#ue4-general

1 messages ยท Page 58 of 1

leaden onyx
#

drop this into content browser

#

and then drag it from content browser to material where nodes are

eager sparrow
#

That means opening it on my desktop ๐Ÿ˜‚

leaden onyx
#

probably

#

there are some stylized grass out there too

wanton talon
#

@eager sparrow did you just take a picture of your screen with your phone? just use printscreen?

eager sparrow
#

tablet i'm awful with it ๐Ÿ˜›

wanton talon
cursive swift
#

Ho kurwa....

#

Come on print screen :D even the snipping tool

eager sparrow
#

yeah my laptop and I don't get on it's stopped typing backwards at least ๐Ÿ˜›

wanton talon
#

laptop keyboards are no different, they ahve a PrtScr button

eager sparrow
#

ooo i found the starter content but i still wana learn how to make my own materials etc

leaden onyx
#

yeah but you can study them

#

to see how they work

#

it might be a bit frightening at start though

eager sparrow
#

yeah that's true i can see how to make the different textures though the structure

#

true hence why i come in here and bug you guys

#

though i really need to email my presentation quick before me boss kills me ๐Ÿ˜›

#

does anyone know of any good video editors also cus i do stuff on youtube also

cursive swift
#

video editor ?

#

free almost none

#

payd well

#

sony vegas

#

adobe premiere

#

ho that thing on itune

#

cant remember the name since macs are jokes

#

iClip or movie something like

#

Yeah i Movie

#

you can also simply edit on youtubeyou know

#

and that s free.

eager sparrow
#

i miss having movie maker i knew haow to use that ๐Ÿ˜›

#

I use bandicam for on screen recording but your talking to a broke ex uni student lol

wanton talon
#

if you have an nvidia gpu, you can use shadow play to record your screen

eager sparrow
#

so if I wana add a tutorial thing in it how do i go about that or is there an assest for that??

#

also how to i change how the character looks??

#

cus right now bob is nude ๐Ÿ˜› and that isn't cool ๐Ÿ˜›

wanton talon
#

you should be going through tutorials

eager sparrow
#

I know i have been I just can't see the context menu haha

#

I'm just clarifying i'm not going insane ๐Ÿ˜›

oblique fern
#

a destructible object tends to bounce around and some pieces freeze in mid air, what is going on?

onyx sky
#

What are the methods to highlight a mesh?

kindred viper
#

custom depth is a good way. Check out Tom Looman's tutorial

#

custom stencil is another way if you want to do it via post processing apparent

wanton talon
#

anyone know how i can alternate between different materials for a specific foliage?

#

is it with a material parameter collection?

#

i basically want the material to choose 1 of 3 vectors

#

arbitrarily

#

okay i guess for foliage it's not possible

#

because then it would require another instance altogether since the parameters change

#

aka more drawcalls

vale osprey
#

@wanton talon instances have a random parameter exposed to materials

#

I don't think you can populate it with your own random numbers but engine does it for you

wanton talon
#

it makes sense with the word "instance", otherwise a different color would just be a different instance thus it breaks batching im guessing

vale osprey
#

correct, you can use that random for pretty much anything what is allowed in the material editor

#

like render all instances with a random number smaller than 5 using POM and the rest as bump-map or what ever

#

as long as you can use that rand as switch for the logic

honest vale
#

reflection captures nor skylight seem to capture particles :\

#

has anyone ran into the same problem?

#

just wondering if it's possible and I'm just doign something wrong

vale osprey
#

@wanton talon it's called "Per Instance Random" afaik

wanton talon
#

thank you anyway, im not pressed to fiddle with something that seems counter intuitive it was just a passing interest since im fiddling with foliage

#

fiddle fiddle

vale osprey
#

well you don't need different material to have different colors

#

color can be based on a position of the object, or it's rotation or using a lookup texture and combination of other things

#

it can be based on noise which is modulated by the vertex color

#

in principal, you need different materials only when you have to use completely different base materials, like defaul lit or translucent

#

these type of changes you can't do dynamically in material graph

plush yew
#

why i cant rotate CameraActor?

