should do on google. Can anyone help ?

unborn dew
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is there a tut on making bones in yrneal engine blueprints i cant find any 😦

neon bough
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you can't @unborn dew

peak falcon
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eg, what happens when you run game servers in more than one timezone also D:

summer geode
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Oh yeah, totally makes sense to do that in production, in fact the server logs probably shouldn't have ever switched over to summer time now I think about it... probably worth fixing that at some point. It helps to have everything synched up to my local machine's time for this specific kind of dev/debugging stack/workflow though

unborn dew
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well im stuck on something aswell

peak falcon
grim ore
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@fresh brookthat error is the error that something broke, above that it says 2 things broke, find those 2 things in the log.

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also more than 50 warnings 😦

unborn dew
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why is it like this

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and not like this?

grim ore
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shift-f1 to eject from the viewport, then click the eject button on the top to eject from the character. then zoom out and look

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what does it look like in game

neon bough
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try F8

grim ore
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I am sure its shift-f1 to unlock the mouse from the viewport, yes

unborn dew
unborn dew
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this is what it looks like after shift f1

grim ore
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welp now you see the problem

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are you doing anything to the weapon in your blueprint?

unborn dew
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yes

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when i look down it goes down aswel

grim ore
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welp you can see the issue, now you have to check your code and see what you are doing wrong. we dont know what you are doing so doubt we can help

unborn dew
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below the light grey is what im doing to the gun

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above it is how i look up

grim ore
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any reason you are moving it other than just attaching it to the camera or the model? letting the gun follow the model or the camera

unborn dew
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it works fine now thank you

fossil bough
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i want to ask can we create custom character animation?

grim ore
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sure if you know how

fossil bough
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object animation such as car animation?

kindred viper
#

Hey all. Got this error whilst trying to compile a fresh engine build. >D:\UnrealEngine\427\Engine\Source\Runtime\JsonUtilities\Public\JsonObjectWrapper.h(10): fatal error C1083: Cannot open include file: 'JsonObjectWrapper.generated.h': No such file or directory
Anyone had this issue?

rain knot
#

Hi guys, I'm a seasoned game dev with years of exp with Unity...need guidance on whether there's something I can quickly use to build a turn based multiplayer

kindred viper
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maybe on the marketplace. I know there is a turn based game project but not sure if its multiplayer

rain knot
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I'm not interested in using anything from the asset store

kindred viper
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why?

fossil bough
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can we do it//

rain knot
# kindred viper why?

I have a poor opinion of assets in general for this sort of stuff. Art is fine.
Just understanding their source code slows me down imo

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I'm trying to check if TurnBased makes sense, but I see no documentation or videos on it

kindred viper
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fair enough. I have to agree that not every asset on the marketplace has impressed me either tbh. Often they aren't very extensible unless you rip it apart so much you may as well make something fresh. But sometimes there is gold out there

grim ore
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@fossil boughyes, you can create any animation if you have the skills

kindred viper
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making a turn based game shouldn't be hard anyhow. It's only an event driven game anyway. Just depends how complex you want to go

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the multiplayer side dictates you would have to code it up a specific way, but aside from that, it's logically a procedural flow

rain knot
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Sorry I'm back

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So @kindred viper roll my own then looks like?

kindred viper
#

Personally I'd check out what was available, see how it works, then roll my own. But if you are confident with an event based system it's not difficult to figure out if you have your gameplay idea done already

rain knot
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But why event based system? can I not just disable inputs when it's not a client's turn?

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So not event based system per se, just disable inputs on repnotify when turns change

kindred viper
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you can do that too but consider the logic of a turn based system. It's a lot of waiting for things to happen to cycle into the next phase. Which is usually done with events. Input is neither here nor there

rain knot
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Although I'm seeing event driven being thrown around everywhere for this, so I'm curious now

kind dew
#

So I have a character whose movement is behaving weirdly and it's all because I am setting the scale of a no-collision static mesh component attached to the character.

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by weirdly i mean if i press jump, the character will jump to the right. If I press run forward, the character will run diagonally forward and right. If I change the size of the root capsule component, this will increase/decrease the severity of the problem depending on how I change it.

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anyone know why that could be happening? I've never seen that before

kindred viper
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a character movement component relies on the capsule for movement. So if anything changes it, the movement component will act funny

clever niche
#

is the marketplace borked?

kind dew
clever niche
#

anything i click opens a web browser

kindred viper
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@kind dew not sure. sounds like it shouldn't but I'd have to see the setup

kind dew
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here's my setup. The body is the component I'm setting the scale of. It's the simple sphere.

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take note of that capsule component setup

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so here's a gif of him moving around

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thats literally just me using arrow keys and Jump. (For jump Im using the default Jump function in the character blueprint)

kindred viper
#

it might be that the capsule is scaled down to a sphere so it's physics collision is rolling it causing the movement component to calculate wrong. I'm pretty sure it works on the understanding that you would be using a capsule shape, ie. head/tail + body length

kind dew
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hmm okay well let me show you what happens when it is a normal capsule component like this

kindred viper
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it will probably roll and bump right? Unless its statically moved

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how are you controlling it exactly?

kind dew
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no theres no physics

kindred viper
#

ah

kind dew
#

im just setting the scale on the mesh to make it grow and shrink when we runs

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pseudo animation

kindred viper
#

yeah figured that. Which still begs the question, why does it affect the collision 😄

kind dew
kindred viper
#

yeah thats odd. What if your jump logic like?

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*is

kind dew
#

im just using the standard jump function of a character

kindred viper
#

hmm couldn't really say then. Looks like it's skewing the vector somehow. But scaling a subcomponent mesh with no collision shouldn't do that at all unless the animation is root motion based I guess.

