#vc-feedback-support

1 messages · Page 3 of 1

pale rampart
gusty arrow
pale rampart
#

why are there multiple copies of static data

pale rampart
gusty arrow
crimson nexus
#
#

any one able to help me with updating my replicates

crimson nexus
#

brb

rancid shore
gusty arrow
rancid shore
gusty arrow
copper abyss
gusty arrow
copper abyss
crimson nexus
#

void ASnake::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
DOREPLIFETIME_CONDITION(ASnake, Locations, COND_InitialOnly);
}

#

Fialed to find property locations in class /Script/Snake.Snake

crimson nexus
#

DOREPLIFETIME_CONDITION(ASnake, ReplicatedMovement, COND_InitialOnly);

forest cloak
zinc ether
zinc ether
forest cloak
dense breach
forest cloak
#

hey i cant save my map build data

#

The following assets failed to save correctly:
/Game/Maps/Map_BuiltData

zinc ether
void zealot
#

let's get married

zinc ether
#

por favor escriba aquí

#

¿necesitas ayuda?

void zealot
#

¿Sabes español?

zinc ether
#

sin traductor Google

gusty arrow
pale rampart
pale rampart
pale rampart
ruby geyser
#

is there a specific name i should look up if i want users to be able to raise and lower a terrain mesh

crimson nexus
#

void ASnake::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME_CONDITION(ASnake, Locations, COND_InitialOnly);
}

zinc ether
#
lilac gull
#

can anyone help with multi connection and setting up sessions

glass sparrow
#

can anyone help me with some source contol stuff

#

?

jovial torrent
#

@zinc ether how would i update my slot widget variable this is in my W_inventory widget and for some reason it becomes invalid when calling this function several times

zinc ether
#

too much of this is unknown, i dunno what to tell you unfortunately

jovial torrent
drowsy harness
opal smelt
#

FNBRUnreleased

crimson nexus
#

void ASnake::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME_CONDITION(ASnake, Locations, COND_InitialOnly);
}

#

///

#
{
    Super::GetLifetimeReplicatedProps(OutLifetimeProps);
    DOREPLIFETIME_CONDITION(ASnake, Locations, COND_InitialOnly);
}```
thin peak
opaque vapor
#

I think this is another example of the style you want @jovial torrent "Ring of Elysium" : first person / third person - battle royal

crimson nexus
#

FFastArraySerializer

warm hemlock
solemn trout
#

thanks for showing off stuff

#

Thats a very good effect for like "Necrocitc cracks" or evil spilling from the world

spiral finch
#

yep 🙂

slow badger
vivid raptor
slow badger
#

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vivid raptor
gleaming fable
zinc ether
#

@gleaming fable actually dude, keep it up, it's a cool design, keep at it and you'll get somewhere beyond what you may currently think you're capable of

pearl echo
zinc ether
tawny goblet
molten shadow
raven adder
#

We create a widget, and user blueprints on the game mode to create a timer. Direct to the point.

This is a very watered down version of the Unreal tutorial series, and it is more of a way for myself how to do this, then for anyone else. If however you would love to see more tutorials like this, then let me know.

+++++++++++++++++++

Donate -...

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molten shadow
raven adder
magic hare
grim prairie
#
GetGroundPosition(location: Vector, unitHull: CDOTA_BaseNPC | nil): Vector```
lusty trellis
#

tutorial, out of 2017

#

me, does this do the same?

short cliff
#
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#

@rocky kettle Check this out when u got the time

vivid raptor
#

anyone on familiar with how to alter layer color?

crimson nexus
#

2020.12.29-03.50.13:443][400]LogNet: Warning: UNetDriver::ProcessRemoteFunction: No owning connection for actor MySnake_C_1. Function multicastLocations will not be processed.

#
{
    Super::GetLifetimeReplicatedProps(OutLifetimeProps);
    //DOREPLIFETIME(ASnake, Locations);
    //DOREPLIFETIME_CONDITION(ASnake,Locations, COND_InitialOnly);
}```
vague hound
#

kinda need blender bone help

zinc ether
#

in blender or in ue4?

thorny chasm
north reef
#

Hi,I have download 2 SDK squad and sandstorm
iam trying to copy some of Sandstorm objects from the SDK to squad SDK just to use on some animations. is there is away to do so?
i did try to just copy from the content file of the sdk to the other but when i open squad sdk the folder is empty
and if i just export the object as .obj it lose it textures and adding them back take sometime
So anyone know how can i just copy from one sdk to the other?

green sonnet
sour kettle
vivid estuary
bleak hawk
#

Hey how do I create the default automatic level? I created a new level but it is completely dark and sky light doesnt change anything

bleak hawk
#

@coral pumice

#

Wait wrong image

#

Ohk

#

Yeah but should I remove the sky lighting?