#

clicking rotate tool

#

appears to have no effect for some reason

#

anyone?

bleak remnant
#

hey beloved UE4 community! :)) What were your reasons for leaving Unity for UE4, or picking UE4 over Unity?

plush yew
#

just found out that controlling the editor viewport camera with a controller makes things million times easier

south ridge
#

Unity didn't have source code available

worn granite
#

I knew C++ and UE4 was really cool

safe rose
#

C++ and UE4 was really cool

#

Until Blueprint Nativization

oblique fern
#

a destructible object I made tends to bounce around and some pieces freeze in mid air, what is going on?

safe rose
#

Lame ue4 physics

#

I'm having the same issue in my work project

#

99% sure it's due to premature sleeping

#

you can adjust to custom sleep, but hasn't worked for me yet

#

@oblique fern

oblique fern
#

@safe rose i'm finding this, not sure where it is yet.. setSleepThreshold()

safe rose
#

aye

plush yew
#

phyiscs is not always the same

#

not ue4 being lame

safe rose
#

?

plush yew
#

And probably hardware bound perhaps

safe rose
#

huh?

#

We're talking about ue4 physics

plush yew
#

talking the same topic

oblique fern
#

this is irritating

vale silo
#

I don't know what I did, but player starts ejected in PIE and when I hit F8 to possess, screen is always black ๐Ÿ˜ฆ How to fix ?

plush yew
#

@vale silo too late for undo?

vale silo
#

yeah

#

I ejected yesterday and the saved Project

#

today it starts ejected and I can't possess player again

plush yew
#

you probably saved the state

#

try using fly or playersonly

#

or something

vale silo
#

nah, I had it set on Simulate

#

got it "fixed"

tepid steeple
floral heart
#

Yes.
If you work for Epic.

eager sparrow
#

Morning troopers ๐Ÿ‘๐Ÿ‘

#

Well in the UK it is anyway ๐Ÿ˜‚๐Ÿ˜‚, managed to add the material onto my scene finally though it's kinda harvto hide a screen from your brother before he sees his game ๐Ÿ˜‚๐Ÿ˜‚

#

Hard to*

cursive dirge
#

@oblique fern can you just change the sleep family into sensitive?

#

the default setting is at least too agressive for regular physics sim

#

but if you get random freezing in air, it could be a physx bug on 4.14+

#

I've seen it happen few times

zenith night
#

Help please!.. i can't find any help regarding this at all - I'm having an odd issue where I'm working on scenes downloaded from tutorials and even if in windows explorer I can see files I need under content - 'materials' / 'textures' / 'meshes' they are not available to me in the UE4 content browser. I thought it might be a problem with UE 4.15 but I have now tried UE 4.13 and have the same issue.

#

'you can delete the asset registry cache which is found inside Game/Intermediate/CachedAssetRegistry.bin when the editor isn't running, which will force a re-population of the assets.' - that didn't work

#

It doesn't seem to matter which project either, the 'kite demo' opens but it's stripped down, missing a lot of meshes - makes me think it might be some Ram/memory issue but I've got 128 gb RAM and 70gb on my C drive - could it be faulty ram?

safe rose
#

try to fix up redirectors

#

it's looking for files at a certain reference that is not there anymore

#

If you click on any one of those errors

#

you will notice that it's blank

#

if you are seeing them in windows explorer, just reimport them

zenith night
#

I think there's more to it than that, I can't reimport - if you look at the next image I post it shows on the left the materials that I can see in the content browser, in the middle is all the materials that I am told are missing which are in the same directory in windows which you can see on the right - what is really peculiar is that if I search for any of those materials in windows explorer that are shown in the UE4 content browser I can find them, if I search in Windows explorer for any materials that are not shown in in UE4 it cannot find them - so perhaps not a software issue but a server issue?

