#vc-feedback-support

1 messages ยท Page 1 of 1 (latest)

pearl echo
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@winter notch

worn sparrow
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I know i'm not on much anymore, you could say i'm just burned out and demotivated. But i would like to say, i love that voice has been expanded to a support channel as well

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When I have the energy to get back to my game, i'll be back on here to help people

grizzled swallow
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ehm... why support text?

worn sparrow
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?

grizzled swallow
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ohh aahhh okay

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sorry my bad

worn sparrow
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its cool, i'll see you in general text

proud coral
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)

granite sigil
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@harsh snow sorry, i iddnt mean to kick you

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i was talking to both of you

harsh snow
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ok.

magic dagger
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@harsh snow ?

granite sigil
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i didnt mean to kick you

magic dagger
magic dagger
pearl echo
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Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetAttachParentActor_ReturnValue". Blueprint: BP_Animation Function: Execute Ubergraph BP Animation Graph: EventGraph Node: Set InitialLocalTransform

pearl echo
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Hello

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anyone there

granite sigil
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access denied to exctract with 7zip, nani?

grizzled swallow
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@pearl echo hi and sorry, I'm not in support right now

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@pearl echo what reference are you using for your project?

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because there are different inventory systems out there, and none of them are build the same way

pearl echo
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I got it all fixed up ๐Ÿ˜ƒ

grizzled swallow
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oki doki

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good to hear, and sorry for bothering you then ๐Ÿ˜ƒ

twin umbra
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1sec

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techinal issue

grizzled swallow
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@twin umbra hi and welcome ๐Ÿ˜ƒ

twin umbra
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?

grizzled swallow
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@twin umbra we always greet people down here, with a huge welcome ๐Ÿ˜ƒ

twin umbra
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not u @upbeat wadi

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๐Ÿ˜›

grizzled swallow
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ohhh

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he was having some issues with root-motion for Firstperson

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bit more advanced

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above my paygrade... ๐Ÿ˜ฆ

twin umbra
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k

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what do u mean?

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Aldi

upbeat wadi
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ah some problem with root motion

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if enable root motion is disabled... i can see my root motion works fine... but if i enable it.... my inherited mesh with root motion dont have a impact on the capsule collision

upbeat wadi
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ah figure it out... without anim blueprint it does not work... kappa

raven adder
grizzled swallow
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@median ledge hi

median ledge
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hi I was just wondering how to get permission to post in #looking for work

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๐Ÿ˜ƒ

grizzled swallow
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oh

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1 sec

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look at the #old-rules section, number 6, should explain it

median ledge
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ok thanks ๐Ÿ˜ƒ

tawny ledge
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Every single change in the material editor is hanging the system for 1-2 minutes

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Since PC specs are constantly being brought up, let me save you the question:
i7-5820K 3.3GHz, 32 GB RAM, 1.5TB SSD, NVIDIA GeForce GTX 970

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Does anyone know of a temporary work around to this? Observations: Save All doesn't hang, but Save does. Live Preview has been turned off, no change.

smoky helm
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so should i stick to 4.18 ?

tawny ledge
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There are a lot of really cool improvements in 4.20.2, but this particular bug is a blocker. I don't care if it's system specific or not, I can't pay people to wait 1-2 minutes to make a single material modification.

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I need help quantifying this bug (my system, anyone else's system, etc) so I can fix it or open a bug on it

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Anyone should be able to install 4.20.2, open a material, and start modifying it.

magic dagger
pearl echo
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my name is way in this realy gay world we can all be gay here in my buetiful world

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jk

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my friend made it up

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his name was way

thorn seal
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what

winter notch
thorn seal
winter notch
thorn seal
winter notch
pearl echo
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x,y - < 0 , 0 > origin

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< X, Y > = < 0, 0 > then <0, 1> then <0, 2> then <0, 3> then <0, 4> then <0, 5> etc.
<1, 0> then <1, 1> then <1,2> then < 1,3> then <1, 4> then <1, 5> etc.
goes through 8 for each iteration for both X and Y.

fringe kiln
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i need some support

grizzled swallow
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@fringe kiln good morning, and whats up?

shadow acorn
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What is a shortcut to change value in editor using mouse. Like in blender ? (click on variable and move mouse to increase/ decrease value ). [It's so generic i can't find it on google ๐Ÿ˜ญ ]

grizzled swallow
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dont think there is any @shadow acorn

vale flare
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sup

granite sigil
lunar zephyr
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YES!!!! Finally got the damn remote PC to Mac build to work!!!
๐Ÿ‘
1
can now really work on my main machine and iterate iOS / ARKit woohooo!!!
๐Ÿ˜ƒ

grizzled swallow
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ehm okay????

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did you ask for support about it?

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just curious?

lunar zephyr
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oh no haha thanks though

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was just happy I nailed that

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I can help others though

grizzled swallow
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nice to hear ๐Ÿ˜ƒ

fringe kiln
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hey guys i need support in ๐Ÿ”ˆ support

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somebody help me

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nvm

pearl echo
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can someone help my in the voice chat?

pearl echo
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The easiest way to get people to help you is just to hop in the VC and wait till somebody joins

grizzled swallow
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and also be polite, that can help alot

pliant sky
grizzled swallow
pearl echo
tight dew
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hi

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btw would you guys say that unreal could be good for an anime style game (without that toon shader thing on the store)

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kinda like yandere sim but not of course lmaO

pearl echo
tight dew
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oh cool

tawny ledge
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Anyone got time to help me verify an issue?

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version 4.20 blueprints, material editing, severe performance issues, constantly recompiling shaders. You can run this test in about 5 minutes if you have the engine installed. New 3rd person shooter template with starter content, full quality.

Create a new material.
Add a normal map.
Add a diffuse.
Watch system crash.

grizzled swallow
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@tawny ledge what size is the texture for the normal map ?
4k? or doesn't that matter?

tawny ledge
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it doesn't matter in this case. the normal map I put in there was just a 256x256

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or use any of the starter content assets

grizzled swallow
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kk

tawny ledge
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it's a basic surface material setting, all default values, and upon adding a diffuse or saving the material, the shaders start to recompile, very poorly.

pearl echo
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whats up

lime smelt
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how can i make it so a widget shows if Im using that camera

vernal harness
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@lime smelt Make a variable inside the camera, like boolean.
Change it when using and not using the camera.
When the value is changed, transfer it to the widget.
Use to send the blueprint communication.

agile ether
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Hello
I had this issue about a year ago and I can't remember what caused it

THese ugly shadows

grizzled swallow
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is that after a rebuilding of lights?

agile ether
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Yes

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Like the shadown quality is awful and walls look "dirty" . I even put lightmap resolution up to 2048 and nothing changes

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Like I know this is some dumb issue and mistake on my side, cause I remember that last time when I built mesh in sketchUp it caused the same issue but I fixed it somehow and I can't remember how

grizzled swallow
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hmmm

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yeah okay

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havn't worked with it, so I cannot help ... sorry

grizzled swallow
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hi @cursive python come join us in General

cursive python
pearl echo
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Looks like prison

buoyant citrus
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sup

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fine

buoyant citrus
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sup

agile ether
quasi anchor
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anyone familiar with making swiping work?