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or non root motion based. I get them mixed up sometimes

kind dew
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right but there's no actual animation

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the animation is the scale being adjusted

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just fyi

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but yea idk so weird

kindred viper
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oh yeah. Perhaps its better to have the animation then. Not that it solves this issue, but it might workaround it

kind dew
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ah haha yea see that's the problem if i could animate i would its much easier for me to just scale the ball to different sizes haha

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just a dumb programmer

kindred viper
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well a simple animation would only do the same thing, but be handled with the animBP instead of scaling the mesh using world scaling

kind dew
#

right but i still have to make those animations in blender/maya/whatever

kindred viper
#

10 minute job tho. another 5 for the animbp. I know you are just a coder but even a coder needs supplementary skills. I know, I had to learn all the extra stuff too :p

grim ore
#

does it still do it if you dont animate, might want to check that first

kind dew
#

good idea. just tried and yea it the problem goes away if i dont mess with the scale

kindred viper
#

you know what I wish would go away?
When I have a Chaos engine build. I make a new project, add a cpp to the project, and then it won't compile, so I goto Visual Studio to compile it and the goddamn thing compiles the entire engine again.

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I've spent all day making engine builds because of it

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this means I have to work at the weekend to make up the time. Which utterly sucks because I have personal projects to do 😦

kind dew
#

god i know the C++ side of things after using blueprints only for a year was soooo daunting. like "oh just ignore the intelisense errors it might work, unless of course the intelisense error isn't fake, then don't ignore it!". switched to rider and it's mmmuch better

cedar wave
kindred viper
#

wanna know something sick? I don't use intellisense, nor do I use VAX or Rider. I just free code with my eyes :p

cedar wave
#

Godly

kind dew
#

haha its crazy! I was like there's 0 chance professional companies are using vs and just ignoring intelisense errors over the the whole project and what not. My code file was red and green like a damn christmas tree with intellisense errors and all the C++ people are like oh yea just ignore it. im like wtf

kindred viper
#

I actually got an invite to Github Copilot today so I might not have to code ever again if the machine learning works on unreal c++ :p

drowsy snow
#

But!

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VS2022 saw improvement in Intellisense part, it complain less compared to VS2019 days

kind dew
#

psh im ever using vs again rider till i die

kindred viper
#

im still on vs2019. I like pain

kind dew
#

too much pain

drowsy snow
#

Granted, I'm just a poor boy

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Cost of Rider subscription could cost me some food and saving.

cedar wave
#

Trial of Rider is free.

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Well - Early Access.

sly kernel
#

times are tough man

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xD

cedar wave
#

Which you can keep re-upping

drowsy snow
#

But hey, if anyone wants me to starve for Rider, let me know.

sly kernel
#

bout to ask a potentially hella dumb question

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whats the difference between unreal engine developer and blueprint developer

kind dew
#

lol no one wants that dude that doesnt mean i want to use it tho

drowsy snow
sly kernel
#

no way Keepo

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xD but i meant, can a BP developer create a full game in unreal for example

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or only just that aspect

cedar wave
#

Yes

kind dew
drowsy snow
sly kernel
#

ahhh got it, any of you guys here either of those?

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  • and willing to take on a project currently due in a month
cedar wave
#

Willing to pay*

sly kernel
#

ofcourse

cedar wave
sly kernel
#

ive contact many people from the #hire-a-freelancer but availability or the requirements didnt meet their criteria

cedar wave
sly kernel
#

oh i can

drowsy snow
sly kernel
#

ahhh i gotchu

#

thanks so much

cedar wave
drowsy snow
scarlet turret
#

How many MB maximum should be dedicated to ambient sounds?

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I have about 84.5 MB worth of nature ambience atm

tough solar
drowsy snow
tough solar
kindred viper
#

Can I use it for free out of pity for the fact I dont use intellsense or vax?

drowsy snow
#

My open source repos were mostly not that significant, dumpster of tools and scripts that barely anyone use

half drum
#

Any public information on when NVidia Ansel will work again on UE5 ?

sly kernel
#

phew, finally made the post

#

nice and simple

plush yew
#

Omg I'm so happy for some reason my add movement input wasn't working in PIE so I was doing a weird workaround with set velocity (in multiplayer) which was fine in PIE but lagged like hell in 'new window' mode, didn't think to swap back to add movement input for that mode to work

fallow hornet
#

Anyone know how to prevent UE from taking the file's name space when importing an fbx, I have my meshes named with SM_ in Maya and only want those names

brisk bridge
#

How can I record 360° video in UE?
I'm using now OFF WORLD plugin, but there is limitation for resolution (max. 4k). I need 6k.

leaden flame
#

hey how can I turn off the visible line that appears when doing line tracing?

leaden flame
#

oooooooooh

#

thanks man

#

🙏

left zephyr
#

I noticed there is a Common Conversation plugin in the plugin list in the engine. It's marked experimental. Does anyone know if there are docs for it anywhere?

drowsy snow
spice burrow
#

Most experimental plugins don't have documentation. Best solution is to read the C++ source, unfortunately.

left zephyr
#

Thanks. It looks like it uses the behavior tree code.

quick sedge
#

put myself in a weird spot with an Interact button and interface. I have a player and horse and when i hit interact i can get on and off the horse but if mounted, i need to be able to interact with a "drop off zone" but it doesnt run the input any longer. Do i need to abstract this higher to my controller or something?

grim ore
#

where is the interact code at?

quick sedge
#

on my Player

grim ore
#

it should still run the input then, or is your player not longer a player?

quick sedge
#

im possessing the horse but it's still in play

grim ore
#

then no, its no longer a player. its just an unpossessed pawn at that point

#

so yes, you would need to duplicate the code to your horse since its now your possessed pawn, or put it up higher like on the controller

quick sedge
#

should i be sending input TO the horse to control?