honest vale
#

managed to crash the engine by causing an access violation in crowd manager >_>

south ridge
#

I managed to crash engine in TMap once

#

Not my TMap either

eager sparrow
#

yeah I lost all my materials from my scene I definetly saved it all last night

honest vale
#

UE4Editor_AIModule!UCrowdFollowingComponent::UpdateCachedDirections() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\aimodule\private\navigation\crowdfollowingcomponent.cpp:334]

#

it's possible to disable the crowd stuff, isn't it?

eager sparrow
#

whats the crowds stuff?

honest vale
#

it does some AI steering stuff with navigation

eager sparrow
#

ahhh i see

honest vale
#

it's odd since I just have a simple pawn with floating pawn movement component and I'm trying to do random walk in behaviour tree

#

with a character it works fine but this crashes the engine

eager sparrow
#

Though from what the it guy said about my laptop typing backwards it was a code I wrote incorrectly ๐Ÿ˜‚๐Ÿ˜‚

#

Genius. ^^

#

That and my service language pack was out of date

jovial beacon
#

if we clone the github repo and build the engine ourselves, how can we utilize the marketplace? the epic launcher doesn't have the ability to add custom source builds, yet the marketplace is only functional through the epic launcher? i cannot seem to add content to projects from marketplace assets, it fails without error while appearing to allow me to add content packs to projects in my user folder.

honest vale
#

@jovial beacon you can just copy paste content from projects that use the launcher version of the engine

#

easiest way is to use the migrate tool in the content browser

#

it finds all referenced assets and moves those too

jovial beacon
#

well what i mean is, if i hit the marketplace button on the main UI toolbar in UE, nothing happens at all. if i use the launcher to access the marketplace, it lists packs i have purchased but wont allow me to install content. does it get saved somewhere to disk where i can manually copy it?

honest vale
#

it should show up in the "Vault" section of the launcher

#

you're saying it doesn't appear there?

jovial beacon
#

when i open the vault, it lists the assets i want but only offers "Add to Project..." which fails. i dont see why i cant just download the content in a package or zip or something in my browser..

honest vale
#

do you have a binary version of the engine installed in launcher?

jovial beacon
#

it sees my projects in the user documents folder and has write access, but without error adds nothing to the project

#

no, i do not. ive already got a second SSD dedicated to UE, i dont need more copies

honest vale
#

maybe install a single binary and add content to that and then migrate

jovial beacon
#

i want to choke a developer even more now. facepalm cant they just give us a damned download link in the browser... unreal is right

cursive dirge
#

well, you'd technically want to get the assets for the engine version your custom build is based on

honest vale
#

generally speaking I don't think marketplace content is even guaranteed to work in source built versions since you might have modified it making the asset types incompatible

jovial beacon
#

yeah, and it lets me pick 4.15, etc

#

but then nothing happens

#

no new files added, just acts like everything is done

#

project unmodified

honest vale
#

well that's weird

jovial beacon
#

no err

#

ya

cursive dirge
#

you did use the checkbox that lets you pick files for different engine versions?

#

but yeah, if anything else fails, install binary version of the engine on HDD etc

jovial beacon
#

with no binary distro engine installed, all i can do is choose the version from the list and hit 'add to project'

cursive dirge
#

yeah, that's the thing

#

you actually select a version that matches your source code?

jovial beacon
#

so, ya i picked 4.15, chose my project, hit add, it returned with no error

#

yup

cursive dirge
#

if you pick a newer engine version than your custom build is, it'll fail, no doubt about it

jovial beacon
#

im running 4.15

cursive dirge
#

oh ok

jovial beacon
#

no other versions as of today

cursive dirge
#

I know ๐Ÿ˜ƒ

#

have you tried getting 4.14 version of the assets then?

jovial beacon
#

no

honest vale
#

might be worth a shot

#

so you can narrow down the cause

jovial beacon
#

i have absolutely nothing positive to say. thanks anyway, i'm off. have a good night

zenith night
#

UE4 is getting right on my tits!