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i kinda want when swiped the screen rotates 90 degrees

pearl echo
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โŠ‚ใƒฝ
ใ€€ ๏ผผ๏ผผ ฮ›๏ผฟฮ› This is Memecat. Help
ใ€€ใ€€ ๏ผผ( 'ใ……' ) memecat take over
ใ€€ใ€€ใ€€ >ใ€€โŒ’ใƒฝdiscord by pasting her
ใ€€ใ€€ใ€€/ ใ€€ ใธ๏ผผ in 10 other servers
ใ€€ใ€€ /ใ€€ใ€€/ใ€€๏ผผ๏ผผ or she will never
ใ€€ใ€€ ๏พšใ€€ใƒŽใ€€ใ€€ ใƒฝใค be a meme
ใ€€ใ€€/ใ€€/
ใ€€ /ใ€€/|
ใ€€(ใ€€(ใƒฝ
ใ€€|ใ€€|ใ€๏ผผ
ใ€€| ไธฟ ๏ผผ โŒ’)
ใ€€| |ใ€€ใ€€) /
โŠ‚ใƒฝ

grizzled swallow
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@frozen glacier whats is your issue, since you are in support

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@frozen glacier can hear you just fine

twin umbra
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how do i make a party system like fortnite @grizzled swallow

grizzled swallow
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@twin umbra what you mean? , I'm in general

tulip stratus
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Does anyone know if it is possible to create a pose asset without any animation data just from the position the imported skeleton is in?

gritty patio
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Hello All, How does one get approval to post job postings throught the Unreal Bot System?

tawny ledge
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@gritty patio The pin has submission information. You just give it to the bot and if it passes the criteria, it will get published.

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@tulip stratus Closest thing to that would be the poseable mesh approach. It's not a pose asset, but you can control the bones directly into a pose. Requires a bit of setup to do.

soft pewter
paper narwhal
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Anyone know how I can get my landscape to update with dynamic lighting? If I start a night cycle at day time the landscape stays lit at night, if I start the cycle at night it stays dark, until the sun hits it. The issue only seems to be with the skylight, not the directional light which is the sun.

grizzled swallow
pearl echo
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Hey guys any know how solve this ? CreateExport: Failed to load Outer for resource 'InheritableComponentHandler': BlueprintGeneratedClass /Game/Blueprints/InventoryBlueprints/Items/InventoryItems/Ammo/Item_Ammo_556mm.Item_Ammo_556mm_C

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i have 208 errors

pearl echo
tawny ledge
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Your trying to cast to an object that doesn't exist.

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Drag off a new lead from the "Get Player Character" "Return Value" node and try casting it again.

wise sphinx
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Hey not sure if im posting in the right place but does unreal 4.19.2 not support iOS 12 or am I missing something I cant select it as a minimum requirement, is there a way to add iOS 12 support to 4.19 or do i have to migrate everything up a version?

void flint
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@wise sphinx This channel is basically a text channel for when you are in the Supprot Voice channel.

wise sphinx
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ah whoops! i just spotted the voice part above

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my bad

grizzled swallow
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@void flint but the main thing is, that the channels are being used ๐Ÿ˜ƒ

void flint
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:P @grizzled swallow No. It's meant to be used with the Support Voice Channel.
We have enough channels for pure text.

grizzled swallow
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@void flint well we dont complain down here in voice, but I have notice talks on #server-feedback , so you wont hear me comlain ๐Ÿ˜‰

grizzled swallow
pearl echo
woven eagle
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this guys 3d arm model is so nice to work with

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full IK, well positioned bones

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everything

grizzled swallow
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@woven eagle thanks ๐Ÿ˜ƒ

woven eagle
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always happy to help

pearl echo
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@woven eagle thanks

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โค

grizzled swallow
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you should come and join the voice ๐Ÿ˜ƒ

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always a pleasure to meet new people ๐Ÿ˜ƒ

woven eagle
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my microphone doesnt work

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sorry :(

grizzled swallow
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oh.... ๐Ÿ˜ฎ ๐Ÿ˜ฆ

woven eagle
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if i ever do get one i'll be sure to drop by

vale flare
neon heath
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this is my 5th time importing and setting up this car and EVERY time this happens, the wheels act like there is no collision

obtuse ledge
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Happens with other actors as well when they have the widget component added to them

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Using 4.20.3

quasi anchor
quasi anchor
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well end results that fixed the problem

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was to just to make a variable called GrabSpot

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and tha variable points to the location that the code "in error" points towards.. spite the fact that the code would still run in both cases, i just hated the redline there cause it makes me feel like im doing someing wrong

forest canyon
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make: No such file or directory

full reef
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Anyone run into an issue with ue4 where the screen turns black then comes back when opening menus?

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I'm thinking it's the Oculus I just installed tuesday but the plugin is disabled in ue4 settings

tawny ledge
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@obtuse ledge I'm not seeing anything.

obtuse ledge
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@tawny ledge Maybe you should visit the doctor then ๐Ÿ˜‚ ๐Ÿ˜›

tawny ledge
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@obtuse ledge as in, I'm not seeing anything in your blueprint that would cause a crash.

obtuse ledge
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@tawny ledge Apparently you can't replicate a widget. So instead I replicated the value of the progress bar and let each client do the handling of the widget

tawny ledge
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@obtuse ledge Makes sense when you say it. Yes. Replication should be as light weight as possible, so sending a serialized object would be pretty heavy compared to just sending a single data point or a specific purpose structure. Glad you got your answer!

vale flare
fervent rivet
vale flare
median nymph
fervent rivet
vale flare
midnight sorrel
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so i moved to general, 'cause i don't need no support ๐Ÿ˜›

median nymph
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CastToType& Result = *((CastToType*)&FromVar);

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void* var = GetAddr();

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float YourFloat = *(float*)var;

fervent rivet
vale flare
fervent rivet
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class SOMETHING_API IAmClass : public TSharedPtr<Parent>

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: public TSharedPtr<

median nymph
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TSharedFromThis

vague delta
median nymph
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SharedThis(this)

thorn seal
fervent rivet
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#1 infraction for pfist, talking in support about non support things

thorn seal
fervent rivet
pearl echo
fervent rivet
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@median nymph

fervent rivet
pearl echo
median nymph
fervent rivet
vague delta
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< less than / >greater than

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!<5>=7

vague delta
rugged sinew
pearl echo
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My grandparents decided to visit me

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not really

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dont like unplanned visitors

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Dont buy it

pearl echo
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Dont own Windows 10

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Nope

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Never

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Yeah

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maybe next year

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alright take care

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@grizzled swallow

fickle oriole
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i got a quick question about player start object and tags, anyone got a minute jump in on the voice support channel

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*Answered

pearl echo
pearl echo
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Im heading out take care

fervent rivet
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@mortal kayak ^ procedural

pearl echo
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https://docs.unrealengine.com/en-us/Engine/Networking/ReplicationGraph "The ShooterGame project is a good example of how to set up and implement a Replication Graph. However, note that Replication Graph is disabled on console builds because it does not currently work in splitscreen games." Q: Would this still be the case where you network connect, but there is not a split screen option?(there is no intent for that in my game, but it will be network multiplayer.

tight dew
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Hi. I was just wondering if it is possible to make a multiplayer game in unreal for free? I know you guys are good at unreal so thats why I came here

pearl echo
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@tight dew Its possible but you must be able to model or get models somewhere for free

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and do the coding

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and the art

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and the sound

tight dew
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yeah that is not what I mean

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I'm saying like

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the actual multiplayer itself

pearl echo
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What do you mean

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the coding?