#

I can't seem to make it like a nice blue color, which doesn't actually emit light kinda

#

Hmm yeah

#

and I'll prolly change the material to green now, but any idea how I can make it checkered?

hazy stream
short cliff
hazy stream
#
{
    SCOPE_CYCLE_COUNTER(STAT_WaterBody_ComputeWaterInfo);

    // Use the (optional) input spline input key if it has already been computed: 
    FWaterBodyQueryResult Result(InSplineInputKey);
    Result.SetQueryFlags(CheckAndAjustQueryFlags(InQueryFlags));

    if (!EnumHasAnyFlags(Result.GetQueryFlags(), EWaterBodyQueryFlags::IgnoreExclusionVolumes))
    {
        // No early-out, so that the requested information is still set. It is expected for the caller to check for IsInExclusionVolume() because technically, the returned information will be invalid :
        Result.SetIsInExclusionVolume(IsWorldLocationInExclusionVolume(InWorldLocation));```
patent bough
wooden arch
#

I having trouble with my blend space, I used print to check the valid and it hits valid and but the character remains in the T pose.

#

when I try to print speed or direction it prints 0

wooden arch
#

got it for got to set the anim class on the player bp

echo field
#

Staticmesh actoor has null static mesh property

#

can somebody help why this error happen?

coral pumice
buoyant ginkgo
true parrot
#

Has anyone ever had this problem where the default path can't be changed

green sonnet
hoary widget
echo field
hushed flume
#

@lapis orbit stones procedural?

jovial torrent
severe kite
#
IGN

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#

transparent

wooden arch
#

How can I scale the texture size of the landscape, this is what I see when I look at my feet.

#

it seems that these leafs are the size of my characters

spiral finch
#

😮

#

@wooden arch I can help ya

#

in support text

#

chat*

lavish furnace
#

hi

slow flicker
#

Good grief, some of you are really good a lighting.

royal vessel
royal vessel
lapis orbit
#

gf justvacuum cleaning all of a sudden

coral pumice
coral pumice
long pasture
#

yeye

haughty shale
lavish furnace
#

(fog pumped up a lot as example) why my material doing this with tessellation

pearl echo
#

guys i need help

#

When I start moving inside the program, the program crash and this message appears to me

vocal stirrup
#

Guys, i need some help

#

i am having a problem with the pluggins

#

the bridge is ok

#

what should i do to fix this?

clever anvil
#

I'm trying to use the "groom" plugin (for hair) but I'm having a specific problem: There is no option for "Bind Groom to skeleton mesh". I checked and I have the "Support Compute Skin Cache" plugin eneble

#

UE4: 4.6

vocal stirrup
sour kettle
#

anyone know how to fix this artifact?

cunning dagger
cunning dagger
cunning dagger
undone mural
#

//todo auto elements positioning

auto do_frame = [&](std::int32_t x, std::int32_t y, std::int32_t w, std::int32_t h, color bg, color header_text, color header_line, const std::string& name) {
        render::draw_filled_rect(x, y, w, h, bg);
        render::draw_filled_rect(x, y, w, 30, header_text);
        render::draw_filled_rect(x, y + 30, w, 2, header_line);
        render::text(x + 10, y + 8, render::fonts::watermark_font, name, false, color::white());
};

void menu::render() {
    if (!variables::menu::opened)
        return;

    do_frame(variables::menu::x, variables::menu::y, variables::menu::w, variables::menu::h, color(36, 36, 36, 255), color(25, 25, 25, 255), color(36, 36, 36, 255), "Spinwhere!");
    
    menu_framework::group_box(variables::menu::x + 5, variables::menu::y + 35, 100, 260, render::fonts::watermark_font, "tabs", false); {
        menu_framework::tab(variables::menu::x + 5, variables::menu::y + (260 / 2) - 35, 100, 30, render::fonts::watermark_font, "Legitbot", menu::current_tab, 0, false);
        menu_framework::tab(variables::menu::x + 5, variables::menu::y + (260 / 2), 100, 30, render::fonts::watermark_font, "Ragebot", menu::current_tab, 1, false);
        menu_framework::tab(variables::menu::x + 5, variables::menu::y + (260 / 2) + 35, 100, 30, render::fonts::watermark_font, "Visuals", menu::current_tab, 2, false);
        menu_framework::tab(variables::menu::x + 5, variables::menu::y + (260 / 2) - 35, 100, 30, render::fonts::watermark_font, "Misc", menu::current_tab, 3, false);
        menu_framework::tab(variables::menu::x + 5, variables::menu::y + (260 / 2) - 35, 100, 30, render::fonts::watermark_font, "Config", menu::current_tab, 4, false);
        menu_framework::tab(variables::menu::x + 5, variables::menu::y + (260 / 2) - 35, 100, 30, render::fonts::watermark_font, "Scripts", menu::current_tab, 5, false);
    }```
#
void render::initialize() {
    render::fonts::watermark_font = interfaces::surface->font_create();

    interfaces::surface->set_font_glyph(render::fonts::watermark_font, "Tahoma", 12, 500, 0, 0, font_flags::fontflag_dropshadow);

    console::log("[setup] render initialized!\n");
}```
pearl echo
#

boiz

#

in vc

spice flax
spice flax
coral pumice
spice flax
eager adder
#

The error message was about function already exiats

#

Then you vaused the error buddy

spice flax
spice flax
sour kettle
twilit pulsar
zinc ether
twilit pulsar
vivid estuary
tiny maple
#