#

Can't even place a character to have the f**cker walk in the scene!...

#

here's my scene, it's simple, I used the 3rd person scene and deleted the assets, then placed a simple floor with collision, when I press play the camera view is in a totally different place and I can't move

#

It seems to happen when I move the character away from the initial place he was at when I opened the thirdperson scene, is there something that stops that character from being moved anywhere in a scene?

vocal halo
#

Hey guys ! I would like to ask you some help. I making a demoreel for my last year of school and i would make a render in Clay/Texture/lightning etc.. I have make a camera with the LevelSequence, it's ok. But my question is : Can i choise a some of.. render mode ? Tell to unreal don't take a texture in the render ? Choise a specific channel for the render ? (Lit, unlit, wireframe, lightning only maybe ?) Thank ! And sorry if it's not good channel for this ^^

plucky acorn
#

Please has anyone had an issue with the live GPU profiler introduced in 4.14 not showing any GPU stats? On some machines no stats are showing (either using the 'stat gpu' console command or through the frontend profiler) - it does work on some machines but not on others (GTX 760 card) - thank you!

sterile cairn
#

What is the best way to have an NPC turn their heads towards a point in space? (I asked in #animation but all I got was a stupid joke)

rare sparrow
#

Look at/AIM Node in the AnimBlueprint I think

oblique fern
#

any reason i have shards of destructible broken glass hanging in mid air? Makes me almost want to make a composite model of individual broken pieces and import them instead, at least they will be separate pieces reacting to physics and not one piece that can fall asleep at a moment's notice..

sharp crest
spice urchin
#

@messem10-Work i'm not a specialist at that topic, but the answer depends a little on what quality of "head" we're talking about. My first inclination is to make head a completely separate mesh or skeletal mesh that's attached to character Blueprint, then drive the rotation of the separate element separately to coincide with a linetrace or something to where you've clicked

#

if you don't do this, you're having to deal with the animations currently in the existing skeletal mesh, which might mean doing some sort of blend between "Head Turn left 45 Degrees Animation" and "Head Look Up 45 Degrees animation" etc and sorta figuring out what numbers get you approximately the right look

#

that would be less precise but probably higher quality

#

i'm sure there are even better answers out there, but maybe that'll be a start

feral echo
#

Is there any way to change actor mesh in game with static light? If I have only baked light, is there any way to pre-bake light for other static mesh?

#

I'm looking for a way to change several meshes via button in game, but prebaked light stoping me..

plush yew
#

hey people

#

is there a way to make physics collisions less bouncy?

cursive dirge
#

yes

#

put phys materials to the physics objects / colliders that have lower restitution values

#

@plush yew ^

plush yew
#

Capsule does the collision

#

I don't think I can add a material to it

cursive dirge
#

sure you can

#

that's on character

plush yew
#

aaa

#

didn't see that

#

thanx

cursive dirge
#

np

#

it's always under collision for components that can contribute to physics sim

#

you can also set that by material / from phat

#

but for static meshes/primitive collision shapes, that's where you usually set it

opal hornet
#

Hey is there a way to create a "block mouse hit zone" for UMG in RTS/ARPG games? My current setup has an image background and buttons in the foreground, however clicking on any location that isnt a button results in the character moving to the hit location "behind" the UI

lost cliff
#

Does anyone know how I can make a flat color skybox ?

#

I always have light related problems

#

presence or absence

worthy iris
#

Anyone getting a sign in error on the launcher?

earnest briar
#

yes I cant login either.

faint cypress
#

does anyone know why in robo recall a lot of the lighmaps are overridden to random values like eg. 800, 252 etc rather than power of two?

safe rose
#

@faint cypress Lightmaps are real?

faint cypress
#

@safe rose i dont even know whats real anymore...

safe rose
#

lol

#

@faint cypress Well, I thought I read that they faked lighting

#

That's why I was actually asking

#

But, I mean, they have lightmaps, so obviously they are still getting some lighting