tight dew
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like would I be able to have multiple players play a game at once

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for free

pearl echo
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yeah

tight dew
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or would I have to pay for multiplayer features

pearl echo
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if its a peer to peer system

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but that requires you to make a movement prediction system

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you could also host

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but that works only good if the person does not live far from you

tight dew
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I'm saying would I be able to make games where you would join like a server

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for example: players could create servers

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and people would then join those

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or something like that

pearl echo
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That is possible

tight dew
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how much would it cost?

pearl echo
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nothing

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knowledge

tight dew
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oh cool

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thank you

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I just wasnt sure if it was free or not

pearl echo
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But you might need to learn also how to extend IP

tight dew
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k

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well thanks!

pearl echo
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np

teal mesa
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hola

pearl echo
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ola

grizzled swallow
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olala ๐Ÿ˜ƒ rauw ๐Ÿ˜„

fervent rivet
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@rapid lotus if u need me for anything ding me, fully muted atm

fervent rivet
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grabbing a drink then im on

fervent rivet
fervent rivet
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AttributeSet.h

rugged sinew
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hey guys, quick question, i hope, I am having issues where when I change scenes, my Boolean variable will revert back to what I set it in the first instance.

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What I am doing is that I locate an object in the first scene, and I would like to have it advise that the object has already been found in the next scene

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by scene I mean level

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anyone have any ideas?

rugged sinew
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all good, need to use instancing

tulip stratus
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Had someone add a uasset to the repo and I'm trying to modify it, but Unreal refuses to save it. Does anyone know why this might be?

grizzled swallow
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@fervent rivet so how are things going?

grizzled swallow
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@steady briar , @stark basalt

paper salmon
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Hey Guys! This isnt something related to developing but why is my screen always turning black for `bout 2 - 3 seconds when i press the play key on ue4? this wasnt there a bit back just started to happen now. dk why. Any ideas?

grizzled swallow
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are you using Blueprints or C++

paper salmon
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blueprints

grizzled swallow
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because it sounds to me, that you might have add something to your code, that gives that problem

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maybe you used a Delay and gave it 3 sec?

paper salmon
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nah. Happens to a new project

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and normaly its windowed in the ue4 editor

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so you dont play it in fullscreen

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but the whole screen turns black for a second

grizzled swallow
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what version of UE4?

paper salmon
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think 4)

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jk

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latest drivers 1080

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but nah

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my drivers are all on the latest build and there is nothing wrong with my GPU

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If anyone really knows a solution please @tag. me ๐Ÿ˜‰

grizzled swallow
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what version of UE4 are you using?

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@paper salmon

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and you should try to make a couple of recording, and post it on youtube, so people can see you problem

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or you could also go to UE4answerhub

paper salmon
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but it doesnt appear to be a problem on my computer rather one at my screen

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but idk what

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so i cant record it

grizzled swallow
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nice joke ๐Ÿ˜„

ruby tide
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10 trillion dollars

tight dew
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Hey guys, I know this is probably a noob question but, I am trying to make a tree you can chop in ue4. Currently, I have it so you can walk into the tree, and it damages it. So you have to keep walking into the box collision arround the tree to chop it. However, I would like you to be able to click on the tree to chop it. I am not sure how to do this, the only idea I have is that it has to do with the clicked event (using blueprints). I would also like it so you have to be in a certain radius to click it. Hope this isnt a problem.

fallow hazel
azure dew
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XM06 you want to perform a raycast which sends out a 'beam' from the player in the direction that they are looking. Most likely for this purpose you'd use the 'LineTraceForObjects' node in Blueprint. If the return object from the line trace is a tree class object, you'd then call whatever your 'damage' function is on that tree in the same way you currently have it set up for walking into it.

lime smelt
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Looking for a system where I can cut trees down and after every swing the mesh changes. How would I do this. I want it so it looks like it's getting damge done to it.

grizzled swallow
lime smelt
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something like that

tame veldt
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can some one help me with some code issues i have with my code

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i watched the virtus learning hub fps series

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sorry for my english i'm form israel

grizzled swallow
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@tame veldt have you followed the tutorials to the letter?, or did you only take what you could use, for your own project?

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Because if you follow Virtus tutorials, then you should have a nice project, to use as a reference

vale flare
fervent rivet
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oh boy the dreaded joy sticks :p

vale flare
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ugh yeah sorry

vale flare
vale flare
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event tick

vale flare
vale flare
fervent rivet
vale flare
fervent rivet
fervent rivet
craggy vector
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I am working on a project in UE4 and it is showing me on the screen "TEXTURE STREAMING POOL OVER 91.824 MB BUDGET". Can somebody tell me what this is??

pearl echo
craggy vector
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ok thanks

grizzled swallow
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and also searching that specific phrase : TEXTURE STREAMING POOL OVER on goolgle. explains how to fix it

craggy vector
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@grizzled swallow thank you so much.

vague delta
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sup guys?

grizzled swallow
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nothing much

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what about you?

vale flare
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... maybe

boreal pelican
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One message removed from a suspended account.

grizzled swallow
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what you need it for @boreal pelican

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@boreal pelican what you are asking for, is related to #fortnite , this here is a developer server, we cannot help you with this issues, you need to go to the Fortnite Official Discord or try out Fortnite forums.

boreal pelican
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One message removed from a suspended account.

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One message removed from a suspended account.

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One message removed from a suspended account.

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One message removed from a suspended account.

grizzled swallow
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Hi and welcome @pallid quarry

pallid quarry
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Umm hi

grizzled swallow
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dont worry, we wont bite ๐Ÿ˜ƒ

pearl echo
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Watch out for the scary boogie man

grizzled swallow
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rofl

pallid quarry
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@grizzled swallow do u guys know how to use spatialOS

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Yes

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I cant find any tutorial on it

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And im pretty confused with the documentation

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Just to test for multiplayer

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I look through ue4 multiplayer documentation n they said check out spatialos

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Do u guys know how

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Yes

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Just the basic

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Okay thanks for the help

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Yes just to test the multiplayer

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Im using blueprint

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C++ im learning

stone linden
#

is there a way to force an actor to move through another actor?

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I have a moving platform, and if my character stands on the very front edge, it will think it is blocked and not move

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I'm using C++

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oh nm, I'll try turning off sweep

lime smelt
#

is there a way to disable a box collision? Without deleting it?

So I have a Master Blueprint that has a list of Box Collision's under a scene Component. The code calls for the Scene so it can build the same object on anyone of these box collision's.

Now I create a child of this so I can have wall, window, doors etc. They all use the same Scene component but I dont always need all of the box collisions. I want to turn one off under the child only. Whats the best way of doing this...