If you've ever wanted to create a first person shooter game but weren't sure where to start, this is the tutorial series for you. You'll learn everything you need to create an FPS from scratch using Unreal Engine 4.

You'll learn everything ranging from creating characters to setting up weapon systems.

Head over to the next video to get started...

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tiny lagoon
#

@pale thistle

slow badger
slow badger
#

I increased the lightmap resolution to 4096 (generated new channel with 2048)

grave valley
#

On Mobile:

slow badger
jolly fern
#

ou.. sorry xD

#

I have problem

#

Me interact is speed invisible xd

#

go to box and 1 s view interface and end :/

twilit pulsar
#

@pale rampart

#

That requires one 4k map per window.

tiny lagoon
#

@pale thistle can you try multi + Armv7

pale thistle
tiny lagoon
pale thistle
pale thistle
#

ERROR: cmd.exe failed with args /c "C:\Users\Judy\Documents\Unreal Projects\Excalibur\Intermediate\Android\armv7\gradle\rungradle.bat" :app:assembleDebug

placid anchor
tiny lagoon
#

@pale thistle

limpid solstice
#

that same i going to send

split linden
#

what does the * mean after the object

#

void ABatteryMan::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)

#

@patent bough

patent bough
#

depends on the context

#

in decleration it means "this is a pointer"

limpid solstice
#

how can i Replicated flashing spot light over osc and a server ?

patent bough
#

and in an expression it dereferences the pointer

placid anchor
#

UInputComponent* myPointer;

#

*myPointer

#

(*myPointer).run();

#

myPointer->run();

pale thistle
#

@ionic flint @hollow matrix hay guys i fixed it

#

@limpid solstice do have the same problem like me?

#

@limpid solstice u know that u can talk to me in vc?

limpid solstice
#

may be is it with dedicated server client not see the controlling lights

#

i know it 6:45am here wife kill me

#

hehe

pale thistle
#

@limpid solstice do u have that packging issue

limpid solstice
#

i here u

#

i did

#

it fix

#

hello

solar hearth
#

Anyone have knowledge in Multiplayer?

mint saddle
#

depends

#

on what u need

solar hearth
#

Well im attemtping to make a Character select for Multiplayer, but my problem is the server wont possess the player controllers to the characters

#

its a bit of a mess honestly, i had it working before but im redoing it all as i need it to spawn everyone in at the same time when everyone is ready, so makes it a little bit difficult

mint saddle
#

just gotta play around with it

solar hearth
#

yeah, gonna see how i go, gonna try a few ways to see if they make a diffrence

limpid solstice
zinc ether
limpid solstice
#

thanks for that have a look

keen glacier
#

can someone help me

#

just come support channel

hollow matrix
#

I plan to charge by the minute - for those problems that just take 5 mins... Rate = $50.00 per minute

#

i need to photoshop in unreal stuff

pearl echo
halcyon lagoon
hushed flume
#

sky static movable static change

hushed flume
#

this would need some color

#

@sonic hawk soon

eager adder
#

your right

pearl echo
eager adder
#

she just scienced the shit out of those colors

#

My blues always get me down

ember compass
hushed flume
#

is that the rain?

ember compass
hushed flume
#

gg

eager adder
#

worse, it will be disney

#

the mouse always sues

#

haha

ember compass
#

hahaha

pearl echo
deep niche
#

@pearl echo that looks outstanding

pearl echo
#
function klab2lrgb([kL, kA, kB]) 
{
    var l_ = kL + 0.3963377774 * kA + 0.2158037573 * kB;
    var m_ = kL - 0.1055613458 * kA - 0.0638541728 * kB;
    var s_ = kL - 0.0894841775 * kA - 1.2914855480 * kB;

    var l = l_*l_*l_;
    var m = m_*m_*m_;
    var s = s_*s_*s_;

    return [
        + 4.0767245293*l - 3.3072168827*m + 0.2307590544*s,
        - 1.2681437731*l + 2.6093323231*m - 0.3411344290*s,
        - 0.0041119885*l - 0.7034763098*m + 1.7068625689*s,
    ];
}
solar hearth
#

Anyone good to replication?

