#ue4-general

1 messages · Page 1178 of 1

lilac stirrup
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The only thing that comes up to my mind whenever unreal starts spewing errors without any apparent reasons are, filepath that is too long, fix up redirector needs to be called, or struct change that require node refresh (if it's blueprint).
Probably there's other causes, but that's what I usually check first.

tame marsh
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Is there a way to migrate animations on the Mannequin skeleton to a differnt project with the same identical Mannequin skeleton without making a duplicate?

fierce agate
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But

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Is there a way to prevent this?

restive garden
languid tapir
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Anyone familiar with using houdini engine looking to put some houdini sims into unreal engine but anyone know a good tutorial to start with or any good info about it

fierce tulip
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@languid tapir scroll up a little, i just posted one from sideFX themselves

languid tapir
fierce tulip
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it at least shows how to get a sim imported, and Glad explains very well

languid tapir
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Ahhh thanks so much for this

fierce tulip
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good luck!

fierce agate
balmy dirge
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hey guys

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how to load level and its sublevels while loading screen is playing??
anyone knows any tutorial or way?

thin tendon
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@balmy dirge I'm not sure how other people do it. But what I do. I have room I built that holds the character in place. And acts as a loading screen by placing a widget over the player screen. I teleport the player to this room when loading maps. Then set the player position once the sub level I want has finished downloading.

hot maple
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Is there by chance a way to search all BP assets to see if they are referencing a certain cpp class?

tame marsh
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of course if it's a built-in UE4 CPP class you might have to do some digging

tough cedar
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Hello everyone, has anyone done a fingerprint recognition system using minutia ?

fierce musk
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Hello

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anyone pro a unreal 4?

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or

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can help

hot maple
tame marsh
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(not recommended)

hollow lantern
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having problems with my perspective camera. focusing on objects on the scene does not work. any help?

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i also get this when opening the default file. Time and day

granite lion
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on perspective, select the chair in the outliner, then press F

lilac stirrup
# fierce agate Is there a way to prevent this?

Did you finished cooking the project yet?
Any error on the output log?
Might also wanna check this post.
https://forums.unrealengine.com/t/failed-to-load-map-appears-to-be-an-asset/57115

fallow hornet
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Does anyone know how to stop disable realtime override from continually activating?

nocturne kraken
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if I create objects and characters in blender, for the game in Unreal, the lighting is created in Unreal, yes? it is useless to create in a blender when there is a great tool for it in Unreal??

fallow hornet
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If you are bringing your character into unreal I would light it in UE, Blender's lights will not export to UE that I know of

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I don't any DCC will export lights into UE, unless you are using vray and vrscene files

fallow hornet
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np

limber mesa
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hey, could anyone tell me if this is a glitch in the anim bp? after my update properties node i check if the owner is valid, is fires not valid but i can still move and animate my character

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but when i put a break point on it it doesnt fire

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Before this my computer had a interruption

granite lion
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you must save the reference of the owner at begin play

limber mesa
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the get pawn owner is showing up invalid

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even when i try to make another bp its always invalid

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even when i cast it

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it fails

granite lion
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did you try:

  1. at begin play, get pawn owner, then cast to whatever that pawn is, then save it as variable
  2. then at update, get the reference, then convert it to as validated get?
grim ore
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is this in the editor when previewing, or when you are playing?

limber mesa
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so in the editor but animations play but the character ref is invalid

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made another bp and it fails right from scratch

grim ore
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so in the animation editor? not playing but the actual editor right?

limber mesa
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both

grim ore
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well in the editor there is no pawn attached to it, so it will always fail in the editor

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thats why I am asking that question

granite lion
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yeah, the skeletal mesh that you are seeing in the preview is not your pawn. its just a skeletal mesh

limber mesa
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But even if I try to make another anim be from scratch it still fails

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And it never did that before

grim ore
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in the editor? it should always fail on get pawn owner

limber mesa
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Even my casts fail

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If I plug in get player character,etc fails

grim ore
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in the editor?

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you arent playing, its just a preview so most things will fail yes

limber mesa
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Yes, I play it as well

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So apologies if I’m miscommunicating but everything was working before and my computer interrupted and glitched a little then everything doesn’t work, my anim bp I believe is glitched because I get the animations playing in the game but when I toggle some bools it doesn’t work but the values that are from the character, including yaw pitch leaning functionality all work

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I made another bp to test and no luck

grim ore
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you might have to show us the new one that is failing

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since i assume its a very small one with one small thing failing we might be able to see something,

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but in the animation editor you cannot expect anything that gets anything from the world to work as this item does not exist in the world in the editor preview

limber mesa
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Hmm interesting, its switching between both

grim ore
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you might have more than one blueprint running then

limber mesa
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I have one anim bp that the character is using

grim ore
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breakpoint it and make sure only one instance is running in the debug drop down in the top right

limber mesa
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How would that be the case

grim ore
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watching the preview you can see that one is valid node swapping back and forth?

limber mesa
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Yea in the game preview

midnight bolt
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is it possible to open the Collections view in a new window, like you can open Content Browser?

limber mesa
grim ore
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so that is with play in new window right?

limber mesa
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Yes

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For some reason when I switch to selected viewport it becomes valid

grim ore
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ok so go back to the animation blueprint while it is running and choose the active character and see what it is showing in the running blueprint

limber mesa
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Chose the active character?

grim ore
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the drop down in the top right in the animation blueprint lets you choose the current debug object, make sure its the one that says spawned

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then you should see your code running on that character in the world and if its switching back and forth between valid and not

limber mesa
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Would it be this

grim ore
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yes, and that is with nothing running

limber mesa
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This is when the game is running

grim ore
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yes the last one says spawned

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you want it to be selected or its not showing you the active one

limber mesa
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Got a breakpoint on the invalid node

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Is

grim ore
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yep because you set one I assume

limber mesa
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Interesting, why did that happen

grim ore
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I assume you would want one on the print string for the not valid

limber mesa
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Never had an issue with that before

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I do have it there, but why did that issue occur

grim ore
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mouse over the blue output from the get pawn owner and see what it shows

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the one you are putting into the is valid that is failing

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chances are the errors you are seeing is from the editor since it is still set to the debug version/preview version, you should be able to ignore it since its an editor thing

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thats what that drop down is for so you can see what is being debugged

obtuse crystal
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I can move the camera with WASD keys how do I disable this
?

novel pine
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hello! I am trying to use vscode with UE4.27 and I am getting the following error on my includes after making a few new c++ UserWidget classes via the editor
cannot open source file "UBT_COMPILED_PLATFORM/UBT_COMPILED_PLATFORMPlatformTime.h" (dependency of "K:\GameDesignFolder\catgame\cathack\Blueprint\UserWidget.h")

Does anyone know what I have to do to fix that error? I have already modified my c_cpp_properties.json file and added escape slashes on the windows paths in the compilecommands.json so all my includes for the engine source are working.

IIRC, in Visual studio, the solution would be to right click the project in the nav bar, and select "rebuild" , right? What is the step I am missing for vscode?