Or should I not make it a child? I tried adding the Box Collisions under the child but the code doesnt read it unless I redo all the blueprint code inside the master copy.

lime smelt
mighty patio
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I keep getting this error when loading my map. Was messing with the procedural foliage tool, but not sure why that's causing a constant crash

grizzled swallow
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@mighty patio you are not on voice, so we cannot give any kind of help or support!!

mighty patio
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I was told to post here for support

grizzled swallow
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who told you that @mighty patio

mighty patio
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someone in the general chat channel. That's why i posted here

grizzled swallow
#

please provide a screenshot.

mighty patio
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i just wrote there and came here

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sorry

arctic loom
#

I referred him to here

grizzled swallow
#

and throwing the ball to a different channel , is kinda low blow

arctic loom
#

Yeah, sorry. Saw support text, thought it meant for getting support with the Engine

grizzled swallow
#

it is, but people need to be in voice to get it, if it is possibul to offer support

mighty patio
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Well I can jump into the voice if I can get help. Serious problem, I can't even migrate my map to a new project without it crashing when I right-click it

grizzled swallow
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but if it is C++, then none of those people are online on voice right now

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but if you try to migrate a map, is that from a marketplace project? or how is that?

mighty patio
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its a source build, but im not using any c++ with it. I dont even know why it wont load anymore, I was on a test map when I got the crash, now I cant load my main map, but I can load other maps

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the autosave backups won't load either

#

sorry language lol, but yeah I'm just like in shock, really scared i lost everything

grizzled swallow
#

I would suggest that you try #engine-source , because sourcebuild can be tricky like frak.

But not to worry about the language , it is understandable, I've been in that position to, but in my case, I had to restart from scratch

mighty patio
#

okay I'll check there. thanks

stone linden
#

The other day I asked a question about collision. Now I have a follow up question.

#

If I have two objects that are set to block each other, is it ever possible to make them move through each other or will the engine always push one of them out of the other?

#

I have a moving platform that goes over a pit. My character needs to stand on it. But if my character stands at the very edge (even the back edge) of the platform, the character will "block" the platform and stop it from moving

#

also if my character falls off right as the platform moves toward a wall, the character can be pinned between the platform and the wall.

#

So... what's the difference between Support-text and Support channels?

stone linden
#

I am here, I just don't have a mic

#

hello

#

I don't

#

right now, I have a work around which is to delete the collision from the character's feet and head in the physics asset

#

then the platform I added code to bump the player if he's blocked.

#

No I'm using C++

#

I did manage to get the character pushed totally inside a wall once

#

thanks for the information though

#

You're too kind ๐Ÿ˜ƒ

#

I've been learning Unreal Engine and C++ since March and the more I do the more I see how the Engine is designed around First Person Shooters

humble prism
#

Hi!

#

i have a problem with my projectile collision

#

the projectile passes trough walls and the collision is set to Block all and Blockalldynamic for the mesh

#

thanks in advance!

pearl echo
#

how did you do the projectiles ?

humble prism
#

its an actor

#

with a sphere collision and cube mesh

#

and projectile movement

#

thats it

vast sparrow
#

quick inquiry, is there a way to hide shadows from an actor in the viewport?

vast sparrow
#

Is it possible to group several actors and then manipulate them scale as one?

civic plover
#

is there some way to edit settings outside of an unreal game?

pearl echo
#

@vast sparrow there is a 'cast shadow' checkbox in the viewport settings, also to group objects just parent them

pearl echo
#

@Yokujin really hard to answer unless you're more specific

vast sparrow
#

Thanks

humble prism
#

Hi! how can i make an ai move when it bumps with an other ai? (with behavior tree)

drifting narwhal
#

Anyone around to help with a question?

#

I have just tried to add a "hurt" animation to my character. I am not sure what I did improperly. I set everything up the same way for my character death. but obviously not a death animation. When I play and shoot it, it just stands there

dusty ridge
#

I just created destructible mesh and whenever I run into it it flies away, how would I make it heavier so it doesn't do that?

grizzled swallow
#

@dusty ridge are we talking C++ or Blueprint, and may I suggest, that you might join the voice, would save you alot of time

dusty ridge
#

I would use blueprint but I thought you could just do it in the details tab?

#

How would I do that in the blueprints?

dusty ridge
#

I did that

#

That is how I created the mesh but he set the weight with a setting I don't have

#

He changed the massinKG directly, but I can't do that

grizzled swallow
#

hmm...

#

I actaully need that...

#

I going to test it out

dusty ridge
#

Thanks

grizzled swallow
#

so you got the Apex plugin activated in UE4 right?

#

@dusty ridge

#

and I assume, that you are using 4.20 ?

dusty ridge
#

Yes

grizzled swallow
#

I have it working now

#

so what is your question?

#

@dusty ridge

#

I got the tutorial working

dusty ridge
#

How did you get it to work?

#

I am unable to set the mass like he did in the video

grizzled swallow
#

yeah the is a issue

#

mine are pretty solid, but they do disappear over time

dusty ridge
#

How do I add mass to an object so it doesn't fly away when I collide with it?

grizzled swallow
#

need to redo it, but there is something weird here

dusty ridge
#

Yeah

grizzled swallow
#

it seems like, that some of the features are disabled

#

but that must be from the plugin

dusty ridge
#

Oh

#

Strange

grizzled swallow
dusty ridge
#

Does anyone know how I would make a particle trail follow the first person player around?

grizzled swallow
#

that can be done in many different ways

#

but I would suggest, that you might use some standard particles from ue4

pearl echo
#

If anyone can help me I would appreciate it a lot. I'm hardly know any C++ and am trying to create two function I can override in a blueprint, one that runs when the game loses focus and one that runs when the game recieves focus.
I know that UMyGameViewportClient::LostFocus and UMyGameViewportClient::ReceiveFocus are the functions I need, but I just don't know how to implement these.
Using a tutorial online I currently have the following code:
MyGameViewportClient.h:
// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "Engine/GameViewportClient.h"
#include "MyGameViewportClient.generated.h"

/**
*
*/
UCLASS(Blueprintable)
class MP_SK_API UMyGameViewportClient : public UGameViewportClient
{
GENERATED_BODY()

public:
// Override lost focus function | This function will call your blueprint function.
virtual void LostFocus(FViewport* Viewport) override;

// Override lost focus function | This function will call your blueprint function.
virtual void ReceiveFocus(FViewport* Viewport) override;

UFUNCTION(BlueprintImplementableEvent, Category = "LostFocus")
public    void ActionToDoBeforeLostFocus();

UFUNCTION(BlueprintImplementableEvent, Category = "ReceiveFocus")
public    void ActionToDoAfterReceiveFocus();

};

#

and MyGameViewportClient.cpp:
// Fill out your copyright notice in the Description page of Project Settings.

#include "MyGameViewportClient.h"

void UMyGameViewportClient::LostFocus(FViewport* Viewport)
{
UMyGameViewportClient::ActionToDoBeforeLostFocus(); //call our blueprint function before that the game engine execute his own LostFocus code.

UGameViewportClient::LostFocus(Viewport); //call the parent method

}
void UMyGameViewportClient::ReceiveFocus(FViewport* Viewport)
{
UGameViewportClient::ReceiveFocus(Viewport); //call the parent method

UMyGameViewportClient::ActionToDoAfterReceiveFocus(); //call our blueprint function after that the game engine execute his own ReceiveFocus code.