pearl echo
patent bough
pearl echo
pearl echo
#

46.54 luma

pearl echo
obsidian wind
#

😛

pearl echo
#

And I need to define 721 structs.

pearl echo
true parrot
zinc ether
true parrot
jolly fern
#

help for task

#

• The gameplay takes place in the first person.
• In the editor, it is possible to add the "BP_Container" actor to the stage.
• In the details window of the "BP_Container" actor it is possible to set the "NeededObject" variable to one of the values ​​available in the drop-down list.
• The player can use the keyboard to weld the "BP_Minion" actor on the stage.
• There can be a maximum of five "BP_Minion" actors welded by the player on a stage.
• The player can interact with the actor "BP_Minion" by using the button on the keyboard. (The condition for the possibility of interaction is to be close to the actor and point at him with the crosshair.)
• The player is announced about the possibility of interacting by displaying the "Interact" message near the crosshair on the screen.
• Interaction with the "BP_Minion" actor causes the display of the "WB_Interaction Menu" widget.
• The "WB_Interaction Menu" widget consists of buttons with strings that correspond to the list from the "BP_Container" actor.
• The widget is closed by left-clicking.
• Clicking on one of the available buttons additionally causes that the "BP_Minion" actor with which the player was interacting goes to the closest "BP_Container" actor on the stage, having the "NeededObject" variable set to the value from the button clicked.
• After the "BP_Minion" actor has reached the "BP_Container" actor, the log displays information about what minion "delivered" which item, and the minion stops and stays in place waiting for further orders.

jolly fern
#

i have problem 😛 for interaction

#

Press E To Interact On Screen Prompt

fading haven
ionic flint
#

Thank you.

zinc ether
wet jolt
#

Thats cool but what if there is a light in the distance that he has to see?

deep niche
pearl echo
#

It doesn't work.

#

No aura.

obsidian sorrel
#

would a custom HLSL node so you can do it with shader language directly help?

pearl echo
#

@obsidian sorrel I will research that, thank you.

#

Idk yet.

obsidian sorrel
pearl echo
#

Ah, no.

obsidian sorrel
#

if I can't do something in a material, I tend to use this but it's at a cost of lacking any in-engine shader optimisation that carries through the Material boiler plate code

pearl echo
#

I need the subtraction to happen after the material is calculated.

obsidian sorrel
#

hmm like in a post process? Im confused

pearl echo
#

When the object is rendered to the scene,

#

Instead of adding its values to the scene,

#

I want to subtract its color values from the scene.

#

Like a "light absorber".

obsidian sorrel
#

and also effect the surrounding materials?

pearl echo
#

Yes.

#

Which is the hard part.

obsidian sorrel
#

sounds like post process either way, but material specific. hmm. bit out of my area but now my interest is peaked

pearl echo
#

Negative lights are a thing in many engines, though.

#

In Unreal 4.14 you could actually do that.

#

Idk why they removed it.

obsidian sorrel
#

custom depth pass perhaps. I dunno Im just guessing

pearl echo
#

Yes, which is really complicated for me rn since I started Unreal just 4 days ago lol.

obsidian sorrel
#

welcome to the party 🙂

#

upon a bit of reading the UE material version only works within the same material so it's not useful in that sense I guess. But perhaps some blendable with the post process you can "over-ride" and fake it.

pearl echo
obsidian sorrel
#

there is an example of working with post process and such so from there you can figure out where to branch it

pearl echo
#

Alright, thank you.

obsidian sorrel
#

Sorry Ill type in here. It's a little busy 🙂

#

Essentially you can feed values into a custom shader node in a material. So using Material Parameters you can have external values fed into a Custom node as inputs, then your shader code is applied and an output with the specified value in the Custom Node properties is released. Which you then plug into your material output (or you can continue to use it to chain shader nodes/effects and combine with the material nodes)

pearl echo
#

hello friends

#

how fix different render in editor and in play mode? what need googled? posteffect setting?

#

building light?

pearl echo
#

building light a helps - fixed

proven prawn
#

https://i.imgur.com/3eaUjH7.png
So in this scene I'm trying to cut the cylinder in half to make a nice little wall along the staircase, but the subtractive brush is deleting a lot more than I want it to.

Yeah, I could move the cylinder away and cut it move it back and keep trying until it's perfect. But something is telling me there's a much better way I could be doing it and I'd rather learn that way.

forest cloak
coral pumice
#

Don't forget to click on the bell icon to get notified when we post new trailers daily ;)

For more videos, please check our other channels :
@PlayscopeTimeline, our retrogaming channel : https://www.youtube.com/c/PlayscopeTimeline
@PlayscopeHD, our gameplay videos channel : https://www.youtube.com/user/PlayscopeHD
@PlayscopeAsia,: for asian vid...