#

i guess i should look at a vehicle example closer.. thought i had done it correctly but this is a bit more complicated

grim ore
#

input goes controller -> controlled pawn basically. If you have more than one pawn and the controls are the same, it might be better on the controller

quick sedge
#

definitely not the same.. the horse is driven with much different code. i guess i just need the interact code itself put higher then as the player will never be "out of play" per se.. he's just going to be by himself, riding a horse, or riding in a wagon being pulled by a horse.

unborn dew
#

i cant get something to down somewhat slowish it goes down but sometimes it goes down once or sometimes it goes down instantly

#

i know why its happening just cant find a solution that works 😦

regal mulch
#

I'm confused a bit. You are in which Blueprint here?

quick sedge
#

more print debugs 😄

regal mulch
#

Usually there are two Actors involved in a hit. The one that the HitEvent calls in, and the "OtherActor" pin.
But you are using GetPlayerCharacter0, which would only make sense if either of the two is not that charater

quick sedge
#

seems he's attacking himself 😄

#

also might be starting the hit within itself?

regal mulch
#

Idk, just commenting on the thing I'm looking at

quick sedge
#

yep.. lol

regal mulch
#

Which already makes only little sense

unborn dew
#

so the blue print is in

#

then it goes to

quick sedge
#

how many tutorials you watched on this so far?

unborn dew
#

whats causeing it is the collision when i go inside it that happens

regal mulch
#

More questions

#

What is Damage

#

What is beanz

#

What is that freaking hit even calling in

#

Who is PlayerCharacter 0 of those two?

quick sedge
#

I think i watched around 80 hours of UE tutorials and bought Tom Looman's course and went through it all before joining this server.

unborn dew
regal mulch
#

Yeah that's fine, but you gotta provide a lot of info when peeps should help you

#

It's otherwise really tricky to understand the bigger picture of what you are dealing with

unborn dew
unborn dew
quick sedge
#

yea this needs a lot more info.. pictures of tabs tough to digest what the source is, is it a projectile.. is it calling collision more than once etc?

unkempt finch
#

im on my first lesson. 'project does not support atmospheric fog' but the lesson im doing uses it. Anyone know why ?

unborn dew
unborn dew
quick sedge
#

before destroy.. lot could be going wrong here

regal mulch
#

Which Blueprints EventGraph is that

unborn dew
#

is that bad

quick sedge
#

@regal mulch you're a mod for a reason, i wish you the best of luck with this patience test 😄

unborn dew
#

lol

quick sedge
#

at least watch like.. 5 minute projectile damage tut =x

unborn dew
#

i have dw

#

i have watched a decent amount of tut just trying do my own thing

quick sedge
#

the code looks ok actually on further inspection.. so is it a Do Once you need on the damage impact maybe?

regal mulch
#

It talks about your error message

unborn dew
regal mulch
#

So, it can totally be that the HitEvent calls a few times

#

Cause collision can and will always be a bit janky

quick sedge
#

why do you need a reset on a projectile?

regal mulch
#

Well it's not a projectile. It's a cube you could run into

#

I assume the Cube does survive that

quick sedge
#

ah thats tough if its like a trap on the ground and you need some delay before it can damage the same player again

#

thats a gameplay decision

regal mulch
#

I would even recommend not using EventHit

#

But using Begin and EndOverlap

unborn dew
unborn dew
quick sedge
#

is it a collision or something you can walk into like eXi said?

regal mulch
#

You can't really, without just filtering the Actor

quick sedge
#

if its just a volume vs an actual collidable object

#

def begin overlap vs collision

unborn dew
regal mulch
#

The MovementComponent will try to walk into the Cube over and over again and small floating point issues might cause it to do that even though you are already against it

#

You would have more control by using Overlaps

#

You can save the Actor you overlapped into an Array

#

Check if the Actor is in the Array first

#

If it is, ignore it

#

If it's not, add it and damage it

quick sedge
#

yea and probably do some periodic damage while inside it

regal mulch
#

On EndOverlap, you can remove it again

#

That way it doesn't trigger more than once unless the Player moves away from it again, resetting itself

quick sedge
#

kinda reminds me of path of exile "collision" traps

#

esp those jank doorway spike traps

unborn dew
#

like every 0.5 secs

quick sedge
#

sounds like a struct of Actor/Enter time that you can iterate and mod math to do on an interval etc

queen gulch
#

quick question, my project crashed and when i try to reopen it it crashes on startup. Anyone know a quick fix? im just starting to use unreal

quick sedge
#

or if its just single player.. just cache the entry time

unborn dew
#

whats cache the entry time is it like puting it in a excel graph to store it somewhere bad example i know but is it sorta like that

regal mulch
#

Timers can be set to loop

#

E.g. every 0.5 seconds

#

Cache as in save it to a variable

unborn dew
#

ok

quick sedge
#

Is that preferable in Unreal? timers vs setting a currentTimer float and tick it down and if <= 0 call a function and reset it to the tick time?

regal mulch
#

Timestamps are useful in some areas, timers in others

unborn dew
#

i got like 10 mins before i got to get off so if i dont respond prob cause i got off

regal mulch
#

Here a looping timer makes more sense

#

no worries, i will head to bed soon anyway

unborn dew
#

do u know a tut on that thing so i can watch it tmr

acoustic flame
#

Is there a way to change the pivot location of a mesh? All tutorials I find shows how to change the pivot location for an specific actor already placed in the world

jolly rampart
knotty token
#

trying to add a line trace to a projectile, but it keeps doing this?, how do I make it a line instead of dots

#

shits impossible to see when its like that

jolly rampart
regal mulch
frozen pond
#

Any1 got same error when entering ue4 forum ?

quick sedge
#

yeh

fierce tulip
#

yup

jolly rampart
#

how do i change rooms with blueprint?

#

i made a new room

#

and that

#

but idk how to switch

#

wait nvm

#

im dumb

winter gazelle
# knotty token

Your drawing a debug line with distance based on delta time in tick. The line will never be the same distance.

#

Use a line trace node and attach it to an action input and make end distance based on a scalar of the camera forward vector

knotty token
winter gazelle
#

If you want to fire off a line trace every tick. Make an event or function and call it on tick.

quick sedge
#

boo.. Actor Class Filter for Component Overlap Actors doesn't support interfaces?

#

i know there's Does Implement Interface but just trying to clean up

glacial needle
#

Does anyone know why my animation montages are not retargetting properly? as when it is in blueprints and the animation montage is supposed to happen, nothing happens but it looks fine in the editor

green light
warped hornet
#

Id there a way to alter sprite flippbook animations as a character, when the character is performing a specific action?

#

And when i say alter, i mean increase or decrease the animation speed

unique kraken
#

ANY idea why this happens to all my characters?