UPDATE: ;; I clicked "File > refresh visual studio code project" and it deleted all my modifications to the c_cpp_properties.json file ;;

magic ice
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yo

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i need help with sumn very simple

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i just want my third person character to rotate with my camera

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like rotate when i move my mouse

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camera lock basically

granite lion
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tick the inherit controller yaw

magic ice
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im afraid that didnt work g

leaden gale
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Hello guys, when i export assets from quixel bridge it looks like this. When i drag the material onto it it still looks bad. It is supposed to look like the one on the right. Does anyone know how to fix this?

hollow oar
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Hey so im sorry if my question seems a bit odd, im just a beginner. so I'm using UE4 and I found a plugin for portals that someone made. i basically downloaded their project and copied the plugin from the plugins folder into my project's plugin folder and it shows up in Edit->plugins but the plugin's content doesn't show up on search classes
so basically i cant find the portals in it so i can place them and use them
i tried it on their project and it works fine it just doesn't work on my project
what am i doing wrong?

lilac stirrup
hollow oar
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yeah

limber mesa
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@magic ice try orient rotation to movement or use pawn control rotation

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They are options that you check off

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Bools

lilac stirrup
# hollow oar yeah

Should try contacting the developer of the plugin, they might know better.

hollow oar
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and they showed up there

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so hopefully they work

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but its kinda weird how they dont just show up in the place actors tab

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but thanks anyways! 😄

magic ice
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SNOOP DOGG

zinc topaz
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Hey where could I get help. I created a character in Fuse, imported it into Mixamo, then from Mixamo into UE4. The eyebrows and beards are messed up and are like solid kinda, how could I solve this or where can I find someone to help solve this

tough falcon
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@zinc topaz pic?

real heath
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Download editor symbols through launcher for that to be useful. Also post ~20 lines above that from the lgo

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log*

hollow lantern
granite lion
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have you found the soln yet? it would be very difficult to tell from the pictures alone

drowsy snow
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Looks like your GPU is dying

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Or maybe not, likely Vulkan in UE4 messing up

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Yeah, note that Vulkan in UE4 is weird, and less reliable than even DX12.

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Read my addendum after that reply

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Just noticed you used Vulkan, evident by the callstack

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So you're physically tampering your GPU?

blissful trail
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Anyone know a good tutorial series on how to create a voxel system with multiplayer support?

drowsy snow
urban basin
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@wicked tiger Hello, I hope you are doing great, excuse me are you an unreal staff?

blissful trail
restive garden
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Lets make 1001 clon of 7 days to die in Unreal 😀

fierce agate
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What is this?
It keeps happening
I created a new lvl and my editing screen became black I put a Sky sphere to make it brighter but my meshes are black

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This is what happens to my game yesterday

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All those items are just migrated

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Aight, I deleted my 2 games, Time to make one again and can someone help me to fix the problem

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:((

raw sapphire
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Anyone got a clue how I could store microphone input as a variable in the first person character blueprint? I know that I can use audio capture component but how

thick loom
drowsy snow
edgy quest
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Hi! Can somebody help me? I am looking for specific tutorial on youtube, that covers main menu with character selection. The video was set ( from what I remember ) in bit cartoonish background, most probably the AssetVille Town and the author covered camera switching between three actors ( three guys ) to choose from

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something similar

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there were three people, and user could toggle between them with arrows

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I need it, because it covers exactly the game mechanics I want to implement

edgy quest
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yeah

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the game is going to early access very soon

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but I cannot add the vehicle selection menu without it

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I have created a vehicle selection menu ( level ) but there is no toggling between cars thingy

drowsy snow
# edgy quest

I think I've seen this in a video too. Was the character low poly as well?

edgy quest
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yeah!

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right

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that's right!

drowsy snow
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And the channel went into complete meltdown these days?

edgy quest
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I've spent a whole day looking for it

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maybe

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that's problable

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I have the cameras spawned an set

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but I need to implement the selection logic

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and that tutorial was probably the perfect one I needed

drowsy snow
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And now the tutorial's missing?

edgy quest
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right

drowsy snow
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Then it is what I think it is lmao

edgy quest
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you think, that the channel is down ?

drowsy snow
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Creator had personal drama, resulting in complete meltdown of the channel

That's really one of the risk of following YT tutorial ¯_(ツ)_/¯

edgy quest
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damn

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that's a pity

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at least I know what happened, thanks

drowsy snow
fierce agate
tame marsh
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Is there a way to disable all messages from Print nodes?

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aside hunting each one down in bps

drowsy snow
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Though in effect it will also disable stat commands IIRC

tame marsh
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I should have been more clear, also a way to disable them coming through into the Output Log

drowsy snow
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Wasn't output log say where a BP print string come from?

tame marsh
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Actually no it doesn't

lilac stirrup
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There isn't any drumroll emoji is there?

drowsy snow
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None for cymbals tho

lilac stirrup
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Let's just pretend it ends with a cymbal sound~

lilac stirrup
tame marsh
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Cooking, baking

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What's next, stir frying?

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There's smoking, that's when I'm compiling shaders on my computer

lilac stirrup
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Well, there is #food here, so...

lilac stirrup
# fierce agate What cooking do and how?

If there is error on your project, it'll usually show up on the output log when cooking is done. Usually though, no guarantee it will, but at least it might worth the shot.

torpid hinge
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Hello, I am trying to generate a physics asset for ragdoll effects for a rigify armature + mesh exported from blender. I am running into basically this issue, related to scale + physics generation https://developer.blender.org/T47043. Has anybody in here successfully done this? The steps everyone outlines for scaling mesh + armature and then exporting don't seem to work for me and I'm really scratching my head.

cosmic cove
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I bought a whole new computer about 3k. Just to process shaders about 40% faster lol

glacial arch
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Hey guys, we're having some completely off-the-wall random things start happening with our project, some Begin Play events don't fire, some text boxes started acting up - it seems completely random and unrelated to the work I'm actually doing on the side.

Is this a sign that it's time to do a full rebuild? Because some of these new things seem just... Entirely random

cosmic cove
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Sounds like your potato pc isn't qualified to push play. And or shotty blueprints. You need to debug. Each of your events for possible reasons.

spice ruin
glacial arch
drowsy snow
glacial arch
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Thanks! Does the packaging step rely on anything in particular in the editor itself, or is a full rebuild package to a target platform enough to tell? Not that I'm lazy, I just got a bit of a time problem

glacial arch
spice ruin
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Never hot reload.

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Ever.

glacial arch
spice ruin
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Everything being broken, mostly your blueprints.

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Unfixable corruption.

glacial arch
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Alright, I’ll keep that in mind. Would you mind expanding on exactly how that works? Like, the unfixable bit. Because it just seems a little wild

oak patio
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It just screws everything else

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C++ isnt meant to he compiled while the program is running

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Akways close editor, compile and reopen

glacial arch
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And how might someone fix the project afterwards? Remake the blueprints?

lilac stirrup
real heath
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Live coding works a bit better. But yeah cos it's patching in functions, replacing memory, moving stuff around it's easier for things to go wrong. It's ok to use with some care. Don't change headers, class and file definitions. Don't change blueprints after doing hot reloads. Iterate the function body you are working on and then close editor, full recompile and then launch editor again, and you minimise chances of things breaking

oak patio
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You just click save and it recompiles

real heath
glacial arch
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The idea of my whole project being busted is horrifying ngl

oak patio
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Yeah you would have to completely remake the bp

real heath
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Also, again, taking care to not modify blueprints after hot compiles reduces problems

oak patio
glacial arch
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Welp, sure as hell ain’t gonna now

torpid hinge
plush yew
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I get these "Cast failed" messages and I have no idea what blueprint or anything they're referencing, is there a way to find what they're talking about?
The output log doesn't seem to mention this at all

oak patio
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Take some courses on learn.unrealengine.com

That should be a fairly simple thing to do with a bit of planning and knowledge of the engine

harsh tiger
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Is there a "global" place I can check how much memory each asset is taking up? I know you can right click a asset and click size map. But is there a project wide size map?

restive garden
harsh tiger
glacial cairn
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Hey guys, I've got a number of meshes(12) and I wanna add a blueprint class to each of them to make them rotate...what would be the most optimized way to achieve this?