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hushed flume
spice flax
eager adder
twilit pulsar
ionic flint
pale rampart
mint saddle
#

Check out my Unreal Engine 4 courses right here: https://devaddict.teachable.com/

►Subscribe here: https://www.youtube.com/channel/UCGxt9c_CREmnquHjPEknHYw?sub_confirmation=1
►Business Email: devaddictiscringe@gmail.com

New here? Start at Part 1: https://youtu.be/maG2YnVnIVM

In this video, you’ll learn how to create Aim Offset animations insi...

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wheat crystal
warm marsh
analog sequoia
warm marsh
analog sequoia
pale rampart
ember compass
pale rampart
#

With the ability to script drawing to render targets through Blueprints, content creators can now create and prototype advanced rendering techniques that would have previously required a graphics programmer. This opens the floodgates to many possibilities such as custom fluid simulation, surface deformation, and caustics rendering, for starters....

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ember compass
pale rampart
ember compass
ember compass
pale rampart
robust bear
potent ploverBOT
#

Something went wrong. Check the logs for details.

#

:triangular_flag_on_post: Disorganized#5589 received strike 1. As a result, they were muted for 10 minutes.

ember compass
obsidian sorrel
#

it looks haunted

ember compass
pearl echo
terse kernel
pearl echo
pearl echo
small latch
terse kernel
small latch
terse kernel
small latch
terse kernel
pearl echo
terse kernel
pearl echo
ember compass
ember compass
terse kernel
#
split linden
terse kernel
pliant lance
pliant lance
deep niche
#

Google this : unreal 4 creating game time system:

drowsy harness
obsidian sorrel
#

damn you and your facts Mike. This is the internet. At least make a cool conspiracy out of it.

eager adder
#

you say 25 or 95?

#

25 not bad for programming

obsidian sorrel
#

im running cheap right now because I just took a year off coding to learn more modelling stuff. I feel in programming when you take a break, its only fair to whoever pays you that you don't charge for some of the googling time to refresh or specifically figure out a logic setup or core codebase. But if I was on my usual form for coding, double it.

eager adder
#

you can charge whatever you feel appropriate, no one on the buying side should complain about $25 dollars, that is very cheap for programming

#

my rate starts at $50 because I'm old, but that is for full time with benefits on top, and that is at a discount

#

for freelance you got to keep in mind you may be working part time or a job for a few months and off, so I would expect a bit more

obsidian sorrel
#

yeah my imposter syndrome is fickle :p I often don't understand my own worth. It was the same in web dev

ember compass
gaunt forge
#

Anyone in the support channel able to offer up any advice on snapping with sockets?

strange crypt
ember compass
ionic flint
#

Nice.

plush egret
#

I've got a c++ issue. Using mac os. When I right click the uproject, I'm unable to generate project files. How else can I generate them?

#

@spiral finch

dark dawn
#

I'm back

#

I'm here for getting help xD XD

misty hamlet
pale rampart
#
    Function /Game/VRIntegrator/Blueprints/BP_PointerMotionController.BP_PointerMotionController_C:ReceiveTick
    Function /Game/VRIntegrator/Blueprints/BP_PointerMotionController.BP_PointerMotionController_C:ExecuteUbergraph_BP_PointerMotionController
    Function /Game/VRIntegrator/Blueprints/BP_PointerMotionController.BP_PointerMotionController_C:UpdateLaserBeam
    Function /Game/VRIntegrator/Blueprints/BP_PointerMotionController.BP_PointerMotionController_C:ApplySmoothingEuroFilter
    Function /Game/VRIntegrator/Blueprints/BP_PointerMotionController.BP_PointerMotionController_C:CalculateAlpha
LogScript: Warning: Script Msg: Divide by zero detected: 1.000000 / 0```
pale rampart
pale rampart
#
Error        Could not find definition for module 'UtilityShaders', (referenced via Target -> SteamVR.Build.cs)    LiveSimulator    E:\LiveSimMainline\Intermediate\ProjectFiles\UnrealBuildTool    1    
#

but WHY

pale rampart
polar ruin
#

Any idea how I can add an layers here, I don't see any options for that?

hoary widget
sour kettle
#

How do you guys export multiple texture set materials from substance into UE4?

#

Anyone know?

frozen flower
#

someone knows how to do
wet clothes with eu4 materials?

obsidian sorrel
#

@frozen flower specular effects on the material help gives that wet look but its not perfect by itself

pearl echo
#

@hallow dagger DOO YOU NEEED HEEELP?

hallow dagger
signal hare
round sandal
deep niche
#
plush egret
#

I'm new to cpp and new to cpp in unreal

#

I've got a question about blueprints and cpp objects within unreal

#

can I initalize a bp as a cpp object?

plush egret
pearl echo
#

anyone can help with basic decale creatin?

