Troubleshooting

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Transcript

Welcome back, everyone, we are in the process now of wrapping up our project. And in doing so I wanted to take a video out to troubleshoot some potential problems that may creep up as you're trying to build and work with your project. So to get things started here, the first quote unquote problem that I'm going to point out is a common issue that many people run into when they're first starting out with unreal, and it confuses many people. And that is when they click the play button. And then they use a W, A, S and D keys are like, Hey, I can't move around what is going on? Why can't I take control?

And the reason is because you have to click in the viewport first before you can actually take control of your character. So that's not really a problem, but many people want to know like, Is there a way I can take control of the game without having to click in the viewport first? And the answer is Yes, there is. The way you can fix that is by coming under this play drop down menu, choosing Advanced Settings. And this is gonna jump you over to your editor preferences. And there is an option at the very top here that says game gets mouse control, you check that guy, then you jump back in and click play.

Now I'm not even clicking on the viewport window, but as soon as I press W A SMD, I immediately have control over my character. So that is a good quote unquote issue to fix for many of you all that are wondering about that. Now an issue more specific to this project that I can see some people having is when they are bringing out an individual target. It doesn't matter if it's a 100 pointer, a 500 pointer or 1000 pointer etc. A lot of times what I noticed people do is they forget to set his stand alone target to true so they'll place these out here. They'll overlap the truth.

Your volume, they'll be like wait a minute, it's not spawning in what is going on, you got to make sure that with any individual target that you're placing out here that you are checking this box for his standalone target. Now, remember we have expose all of these variables here in the editor. So you can change how long each of these targets to stays active before they go away, too. So that's optional, good functionality right there. But make sure for any single standalone target that you place on your level, you gotta check this is a standalone target box. Another issue that I want to point out as it pertains to targets and I made this mistake earlier when I was building out my level is any target spawn and I'm gonna place a new one out here to demonstrate it because I don't want to wreck anything that I've currently got out here.

Let's see target spawner let's see ya see, I placed one right at the edge of my river. bed here. And let's say Suddenly, I want to make it so that my my trigger box here, which is denoted in this yellow outline is much, much bigger. So I go and stretch this out like this, right? Maybe I stretch it out, make it a little bit taller, etc. And then I jump in and I play from here.

Now I'm going to be overlapping a few spawn triggers. But you'll notice that some of those targets like crazy stretched. What just happened there? Well, what just happened is that I was scaling the size of the spawn at trigger as opposed to the spawn trigger volume. You'll notice that some of those arrow components are looking rather stretched. And I believe that was one I just placed right there was this guy.

It was that guy. So you'll notice that I've got BP targets spots that spawner 10 here, and I just scaled the size of the overall set spawner. What I really meant to do and you can see my scale settings right there, what I really meant to do is I wanted to change the size of my trigger volume here. So I should have selected my trigger volume component in scale that because if you select just the actor, the actor itself, and scale, it's going to scale everything, including the size of the targets that spawn in as well. So just be aware of that. Next, let's talk about some build errors that may crop up for you, especially if you use this Seoul City pack to build out your level.

I need to jump on over to my Google Doc really quickly here to show you some of the build errors that I got when I built I got some errors for over lapping UVs Now note that errors are not game breaking, you can still play your game You're just gonna have some things wrong with them. In my case my slums scaffolding was not being illuminated properly because of overlapping UV. So if you have an error such as this, how can you fix it? Well, demonstrating this I will jump back into unreal, I will go into my soul. See pack here type in scaffolding, I can spell it properly. Now I fixed it up for this piece of scaffolding as well as as well as a couple others but I'm just gonna pick one at random here to show you what I did.

Along the top toolbar here, you've got this button for UV and you can select UV channel zero or UV channel one. What we can do is actually generate a new light map UV. So to do this, and I will actually do it for this one. I don't I don't think I'm making use of this scaffolding as well. I'm going to go into the Details panel. And in this section called l o d zero, you've got this little checkbox for generate light map you V's.

And if you check that guy, this applied Changes button will now illuminate, it's gonna say where would you like to generate these light map UVs. Our destination light map index is going to be index one, which is essentially that index right here. The one we are currently looking at right here and you can see that there's some overlap edge right here. It's not all within this bounds. So if I click this apply changes. You can now see that it has updated our UV channel one to look at when this looks pretty doesn't it all nice and organized.

Okay, but that is not all that needs to be done here. If we keep scrolling down in the Details panel in the general All settings. There is the light map coordinate index, where is that guy light map coordinate index, make sure that that is one as well if it isn't already, okay, because up here we were saying destination light map index should be one. And here we want to make sure that light map coordinate index is also pointing to one as well. So now if you save the mesh and then you build you should not be getting billed errors for that anymore. So that is a way you can fix up some of those overlapping UV issues you may be getting with some of your soul city scaffolding, static meshes.

Another area I wanted to point out that I got while building was I had some severe performance loss for a few of my lights. Now, a real quick and easy way to fix some of these issues saying you know, severe form loss overlapping lights stuff of that nature is you can simply select that light and let me see I got BP flickering light seven. So let me navigate to that guy my level flickering light seven double click on it that guy right there. Okay. What you can do is with that particular actor selected there is BP flickering light seven let me focus in on that guy oh there he is over here. That one you can change its mobility to be static and then when you build it will get rid of that error as well.

All right, hopefully that has helped alleviate or solve or fix some of the issues that you may be having keep some of those things in mind. Now other resources that you can seek out Unreal Engine four has a community A very helpful community that will help you with some of these questions. You can go on the Unreal Engine four message boards. They have an area called answer hub as well where you can post a question. And people that work at Epic Games will try to help solve your questions as well. I use it all the time professional developers use it all the time.

There's no shame in that we all get stuck from time to time. Hopefully that helps. All right guys, that's gonna do it all for this one. We will see you in the next one.

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