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I don't wanna create multiple classes as that doesn't seem smart

restive garden
restive garden
glacial cairn
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Wow, I'll look into the rotator component. Thanks

harsh tiger
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If I have a texture in my content browser. But it is never used in any level and I've specified which levels to be packaged. Will this texture still be inside the apk file?

peak bloom
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If I've made a 3D game but I want one level to be completely different, 2D classic arcade style, etc, how would I go about doing that?
I assume I would have to create a new gamemode and switch gamemodes between levels. but any idea how i go about creating this gamemode? would the best way be to open up a new project with the 2D side-scroller defaults and copy and paste it into my current project?

shadow mural
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Hi guys, i want two have two cameras to capture videos or images simultaneously and then save into my pc, can anyone help.

spice ruin
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Unless you specifically tell it to be.

lilac stirrup
oblique patio
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Hi! How can you fix the way the textures (lettering) are floating after importing from blender? thanks!

topaz temple
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Hi there all, I have an issue where I changed my static mesh of my UE4 player (UE4 mannequin) to another skeletal mesh from other assets pack, it does run around, have good animation, picks up items, drops, holds weapons and fire weapons, but when it comes to shooting other players it stop recording damage and doesnt hit other meshes, any clue?

lilac stirrup
glacial cairn
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Especially when there's a lot of rotating objects, say 500

restive garden
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Only bad thing - when rotating item cast shadow, this very bad for FPS

glacial cairn
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Did you create multiple blueprint actors or did you make a parent BP and made the others children BP?

glacial cairn
glacial cairn
topaz temple
restive garden
glacial cairn
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Okay, that seems like a logical solution if it doesn't really affect the fps

restive garden
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Also you can do even simplier, only One class, but make Data Table where you put "Item name" = "Item Mesh", and when spawn specific item on level - look at that table and attach corresponding Mesh.

zinc topaz
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Hey where could I get help. I created a character in Fuse, imported it into Mixamo, then from Mixamo into UE4. The eyebrows and beards are messed up and are like solid kinda, how could I solve this or where can I find someone to help solve this

hard fjord
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Does anyone know why material tessellation on our landscape disappeared after breaching the texture memory pool?

restive garden
restive garden
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hair texture itself has alpha channel, need to switch hair material to mode where supported alpha. You will see that hair became normal.

zinc topaz
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like blend mode?

restive garden
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Its screenshot of eyelashes material

zinc topaz
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Didnt fix the mustache, beard or eyelashes. I did it on the beard and moustachematerials. I dont have an eyelash material

restive garden
# glacial cairn Hmm, I don't fully understand

I mean, swap mesh instead making separate classes with different meshes. Meshes names can be stored in DataTable. I you have 10000 items if will be easy to edit, DataTables can import CSV file.

zinc topaz
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fixed the eyebrows, now gotta figure out beard

glacial cairn
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Because the aim is to be able to render all at the same time and rotate

restive garden
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If only few Items on level, its easy to put them all manually, but if level is big and many random items, its good idea to spawn them with blueprint based on logic. Less manual work.

zinc topaz
restive garden
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Great that it worked. Hair always hard to set up. I often just look into Epic hair materials and copy 😆

burnt lichen
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How do you target a BP Editor floating window to automatically dock/move with windows shortcuts? Calling it by the BP title doesn't work, like say "Calculator"

magic ice
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hey

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i want this to be in my viewport at all times

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how tf

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do i add it there

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cuz shit aint working

grim ore
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viewport in the editor, or in game when playing?

magic ice
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when playing

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figured it out

versed surge
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how do i change the defualt controls? they keep staying active even though i have my pawn possesed and everything

rustic panther
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isn't there a way to pull up the all classes list without having to make a blueprint?

versed surge
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any ideas or help?

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on my control issues?

rustic panther
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I thought there was a way, I believe I've seen it before

loud berry
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if anyone has the time please let me know. Working on an interactive inspectable 3d minimap. I've got the first step done however when the minimap spawns in it's not even close to the origin placement ball thing. I'm assuming it has to do with this bit of code(marked with blue):

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it behaves how it's supposed to aside from being in the wrong location on spawn. Reason i'm doing it this way is because it was part of a tutorial, but also because that part of the code takes all the static meshes and scales them down so it can be a literal miniature of the current level.

this is the issue:

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red is the origin (the white ball with the movement options) and blue is where it actually ends up

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also, found an answer on the youtube video i was watching to do this:

"dont do the "transform location", take the location of the static mesh component + the actor location, then divide that with the "scale divider"."

but ive no fkn clue what they mean about actor location. If I use "get actor location" I don't know what node it should be hooked up too

torpid hinge
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I don't know what you're doing with the GetWorldTransform stuff, I think you want to get the actor location instead

loud berry
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instead of world transform?

torpid hinge
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yes

loud berry
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i can try it

torpid hinge
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because you're just getting the location of each component

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and then trying to scale them relative to eachother

loud berry
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oh so the static mesh isn't actually one that physically exists, it's generated from the static meshes in the level

torpid hinge
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I thought you were looping through objects in your level and then creating new meshes with a scaled position to put them on a minimap?

loud berry
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no creating a minimap from all the objects

torpid hinge
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how are you going to do that?

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def createMinimap:
for object in objects:
# then what?

loud berry
# torpid hinge how are you going to do that?

sorry in multiple discords kinda spreading attention pretty thin. didnt mean to be absent.

So on event begin play im getting all the static actors, then creating a 3d world map.

on get all static actors events im getting all actors of class static mesh actor. For reach looping that to get static mesh components, getting the collision type for all object. if it's a worldstatic collision then im adding it to the 3d map world actors array.

finally creating the 3d world map, passing the array of the 3d map actors through an array and then getting the world transform of the static meshes. After that I'm scaling them down with a scale divider variable, dividing that into the scale of the final static mesh (which is the array of static mesh actors that have a worldstatic collision.) Getting the actor transform of those actors, passing it through a transform location where the collision object type, collision enable, and the final static mesh is created.

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@_@

torpid hinge
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yeah i guess that's ok, i'm still not really understanding the end result you are looking for

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i think i would use an interface called "DisplayedOnMinimap" and then "get all objects with interface" and make an array of those locations, and then scale those locations to fit in a minimap and create new blueprint instances (BP_MiniMapObject) to represent the new minimap nodes

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but it sounds like you might be doing something different than just showing a live map in a position on the screen

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Or have a minimap blueprint with an event called "Add object" that just adds a static mesh component given an XYZ world location (and the minimap BP would handle the scaling to fit)

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what you are doing strikes me as... overly complicated? but again, i'm not sure i'm really understanding the goal

queen wasp
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What is happening here? Hmm..

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I just the last hours changed all my units (buildings/ships/drones/++) to use a FTimerHandle instead of ticks, as I heard some have said is better than using ticks.