#

creation

#

somwthing not work (

#

decals not work

pearl echo
#

solved

little grail
#

I need some help with a ladder mechanic if anyone would like to help me :/

dense igloo
#

hello someone is good at making local multiplayer inputs ? im trying to make a fighting game where you can control second player with controller but when i open my level blueprint and create player node , the second character doesnt move when i use controller..@here

true parrot
#

I'm attempting to call Timer Event on my GameState from a Scene Actor but it doesn't ever call the linked event. Any help is appreciated. I did some print debugs to see how far it flows.

pearl echo
pearl echo
#

whe behavios tree updating every second ?

#

im so stupid today

#

solved

storm dome
#

im working on paper 2d. i got a basic algorithm that set run/idle sprite with looking velocity x. and i have basic capsule resizing algorithm that provides sprite stay in capsule for hitbox. normally without using capsule resize, when you try run to wall it stays idle and dont moving. but with capsule resizing its going to change velocity x when you run to wall and thats constantly changes sprite while character not moving

#

how i can solve this?

frail tendon
#

I'm trying to build a map in UE4, but I have no idea on how to do it.

zinc ether
#

@frail tendon

frail tendon
#

oh. of course

pearl echo
zinc ether
#
Amazon Web Services

Game developers like to customize their technology to deliver the experiences they want to share with players. The Grand Tour Game was no exception. Starting with many of Lumberyard’s rendering features, we added new innovations to the engine to achieve the results we wanted. You can download Lumberyard here and try implementing this technique y...

ornate sonnet
#

likely similar applicable to large object bodies

#

AirSim: High-Fidelity Visual and PhysicalSimulation for Autonomous VehiclesShital Shah1, Debadeepta Dey2, Chris Lovett3, Ashish Kapoor

fiery shuttle
pearl echo
storm dome
#

how i can get reference of controlled pawn without saying its class?

placid anchor
#

Get the parent class @storm dome

pale rampart
pearl echo
fading haven
vivid estuary
plush egret
#

Hello, me again

#

I've got an issue with GAS, but it could be cpp in general

#

This isn't updating

#

cpp = c++ ye

coral pumice
#

the enum looks good

zinc ether
plush egret
#

I'll read it more in depth

#

seems like I might need a UMETA for the display name

#

that's from the doc

#

yeah, live compile

#

alr

#

alr = alright

#

im compiling it without live

ripe lichen
#

Hey I was wondering if someone might be able to help me figure the best way to recreate the real world sizing of a landscape based on a heightmap. Terrain.party only allows 1000x1000 png exports and their minimum region selection is 8KM. So my landscape ends up smaller than realworld. Anyone know how I could go about fixing this?

plush egret
#

it's best used with small sections of the original bitmap

#

Quadspinner isnt free, unfortunately

#

You can also sign up for the US goverment's world data map service, it's free

#

You'll need to run it through another program at least, ye

#

also, the output must be 16 bit

#

8bit pngs will lead to horrid terracing

#

when you have 8 cores but it still takes forever to compile 😣

#

checking/savings account

ripe lichen
#

I'll look into it further

plush egret
#

okay so I went through the painstakingly long compile process

#

and no dice

#

hmm?

#

yeah im around every once and a while

#

nothing but cycles of the same routine

#

well at least you recognzie it

#

now, you dont get a pass

#

yeah yeah have a good one

#

Okay, wtf. It's updated

#

thanks for your time guys

#

for the future

#

the solution is to close ue4, vs and live coding

#

and build

#

@zinc ether good ass elevator pitch 👏

tawny goblet
#

and if will is here elevator music

plush egret
#

when the player doesnt inherit the gameplay attribute set, I fear something is unfortunately very wrong

#

alright, this is a tomorrow me problem

#

gn guys

plush egret
#

good morning

#

back on the grind

pearl echo
#

cant joint spline to landscape

#

join

#

how do this ? (

zinc ether
#

what do you mean?

#

using landmass?

#

or to use splines to adjust landscapes?

#

if i'm not mistaken, under the hoode

#

hood*

#

the spline is doing nothing but modifying the height map

#

by adjust the black to white values on the map

#

and the spline is just an editor visual aid to do it

#

and some good maths and some canvas render target painting on the height map

little grail
#

If anyone would like to help me that'd be nice.... I am in trouble with spawning one of my character BP's

#

😦

polar ruin
#

Quick question, I was about to re target an animation to the female version of the default mannequin for the third person project. When I was ready to re target it showed the male skeleton, it would still work with the female mesh right since they both share the same skeleton?

eternal bear
#

i can't seem to find where to download pivot painter 2.0 unreal content example file :.(..