#

Or they have them but aren't being used

faint cypress
#

yeah i was just messing about in the project and noticed it but you might be right

safe rose
#

We are also under the assumption that lightmap resolutions need to be a power of 2

faint cypress
#

Cheers @safe rose ill defo test with other values. I used to create grids eg, 514 pixels, 2 for the padding and snap my uvs to the pixels (helped alot with leaks etc) but i just assumed using the power of 2 was an easy way to judge the size of a lightmap or atleast something to aim for, as any other value would just be like randomly pulling a number from thin air as they are infinite ๐Ÿ˜’

#

like i find it hard to image someone going "yeah this lightmap is defo a 957, nailed it" and i dont understand how it could mipmap which is probably not possible.....anyway cheers ill look into robo recall a bit more and see what their deal is.

oblique fern
#

i have an image, white in center with alpha on outsides, when i pull it up in the texture viewer it looks fine. when i set visiblity while ingame, it shows up as a solid white square. what is going on?

#

this is UMG image i'm toggling visibility on

safe rose
#

@oblique fern putting it on what?

#

You have it inside a material?

#

You need to use the alpha

#

for opacity

oblique fern
#

alpha is set to 1 on the brush, guessing 0 would maek it transparent

#

not inside a material, it's on the hud

safe rose
#

@oblique fern Make it a material

#

use the alpha

#

use the material for your HUD

#

I am assuming you are using UMG

oblique fern
#

yes using umg. instead of image, how do i use a material instead?

#

why cant i just toggle visibility as i can with text?

#

maybe i should put the 2d image in a panel or some container and toggle its visibility

oblique fern
fallow heath
#

Quick question for you folks. How should I handle a single player or instanced sublevel inside a multiplayer game? Think garage in GTA or a menu as a 3d scene. I really don't want to unload the level every time I want to edit a character.

twilit pivot
#

If you have the GTA garage, then you would load the next level while the cutscene is playing, I think the garage is a seperate level within GTA

#

Not so sure what the "menu as a 3D scene" is supposed to mean though?

fallow heath
#

I'm basically trying to make a vehicle editing garage for multiplayer.

twilit pivot
#

So basically like the Los Santos Customs within GTA, but instead of being an extra store, it is their garage?

fallow heath
#

And I'm trying to find a way to be able to have a 3d scene clientside without disconnecting and unloading the map

twilit pivot
#

The Los Santos Customs would be most similar to a sub level loading on the fly

fallow heath
#

Never really played GTA but something like that

#

basically where every player has their own clientside instance of it, but stay connected to the server

twilit pivot
#

LSC is a sublevel, I think they load it based on player proximity? not sure though.

#

But in your case, hmm

#

I wonder if you could load in a sublevel somewhere outside the main level, so you basically move the camera there and have the player do their stuff

fallow heath
#

If it was single player I could just have a room under the map or something they get teleported to, but in multiplayer I need every player who enters the room to be on their own

#

Hmm maybe a sublevel where nothing replicates. It only has to be client side

twilit pivot
#

Can you set a sublevel to be loaded individually per client?

#

So it would be like the singleplayer solution, but since everyone has their own instance it doesn't matter

#

But I don't know if it is possible to do this by default, haven't dealt with MP too much

fallow heath
#

I think I might not need to use sublevels per se, I think just a room under the map would work. Ever player would technically be in the same room but nothing gets spawned server side until they go back to the overworld

#

basically their vehicle gets converted to a "recipe" each way

#

kinda like Kerbal Space Program, going between the hanger and launch pad

#

Basically picture "Kerbal Twisted Metal", that's what I'm working on.

mint raptor
#

If I do most of my input stuff in C++ can I do it in blue print as well? RIght now if I call Input Axis from BP it seems to take it away from the C++

rain storm
#

fyi im getting the sockets in c++ and checking their tags

#

never mind

#

they dont have tags at all

past pilot
#

anyone know what i need to do to fix render target tracking? i have an actor that moves. it has a render capture camera on it. I have a UI with a mini map with a material instance set to the render target. This works seemingly perfectly until another actor with a screen capture camera is intorduced. Then its like it gets confused as to which camera to follow.

past pilot
#

cant even seem to disable the camera

lone swallow
#

i don't suppose this is the right place, but where is the best place to find like temporary, placeholder assets?

whole quarry
#

content samples

lone swallow
#

right. i mean more

snow spindle
#

hi!