#

they are properly exported with the root at 0,0,0

#

i dont think its the capsule, could it potentially happen when retargeting?

plush yew
#

floating? could be that your characters relative z location to collision capsule is too high

unique kraken
#

nope checked those things already

#

most likely actually happend from retageting

#

(someone talked to me in prvt) animations seem to be the problem

west junco
#

🆘

#

idk what happened, but i was working in unreal, it crashed, and now i can't open the project without it crashing

#

i don't have a recent backup, is there anything i can do to not have to lose everything?

unique kraken
#

@west junco search the folder in wich u last worked

#

delete whatever asset u worked on last

#

maybe copy it befor to the desktop or so

west junco
#

alright, i'll give it a shot, i also am running a rebuild on it to see if it helps

#

and i just got it to open!!

#

thank you!!

unique kraken
#

how on gods earth did i get this connected

#

try to do something simular currently why the heck cant i connect it now?

stable cypress
#

Doing a little market research: Does a open world survival game (think NEO Scavenger) with turn based combat (similarish to xcom) seem appealing to anyone? And if so what mechanics or elements would you want to see?

harsh rapids
#

Does anyone here know how to fix a charecter that has all it's animation on. But when walking forwards is facing backwardsm

spice ruin
#

So basically early final fantasy games, but sci-fi, @stable cypress ?

stable cypress
#

@spice ruin Somewhat! The combat would be on a grid with movement playing a heavy role, kind of like Fire Emblem but most units are ranged

drowsy snow
#

Open world but turn based... Nope

spice ruin
#

Sounds a bit like a standard RPG game, really.

stable cypress
#

I've been told the most similar product out is Battle Brothers, so in that vein but with much quicker combat and more streamlined gameplay

drowsy snow
#

Turn based battle is not my forte

#

At least not without real time incentive like ATB

#

ATB patents have been expired anyway so feel free to put it in your game.

spice ruin
#

To be honest, it sounds like xcom but with bigger maps.

#

Somethng I would totally not be against!

stable cypress
#

Definitely would take a lot from xcom! I would hope to make it have some of the mechanics and feel of darkest dungeon (healing is difficult outside of towns and morale must be managed) Plus I think the combat system in DD is amazing

spice ruin
#

What would the camera system be like?

drowsy snow
#

I'm against pure turn based battle that has no realtime incentive, so if you want to win me, put something that has consequence if I don't do something in time.

spice ruin
#

I didn't like that about xcom, that it forced you to do tihngs in a certain time. The time limits weren't overly harsh, but it didn't let me play like I wanted.

#

Having combat rewards be based on time taken isn't bad, though.

#

Especially when every map had these time constraints.

drowsy snow
#

So X-COM has pseudo realtime battle?

stable cypress
#

Yeah having time based objectives can be fun occasionally, although I think Xcom 2 used them a bit too much

spice ruin
#

Every map had a "in x number of turns, the bomb will explode" "save the civilians before the monsters kill them" "in x turns, the exfil chopper leaves"

drowsy snow
#

That's something I'd like to take tbh

spice ruin
#

Yeah. I'm totally basing this off XCOM 2 rn

stable cypress
#

I think it makes a lot of fun situations for some missions but not as the main mechanic or else it feels very stressful all the time

spice ruin
#

XCOM 2 did feel very stressful.

drowsy snow
#

If there's no realtime incentives, then I'm out.
I'm all about making fast strats.

spice ruin
#

Especially as the main campaign had a constant time constraint

#

"In x turns, the big evil guy will finish his project and you all die"

stable cypress
#

For the main "campaign" element I think I would allow players to move at their own pace, moving through the increasingly difficult regions to reach the main goal and win the game

#

But individual missions might have time constraints as a challenge

drowsy snow
stable cypress
#

Haha definitely I hate it when games don't do that

drowsy snow
#

ATB is the reason I go through older FF games

#

It's like a balance of turn based, and realtime incentive

stable cypress
#

Another good example of a somewhat similar game combat wise would be Into the Breach with the interesting abilities and combos

scarlet birch
#

Anyone help me with a little trig? When a hit happens I have a unit vector represented by the green line that is moving towards the surface, the blue line would be perpendicular to the surface and I want a unit vector moving away from the surface represented by the red line such that the angle between the green line and the blue line is the same as the one between the blue and red lines. I'm only dealing with X and Z movement, Y is locked. It's been a decade since I took trig and this is taking me longer than it should to solve.

spice ruin
#

ATB?

drowsy snow
# spice ruin ATB?

Active Time Battle

Basically you take turn when the time is up, but so does the enemy at independent pace

#

Taking turn will reset the timer

spice ruin
#

Ah, so you both make simultaneous turns and then at the end of the time, both are applied?

#

Oh independent. Hmm.

#

So it just limits how long each of your turns can take?

drowsy snow
#

Well, it's been staple since FF4

spice ruin
#

Ah. I never really played FF games that had that. I don't recall it on 10 and 11? I think those are the 2 I played.

#

I played 7 a very long time ago.

stable cypress
#

I think the star wars game with Revan had something similar

drowsy snow
spice ruin
#

10 and 12 actually.

#

Loved the different combat systems in those.

#

15 was shit combat.

drowsy snow
#

12 is borderline realtime IMO

spice ruin
#

Yup.

#

That was the one you could set up little macros for autocombat, right?

#

I loved that system in Dragon Age, I think I used it in 12 too... Shrug

drowsy snow
#

Yeah, I like that one, the Gambit system.
Felt like you have control over the battle without necessarily issuing command to them every time

spice ruin
#

Yeah!

#

Setting up the perfect system was like a mini-game in itself.

scarlet birch
fierce tulip
#

yups

scarlet birch
#

yeah, basically just playing around with different ways to implement it. Reflection Vector was what I was looking for. I couldn't remember what it was called.

slender egret
#

Super nooby question: how do I close the GPU profiler brought up using the ` > stat gpu command?

scarlet birch
#

enter the command again

slender egret
#

Thanks a lot!