}

but am getting the error "/MyGameViewportClient.h(25) : Error: Unrecognized type 'public' - type must be a UCLASS, USTRUCT or UENUM"

I would much appreciate any help, I'm sure there is just something small that I am missing.

pearl echo
#

Does anyone know how to fix this?

agile pewter
#

you don't need to put public before void

#

only keep the first public at the top

pearl echo
#

@agile pewter thank you very much! I've got rid of that error but I'm now getting told

"MyGameViewportClient.h(22): error C3668: 'UMyGameViewportClient::ReceiveFocus': method with override specifier 'override' did not override any base class methods

#

MyGameViewportClient.cpp(13): error C2039: 'ReceiveFocus': is not a member of 'UGameViewportClient'

#

PlayerController.h(36): note: see declaration of 'UGameViewportClient'

#

MyGameViewportClient.h(22): error C3668: 'UMyGameViewportClient::ReceiveFocus': method with override specifier 'override' did not override any base class methods

pearl echo
#

Ok, I managed to work it out, and i managed to build it but now the functions dont call at all

grizzled swallow
pearl echo
#

I have a little issue with UE4 and it is extreme lag with dynamic shadows/lighting, when lighting is set to static, there is no shadows and the light passes through the wall and I don't want that because I want my lighting to look real. Does anybody know of a way to work around this or not?

quasi anchor
#

Hey guys, been awhile, but I am still working on my project, I actually had to re make it as a c++ project in hopes to use a class I am working on right now to automatically generate map files.

However I wanted to just manually use a map file to make sure the player can find the next level correctly, and when I merged my old files to my new ones using drag and drop method because I am bad at merging.

Everything works, but my player is missing, which I was fine with at first because I didn't need to see my player to make sure it was working, but now I would like to eject during game play and make sure all the values are being properly updated, and I have nothing to click on when I eject, just a camera floating in air.

#

anyways figure their was an easy way to get a visual represenation for the actor player back, i just dont know it

#

nvm found it

somber plover
#

anyone able to help me get the perforce assembla stuff set up?

grizzled swallow
#

@somber plover are you using Linux/Mac or Windows?

somber plover
#

windows

#

@grizzled swallow

grizzled swallow
#

oki doki

#

have you tryed the youtube tutorials for Perforce and UE4 ???

#

if not, then I can send you a link

#

if you are having any problems, then please join us in Voice

somber plover
#

Thank you Ill give it a try

dreamy crest
#

launch failed ls-0019-is-0001

#

nevermind

quasi anchor
#

hey guys how do I make a 2d array

#

that isnt a USTRUCT

#

like how would I do it with a normal Struct and TArray ( so I can store my map generating files in the API )

#

Basically, I have a 2d map of integers

(0,1,2,4,2,0)
(1,2,4,0,1,2)
(3,4,2,0,3,1)

etc

That eventually, after I make it work, will be randomly generated by another class, at the start of each game.

All I need right now is a way to store these intigers with x,y components so I can type something like
int Num = OuterArray[0].InnerArray[0]; and get the num i need to generate the correct level the player is walking to.

I am currently HARD coding the numbers in just to make sure the game loads properly from level to level.

I am also now realizing I may be able to use e^matrix to get a value that represents a 2d coordinate, but I am hoping their is an easier way

grizzled swallow
#

@quasi anchor hi

quasi anchor
#

hi

#

i guess no one really had an answer

#

back to trying to figure this out on my own I suppose

grizzled swallow
#

none of the peeps I know, has not been in voice... ๐Ÿ˜ฆ @quasi anchor

quasi anchor
#

Sorry pal, I left my headset at home because my roommates headset broke

#

So i am at the school headsetless

grizzled swallow
#

no worry's ๐Ÿ˜‰ ๐Ÿ˜ƒ

quasi anchor
#

but I am thinking I can assign each room a number like 01010008,000000004,02020010, etc

#

and since they will be auto generated, they will all exsist, and then use a string parser to find the one that starts with the 4 digit series assosiated with the room im going to, example if I am in 01010008 and i go north, I would needthe room that started with 0102 , and I think i can make a string parser that could find that, then the other 4 digits would then be used to indicate the room type to load

#

just why cant I have a freaking 2d array

#

why does unreal hate me so

grizzled swallow
#

no to worry

#

it doesn't

quasi anchor
#

i just dont want this part of the code to have any element of unreal in it lol

#

like i want it to be called and instantly load

#

a pure isolated object

#

which means all the guides i find are useless cause they are for inventory systems and what not and all use "USTRUCT" and "UPROPERTY:

#

but I cant use USTRUCT cause it isnt defined in my object code, and I dont want it to be

#

I want the bare minimums to be loaded to genearte map files ( cause clearly it is what determines how smoothly my game will run later)

#

can you make temp text files

#

for data

#

using unreal

#

probably

#

ill start their

quasi anchor
#

i am an idiot

#

by isolating my object file I could of been using the normal array function instead of Tarrrays

#

o.o

#

now I have my map, woot woot

quasi anchor
#

so it isnt auto generated, but it still loads hella fast (0.000507)

#

now all I have to do in blue print is getroomtype and then combine the number i get with the word "type" so i get "type01" and plug that string into the room loader ๐Ÿ˜„

fast sedge
#

Anyone else get really long load times after they upgrade a project's engine version? I bumped a project from 4.19 to 4.20 and it takes almost 10 times as long to start up the editor

worn sparrow
#

It's just the initial setup of the new engine

#

Only happens the first time you run the engine, also, your project has to do in place upgrades and conversions

cerulean herald
hexed cypress
#

That plugin isn't installed.

#

So check your uproject and disable it or install it to your /Plugins/ folder.

sleek idol
#

Hey can anybody help me with deploying some UE4 games to the web? I'm running into issues

rugged sinew
#

anyone had this issue when building?

#

trying to build for andriod.

#

so this project works fine on another machine,

#

building a clean project on this machine is fine

#

just when I build this project, I have issues

pearl echo
#

Hi Guys

#

i saw that Unreal engine runs SLI with forced AFR, im wondering, what is the key factory to make sure SLI is going to work on your game?

dense wasp
#

Good morning peeps, after the latest nvidia drivers update, I can't start any game. I have a Zotac 2080 Blower and all the games crash as soon as it leaves the main menu and tries to launch the game.
I tried rolling back, clean installing with ddu, etc.. My graphics driver always crashes.
Furmark can run indefinetly if I watch the temps but it's the only 3d program that runs.. Everything else crashes
any ideas ?

grizzled swallow
#

@kindred grove ... I think it is a RTX issue, there are more and more reports about bad RTX GPU's

grizzled swallow
#

yeah that might be right ๐Ÿ˜ƒ

lavish lance
#

Ignore all the black

#

its mainly the "no active...." message

#

Not sure what i'v pressed for this to happen, basically just want it back to default

grizzled swallow
hexed cypress
#

I'm getting this error when I just open the editor.

#

Not even a project.

#

If I disable that one then it says the same error about SteamVR and if I disable SteamVR it says the error for LocationServicesBPLibrary and then Git...

pearl echo
#

Im new to unreal and i need help with my animations. After importing from mixamo and setting them up i get an error after retargeting and my character doesnt show up in source

low trench
#

@pearl echo you need to match up the bones using the skeleton tool

#

make sure you save afterwards

pearl echo
#

@low trench i did that but i thought it was suppose to say root first so i matched the bones incorrectly i think, like do i just match the first one (hips) to the first one in the retargeted. Most of them were incorrect so i didnt know which one to match hips or leftforearm with. It didnt show hips or spine in retargeted, only spine 1 and spine 2, so i guessed where the bones should go

low trench
pearl echo
#

the first time i did that it was correct but second time, it said hips instead of roots and in the skeleton, it didnt have "hips"

#

@low trench

waxen wind
#

How can I change a variable for an actor using widget and update for server?
This is in my widget, however it only works if I play through the server

north python
#

Hi, I'm an animation student and I primarily use Maya. I know that paragon has released assets for public use and was wondering how do I get those assets models and Skeletons (rigs) into Maya. I know there is a live link feature but I can't use is because one of the files to set up the plugin is exec. So I was hoping to do it the old fashioned way but I don't know how to get the rigs into Maya can anyone point me in the right direction? Ive tired. to research the problem with no luck, maybe I'm looking at the situation wrong. Help would be much appreciated.

trail hull
void flint
#

@trail hull Checks if both passed Objects are the NOT the same.
If they are the same, it returns false. If they aren't the same it returns true.