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I still have ticks enabled, some units still have some ticks I need to port.. to c++

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This is an insane stall though, not sure what it is

boreal sentinel
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Could I possibly get some assistance with an issue im running into?

loud berry
lilac stirrup
#
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Not sure how much the price for that macbook, but you can probably build a pc with better spec using the same amount of money

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Just a rough assumption, since apple usually put more price for something you can make in pc for less

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Assuming you don't already own the mac

clever marsh
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yo can someone help me with this rq

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so I have a running animation, and I have a pistol idle animation, and I wanna blend them together right, pretty simple, but all the tutorials ive seen have been using anim montages and I need this to be like a looping state not a montage

clever marsh
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I tried a few different uses of layered blend per bone

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tried

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this

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i had this set up but I need it to be a looping anim not a montage

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montage plays once then stops and thats not what i need

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i had my transitions flipped like an idiot nvm

drowsy snow
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Use a state machine for the upper body.

If it's third person, you won't have to be concerned about different state for each weapon

clever marsh
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how would i use that state machine

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like if i had a state machine for my upper body anims how would i blend the state machines

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if i understand you correctly

clever marsh
grizzled oasis
#

Quick question: Does landmass or water system plugin work with level stream system ?

spice glen
#

what is "bake to landscape" in unreal engine?

verbal citrus
#

How do I get a reference to my viewport so I can set focus to it?

little falcon
#

any resource about making decal using RVT ?

coarse jetty
#

does somebody work with simpleUGC here?im loosing my mind

little falcon
#

Is this possible to “bend” decal to spline shape? I know it is possible to bend static mesh like this, but I did not found a way to do the same thing with decals.

little falcon
#

hummm

#

i was actually working on making a large scale road system, especially on the road marks generating.

#

my current solution was using spline + static mesh to generate road marks. however, when the scale gets big, the performance gets really bad

#

besides, i need to add collision for each single road mark, which make it really heavy

#

In order to make it run better, i came up with using decal for rather than static mesh, which should save some performance... but for curve road, the road mark decal won't bend and result in jagged looking which is really bad,, so i was wondering if any solution to bend the decals....

real heath
#

You can set your mesh to only render to the rvt, so it's not rendering constantly

fierce agate
#

What’s gonna choose?

drowsy snow
#

🪟 + Shift + S

fierce agate
#

OhhhHHH Thank youu

peak bloom
#

Is level streaming a good idea? That's the thing where a level loads in parts when you get near them, right?

drowsy snow
peak bloom
#

But I just fear it's damaging GPU or something having such large levels loaded in at once.

drowsy snow
peak bloom
#

Haven't heard of that before tbh, I guess I need to read about it haha.

drowsy snow
#

Basically levels inside a persistent level.

#

Though you cannot nest sublevels in UE4.

peak bloom
drowsy snow
#

Correct.

peak bloom
#

Nice, thank you! :)

cosmic cove
#

Sub levels in sub levels would just be sub levels 🤣

lilac stirrup
drowsy snow
lilac stirrup
lilac stirrup
empty dawn
#

so umm

#

I imported a car and it went into bazillion pieces

#

how can i import the whole model and not in parts?

lilac stirrup
#

Tick the merge mesh during import

#

It's under one of the down arow when you import

empty dawn
#

yea that will be much helpful

#

Imported a building and it took like 15 mins to set everything together

#

xD

#

combine mesh is the same thing right?

lilac stirrup
#

Yes, think it's that one

distant thicket
#

Hi all!
I'm working on a tower defense project and we want to modify some variables (enemies strength, spawnlists, items costs etc) in packaged build without actually rebuilding the project. And to upload a simplified battle recording (events, shots fired, traps built etc) for us to analyse.

I actually managed to do that using Google Sheets and Runtime DataTables plugin, but it's very slow and sometimes doesn't work, clearing the whole sheet instead...

I'm thinking about setting up a database on our server, but maybe there are better options, like some cloud solutions, AWS or Google maybe?

Anyone tried something like that already maybe and have some ideas? I never set up a database before. I don't mind learning to do that but I prefer no to ;)

empty dawn
#

my camera is locked at one point and is not following the car movement

rotund valve
#

Were you able to solve the issue with the windows context menu for selecting engine version and generating visual studio project files? My teammate is encountering the same issue of no context menu appearing on their machine. Thanks! (and I'll post back if we discover a solution)

trim pike
#

unreal took more than 10 minutes to open today

#

I dont know what to do anymore

patent field
#

Hello Everyone Does someone know Where I can find a Channel to post our work here I'm a new member of this server btw?

lapis ore
#

In Session Frontend, what is "Exclusive Time"?

#

"Exclusive Time of this event, in milliseconds"

cosmic cove
#

Here on planet earth we have gravity

spice ruin
#

Everywhere has gravity.

sand ginkgo
#

Does anyone used the NvRTX branch?

cosmic cove
spice ruin
#

Where doesn't have gravity?

#

The gravimetric field permeates the entire universe.

#

Since gravity travels at the speed of light, the only places that "don't have it" would be places well beyond our range and possibly, depending on your interpretation, lagrange points... but they are impossible to exist within

#

I would argue that lagrange points don't actually exist, just an approximation of them.

zinc topaz
#

Trying to set a texture for a geometry cylinder but i can only do 1 side at a time, how can I do all of them as the same material

cosmic cove
#

He said gravity travels at the speed of light

drowsy snow
cosmic cove
#

Ue4 or ue5 creatures. 🤣

#

Oh and for the record. Let's not argue on things that don't exist. Code , patients, persistence, dedication, work ethic, will all be solutions to any ue4 + project

spice ruin
#

Imagine it like rope. The gravity is always there (because it's been there for a very long time, it's been quite a while since it wasn't!) - if you make perturbations in one end, those perturbations travel at the speed of light outwards.

#

Like making a wave on one end of the rope, it takes a short time before the opposite end also wiggles.

#

...this is, of course, in real life, not UE.

dusk nebula
#

has anyone used Data Assets before? They seem pretty powerful, but I'm wondering about using them to set properties before runtime, sort of like you can do with GAS AttributeSets

weary verge
#

hello, I'm trying to create a smoke particle that's falls out of a cauldron and respects the mesh collision as it falls out. Anyone have any ideas on how to achieve that?

drowsy snow
weary verge
twin mica
#

Anyone have any ideas for my first game i dont want it to be boring like pong or something i have like 5 other unfinished projects that i just get off track with so this is my commitment to finish this one

loud berry
#

if anyone who is experienced in ue4 has a while, maybe to voice chat, screen share, etc. plz lemme know... i will post the issue here but i can tell this isn't an issue that can be resolved by basic knowledge... plz lemme know.

https://www.youtube.com/watch?v=nHTWYqHb6Aw

followed this tutorial still getting "blow out" issues.

I'm wondering why, using base default 3rd person level. Very odd behavior.

fierce agate
#

Btw, which one Should I use visual studio 2019 or 2022?

loud berry
drowsy snow
drowsy snow
loud berry
#

it supports the previous version features, doesn't it?

drowsy snow
loud berry
#

i mean without going into the more up-to-date features

#

it's really just a UI change and an update, isn't it?

loud berry
drowsy snow
#

For one, 64-BIT

loud berry
#

there's no general chat, but yeah im curious, wdym?

