plugin – Unreal: Where should I put a DLL to be copied when it is compressed or compressed?

I am currently using the FPaths::ProjectPluginsDir() directory to store a custom DLL for Unreal. However, when I build or compress the project, I have to manually create a Plugins folder and copy the DLL in this file.

Is there another folder that would be a better directory to store my plugin in order to have my DLL copied automatically when it is compressed or compressed?

unreal 4 – Keyframe animation workflow

Rummage through animation tools in Unreal, trying to find a direct way to define keyframes and edit animation curves on a skeletal mesh. This seems much more complicated than expected, usually requiring imported poses and animation that is then modified, mixed, etc. in plans.

What I wonder, is there an effective way to

  1. take a skeleton,

  2. position and key image his bones in one place not with several bone transformation nodes wired together

  3. then edit the resulting animation curves

to define poses and create an animation directly in the editor, or the only reasonable way to create keyframes and edit curves when using Unreal is in an external program?

If it is practical, what editing panels, which blueprint nodes and what game objects would I use?

unreal 4 – How to make my character walk by clicking and holding down the mouse button?

I have created an action map using the right mouse button as a reference.

The action card is called "Andar" (walk in English).

In the character code, I call this action map and in this one, I make the character walk by clicking the right mouse button (on the ground):

enter the description of the image here

But I would like the character to continue walking if the player clicked with the right mouse button and held it in hand.

I like to set the destination (Unreal Action Mapping).

Other places I searched for:

It's a simple problem, but I can not find anything. Not exactly. The problems I found in my research are not the same as my problem. Even changing the words and terms, I did not succeed.

unreal 4 – How to make a texture appear in the same way in a cube?

My problem seems so simple, before asking the question here, I did a search on Google and on this site:

But nothing seemed to be related to my problem.

I have imported this image.png:

enter the description of the image here

I created a material and added to it the image:

enter the description of the image here

But I did not get the expected result in the game (I would like this yellow line to be under the pink arrow that I drew):

enter the description of the image here

Innocently, I thought the solution was obvious, so I added another image.png and added to the material:

enter the description of the image here

To my surprise, the result was worse, the yellow line did not even appear:

enter the description of the image here

I realized that this happens because the floor of my game is a "stretched" cube, so the image that I added appears correctly on one of its faces , and not just the one I want.

I would like to know how to make it look identical on all faces or a value that I can modify so that it will appear correctly on the face I want.

Akane / Streets of Rage in Unreal

I wonder how can I achieve the type of game Streets of Rage in UE4? By this I mean having a 2D character walking "inside" the screen, but the character does not become any smaller or inclined. Is there a camera setting that allows this? Or some sort of character setting?

Also, how could I configure the background? I'm pretty sure it's just a static picture that's put on a plane, but maybe there's a better way to do that?

I've already created a game that tried this with a friend during a jam, but that does not work as we wish. I can post the game link here, but I do not know if it counts as a personal promotion …

unreal 4 – Progress bar visibility issue

I have a code with several elements. One of these items I would like you to initiate hidden.

So I did it, set for the progress bar to start hidden. It started going bad when and I called its visibility (bind) the same stopped to start hidden.

I did a test with this problematic progress bar and another created in time:

enter the description of the image here

The progress bar with the visibility definition function appears even if I set it to be hidden at the beginning:

enter the description of the image here

As I said, I think this strange behavior is due solely and exclusively to the fact that there is such a function:

enter the description of the image here

Even though I've created a Boolean variable that imposes a condition, the bar insists on appearing:

enter the description of the image here

The quoted variable defaults to false:

enter the description of the image here

I thought the fault might be on the back node, but as you can see in the fourth image, even putting "hidden", the progress bar still appears.

unreal 4 – How to improve the appearance / appearance / resolution of a text rendering in my game?

In my game, there are warriors who walk the map following a path. Above their heads, we show their life (rendering of the text).

It turns out that unlike what I do when I simulate the game (I do not own the character), visualizing the lives of warriors is virtually impossible.

Picture of when the warrior and my character walk:

enter the description of the image here

Even with my character arrested the visualization of life is horrible:

enter the description of the image here

I have not changed much since the rendering of text, but if it helps:

enter the description of the image here

I want the improvement to be simply in the sense that I can easily identify the value of the warrior's life.

unreal 4 – Where is the part of the code of the mouse click in the model TopDownCharacter?

I have a project where pressing the B key, the character after a time interval is teleported to a point on the map.

I can do it. It turns out that I imposed conditions for the teleportation to be executed at the end of the time interval.

For example:

It's as if the character had to meditate / channel / still.

To do it correctly, I use 2 variables:

  • varCanalizando => becomes true if the B key is pressed / becomes fake if the D key is in a hurry or the character is walking.

  • varInterrompeu => becomes true if varCanalizando is true and D key is in a hurry or the character is walking.

enter the description of the image here

Pressing D key will cancel the meditation / channeling / motionless and the character will not teleport at the end of the time interval.

I can not identify the part of the plan that makes the character work.

But I almost certainly say that it's not in the default TopDownCharacter code.

Closer to something related to the mouse in the plane:

enter the description of the image here

I suspect that this may be in some components of TopDownCharacter and I have tried something similar based on this post:

My attempt:

enter the description of the image here

I consider that it is relevant to inform that I have changed the standard click button from left to right, but I do not know if that is the cause of the problem.

I looked for the event in the component of the character that I found the most suspicious, but none of them seems correct to me:

enter the description of the image here

EDIT 1 (attempt)

I tried to use the right mouse button, but neither the print worked:

enter the description of the image here

unreal 4 – How to activate a delay in the attack speed?

Before doing any research, I tried to deduce the formula, and I did it. It's pretty simple.

I was suspicious so easily, but I did a lot of tests and I have no secrets.

Formula (based on the time interval of one second):

enter the description of the image here

You simply divide the value of the attack speed by itself squared.


enter the description of the image here

  • LEFT => time between each attack
  • TO THE RIGHT => speed of attack

After that, I did a search. I thought that because it was so simple, it would appear on the Riot website, but it was not the case I watched.

But on the Valve website, there is:

It is not calculated in the same way as mine, but in their formula, other factors come into account.

I found other places with the formula, or at least one type of formula (Portuguese website):

ai – Using MCTS in Unreal Engine

I am doing a turn-based board game in UE4 and I have come to make a first pass to the AI. I had planned to use search in Monte Carlo trees, but this requires you to create (at least) a copy of the game state for each simulation. I guess I will have to do hundreds of simulations per move.

I am pretty new to the UE4 but the problem is that there is not really any separation between sight and logic (at least the way I programmed it!). For example, I have actors that contain their static meshes, their current hardware, etc., as well as their logical state. I think that in UE4, to create a deep copy, I would have to generate new actors, etc. Obviously, in hindsight, I made a serious mistake and I should realize it sooner to be able to switch to another engine, but too late for that. now.

None of the ideas I have suggested are good:

1) Implement a special copy function that defines the static mesh, etc., on nullptr. I do not know how Unreal will react to the creation of all these actors but will not create them in the same level, my experience does not suggest it well.

2) Create AI versions of all classes, for example. an AIUnit class that can be constructed from a normal class of units but initializes only the minimum required data. I think it would work, but it would be painfully inelegant with the obvious disadvantage that I will basically have to maintain two almost identical games and keep the rules synchronized.

MCTS with UE4 does not seem to have a lot of hits on Google, so any advice would be appreciated, I'm willing to sacrifice a timeout, for example. wait 1 second each turn for AI to "think".