#

its the little things I get stuck on haha.

glad temple
#

Hi guys,

I'm new to both programming in UE4 and programming in general, but I'm teaching myself through a JRPG blueprint asset that I bought off the marketplace. I'm trying to add in a Type Advantage system like you'd see in the Pokemon games. I've made an enum that has the names of the types, and I have a struct that has 3 variables linked to the enum that lists your type, your type strength, and your type weakness. How should I go about implementing the settings for assigning those? I've tried setting variables for each type with its assigned values, but it doesn't work correctly as it ignores what I set and fills the 3 variables with the default value. I'm doing something wrong and I'm not sure where I should start on trying to get it to carry over each type's attributes.

If anybody has any advice or input, that'd be awesome. Thank you!

scarlet birch
glad temple
warped hornet
#

WHY DOES THE ENGINE GO BLACK AND FLASH BLACK AND CANT USE DROP MENUS

#

pls sum1

#

tell me i not the only one 😭

spice ruin
#

Heard of it happening... update drivers?! 😦

warped hornet
#

Every driver is up to date 😊

autumn flame
#

Checked the pinned message of the channel if you have Nvidia?

sinful jackal
bleak shadow
#

Just hopped in to ask if anyone has a solution to UE4/UE5 not rendering properly. Issue seems to be drop down menus rendering as the top left corner of the main window. Also the screen is completely black when hovering certain menus, or when the window is maximized. This issue occurs on UE 4.26.2, 4.27.2, 5.0.0 so far (what I have tested). I have updated graphics drivers and windows to the latest and I have tried the (After updating to NVIDIA Game Ready Driver 461.09) fix. I am using a GTX 30 series GPU.

Any help or info would be greatly appreciated.

#

quick update, 4.26.2 appears to work now apparently. The other two versions still no-go

upbeat spoke
#

Getting an error on migrate that says an object does not exist... anyone know how I can solve that?

warped hornet
#

Hi

#

I have a 2d character that is animated by a flipbook. Any way to speed up the flip book animation, or better yet, dictate the speed of the animation based on the speed the character travels over a surface?

crisp bone
#

Unreal Engine is such an advanced engine that sometimes you expect basic things to be supported, like for example to be able to import gifs from adobe after effects to UE4 directly, but nope gotta do a thousand workarounds in between 😂

livid hazel
#

Hey guys i got a beginner question that i cant figure out. Can someone tell my why i cant edit the values? Or how I can edit them?

#

its an actor with an attached static mesh

warped hornet
#

This place is rife with questions and sparse with answers 😭

livid hazel
#

isnt that every discord? haha

#

oh that was another question

cloud grail
#

It seems the internet is also that way when it comes to unreal... many questions online are dead ends

warped hornet
#

It sucks because im sure most questions are simple fixes

#

I demand an expert in here standby on call 24/7 to help us little peeple

livid hazel
#

its just sometimes hard to google for questions when you have no idea where to start

warped hornet
#

Did u try clicking the over ridden light box

livid hazel
#

yee sadly no luck but ill click more boxes now

warped hornet
#

Maybe try changing the block all dynamics

rain knot
#

can someone help me with a simple architectural decision?
my game has cards...each card represents a resource

should I just represent it as an int or should I make a full blown class?

#

I'll have to show some nice UI to the end user, with their respective cards. Does it make sense to make a Card object and then model that as List<Cards> under my player?

warped hornet
#

Full blown ofc

rain knot
#

interesting...so you don't suggest "checking" for which number the card represents and then doing something with that on the client??

#

That way I'm sending very little data over the network right?

warped hornet
#

Is this mobile game

rain knot
#

yea

warped hornet
#

I dont think a card game takes up too much internets

bleak shadow
warped hornet
#

@bleak shadow r u an expert pls help me toooooooo 😭

rain knot
#

how would i for eg: move card from one player to another?
I think it's...on server I only say "transfer Card of type X from Player A to player B" and on client I do everything else I guess

warped hornet
#

No idea. Probably something like getvectorfloatpawn and force the 3 axis into a boolean

#

Sry

#

Im bitter cuz i need help too 😭

bleak shadow
warped hornet
crisp bone
# plush yew can we make effects like blast, fire, shooting, etc... in after effects and expo...

If it's for 2D purposes, Yes, you're able to export your animation from after effects as GIF or PNG sequence (and then convert it to flipbook). But if it's for UI, you can only do it as GIF. And UE4 doesn't support GIF. So you'll have to install this plugin https://github.com/neil3d/UAnimatedTexture4

GitHub

Import Animated GIF as a new AnimtedTexture asset type - GitHub - neil3d/UAnimatedTexture4: Import Animated GIF as a new AnimtedTexture asset type

bleak shadow
warped hornet
#

Thats what i want

#

There neednt be an idle animation, but the run animation should cycle faster the faster the character is moving

dusk nebula
#

I haven't added anything to this project since October and I forgot how bad it got as I got into it

#

that screenshot comes after a for each loop in a tick function, so it seems like I should address that next lol

bleak shadow
#

in this case you can add a set paly rate option, we already have a node grabbing the velocity you we can use that. Velocity>playrate is way too fast so I just divide the velocity by 100(could be more, in my case) and pop it into playrate

warped hornet
#

Wow i will try that thx sooo much :3

#

Does that go in the input or the event graph

bleak shadow
#

yup no problem. The only issue with doing it that way means that it's based on movement speed of any kind, so in my case jumping make it look like the character is running really fast

bleak shadow
warped hornet
#

Sweet

#

Its ok bcuz its not a running character :3

livid hazel
bleak shadow
grim violet
#

big mood

ocean pumice
#

how bad does this looks to you in terms of performance ? like really bad or normal bad

knowing that the level is filled of chair 1 2 3 4 5 + bench 1 2 3 5

tame marsh
#

Performance wise I think it'll be detrimental if you have to do GetAllActorsOfClass but you shouldn't be doing that regardless

#

There's a feature in UE4 where you can merge all of those static mesh actors into a single StaticMesh asset but woe be upon you if someone down the line asks if you could remove a certain chair

ocean pumice
#

ok! thanks a lot by inevitable you mean terrible right ?