#

but that's a new feature isn't it?

drowsy snow
#

VS2022 is 64-bit, while VS2019 and prior somehow were still 32-bit.

loud berry
#

right yeah thats kinda what i gathered

drowsy snow
#

Also Intellisense with UE project got lot faster

loud berry
#

ah okay, is that a cpu optimization?

drowsy snow
loud berry
#

i rly just wanted a yes or no, not a document

#

😅

#

you seem software inclined, and I'm not exactly but i can get the general gist of things

#

remind me of a programmer friend i have actually

real heath
#

Your names are too damn similar!

loud berry
#

ah yeh, so coding efficiency which ultimately comes down to processing efficiency so yes

loud berry
#

lame server doesn't allow server emojis

drowsy snow
#

Makoto is an idol
Motoko is a cyborg

loud berry
#

ay

#

watch it

#

she's just as human as the rest of us, hence the "ghost"

loud berry
drowsy snow
loud berry
drowsy snow
#

I'm not.

I also can't view screen shares at the moment.

loud berry
#

alright well fek

drowsy snow
#

Sorry, myself also in the middle of a work.

loud berry
#

god damn a work

#

respectable, but still fek

loud berry
drowsy snow
loud berry
drowsy snow
#

Don't hold your breath on me tho

loud berry
#

i might just as well suffocate, it's fine. I'm asking for help in multiple places but i reckon i won't get help from any

drowsy snow
loud berry
# drowsy snow Well, just ask it in here right away.

i did a wireframe material tutorial through YT, and some of the materials it works great, others it doesn't. The ones with a seemingly default texture don't have UV maps but the solid blue ones... ??? Idk how to fix

plush yew
#

Hi guys! Are there any good resources for implementing a flow field pathfinding in unreal?

empty dawn
#

Can you export data from unreal to a spreadsheet or word file?

static viper
#

yes

#

from a datatable

#

to a csv file

empty dawn
#

Like I’m try to create a system where you are driving a car with 100 points and every collision (with anything )reduces your point by 2 and after ending a level it prints out your remaining points in word?

empty dawn
#

Yea somewhat but more detailed

loud berry
#

should be some way to keep track of that health value along with scores, etc. via the UI format

empty dawn
#

Like it will print out how many times you oversped in a lesson

static viper
#

why do you want that in a word file tho?

empty dawn
#

Excel would be fine too

static viper
#

its a different story at runtime.

#

just exporting data from the editor is easy

empty dawn
#

I mean anything that will save it in a printable format

static viper
#

but for runtime youll need a code plugin

empty dawn
#

I’ve no idea where to begin xD

loud berry
empty dawn
#

Alright I’ll give it a try

loud berry
static viper
#

what is a wireframe material

#

how sohould that scene look?

dusky vault
#

Hey 🙂 is there any way for my "Overall Settings" to not override my "Res Scale Settings"?

Thank you

loud berry
# static viper what is a wireframe material

everything should wireframe, some parts of the scene are unaltered that's due to them not having a UV map. But the parts that are a solid blue... not sure why that's happening

ebon steppe
#

Hey guys how can I disable the spectator pawn or make it invisible

loud berry
fierce agate
#

How to know when cooking content will complete?

#

🤔

frosty island
#

Hey guys, can I specify a CVar at launch? Something like MyGame.exe MyVar=1

fair dagger
#

Any idea how to fix invalid project name when trying to join your friend in Multi User editing?

plush basin
#

anybody know how to fix this error?

static viper
#

dont crosspost please

#

that is against rules.

fierce agate
#

Try this

fair dagger
drowsy snow
loud berry
drowsy snow
frozen pond
#

hi, i have question about changing maps:
Let say i got village with a shop, i enter to shop (change level) to small room, where trade is, i do my stuff and want to go back, but when i change level from same doors again i will land on player start of this level, now how i could change that location after re entering level ?

slow dock
#

Hey everyone, Im having an issue with my oculus quest 2 project when using a play area the character mesh doesn’t follow the headset. So the AI all face the origin point for the character mesh rather then the users physical movement. Is it possible to move the character pawn with users physical movements rather then just inputs

obsidian steppe
#

In the editor, is the 4 viewport orthographic split only available in the main editor and not for a specific Blueprint viewport?

atomic oriole
#

Hey I'm trying to add an ability where the player capsule gets squished down and physics is enabled, making it a ball. My problem is that when the player "unballs" the player is skewed at an angle, so how do I reset it's physics rotation or something?

mental horizon
#

while trying to fix it i notice that there is an error in the dash camera blurring, apparently it is not accessing a part of the code.

#

here is the code

#

if someone can help me i would appreciate it

soft tree
mental horizon
#

?

soft tree
#

what do you mean ?

#

click on it

mental horizon
ebon steppe
soft tree
ebon steppe
#

Guys what's the easiest to get the the Play window into Mad Mapper?

#

OBS Capture Display into Madmapper via Spout?

soft tree
lilac stirrup
#

@mental horizon
Is it this Dash Engine?
https://github.com/GalaxySoftwareStudio/DashEngine
No idea on what to fix, might be better if you contact the developer directly.
If it's just to suppress the error, you can always add an IsValid node to ensure the TargetPlayer is not null.
There is no guarantee that it will fix the behavior however, it might actually make things worse instead.

GitHub

DashEngine is a Sonic Engine/Framework for Unreal Engine 4 - GitHub - GalaxySoftwareStudio/DashEngine: DashEngine is a Sonic Engine/Framework for Unreal Engine 4

soft tree
#

TargetPlayer is null, and it's causing an error because you're trying to read values from it

#

You need to determine why TargetPlayer is null

mental horizon
lilac stirrup
soft tree
mental horizon
#

ye didnt help

sleek mirage
#

how do i make the player go with the magnet, like its a moving platform

#

it has projectile movement and physics

twin plinth
#

I want to use the particle system to create multiple beams between mesh objects to form a fence. What is the right approach? Creating multiple instances of the particle system or multiple emitters in a single particle system?

fierce tulip
#

what kind of fence are we talking about?

twin plinth
#

imagine a boxing ring but lasers instead of rope

weary verge
acoustic flame
#

I'm trying to make a camera like Drakengard / NieR games where it moves with the movement of the character. I haven't find anything useful on forums and I'm not sure how should I search on youtube for a tutorial.

covert haven
#

Hi
How can I publish an example project that is based on one of the engine's template projects (VRTemplate)? Can I just put it on GitHub, or is it illegal?

real heath
#

There's limits to how much epic code you can post publically, and only for help. You can probably publish a project on GitHub if it's entirely your work, but probably not if it's based on a template. But, read the EULA.

covert haven
loud berry
acoustic flame
fair dagger
#

How do i setup multi user editing?

#

Every time I try i join my friend it says invalid project name maybe im doing something wrong?

drowsy snow
fair dagger
drowsy snow
fair dagger
drowsy snow
versed spindle
#

can anyone help me with moving an blender animated camera import away from the origin? I want to select all key frames and move them together retaining offset. Sequence was created so import worked properly. I can grab in viewport and drag individual keyframes but not select them all at once and move.

indigo totem
#

anybody got a simple way for me to have an AI and or a player's material to change once killed

#

i have this so far lol

#

for example if the enemy was using camoflauge and mostly invisible, on death i want them to go back to normal

autumn steppe
#

hey there anyone willing to do

flappy bird genetic algorithm with machine learning in UE4 with only blue print

i am familiar with ue4 but helping hand would be really good to have

oak patio
#

blueprint only for machine learning?

#

if you wanna hire someone post to the job board

#

but that seems strictly c++ territory

empty dawn
#

can you flip a model inside UE4?