#

guys, do you know how change details on my distributed .exe ?

lone swallow
#

in the editor, Settings > Project Settings

#

there's a whole bunch of stuff you can change in there, including version number, application name, the icon, etc

snow spindle
#

yes, I had set this yet

#

but...still don't work

#

doesn't*

winged totem
#

I'm in the process of preparing to start a UE4 project for a medium sized team, and was wondering if anyone has any recomendations. I'm not really worried about setting up SVN, or that side of things, but more best practices when it comes to dealing with change. My main concern is keeping things stable for the content production side while the development side is able to iterate quickly

heady root
#

Hi did anyone experience auto resolution bug? When I set any resolution in fullscreen mode and I press alt+tab several times the resolution in some cases changed to the lowest.

light thunder
#

Has anyone here played around with reading values from a Bluetooth device like a wearable or a heart rate monitor and reading them in Unreal?

wanton vine
#

has anyone running a AMD gpu tried to use the Nvidia VXGI version of the engine?

#

is this still tied to only maxwell and above Nvidia GPU's?

swift yarrow
#

@fallow heath is there anywhere in your map you can hide a room?

floral heart
#

https://youtu.be/QGIKrD7uHu8?t=411
Ryan is able to use in-editor handles to change some object and get results. Now, theoretically this can be done by getting the position/rotation of a component in the construction script... but that doesn't work because:
https://answers.unrealengine.com/questions/313788/construction-script-doesnt-get-properties-that-are.html
So how else could he be doing it?

woven creek
#

bump again, guys. Anyone was able to open 4.15 maps in 4.14?

safe rose
#

You can go up, but down, 9/10 times no

livid haven
#

@woven creek Version control will save your ass in a case like this.

woven creek
#

@livid haven yep lesson learnt haha. In my case fortunately we're doing animation production and decided to move to 4.15, the maps are created in 4.15 and I want to open them in 4.14.3 to test VXGI while waiting for VXGI to catch up

#

Xenthor Xi has that ported to 4.15 but he's not sharing the build at the moment, I guess I'll need to leave this as it is ATM

blazing shell
#

I was sent a uproject file and upon opening it said i needed to install visual studio. so i am sitting here waiting for ages because it says Waiting For Download To Complete... 100%

#

I am not sure if it is doing anything

#

"To open this project you must first install Visual Studio 2015.

Would you like to download and install it now?"

steep trout
#

So, my game has been packaged for OSX and works great, except... when I try to skip my game's intro video (company logo, unreal logo, etc) the game just crashes and throws no error prompt. If I allow the video to play out, or I wait for some amount of time, it loads the game and plays perfectly. Has anyone heard of this before? Not sure how to resolve.

oblique fern
#

i added the UE4 logo startup movie MP4 but it gets cut off as soon as the main menu starts up. is there a way to have it play to full length, before switching to the main menu?

cloud cobalt
#

Not helpful, but why are you doing that ?

#

The UE4 logo is neither required nor allowed

#

You need to ask permission from Epic first

oblique fern
#

no? thought it would be something they would want

cloud cobalt
#

It's not

oblique fern
#

doesn't make any sense but ok

cloud cobalt
#

Here is what you actually need to do in your game

#

(adding legal mentions to credits)

oblique fern
#

ok

#

ty

cloud cobalt
#

You're welcome

digital wave
#

How do you open a project from a older version to a new one? Im trying to open a 4.8 project in 4.15 but it never goes past 39% loading. -.- had some extensive work done on the character behaviour and i dont want to start over again. ๐Ÿ˜ฆ

vale osprey
#

@digital wave in browser right click on project file and choose switch version

#

but make a backup first!