#

Using it exactly like in the picture it checks if the upper pin is NOT EQUAL 'nothing'

#

That's basically an "IsValid" check and you should rather use the "IsValid" node if that was your goal.

placid cipher
#

Is there some setting that I'm missing to make the normals cook correctly, and not show that line through the berries?

void flint
#

Also, 4.5?!

placid cipher
#

@void flint Thanks! Yep, modding for ARK: Survival Evolved. They branched off of 4.5 back in the day. ๐Ÿ˜ƒ

oblique gyro
#

Hello, sorry i dont have a mic.

grizzled swallow
#

no worrys @oblique gyro

oblique gyro
#

Hey hey @grizzled swallow

pearl echo
#

grkmdvkj;

#

trh

#

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#

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#

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#

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#

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#

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#

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#

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#

yj

#

thrsr

#

trhtrshthrr

#

thtt

#

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#

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#

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#

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#

i studord

fiery harness
#

Is there any plan in short or long term to make Unreal 4 stop crashing if you hit "re-import" on a Static Mesh that is being viewed in any open windows?

#

Seriously, this is more than a year old bug. Can repeat it 100% of the time

#

been through multiple Unreal versions. Steps to repeat are this. 1. Import a Static Mesh. Step 2. double click static mesh in content browser to open up static mesh viewing window. Step 3. Re-import updated mesh. Step 4 Crash.

#

sometimes you don't even have to have static mesh preview window open - if i have an animation playing and the animation has a particle system that utilizes this mesh - BOOM crash

#

because any visual instances of the mesh CANNOT BE OPEN during re-import or 100% Unreal 4 crash

#

I'd be willing to wait out Niagara's completion if the trade off would be "can safely import static meshes". It costs me 10 minutes of my day every time I crash.

#

Current workflow workaround - Import Static mesh. Make changes, import NEW Static Mesh with New name, re-assign all references to new mesh - repeat as needed. Then delete the pile up of earlier iterations on mesh.

grizzled swallow
fiery harness
#

got it will do

#

lol was worth checking anyway just in case someone's listening

grizzled swallow
#

but just curious

#

what OS are you using'? and what kind of hardware do you have?

#

because what you describe sound more like a hardware issue, then a software

fiery harness
#

Windows 7, geforce 1080, gen 3 i5 processor

grizzled swallow
#

how much ram?

fiery harness
#

16

grizzled swallow
#

so I am guessing, that you have setup your clock frequence in your bios?

fiery harness
#

i'm running pretty good fps thx to this video card. it really upped things for the machine, but the crash issue has persisted across like 3 cards

grizzled swallow
#

for you ram

fiery harness
#

no i haven't customized any clock stuff in bios

#

no overclocking or tweaking

grizzled swallow
#

I was referring to, that if you set your ram to the proper clock frequence, sometimes fix certain issues with UE4

fiery harness
#

interesting

grizzled swallow
#

also since you are using Intel, then I would also suggest looking over your PCI-express port that you consider changing you PCI-Express from Auto to Gen3, gives you about 30-50 FPS more, depends on the motherboard

fiery harness
#

hmmm that would be nice

#

i have one of those MSI military ones

grizzled swallow
#

yeah

#

but it was only suggestions, but it is a known fact, that if certain hardware, are being setup correctly in the bios, then you should get more stability

fiery harness
#

seems legit. i think the fine details of how to do that properly might be a smidgen beyond my current expertise though. i'd have to research that quite a bit

grizzled swallow
#

actaully it is not that hard

fiery harness
#

i'm still stumped with this free CPU i was given that's supposed to work with this mobo - couldn't upgrade to it because it wouldn't allow computer to start up. couldn't figure out how to make CMOS reset even after removing battery ๐Ÿ˜›

#

or maybe CPU is fried, dunno

grizzled swallow
#

well the reason for that is, that you need to downgrade your bios first

#

afterwards you install the new CPU, and do a bios upgrade, and you should be fine

fiery harness
#

ah

#

some day i'll either give that another shot, or i'll make a new computer ๐Ÿ˜›

#

lol this thing is getting up in years

cobalt phoenix
#

I'm downloaded the new version of arcore sdk and sample project. I'm facing an error is get estimate size function error and on my device also arsession is not configured as not supported your device and my device is Samsung Galaxy S8 please Help me ... Help me friends this is important project for me....

prime granite
#

Couple days old but... I can reimport static meshes just fine, have only done it a few times as I'm not actually a modeller. Is it simply this no materials in the mesh issue? (still a bug with the engine that should be fixed, but maybe super easily avoidable)

tawdry pagoda
#

Hello All just a simple question

#

I made an interface for interactable object with the fps template

#

and when one player hover it and press E it interact with the object

#

all the print is good etc but just the destroy is not working on client even when I print after

#

and if i detroy it with overlapping or fps projectile it work I try rpc and nothings

#

My actor is set to replicate and net load on client !

waxen rapids
#

Hey can anyone help me w/ packaging it keeps saying BUILD FAILD if you know a fix ill be in support voice chat

pearl echo
#

Hello! Im looking for someone who had "Computer faster" to create my new Project!

ivory cliff
#

Hey how would one go about removing the wave system from the ARPG in UE4 so that i can have enemies running around but no waves or timer

blazing hare
#

@waxen rapids Check that the file in question (.../MyProject3ModuleRules.dll) is at that path and that it is not Read-Only (Right-Click->Properties->ReadOnly Checkbox)

stable mango
#

Im having this problem where using the steam online subsystem, I fail to create sessions in blueprint but when logged into other steam accounts on the same machine the session creation works perfectly, if anyone can help me with this or give a good pointer I would very much appreciate that. Please ping me <3

void flint
#

@stable mango Does the Steam Account own the game you are trying to create a session for?

stable mango
#

im using the dev id 480

#

no dice ?

#

@void flint if you have any other ideas that would be greatly appreciated, I sent steam a ticket just in case they have something on their end but I doubt it

void flint
#

Even if you use 480,you have to have spacewars or whatever its called in your library or?

#

@stable mango

stable mango
#

I would imagine that Is the case but that does not explain why it works perfectly if I switch steam accounts on the same computer

#

@void flint

void flint
#

I assumed the other accounrs might have the game

#

But you are right if they also don't have it

stable mango
#

It was a fresh account basically

#

Only had tf2

void flint
#

I guess at that point you want to enable verbose logging for the online/net stuff and check logs

stable mango
#

How can I do that? I'm a little new here

void flint
#

On my phone atm. Try to check google for how to enable verbose logging

#

It is something like
[Core.Log]
LogNet=VeryVerbose

#

Whivh you have to put into your DefaultEngine.ini of the project

stable mango
#

Ok, I'll make sure to try that next chance I get, thanks for the help man !

stable mango
#

@void flint hey so i enabled veryverbose logging

#

and i went to test it and ill give you a snapshot of my log

#

it seems that FOnlineAsynchTaskSteamCreateLobby ends with a result 15 access denied

void flint
#

Welp I would really just try to add spacewars to your library

stable mango
#

I have just tried that

#

seems to not have fixed it, i ran spacewars after installing it and it seems to not have done anything, rip

#

@void flint ill keep looking, shoot me a ping if you think of anything but you have your own life so dont feel bad if you dont have any ideas :)

rugged sinew
pearl echo
#

Hello I am making a car

#

For a race game, but the car is too much affected by the centrifugal force, therefore it tilts too much and the car falls. This thing is not really good for my game because most of the part is acceleration and the car must sometime steer to go into corners. I know that for doing corners the car must slow down a bit but in my case I have to go to a really low speed like under 50 kph.

grizzled swallow
#

never played with it, but I will follow,. to see, if any would answer...