#

or I need to import it back to blender

#

static mesh

drowsy snow
#

Though be careful if you use static lighting

empty dawn
#

also one more thing

#

how can I keep the Collison on the pool while keep the below passable by vehicles?

#

I tried doing complex collison but its not working

#

it passes through the poll as wel

oak patio
#

make some custom collisions in blender

#

just make some boxes around the pole

#

rename the to UCX_[MeshNamInBlender]_XX where XX is the number of the collision

empty dawn
#

I made a custom collision and it works but now lighting is fucked

#

bruh

drowsy snow
onyx viper
#

guys why my animation is black ?

queen wasp
#

When project settings suddenly change after a crash, I worry that the project file is corrupted or something. 5 times now I have turned off navigation "rebuild on load" and yet when I reopen the project it is back on..

#

(4.27.2)

#

And autosave turned back on, I managed to turn that off at least..

#

"welcome to complex systems"

#

I love Unreal Engine, and I know from 30+ years experience software dev can be tricky, so I am tolerant of issues anyways, just wish the project settings actually got saved

#

When I have weird issues and crashes in c++ that I can't figure out, delete some of Saved folder, delete Intermediate, rightclick uproject and generate files.. Recompile.. Restart machine..

#

Most of c++ crashes aren't that hard to fix though, but sometimes the FTimerManager or some class or variable is invalid when it shouldn't be and I have no clue why it is invalid.. so I get mem access errors..

#

../end rant 🙂

#

(making a multiplayer RTS solodev)

mental shale
#

is there a reason that both of these levels refer to the same build data?

#

like, when I build the lighting for one level, it checks out the file for my teammates' level

#

Im not sure how to handle it

static raft
#

Hey I'm trying to communicate with a WordPress API, does UE4 support HTTPS with SSL and is there any documentation or example I can follow?

severe robin
#

Difference between Live Link and Datasmith DirectLInk?

obtuse crystal
#

I need help

granite lion
#

disable motion blur

languid tapir
#

anyone have any links to some really good unique assets or know where to look other than bridge?

neon bough
#

the higher the price the less likely you'll find them in the next game you play

languid tapir
#

thankyouuu

neon bough
#

and hear me out, make them yourself if you want something really unique 😛

obtuse crystal
empty dawn
#

is it possible to disable light from a object/Decal?

#

these decals are reflecting light inside of my vehicle

#

any way to disable that?

plush yew
#

Is there a help section or can I just ask my question in here?

empty dawn
#

Just ask bro

plush yew
#

I posted in #animation since it's an animation specific question Sweat

empty dawn
#

If you are not able to find a solution anywhere then ask on unreal forums

plush yew
#

Okay thank you very much

empty dawn
plush yew
#

Yes I did

#

They told me I was misdiagnosing

#

this is the issue

#

the stag works perfectly fine but the other one is broken

empty dawn
#

I assume you tried reimporting already?

plush yew
#

I did yes, I also tried opening it in blender to remove the 'rig' above the 'root' but it wouldn't work. My work partner also exported the file with the Add LEaf Bones option disabled which should prevent this from happening

#

We're stumped

empty dawn
#

This is the first time I’ve seen this as well

#

I had somewhat same issue but reimporting fixed it

#

Happened with 4.25

#

Which version of unreal you on?

plush yew
#

I feel like I'm going crazy lol
I actually found one single reddit post with the same issue from 2 years ago with absolutely no answers to it and it's frustrating

#

I'm on

#

4.27.2 exactly

empty dawn
#

I’d advise you to ask on forums as this seems like a niche issue and something many folks won’t have any idea about

plush yew
#

Okay thank you so much for your help, you were a lot nicer to talk to ;-;

empty dawn
#

Have you tried importing this to any other software besides unreal and see if it works?

plush yew
#

Not yet, what other program should I try specifically?

#

However as far as I know this same FBX works perfectly fine on Unity

empty dawn
#

Altho. Your other one works fine just the stag doesn’t

#

So that maybe won’t help

plush yew
#

Yeah however the stag is a store asset
The FBX I have is custom made from my work partner

empty dawn
#

Oh the dear stag asset?

plush yew
#

yes the deer is the stag asset, the other asset is a wolf

empty dawn
#

Try mailing the creator?

plush yew
#

Yeah she's just as stumped. We've both been trying to troubleshoot this

kindred pier
#

Hi! I'm new. Um... What channel I can say I need help with something?

#

It's related with sonic.

#

My friend invited me here.

kindred pier
#

SHOW ME!

#

What list? XD

#

I'm sorry idk where! XD

#

I'm dumb.

#

Ohhhh

#

Thx! ^^;

static viper
#

Laura

#

i need help

#

quickly

mild raptor
#

yo im trying to make an animation in ue4 (i usually use blender) but its only 1 frame how do i add more?

tardy junco
#

Confession time,

How long have you used unreal and how many projects you have actually finished?

mild raptor
#

me? lol this is my first game

#

im learning

tardy junco
#

Also to answer your question, don't make animations in ue4 its a tedious process. Use blender that is kind off specialized for that (at least more than unreal)

mild raptor
#

i do use blender but sometimes it messes up lol

#

so i was gonna try use ue4 but its confusing

tardy junco
#

But if you REALLY want to animate with ue4 (which I fully don't recommend) look into control rig

https://youtu.be/04EPprP2OVg
https://youtu.be/w9mijf-gKOg

Hello guys welcome back to another video! Today I want to show you how you can edit animations inside of Unreal Engine, using Control Rig! You can follow this tutorial in Unreal Engine 4 or 5, as long as you enable the control rig plugin, or add the marketplace control rig character to your project! Let me know if you have any questions in the c...

▶ Play video

Learn how to use Control Rig in Unreal Engine 5 (UE5) to rig and animate a character in engine with this tutorial that works as a complete introduction guide to Control Rig in Unreal Engine 5 (UE5). By the end of this Control Rig Tutorial you'll learn how to create animation sequences for any skeletal mesh using Control Rig in Unreal Engine 5 (U...

▶ Play video
mild raptor
#

thanks

#

im following a tutorial rn for ai like attacking which is good but i would rather instead of it playing the animation in the gameplay view i would rather have it right in your face 😅

tardy junco
#

Fnaf jump scare?

mild raptor
#

yes

#

3d one

tardy junco
#

You don't have to reply to my messages 💀

#

To keep replying*

#

The same message*

mild raptor
#

i want to learn something like this tbh

astral heart
#

how can i lighten up my shadows? i have indirect lighting intensity to 6 already. im using static directional lighting only.

steel leaf
#

Is there any way to hide all billboards on a map ?

#

Thanks!

mild raptor
#

Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetBlackboard_ReturnValue". Blueprint: Monty_AI_Controller Function: Execute Ubergraph Monty AI Controller Graph: EventGraph Node: Set Value as Bool

#

can anyone help?