#

I'm wracking my brain at this point, can someone point me to where I can download demo scenes?? It's just a default unreal demo scene

zinc ether
#

@eternal bear

hushed flume
ionic flint
plush egret
ionic flint
vivid estuary
#

WHY IS IT NOT UPDATING FUKC

#

I think its specifically discord

#

Some fucked up cache

#

The Biznus Template is focused on helping small and medium-sized businesses move their retail shop online. Get your retail delivery business started with Webflow today.

quartz edge
twilit pulsar
#

Landscapes are the foundation of your world in Unreal Engine. In this episode, we go over how to create a landscape. We go over all of the settings for tuning the landscape performance, vertex density, and distance detail reduction. Then we go over the tools that Unreal provides for sculpting the landscape - including Sculpt, Flatten, Noise, ...

▶ Play video
frigid sail
#

can someone help me find this context menu?

green shoal
zinc ether
placid anchor
#

@pearl echo

sweet nova
#

IDK whats the problem

pliant lance
sweet nova
deep niche
nocturne cliff
lament fox
pearl echo
#

Hi there, I was looking to use render target result(I created a static texture) to use for a foliage mask. Problem is that the render result is in the uasset format and the landscape layers wont accept this format when right clicking and importing mask. Not sure how to get around this can anyone help?

hasty locust
#

Hi can someone help me to install HTML 5 to Unreal Engine 4.26.1

placid anchor
#

"As of Unreal Engine 4.24, support for the HTML5 platform has been migrated out of the engine to a public Platform Extension that can be maintained and improved by community members. Documentation for the HTML5 Platform Extension is hosted alongside the GitHub repository ."

ivory rain
#

So I have a bit of a dumb question but I thought I would put it out there. I was wondering if anyone knew a technique to blend thing like rocks and plants seamlessly with the ground or terrain.?

ivory rain
#

🤔

placid anchor
zinc ether
pearl echo
#

So I have read the content examples map and read anything that I could but when I click on one of the buttons that opens levels on my map the loading screen doesn't pop up. what is the cause? any ideas?

compact lagoon
#

Ye

#

My mic hates everything and refuses work

#

good

#

One sec

#

oh

#

Just do a get actor transform

#

and add that

nocturne cliff
compact lagoon
#

Yea

nocturne cliff
compact lagoon
#

Just add that

#

The sequence is a placehholder for the code

#

And thats to save loc

#

Transform includes location rotation and transformation

nocturne cliff
compact lagoon
#

F

#

Nope

#

most of my animations are done

#

in the most inconvienent waay possible

#

So what are the type of vars that are in play here?

nocturne cliff
compact lagoon
#

What type of Var is this one Specifically?

nocturne cliff
compact lagoon
#

What type of struct?

nocturne cliff
compact lagoon
#

ok i made a mockup macro to save stuff

#

However some of the vars werent verry clear on what they do

#

so you may have to modify them

#

wdym

#

i migrated these assets

#

the Save

#

is a save object

#

Save Stuff is the macro

#

SaveStuff refrences Save so i had to migrate both

#

just drag and drop them into your content folder

#

in Explorer

#

wat

nocturne cliff
compact lagoon
#

what engine version are you using?

#

wait

#

just re do the cast node

#

4.25

#

One version below

#

the cast node

#

well its just a base for you to use, Should work if you re do it

#

Copy pasting cast nodes between projects is a mess

#

Ah

#

So the anomation is messed up

#

At least it isnt replication of all thigns

#

Replication sucks

#

then change object ref to save object ref

#

Wait did you import both files?

#

Im guessing ue4.25 and .26 are vastly differne

#

t

#

you could have the vars interpolate based on input

#

so if its pressed it does that

#

instead of a custom event

#

just do Input W

#

same animation for everything

#

Ok

#

so just do Input W

#

or keyboard W

#

and bind the the var being changed to that

#

on pressed set move __

#

If you want the var to go between 1 and -1 smoothly

#

or just want it instantly

#

One sec

#

Just realized the time

#

brb

#

back

#

lemmi stream

#

Wait why cant i stream?

#

Nvm

nocturne cliff
compact lagoon
#

also

#

This is how my own movement works

#

replace the set relative rotation with the variables

#

because i never rigged the 28+ aircraft models

#

This may be for thrust but same concept

#

Setup the input like that

#

by making it a axis

#

and then have the vars use the input amount

nocturne cliff
compact lagoon
#

umm

#

think you clicked this

nocturne cliff
compact lagoon
#

just redo the cast

#

drag out from player controller

#

and dont do a pure cast

#

the one without a exec is pure

#

Target is what you want it to interp to

#

current is current

#

plug vertical to current

#

and set target to 1

#

yea

#

and create a get world delta secconds and drag that into delta time

#

ok that should work

#

now set Move Vert

#

ok

#

yea

#

If your making your game MP Make things replicated first

#

ok

#

just make a simple hitbox

#

and add spheres to the hands

#

that deal damage

#

ya

#

but include something that prevents you from hitting yourself

#

np

#

flight game

#

MMO

#

However not MMO yet

#

yea

#

ok

haughty shale
#

@compact lagoon you know for the hand hitboxes, thats just parent socket to hands, right?

compact lagoon
#

yea

haughty shale
#

thanks

compact lagoon
#

I gtg

#

cya

#

np

night ivy
#

would anyone be able to help me out?

half bone
#

anyone use Parsec, having issue running it on android with UE

#

the mouse locks on to camera and i can't unclick

hearty parrot
#

Hi! i'm having some troubles with virutal texturing on 4.26 If i enable it on my project and after restarting, the project won't open anymore and it will stay at 39% loading.