#

also, are we talking Blueprints or C++ ?? @pearl echo

pearl echo
#

Blueprint

grizzled swallow
#

bare in mind, i'm just guessing here....

pearl echo
#

I ve had to reimport my vehicle because the center of mass was a bit messed up but when I try to reimport the Fbx file its says this message Failed to import '../../../../../../Users/yass6/Documents/PhoenixM2.fbx'. Failed to create asset '/Game/Car/PhoenixM2'.
Please see Output Log for details. and in the output log it says this that there are multiple roots but I followed what other tutorials said I used Blender to rig and modelize the car

tulip stratus
#

May be a dumb question, but I've got a PS4 controller I've connect to my laptop through Bluetooth. I've added controller inputs to my project settings, but the engine doesn't seem to be processing the inputs at all.
Is there some additional setting I need to click to set this up?
I've verified that the controller does work with games I have installed through steam.

rugged sinew
#

Hey guys, I am trying to find a way for one collision box to speak to another collision box in separate blue prints

#

kinda like joining two pipes together and if the first pipe has power, then the second one get power

#

anyone have anything like that?

#

blueprints aswell

grizzled swallow
#

well when you mentioned pipe, then I started to think about a different user inhere, that was showing some of his stuff on hangouts, but I can't recall his name... ๐Ÿ˜ฆ

#

But I think, there is something like that on youtube, pretty certain

regal spruce
#

Hi, I'm trying to work out multiplayer with Advanced Sessions. And it all works in the editor, but once I launch steam I'm no longer 'spacewar' but I become 'projectname' and I don't have the spacewar achievements or the invite/join friends, and am unable to find any hosted sessions. What step/steps have I missed?

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I think I've tracked the issue a little further, it appears Steam API is being disabled when packaging

void flint
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Sounds more like you are simply missing something. What are you packaging for? Shipping might not provide the appid file

regal spruce
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I've been packaging for win64 and placing the app_id text manually afterwards

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which should just be a file named 'steam_appid.txt' with '480' as its only content in the '[project]/binaries/win64/' where the exe is. I've even been placing it alongside the exe at the top level of the project as well.

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I'm getting warnings during package generation that the steam API is disabled and I'm not sure whether that is an issue for me. I'm also getting this warning when I load others example projects to test out.

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I'm hoping its just something super simple that I've missed in a tutorial or guide.

regal spruce
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Another interesting point is running the project from the emulator standalone gets the desired 'Spacewar' with all the functionality. If only I could get it to do that once its been packaged.

regal spruce
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I found the issue, Advanced Sessions Plugin is broken for the current engine. Any attempt to package will stop your game from using the spacewars appid

sinful steppe
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4.21?

regal spruce
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Yeah, replaced all my advanced sessions with the basic versions of sessions and it all just magically worked. The 'Steam API is disabled' warning still comes up though when packaging, but the package can be used on steam with the 480 'steam_appid.txt'

sinful steppe
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I just realized i got the same issue ๐Ÿ˜‚

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Maybe i should try and update it from git

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Just converted the project from 4.20 to 4.21..

sinful steppe
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Seems like its still working on my end :p

regal spruce
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built from git?

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Advanced Sessions packaged and you had a successful steam lobby?

sinful steppe
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I had a succesfull creation atleast. Need a bud to join me for testing if it actually works all the way

regal spruce
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I'm about off for bed otherwise I would. It would work perfectly for me in the editor but would otherwise lose all steam functionality after packaging, even with an steam_appid setup properly.

sinful steppe
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I can confirm that it works for me. I'm using the default app id tho, 480

dusky talon
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Hey guys, Brand new to unreal. im trying to setup a basic car from a mesh i made in blender. but i cant get it to work, on play it hits the ground then tilts forward, I keep checking my settings and im lost on what the issue is. can anyone help?

grizzled swallow
dusky talon
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I've already searched and watched tutorial videos and all. I spot no difference in my setup from theirs

grizzled swallow
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you must have overlook something... otherwise it would have worked..

pearl echo
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can anybody tell me what happened that its so dark here

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also every light that i add just doesnt work

normal coral
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Has anyone successfully built an iOS distribution build in 4.21?

grizzled swallow
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nope sorry, never tryed it

grizzled swallow
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@fickle oriole

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what kind of support, are you seeking, since you are in the support voice?

fickle oriole
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just some lightning and material

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@grizzled swallow

grizzled swallow
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well that is a wide subject

fickle oriole
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there is more specifc things , but easier for me to explain in voice.

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worldaligntexture command etc for vertical walls

grizzled swallow
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sadly, I'm abit occupied right now, but I migth be able to join the voice later...

normal coral
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Does anyone happen to know where I could find where in the build script the .entitlements file would be generated for an iOS build? I need to prevent the get-task-allowed key from always being modified to true. I concatenated all of the bash scripts I could find and did a grep for related terms with no success. Clearly I am missing something.

wise ocean
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Guys
anyone can suggest how to save and load data?
Seems that game won't load the savedata

grizzled swallow
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@wise ocean are we talking Blueprints or C++?

wise ocean
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@grizzled swallow bp man, i saved the data like the documentations says, but for loading it won't

grizzled swallow
grizzled swallow
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@jade tinsel so whats up? since you are in support

jade tinsel
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having issues with implementing structs

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@grizzled swallow think ya could help me brainstorm?

grizzled swallow
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well can we can talk in Genreal voice ๐Ÿ˜ƒ

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I might not be the only one with a idea or 2

jade tinsel
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cool

dire quartz
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how can i fix mesh contains bone as root but animation dosent contain the root track

stable night
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Hey guys

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I'm trying to pack my level to Windows 64 bit

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And I'm getting this error: LogRenderTargetPool:Warning: r.RenderTargetPoolMin exceeded 715/400 MB (ok in editor, bad on fixed memory platform)

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Any ideas?

stable night
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Uhmm seems that it's just warning me that things might get a little ugly

grizzled swallow
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if I remember, you might need to change some things in the dafaultengine.ini

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well I did that, back in 4.15

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dont know, how things are in 4.20

stable night
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I m using 4.10

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Because I can't update it to a newer version

grizzled swallow
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ohhh

stable night
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Thank you Miscni

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It's fixed ๐Ÿ˜„

grizzled swallow
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glad it could help @stable night cheers ๐Ÿ˜ƒ

serene willow
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I'm pretty sure its set up the same as the example projects but I cant get it to generate

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Ok I had to untick and retick "update navigation automatically". that was annoying lol

merry estuary
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I moved my network start and character from their original positions in the third person template project, and now when i play, i get to the camera right behind the player, but i can't move them
and in the BP movement inputs are registered

grizzled swallow
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did you remember to replicate variables?

grizzled swallow
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hi @plain spade whats up

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assuming that you are in support, that you might need some help?