#

I need to get the best quality result and foliage does gets down the quality a bit (if i'm right? )

tame marsh
#

Inevitable as in levels will often reach that level of assets in it

#

Depends on the quality of your mesh

#

Uhmm

#

I think you should look into Instanced Static Meshes

#

That'll improve your performance if they're all identical

drowsy snow
#

Wasn't there an auto instancing feature?

crisp bone
ocean pumice
crisp bone
#

and you're placing them manually?

#

i would use either foliage or instanced, because i can imagine it'd become a problem if they're all static meshes

ocean pumice
#

especially from distance

#

i'm sure it's because of LOD but i don't undersnta why the ones with foliage would disapear if the ones placed manually are still there if they have the same properties

#

the shadow especially seem tofade

flint cypress
#

Hi guys, I'm new to Unreal engine here and currently i face some problems in setting up UE4 live-broadcasting.
Every time when hitting the play button, the media player that connected to the camera (with person moving around green screen) and link to pc via camlink will disappeared. Not sure how the setup of the blueprint is...but I'll be glad if anybody can help this out. Thanks guys 😄

tame marsh
#

I'm sure you could script that it plays once you start runtime

ocean pumice
#

like this

tame marsh
#

There was a setting in the foliage for that, lemme check

tame marsh
# ocean pumice

In the InstanceSettings, you got some flags like Affect Dynamic Indirect, Affect Distance Field

#

Try playing a bit with those

inland hollow
#

I have a question, how did you create begin and end powerup, confused about it, also this is what i have rn

#

on powerup

crisp bone
ocean pumice
#

yes i looked at it but its set to 0 0

ocean pumice
tame marsh
#

No, Foliage Instance settings

ocean pumice
#

ok !

#

@tame marsh

#

but now even when cast shadow is off i still have this weird pale veil covering the trees when going into the distance

cerulean flare
#

why ;-;

#

I set up Quixel like the guy on the video did

tame marsh
flint cypress
ocean pumice
woven ingot
#

Hey guys. I want to retrieve data from database (mysql workbench or xampp) and display in unreal engine. I'll be glad if anybody can help with resources, threads any thing.Thanks in advance!

cloud patrol
#

Hey all, I'm using a VR controller that has a dragon mesh positioned under it. I'm trying to rotate the mesh downwards to dive, however because of the position of the pivot point for the mesh, it will rotate and the camera will be inside the mesh rather than above the shoulders as it should be. I think the best way to tackle this is to always have a set offset between the shoulder bone and the VR camera, but I don't know the best way to run this check.

#

Any help would be amazing

#

Ideal position:

ocean pumice
#

how are you supposed to properly delete an asset ??

#

if not by force delete ?

cloud patrol
#

Rotated mesh:

rich reef
#

What is the system that describes 3D rotations based on 2 euler angles called again? Using the rotation on Z as well as vertical angle

rotund scroll
#

2 euler angles?

#

I don't know any system that uses something like that

#

are you referring to how quaternions determine a correct angle?

knotty token
rich reef
#

You rotate around Z from the object center & then rotate relative to the Z rotation you rotate on X or Y (but never both)

rotund scroll
#

well when you say "system" the only system I know of that is a way to measure out rotations different from euler angles are quaternions

fresh pulsar
#

Hey guys so I want to after a delay set the character's velocity to a certain amount but I cannot find a regular velocity node, just launch velocity and all that

#

Sort of losing my mind trying to do this

rotund scroll
#

it would be based on the character movement component

rich reef
#

The horizontal coordinate system is a celestial coordinate system that uses the observer's local horizon as the fundamental plane to define two angles: altitude and azimuth.
Therefore, the horizontal coordinate system is sometimes called as the az/el system, the alt/az system, or the alt-azimuth system, among others. In an altazimuth mount of a ...

fresh pulsar
rotund scroll
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celestial coordinate system 🤔

fresh pulsar
#

It feels jank rn

rotund scroll
#

never heard of people working with that in games

rotund scroll
#

so a timeline, a timer, on tick etc.

fresh pulsar
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Is there a way I can loop a command that like reduces velocity to a certain amount over a certain amount of time, idk

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Like idk loop 100 times something with a delay and change velocity command

rotund scroll
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see above comment

fresh pulsar
#

Not sure how to do this at all

fresh pulsar
rotund scroll
#

in that case I'd suggest googling it or looking up MathewW's videos on youtube

fresh pulsar
#

I'm seriously begging for help at this point lol my brain is melting out of my ears

rotund scroll
#

well you haven't tried anything I've said just yet

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and really the best thing you can do for yourself is figure things out

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I don't have time for a hand holding session

fresh pulsar
#

I have been trying some things but I can't quite figure it out

fresh pulsar
#

And tutorials have proven to just be useless to me all day

#

It's been an exercise in futility and mind bending confusion

ocean pumice
#

tjhanks

wet schooner
#

my first assumption would be something relating to your fog

Like the lighting/shadows changing because of the distance making your fog more noticable

ocean pumice
#

yeah same 🙂 but i use ultradynamic sky i tried diisabling all the fog but i still get that

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especially on the filiage

wet schooner
#

hmm odd

ocean pumice
#

yeah :/ i don't get it on the blank mountains though

#

so that must be related to foliage i guess

wet schooner
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Yeah foliage is the worst, i've been dealing with it these last days and life is pain

ocean pumice
#

aha man you cant' imagine same her

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omg

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but a guy named @neon bough was of amazing help here :)*

#

shit sorry :///

rotund scroll
#

but yeah also pinging people like that is against the rules

ocean pumice
rotund scroll
#

I could have sworn it was under this before,

  1. No spam. This includes phishing, scams, unsolicited Discord invites, unsolicited direct messages asking for help, cross-posting in multiple channels, and use of excessive mentions, emoji, or repeated messages.
split tundra
#

I've got a simple actor with a Static Mesh Component and a Box Collision to act as a trigger by performing some stuff on overlap, however something odd is going on: whenever a pawn's collision intersects the trigger's collision box on the edges, (which means the pawn is not totally inside the trigger box), OnComponentBeginOverlap and OnComponentEndOverlap keep on firing multiple times, why's that?

rotund scroll
split tundra
#

Already checked, that isn't the case

#

Uhm... it appears that this behaviour is somehow caused by the RunOnServer function that gets called on overlap

rotund scroll
split tundra
#

By removing the pin on that function, collision works flawlessly

timid sand
#

hey there, I'm missing a "rename loaded asset" blueprint function for some reason. Did they remove it?

rotund scroll
timid sand
marble otter
#

How do I making a constant input convert to a trigger?