#

idk what to do to fix that

grim ore
#

is any part of that error clickable, to take you to the error blueprint / node?

mild raptor
grim ore
#

so yes any of those items with the glass icon can be clicked on to take you to the error

mild raptor
#

what could be the errorr

grim ore
#

Accessed None trying to read property CallFunc_GetBlackboard_ReturnValue

mild raptor
#

how would i fix that

grim ore
#

that means the Get Blackboard node is returning none

mild raptor
#

huh

grim ore
#

you have a node there that is called Get Blackboard

#

that node is not valid

#

its returning nothing

#

so what is that Get Blackboard node?

mild raptor
#

um

#

i followed a tutorial

#

ill look back at the vid

#

wait nvm

#

fixed it

grim ore
#

well I dont see it in your list of components on the left

mild raptor
#

i think

#

nvm i didnt fix it

grim ore
#

yeah you might need to look at the code again in your tutorial, that node is bad

mild raptor
#

in the vid its the same

grim ore
#

look on the left, your variables list does not match theirs

lilac stirrup
#

Aren't you supposed to connect the target to an actor?

grim ore
#

you have a black board component variable for some reason

mild raptor
#

thats for a different coding i think

grim ore
#

so then the next question, did you ever assign a blackboard to that AI?

mild raptor
#

ye?

#

heres my bt

grim ore
#

so that is the behaviour tree, but is your AI using this?

mild raptor
#

yes

#

and yes

#

my ai roams normally its just not chasing me i think cuz of that errorr

grim ore
#

How many times does that error come up?

mild raptor
#

everytime i play the game

#

basically when the ai starts moving it shows up after i end the game

grim ore
#

does it only do it once tho?

mild raptor
#

ye

grim ore
#

its possible its false error, your only getting it once since its trying to run before the behaviour tree gets set on the player

mild raptor
#

oh

#

but my ai isnt chasing properly idk why

grim ore
#

if you go in and out of the perception range it should trigger each time, if its only doing it once itmight be an order of operations error

mild raptor
#

like randomly it runs to my last location and not even all the time

grim ore
#

well if your ai is controlled by the behaviour tree you need to watch it running then

mild raptor
#

yeah you may be rihgt

grim ore
#

you can open the behaviour tree while the game is running and watch what it is doing

mild raptor
#

ye i have

#

it just never goes to the chasing side

#

but the ai just randomly ran towards the other side of the room even tho i wasnt there

grim ore
#

yep just might have to start learning to debug at this point, if it never triggers the right side you need to see if it can. after the perception updated node is called you can print out something and make sure its actually being called, it gets to that point

#

then just starting working from there. IF it gets called more than once then you verify if its seeing the player then you can do other things

mild raptor
#

oh

#

yeah alright

grim ore
#

or you can try breakpointing on your set value as bool node and see how many times it gets called and check out each value as well

mild raptor
#

alright

#

while you here could you help me out with one more thing? its ok if not 🙂

grim ore
#

can try

mild raptor
#

for my other ai, they use path points which is better. but anyways i want to make it so when the player touches the ai it plays an animation (jumpscare)

grim ore
#

so whats the question?

mild raptor
#

how would i be able to make the ai react to touching the playe

#

player*

grim ore
#

you can use a collision item on the ai and when it overlaps the player you can do that

mild raptor
#

a collision item?

grim ore
#

yes, look up collision in UE4. you can use a collision component, like a sphere or a capsule or a box, in front of the AI and when it overlaps the player you can do your animation

mild raptor
#

where can i find the collision component

#

wait

#

nvm

#

found it

#

i added a collision box but how could i make it so it plays the animation when it overlaps

static wharf
#

Any idea what could be causing this error when opening UE?

#
LogInit: Display: Running incorrect executable for target (C:/Program Files/Epic Games/UE_4.27/Engine/Binaries/Win64/UE4Editor.exe). Launching C:/Program Files/Epic Games/UE_4.27/Engine/Binaries/Win64/UnrealEditor.exe instead...
LogWindows: Warning: CreateProc failed: The system cannot find the file specified. (0x00000002)
LogWindows: Warning: URL: C:/Program Files/Epic Games/UE_4.27/Engine/Binaries/Win64/UnrealEditor.exe C:/Users/meowcat285/Documents/GitHub/absolutezero/Absolute_Zero.uproject -EpicPortal -epicusername=Meowcat285 -epicuserid=xxxxxxx -epiclocale=en -epicsandboxid=ue
LogCore: Engine exit requested (reason: EngineExit() was called)
LogExit: Preparing to exit.
sinful gate
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Hope this is the right area to ask this, I've got someone whos running into this issue on my packaged game. Seems like its only this one person.

drowsy snow
sinful gate
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I figured it was. I've just been digging around to see if I could find anything to help them with it

drowsy snow
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If that person can't run other UE4 games, then it would be more on the hardware.

sinful gate
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Appreciate the response!

plush yew
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anywhere I can find documentation for pre-4.26?

craggy ocean
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Yo! Having some issues with packaging that I, for the life of me, can't figure out. Hope this is the place to ask! I am trying to package project for windows, and I immediately get taken to Unreal's documentation on Sharing and Releasing Projects for other platforms. I am unable to package at all because of this :0 Anyone know how to solve it?

craggy ocean
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Oops sorry! I'll move there!

vocal night
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Hi guys

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im trying to make a Capybara game

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but I cant find a good 3D model

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enyone who was ideas?

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Can you do it? 🥺

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😦

sacred moth
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Hi everyone, I'm trying to animate exponential height fog color via sequencer for a scene, but for some reason, the height fog color just does not want to update correctly according to the timeline. Like this picture here, it suppose to be blue but it's orange. And the strange thing is that if I hide and un hide the layer in the outliner, then the color get updated correctly. What should I do to fix this?

violet yoke
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Guys my game has been packaging for an hour and still is. It has 2 small levels and constantly compiles shaders. After compiling 2k shaders, they start compiling again. It's very frustrating

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Is it normal?

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I thought it would take 10 mins max and the game jam deadline ended half an hour ago :/

drowsy snow
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Next time try excluding editor content from getting cooked.

drowsy snow
violet yoke
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Damn

violet yoke
drowsy snow
# violet yoke Damn

I mean, even if you won the compo, it's not getting more popular, until more prominent let's-players on YouTube picked it up by chance.

violet yoke
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I guess

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I have a question

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I created and saved the game page as draft before the deadline ended

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Can I upload the game on that page and make it public after the deadline?

drowsy snow
real heath
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Consult the rules of the comp. I doubt it though, usually game jam deadlines include uploads

drowsy snow
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Don't get disheartened by missing the compo deadline, popularity boost from participating is not that huge.

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Also I'm certain recruiters won't mind that much if it missed the deadline, if you include it as portfolio.

violet yoke
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Thanks, it's just the fact that I tried so hard to finish it by the end just to find out that the export time will screw me up

violet yoke
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xd

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Is it normal to have 2 shader compile workers in the task manager?

drowsy snow
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Can't recall exactly where, but there should be a setting to adjust the SCW count

violet yoke
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I can't seem to find the change priority setting

drowsy snow
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It's on some .ini file, me thinks

violet yoke
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I found it

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It's right click in details tab

plush yew
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so i have been making a basic world and when i put two meshes together that are the same size, have the same material, same lighting etc the shadows dont come out correct

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does anyone know how i would go about making them look the same?

dusk nebula
plush yew
plush yew
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thanks

plush yew
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oh wait is that something you do on importing a model, cuz this is just a standard cube built into the engine

dusk nebula
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I get that it's a bug or something, but in the majority of cases there's probably a relatively easy way to avoid it

plush yew
dusk nebula
plush yew
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ok thanks

heavy lion
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Hey

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how we can desactive built data from building light ?

gentle carbon
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Does anyone know what the hot key or where to go to select a BP animBP preview menu to scale or translate?

fast lion
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Hello.

vocal night
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is there ENYBODY who wants to make a 3D model of a Capybara for free? just a SIMPLE AS POSSIBLE

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BUT PLS

vocal night
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What could i get for 30 cents?

dusk nebula
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Imo even if you're making a meme game you should focus on actually making the game before asking for assets

loud berry
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Is there any way to exclude certain static mesh actors when adding "Get all actors of class" to an array/for each loop?

dusk nebula
mental dome
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Where can i read up on all the ins and outs of... everything that isnt making the game in gamedev

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stuff like marketing and minimum viable products and crowdfunding and shit

loud berry
# dusk nebula It's more like you shouldn't be using get all in a case like this. What's the co...

im getting all of the static mesh actors and adding them to an array if their collision type is worldstatic; to generate a miniature of the current level. There are certain static meshes that need a different scaling value for a material i'm applying because the material is generating differently for certain static meshes in the level.