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anyways, if you want, you are welcome to join us in General voice ๐Ÿ˜ƒ

pearl echo
grizzled swallow
fickle oriole
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Got a problem with importing a UCX for my mesh, unreal changes the UCX abit that by removing some of the vertexes and drawning a more optimized collision mesh for it, is there any way to override that function? i'm importing a 90 Curve pipe and it changes the UCX so its taking a short cut on the inner side.

grizzled swallow
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@fickle oriole are you using blender, 3dmax, maya ?

fickle oriole
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3dmax 2015

grizzled swallow
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try one of those, I know they work, because I do that myself to, though I am using blender, but principle should be the same

fickle oriole
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@grizzled swallow well i know how to create them, just don't know why UE changes them slightly

grizzled swallow
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it shouldn't change...

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but I'll try it out

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if I can recreate the same bug, that you have, then I'll gladly report it to UE4

grizzled swallow
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Jak Carver suggests something on post 4

fickle oriole
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the naming isn't wrong, no auto gen. collision enabled either.

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i didn't highlight the problem but you can see on the "inside" of the curved pipe the problem i'm having @grizzled swallow

grizzled swallow
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ehm....

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yeah I see, what you mean

fickle oriole
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ever encounter something similier before ? @grizzled swallow

grizzled swallow
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yeah, but that was back in 4.13

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or was it 4.12

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one of those two, but they got that fixed pretty fast

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I dont think, it is the UE4 fault, but I could be wrong

fickle oriole
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running 4.18

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i will give it a day, might see it diffrently with a clear mind

pearl echo
flat linden
grizzled swallow
flat linden
grizzled swallow
grizzled swallow
fringe kiln
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i have a bit of a problem here

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i've continued development of the game ignoring it

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but by release it has to be out

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basically

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when any character (even npc's) walk into a top corner of the map, they suddenly nudge down.

pliant sky
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@fringe kiln only on the top corner?

fringe kiln
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yeah

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left or right

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just on the top corner

grizzled swallow
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I would guess, it could be a bad collionsion

fringe kiln
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its just a capsule

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the default capsule

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i am still trying to figure it out

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its with EVERY character

grizzled swallow
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have you tryed showing the collision in the project, while you test?

fringe kiln
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yes

grizzled swallow
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ยจnicely done ๐Ÿ˜ƒ

fringe kiln
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thanks man i really appreciate it

snow cove
pliant sky
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create dynamic material

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set texture parameter

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set scalar parameter

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@winter notch

wise ocean
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Hello guys! i have a problem in my Android game (Mobile)
I have my left joystick (The default one) and i added a fire button in HUD by adding the widget to the viewport.
Now it happens that when i move i can't shot, it's like the game won't recognize 2 fingers.
Any solution?

wise ocean
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i Saw those already but seems that it's not a problem of "Detecting people"

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Since when i press both button, they both get pressed, but just one action is getting triggered

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And this happens with everything, even if i don't put the button, and set the Fire as touch 1 (So this should be just fire when you touch the screen)

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It won't fire until i leave my finger from the Joystick

grizzled swallow
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shouldn't it be something like touch/Pressed do action?

wise ocean
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Exactly i'll post the screenshots here i\ll let you see

grizzled swallow
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well I am not the strongest to Blueprints or code

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but I'll try the best I can

wise ocean
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So in this way (If you open you'll see all the images)

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Touch 2 is Fire (So everywhere i click it's fire

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But still it won't ahahah

grizzled swallow
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what happens if Print String is being used?

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if the print string is showing up, then it should work

wise ocean
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I have to try again, but i think it's printing the string

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And skip the fire action

grizzled swallow
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have you tryed to add "is Valid"

wise ocean
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No, because i thought that it was a problem of "Understanding how Input touch works"

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Since the documentation it's not so well explained

grizzled swallow
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never worked with mobil, but I'll try to see if I can find some other info for you

pliant sky
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Can I see your input setting ?

wise ocean
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@pliant sky let me arrive home and i'll send it, i had to go work and it was unexpected

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@pliant sky Wait, in the imgur link, there is the input setting

grizzled swallow
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hi @crystal grove , so whats up?

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since you are in support, I assume that you have somekind of problem, and need help ?

tulip wyvern
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LogPlayLevel: Warning: WARNING: The specified Android SDK Build Tools version (26.0.1) is ignored, as it is below the minimum supported version (26.0.2) for Android Gradle Plugin 3.0.1.
LogPlayLevel: Android SDK Build Tools 26.0.2 will be used.
LogPlayLevel: To suppress this warning, remove "buildToolsVersion '26.0.1'" from your build.gradle file, as each version of the Android Gradle Plugin now has a default version of the build tools.

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Anyone know how to remove "buildToolsVersion '26.0.1'" from your build.gradle file ?

grizzled swallow
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I think you have to do that in plugins

grizzled swallow
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@tulip wyvern please lets us know, if the links I provided if that is working

tulip wyvern
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i am still trying i have not got it yet

grizzled swallow
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kk

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sorry

tulip wyvern
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No it didnt help they talk about some Updated module to install and i cant find it

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LogPlayLevel: Warning: WARNING: The specified Android SDK Build Tools version (26.0.1) is ignored, as it is below the minimum supported version (26.0.2) for Android Gradle Plugin 3.0.1.
LogPlayLevel: Android SDK Build Tools 26.0.2 will be used.
LogPlayLevel: To suppress this warning, remove "buildToolsVersion '26.0.1'" from your build.gradle file, as each version of the Android Gradle Plugin now has a default version of the build tools.
LogPlayLevel: Checking the license for package Android SDK Build-Tools 26.0.2 in E:\NVPACK\android-sdk-windows\licenses
LogPlayLevel: Warning: Warning: License for package Android SDK Build-Tools 26.0.2 not accepted.

grizzled swallow
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LogPlayLevel: Warning: Warning: License for package Android SDK Build-Tools 26.0.2 not accepted.

tulip wyvern
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Ya see I accept the agreement for 26.0.1 but then it changes to 26.0.2 and i cant accept that agreement idk how to disable 26.0.1

grizzled swallow
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you have not accepted the license

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that should be done in plugins

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I looked over the forum post I send you, and it seems pretty straight forward

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but my knowledge on Iphone/Android is very limited, so I am guessing here

tulip wyvern
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i will get it sometime ๐Ÿ˜ƒ

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thanks

tulip wyvern
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I finally got it working after about 8 hours im new to this ๐Ÿ˜‚ thanks @grizzled swallow the link helped a bit

grizzled swallow
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you are welcome, glad you got it to work @tulip wyvern

half hamlet
#

Hi folks. I am trying to redeem a fortnite code but I can "internal server error". AlsO, I am trying to download epic games launcher but also get an error. Tried 3 different browsers, anyone else getting the same?

grizzled swallow
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@half hamlet I would suggest, that you contact Fortnite support, this here is a Unreal Engine section, does not have anything to do with Fortnite

half hamlet
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I posted here due to also having issues downloading the launcher. That's first priority for me atm

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so I can load up my projects

grizzled swallow
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but fortnite redeem code, does not have anything to do with UE4