So once the input comes in, it instantly disables after passing through.

marble otter
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It is doing once, but it's constant, so the once is infinite

oak patio
#

You ise the reference to powerupmanager to call it

marble otter
#

rip overshadowed

#

lmfao

marble otter
#

Yes but it never turns off because the first input doesn't turn off/retrigger.

#

You press the button, which opens a gate. When the gate opens, it'll allow the player to do an action. This action is launch character. That needs to only trigger once. Currently it's constant and will continuously propel the player until they let go of the button.

#

Do once isn't even doing once lol

#

Let me try do N

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Nope

oak patio
#

show the code

marble otter
#

So I figured it out.

#

For one, something's buggy about the start of the function. If I place Do Once inside the function, it could infinitely retrigger.

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After putting it into the event graph, it worked properly

#

Ahhhh

#

I see

#

So Do Once doesn't work inside a function?

timid sand
wet schooner
#

Yeah functions can be tricky like that

#

personally I remember cheating

#

and making a bool called action bool

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which I reset to false when you start a function

#

and can reuse for functions

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although I didn't really use it for do once

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but for something else

rocky hound
#

I was reading around some job descriptions to figure out what companies typically desire and I don't understand this part. What is meant by "unreal's internal systems and extending them" ?

drowsy snow
rocky hound
#

I wonder what are some use cases to modify the engine for?

#

I'm still a noob but I just can't fathom it xD
In my head unreal seems to be able to do everything (in theory)

hazy lake
#

That's why you're still a noob :P once your start doing serious development you'll start to notice some limitations and want to change the engine code

drowsy snow
#

In my case, I modify the engine to have dedicated anime shading model and super epic lens flares

rocky hound
#

I see

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I still have a lot to learn xD

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thanks bow2

drowsy snow
#

Also modifying the engine can help make your UE game more stand out than other UE games

rocky hound
#

how so? because of the custom shaders/processing?

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or is there more to it?

drowsy snow
#

Well, in my case it's the custom visual effects. I had to modify the engine to get something that looked different than the vanilla bloom and lens flares, and implementing dynamic anime shading model.

But I'm sure other UE4 games needed to modify the engine to replace/modify things like the default gameplay related classes, the physics, the rendering, backporting new features to older versions of UE4, etc.

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Also I think developing for consoles require building from the engine source code to get the SDK going

rocky hound
#

ahh thanks bow3

ocean pumice
#

omg please help i've just rendered my scene and my foliage looks like this this is insane :/

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why does it look black ?

hidden cairn
#

I just change my character pawn and its referred to by a load of my scripts - is there an easy way to remap the dependencies or whatever

fleet wing
#

Hello everyone, hope you are doing well.
Can someone help me with a thing I was looking for a while now, How to create a rail shooter game like The house of the dead in unreal engine?
Is there any tutorial on this topic? So, far I've found one for unity but I've been trying to find one for unreal engine.
Thank you 🙂

wet schooner
#

Hmm i'm not sure if there's a specific tutorial

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What i can say however the first thing you should look up incase you haven't already is splines

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because you're going to want to put your player camera on a spline

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following the track/level

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and you can put some crosshairs on your screen house of the dead

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That should get you 30% there

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enemies and events could spawn based on your player camera entering a zone with a box collision trigger

#

that's another 30% I imagine

fleet wing
wet schooner
#

Yes but you may be able to keep it even simpler

drowsy snow
wet schooner
#

it's been a while but house of the dead was just a crosshair right?

#

So you don't even need to worry about gun models and animations

fleet wing
wet schooner
#

So you don't need a first person shooter character

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ah yeah

drowsy snow
#

Nah, rail shooters are basically point and click games but with time limits and automated movements. That's the simplification, enough to get going

wet schooner
#

You can make the pawn follow the spline on it's own and set how long it will take or pause it during enemy encounters and when all enemies are dead it can resume etc

drowsy snow
#

It's even simpler than first person shooter

wet schooner
#

yep

fleet wing
fleet wing
drowsy snow
#

Basically you group it into bunch of encounters

wet schooner
#

There's many ways to do it, i'd try and create a enemy manager for each combat encounter basically, so you can add a variable of how many enemies you need to kill. Each time you kill a enemy it adds to the variable in your manager

ocean pumice
wet schooner
#

#graphics may be able to help 😅 because i sure don't know

ocean pumice
#

ahah thanks this is pure nightmare omg

fleet wing
wet schooner
#

hp 0 > play death animation > cast to event/combat scenario manager that someone has died

twin beacon
#

Hello, I'm having trouble removing an empty folder. Within the editor the folder appears to be empty but in the explorer it there remains a file with ".uasset" ending.

wet schooner
#

that's just how i'd do it

#

honestly there's many ways to do it

fleet wing
wet schooner
#

that's what I enjoy about coding/blueprints not being stuck to one way

#

ahcool

drowsy snow
twin beacon
drowsy snow
drowsy snow
twin beacon
#

Did that too, even closed + reopened the project. Same issue

drowsy snow
#

I don't know, just delete it directly in file explorer

twin beacon
#

pretty sure I didn't delete any references either so idk how that happened

drowsy snow
#

If all else fails, just brute force it

wet schooner
#

tbh I just use random youtube stuff 😂

#

best teacher that's free

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a lot of cool people teaching

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on youtube that is

fleet wing
#

@wet schooner @drowsy snow I was having a hard time, fully stressed out. I reached out for help and I got it here.
Thanks guys, your advice was really helpful.

fleet wing
wet schooner
#

i'm glad, I hope your project works out well

#

hmm maybe lemme check

twin beacon
#

deleting in explorer worked, hope it doesn't cause future issues

wet schooner
# fleet wing Do you have any good recommendation?