#

after switching, delete Intermediate folder

#

it will take a while to start as engine needs to update things

cloud cobalt
#

As the usual advice goes, use source control, too

digital wave
#

this is so confusing. im just starting with it. not counting the mentioned project, i just did some stuff on the character long time ago, made a copy of the project and that was it. now i kinda want to give it a go at trying to actually make something and want to continue from that project. do i need the 4.8 installed as well?

#

because i dont get any switch version dialog. after trying to load the project it now shows in the launcher its 4.15 which is not true.

cloud cobalt
#

You don't need 4.8

#

You just need to load it with 4.15 basically

#

And wait

#

If after like one hour it's stuck, then try with 4.11 first and then 4.15, for example

#

4.8 is old

digital wave
#

ok, ill leave it to load. how can i like extract the third person character assets and bps to copy to the new clean project?

#

i tried to copy them from third person template to the blank template but when i place the bp the character is invisible.
where could i follow up some instructions on stuff like that? turns out, its bad starting from templates. that way you actually miss how to make a game mode to actually place your character there.

fossil ore
#

Can someone help me? When I drop a blueprint ThirdPersonCharacter into the map. It doesn't start from it.

#

I've been messing around with spawns before... but now dropping a mannequin with a blueprint does nothing.

digital wave
#

heh, got the same issue

#

did you try going to Edit > Project Settings > Maps And Modes > Default Game Mode and settings it to third person?
Also, notice that you have controls mapped in Input in that same Project Settings UI

fossil ore
#

Seems to be normal

#

but the issue is still there :v

digital wave
#

yeah im trying to use a 3rdP character in a blank world, have imported the input and have set the game mode but im still unable to control the pawn. -.-

feral echo
#

anyone encountered strange thing with level streaming, like if some particle effect wont start playing when stream level load..

proper quiver
#

hey guys, any advice on sharing lighting + post processing across maps?

#

I only want to maintain one set of world lights / direction light but I need either two maps.. or two game modes

#

I want to create a building editor that's within my game, but not with the rest of my game stuff

#

and so the lighting needs to stay consistent, even though I want none of the other game objects

bitter iris
#

I get an error whilst importing mixamo animations to ue4. Any ideas how I can over come this?

oblique fern
#

how do i keep event anydamage from damaging the capsule component and only damage the mesh itself? using linetrace for bullets

#

i got it.. set capsule to ignore visible line traces

plush yew
#

@bitter iris Afaik mixamo no longer supports import to UE4, or something along those lines

bitter iris
#

It does because alot of people are still importing. Just doesnt work for me

plush yew
#

@bitter iris Which version of the engine are you in? It probably still works in older versions. I saw someone who made a workaround for it but it was a bit of a process.

#

Would anyone know why AIPawns EQS-queries doesn't work once they are spawned within a level that has been streamed? Everything works well if I set the level to be "always loaded". Registering the PlayerPawn manually as a perception stimuli source after level has been streamed in crashes the editor

bitter iris
#

Im using 4.15

#

Ill try working in 4.14 as i used to he able to use it and 4.15 is useless to me

sharp crest
#

How would I go about making a voxel world? Like Minecraft.. But not only with cube shapes(most yea but not only)

#

I tried using mesh instances but when the chunk generates there is a ton of lags

dim arch
#

Hey does anyone know what node to use to blend colour into a grrayscale texture

#

Basically add hue and saturation but no value

plush yew
#

I dont know what I'm talking about but if I had to guess I'd say use the alpha channel

kindred mountain
#

@sharp crest in short, with a lot of work,

sharp crest
#

@kindred mountain Can you explain a bit?

kindred mountain
#

it's just a difficult thing to engineer in a performant manner

#

probably want some kind of LOD chunk system using a combination of PMC/RMC and ISMC