#

anyone have any idea why?

cunning umbra
#

question, its simple to set up a per poly collision mesh for a static mesh however i cant seem to find out how to do that for a physics asset with a skelatal mesh, ie a player model.

feral prairie
#

Can someone help me with unreal movement

pearl echo
#

@hollow matrix @verbal timber It won't let me launch unreal engine can you help me?

#

I'm sorry I can't hear for some reason

#

let me pull my headphone out

#

When I click Launch

#

It doesn't open it

#

It just says Launching... then opens nothing

#

I can't hear anything

#

it my headphones

#

I’m on phone now

#

I should be able to hear

#

@verbal timber Do you know why it not opening?

#

Oh I see it

#

I’m going to use an older version

#

Ty

pearl echo
#

@verbal timber I can't launch Unreal engine when I click launch it says launching... then opens nothing

#

@echo ibex I need help with just launching unreal engine so I can use it

#

@placid anchor Help please I can't even launch unreal engine because it won't open

#

It just says launching...

#

then it opens nothing

verbal timber
#

try running as admin

sour kettle
#

Does anyone know if you can migrate grouped objects to another project without needing to reassemble the migrated assets?

#

I'm here in the chat if you'd like to explain how.

#

Is there a crouch animation?

lapis orbit
#

@pearl echo

#

in some cases discord picks the wrong general speaker/microphone

pearl echo
#

oh now i do

lapis orbit
#

can you hear me :p

pearl echo
#

nope

#

i have connection issues on my end

#

lol

lapis orbit
#

might want to edit the sound settings

pearl echo
#

i think its my connection

#

its very slow here

pearl echo
lapis orbit
#

your output settings might need to be set properly

#

because discord reasons

pearl echo
#

ooh

#

and how do i do that?

#

i have no clue

lapis orbit
#

click on default, and select one hehe

pearl echo
#

alr lemme try

lapis orbit
#

and hope you'll hear my awful voice

pearl echo
#

lol

#

I still cannot hear you

lapis orbit
#

hmmmmm

#

with 10 minutes to go i cant record a quick video XD

pearl echo
#

its fine

#

I will look something uo

#

up*

#

But thanks for your time!

zealous spear
#

Would i be able to screenshare

reef leaf
split adder
#

can someone give me a litle help

#

on support chat

#

have a small issue with a blueprint

patent bough
#

what kind of issue?

pliant lance
#

Word2vec is a technique for natural language processing. The word2vec algorithm uses a neural network model to learn word associations from a large corpus of text. Once trained, such a model can detect synonymous words or suggest additional words for a partial sentence. As the name implies, word2vec represents each distinct word with a particula...

#
eternal crane
#

@spiral finch is the car running on (Physx) or (Chaos) ?

pale rampart
#
UATHelper: Packaging (Windows (64-bit)):   ERROR: Missing precompiled manifest for 'InnerLoopLLC'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in InnerLoopLLC.build.cs to override.
PackagingResults: Error: Missing precompiled manifest for 'InnerLoopLLC'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in InnerLoopLLC.build.cs to override.```
vocal token
#

Hello im having a small problem where everytime to play in the viewport the player spawns at the center of the map instead of player start

#

Any ideas on a fix to this?

obsidian sorrel
#

@vocal token Create a Player Start and assign the playercontroller to it. Then you can move the Player Start around the map to where you want to spawn.

vocal token
#

Tried it and it did not work

#

The game mode is assigned yet when i play it doesnt

#

spawn the player character

#

or it either spawns them in the middle

zealous spear
#

hi

burnt flicker
#

Any knows the fix for skeletal mesh that is not casting shadows in MRQ?

#

This is my scene with rendered out with MRQ. You can see that there is no shadows appearing on the mesh behind.

#

This image is what it looks like after I started a new project to see if I messed up anything. Everything was stock. You can see the shadows are flipped now.

#

This one is from the viewport as you can see both meshes casts shadows.

#

I converted the one without shadows to static mesh and it casted shadows naturally. So far it is only on skeletal mesh that is having problem. All of them have physical asset. this on RT

frozen gate
#

for making assets transparent when blocking player view ⬆️

#

@fossil karma

carmine rose
obsidian wind
#

brb

hasty locust
#

Hi can anyone help with a lighting glitch in unreal? Thanks