Alright so this is a easy to learn from one I used once I think https://www.youtube.com/watch?v=-V6D5WtemMI&t=333s&ab_channel=MattAspland

But if you want something a bit more official and indepth there is also a official unreal one it seems, but this one goes really indepth also showing you how to use meshes with splines for shapes https://www.youtube.com/watch?v=wR0fH6O9jD8&ab_channel=UnrealEngine

Hey guys, in today's video, I'm going to be showing you how to make an object or blueprint actor follow a spline path that you have defined. This is great for cars driving along a road for example.

#Ue4 #UnrealEngine4 #Ue4Tutorial


00:00 - Intro
00:06 - Overview
01:06 - ...

▶ Play video

In this Livestream Tutorial we'll show how to use both Spline and Spline Mesh Components to construct an easy-to-use racetrack generator tool in UE4. Viewers will learn about custom structs, functions with local variables, using for loops, and much more!

[00:00:45] - Google Drive file - https://epicgames.box.com/shared/static/2ws205gi1nct0g5vvc...

▶ Play video
#

matt aspland in general has some good ones that quickly show you a concept

blissful trail
#

hey anyone here good with advanced steam sessions??

fleet wing
blissful trail
#

cos i'm having trouble with creating the advanced session/joining the advanced session

#

oh

wet schooner
#

ah np np

#

happy to pass some resources along

glacial needle
#

Does anyone know why my animation montages are not retargetting properly? as when it is in blueprints and the animation montage is supposed to happen, nothing happens but it looks fine in the editor

cedar wave
#

Not retargetting or not playing? Massive difference.

glacial needle
#

@cedar wave not playing

cedar wave
#

Make sure your AnimBP has the correct slot in the output. If these words are odd to you - look up a tutorial. Most common reason people's montage doesn't play.

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(Your montage also needs to be in the correct slot)

glacial needle
#

@cedar wave hmm that could be the problem, but I tried combining animBPs so I think that could be the problem, in terms of referencing slotgroups... I will keep playing around with it

jolly rampart
glacial needle
#

@cedar wave to specify, The animation is playing properly in a blueprint, but when playing the game and i am calling the anim montage to play, it doesnt work

autumn flame
#

But shortly

#
PackagingResults: Warning: Visual Studio 2019 is installed, but is missing the C++ toolchain. Please verify that the "VC++ 2019 toolset" component is selected in the Visual Studio 2019 installation options.
UATHelper: Packaging (Windows (64-bit)):   ERROR: Visual Studio 2019 must be installed in order to build this target.
#

Literally tells you

jolly rampart
#

though

#

i think i can fix it

umbral compass
#

I need help with the Epic Games Launcher itself. Where do I go for that?

It keeps going through a loop of;

Installing
Verifying
rinse repeat

Its been doing so for over 14 hours

grim ore
#

that would be the support email or forum more than likely.

umbral compass
#

About to head to work, going to try uninstalling it... removing all files from %localappdata% regarding it... then reinstalling and trying again. Read that did the trick for someone else.

#

Thanks for advice

jolly rampart
#

it is telling me i need to get visual studio 2019 but i already have it

autumn flame
#

It's not telling you to get Visual Studio

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It's telling you to get the toolset

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"Please verify that the "VC++ 2019 toolset" component is selected in the Visual Studio 2019 installation options."

grim ore
#

well it is telling them they need it installed, but its also telling them that.. its... doing both lol

#

but yes, the literal error telling you what to install might be a start 😉

blazing notch
#

how do i get the create an anim montage when right clicking on an animation ? whenever i right click on an animation i get these options and not the ones shown in the engine docs

grim ore
#

it looks like they are off your screen at the top

blazing notch
#

well if i shrink the editor window it still stays at the top of the screen. any idea on how to fix it ?

grim ore
#

it looks like thre is a scroll bar, have you tried scrolling up in that menu?

blazing notch
#

just tried the white bar on the right hand side has no scroll bar

#

it doesnt scroll up

grim ore
#

otherwise that resolution is super tiny for working in the engine, you could try using the widget reflector and scaling the entire editor if you cant change your windows resolution

blazing notch
#

oh. how do i do that ?

grim ore
grim violet
#

it shows it flickering

#

every bubble flickers

grim ore
grim violet
#

nvm

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i think its a gpu problem

lethal light
#

hello, I have a little doubt, I was researching and I saw that I can use packages made by other people who distributed them for free/sold in the unreal store for my projects, I can sell the project with these packages but I can't sell the package itself , that's it?

blazing notch
#

@grim ore Thanks !

grim ore
#

@lethal lightitems sold in the epic games marketplace?

lethal light
#

yes

#

megascan for exemple

#

grass tree flowers...

grim ore
#

if its from the marketplace then yes, it should follow the marketplace license which allows you to use it in your project and release said project as a completed thing but not redistribute the items inside of it as is (no reselling, including them as the source assets, etc.)

fierce tulip
#

you cant sell the project, you can sell the cooked game.

silver crest
#

Is anyone able to point me in the direection of what this crash means? 🙂

Assertion failed: StreamingTextures.Num() == StreamingTextureGuids.Num() [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Level.cpp] [Line: 1894]

lethal light
#

in this case I could only sell if the game is completed or executable, but if it's the project that can still be modified by others I can't, right?

grim ore
#

if they have access to the source asset, the core file(s) that you purchased then no you cannot do that

grim violet
#

Anyone know how to prevent this from happening? Any popup in UE starts flickering after like an hour of work. Then I restart the editor and it’s fine for another hour. Is this a hardware related issue? Or something I can enable to fix it in the editor

grim ore
#

your cant basically buy something and give that something to someone else

fierce tulip
#

@grim violet update/change/revert (nividia?) drivers.

grim violet
#

Ahh thank you

lethal light
#

free same thing right?

grim violet
#

They’re updated but perhaps reinstalling is a solution