So I need a way to exclude the static meshes where the material isn't applying correctly, and apply a different material to them with the correct scaling value (so it doesn't affect the material of everything else).

loud berry
fierce musk
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i jus joined the Unitty Server and downloaded uniy but damn ppl in thatt server is RUDE

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ue better💪

dusk nebula
loud berry
dusk nebula
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Otherwise, just don't add those actors to the array. The "exception" in a for loop is to exclude things that shouldn't be acted on

loud berry
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alright, i knew this was gonna be a pain in the ass just realized that creating another set of static meshes would mean i'd have to somehow get the meshes location where they were previously in the minimap... probably manually

dusk nebula
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I will say that you should do it in the level BP because you won't have to use "get all" or anything demanding like that

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Also, the majority of games' minimap systems are just a generated image of the map, and that's because it's simply easier

loud berry
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when you say it's "demanding" how do you mean?

dusk nebula
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"get all actors of class" is relatively taxing to use, and in the majority of cases it's used unnecessarily

dusk nebula
loud berry
# dusk nebula What about finalizing your map layout, exporting it to a modeling software, and ...

that was a potential work around I was thinking of... might be easier to do but i was hoping there might be a way to do it in BP. The other side to that option is I'm not sure how I'd make the behavior correct. I'd like to have some UI buttons you can click on while in the map view to zoom in to an isolated view of certain sections of the map. I guess I could potentially make those into 3d models as well... but also extracting a level as a model from unreal to blender seems like it may cause a lot of unwanted texture issues

dusk nebula
loud berry
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kind of a lot of overhead

dusk nebula
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The way I see it, you've got 2 or 3 solutions with their own distinct advantages and disadvantages

loud berry
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main issue im having right now is from a wireframe material i'm using. It's just not scaling right, if I could just fix that... I'd be able to move onto how i want to render it

dusk nebula
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Sounds like you need to create a material instance and tile the MI

loud berry
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the MI?

dusk nebula
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Material instance

loud berry
dusk nebula
loud berry
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material instance tiling?

dusk nebula
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Basically all a material instance is it's like a child of the material and you can modify the properties that you expose

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Much more efficient than duplicating the material because both pull from the same place. Like 80% less overhead from an instance vs new mat

mild raptor
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does anyone know how i can make an ai play an animation when colliding with the player using a box collision?

still needle
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try playing a montage when their collision box's hit event fires?

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Any simple way to represent a cone in editor? I might just et lazy and use an arrow component

fierce agate
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Is the version 5.0.2 is still the engine 4?

fierce agate
drowsy snow
fierce agate
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Ohhh

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Thank you

oak patio
empty dawn
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How can you increase the font size and change where it appears on screen while using print string?

loud berry
dusk nebula
loud berry
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@drowsy snow thanks for your help also!

ruby flax
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hello, just quick question
does UE prefer 1 big texture, or 1 small texture with many udims
which is more "optimized"

drowsy snow
amber shuttle
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trying to figure out why my game eats 99% GPU all the time

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when you hide stuff from view it doesnt use any resources right?

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only the rendered stuff

loud berry
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Anyone know what the difference between unreal's render engine is and cycles/eevee in blender?

loud berry
ruby flax
bronze badge
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Hey! did you ever figure out what was wrong? im having the same issue atm 😄

fierce agate
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Imagine if all coding language were like this

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I improved

static viper
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Is 5.0.2 out?

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Huh?

static viper
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Oh

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Guess i missed somit thinh

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Oj

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Ok

vocal night
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Does enyone know a good turotial to show in first person the players arm?

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i already removed the gun from the template but idk how to show the arm arm🙋

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enyone

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pls

oak patio
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Be patient

drowsy snow
stiff bane
vocal night
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your a legend 👑

vocal night
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😦 i have unreal 4

stiff bane
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:).

vocal night
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bc i want just 1 arm

drowsy snow
vocal night
drowsy snow
drowsy snow
# vocal night ?

Okay, fine, show your BP and the issue in question. I need it for troubleshooting context

vocal night
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i dont understand 🤣

stiff bane
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screenshot your blueprint of the player blueprint

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and tell me what it should be

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@vocal night

vocal night
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now

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sorry i have to study but im on my pc so i have to do it sneaky

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lol

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i found this on the interne

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t

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something like this

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see? the arm

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like that

drowsy snow
# vocal night .

I mean, specifically your setup in your project.

No narrowing context, no further help

vocal night
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im a beginner

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explain in normal terms

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my gaming setup?

fallow scroll
oak patio
wet obsidian
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Hello, I really need your help!! I made a VR Keyboard for a project that i have for OQ2 devices but i can't create the functionality for the keyboard's "Delete" and "Enter" buttons. I tried the "Press And Release Key" t simulate the buttons but it doesn't worked (it is only for windows) and i tried to use the "Send Key Char" with the "/b" but it doesn't worked ether. Has anyone any idea?

stiff bane
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@vocal nightbro its not so hard all we want to see is your player blueprint, if you dont know what that is you really need to do some courses first

mild raptor
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is it possible to make the behaviour tree stop

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like is there a code that does that

static viper
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last i checked that was one of the BT key features

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the ability to just cancel everything

mild raptor
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how could i do that

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cuz when my ai jumpscares you it still moves aha 😅

static viper
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there is a node called

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StopLogic

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can you look if you find that in your controller

mild raptor
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i seen that

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do i apply that in my ai controller

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how would i tell it to only stop when the jumpscare code applies

static viper
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i have no idea what jumposcare code is

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in the controller yes

dreamy zenith
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is it possible to make a 4 way anim into a 8 way?

thin tendon
# bronze badge Hey! did you ever figure out what was wrong? im having the same issue atm 😄

I tried a lot of other stuff first. I did fix the issue. I think what fixed it was instead of using a console command I had to use this. I had to have ignore restrictions off (otherwise it would still be an issue). I had to remove the reference to the specific player making sure that pin was empty (otherwise it would still be an issue). Then it finally worked for me. I think what was causing it was the player being referenced after it was trying to shut down.

mild raptor
vocal night
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I watched a tutorial on yt for a main menu

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i did everything what he said

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and i just get black screen

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this is my blueprints for it

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idk what i did wrong

foggy orbit
vocal night
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but now i have another problem 😿

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see? the main menu is not like in the centre of the screen en you can just see the character already 😥

static viper
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please do some tutorial itsme

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we are not your personal tutors

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its nice if people help out

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but these kinds of questions

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take your questions into hand and type them into google

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and do some ue4 courses

vocal night
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I did the tutorial

static viper
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do more