#

it may look simple because it's made of big blocks and crap textures, but it's a most defnitely non-trivial coding exercise to build a 3d deformable voxel world

#

there are plenty of examples out there but I don't know if any have released their code

cloud cobalt
#

Lots of people have being doing stuff like this since Minecraft but performance is always one of the main concerns

#

Even in terms of basic geometry cost, Minecraft-like worls are not that trivial

#

@sharp crest The only real answer for performance issues is : profile it

#

Use "stat unit" to see if the performance is bad because of game code or GPU

#

Then either profile the gme code or the GPU

sharp crest
#

@cloud cobalt How do I "profile" it?

cloud cobalt
#

@sharp crest First step is "stat unit" in console to check what's using more performance

sharp crest
#

I know whats using the performance

#

The adding of instances

vale osprey
#

so don't add them, make a pool

sharp crest
#

What

vale osprey
#

object pool - is a container of bunch of instances of an object that you can re-use

#

pools are populated just ones or very rarely, for the whole purpose of avoiding dynamic creation of instances

sharp crest
#

Hmm can you show me an example? No idea where to even start with that xD

vale osprey
#

it's just a general principal

#

have looked on the forums and answer hub?

#

this was asked many times already

sharp crest
#

Yea, dont find anything useful, I also asked there and got no answers

vale osprey
#

how are you generating chunks right now?

sharp crest
#

I check if the chunk is missing if if it does I create a chunk actor where it's missing

#

Not sure how to actually generate the blocks tho

sharp crest
#

So just replace to ierarchicalInstancedStaticMeshComponent from
InstancedStaticMeshComponent?

vale osprey
#

try that

sharp crest
#

It doesnt exist in blueprints right?

vale osprey
#

it does

#

overall this is too naive approach to be performant

sharp crest
#

@vale osprey Seems the same

vale osprey
#

it could be logic that you use to add instances

sharp crest
vale osprey
#

why do you need 3 loops?

sharp crest
#

To generate the blocks of the chunk..

vale osprey
#

so frist two loops is an index of the chunk and last one is blocks in chunks?

sharp crest
#

It's X Y Z

light thunder
#

Here's an interesting question - How do you paint the INSIDE of a sphere or otherwise simple static mesh?

#

or i guess the question is, how do you create SIDES to the inside of said object

vale osprey
#

@sharp crest I don't see how it's relevant to the "logic" of adding instance, this just defines amount of instances that you add

#

anyway

worn granite
#

seems like just using the loops for their indices to drive an offset.

#

Yeah using a pool would work a lot better

#

Probably don't need to touch the spawner itself, just add pooling. That'd be a good start anyway

sharp crest
#

How would I do that?

worn granite
#

You're gonna have to manage what needs to be a tangible block at any given time and separate data from world state a bit

#

Then, rather than just adding an instance, you move the ones you have when you can.

#

That's the basic idea anyway

sharp crest
#

Hmm.. xD Well got another question.. There is a way to teleport a player to a different level without it changing it to everyone(server)? And also keep his character object and stuff..

#

I will probably need to overhaul a ton of the engine code right? xD

sterile cairn
#

Anyone know where we can go to report an error/bug with UE4? Changing the default format of your audio playback device results in UE4 crashing, even though the game/project isn't playing. (ie. Only the editor is open)

fierce tulip
#

answerhub

scarlet echo
#

[QUESTION] is UnrealAlexander currently away on 1 week leave? I vaguely remember either him or Chance stating that on Twitter earlier in the week

anyway it's nothing really urgent,
mainly just regarding updating our UE4 Spotlight thumbnail (if possible) and also if I could get my UE4 forum thread name changed which aparently normal moderators cannot do but super moderators / Epic Staff can?

#

if Alex is away it would be much appreciated if someone could point me in the right direction of who to contact for these specific requests or I'll just wait until next week or whenever he gets back from leave

maiden prawn
#

Hello everyone. I have a strange problem. Starter Content is not loading. I create a new Project and choose with Startercontnent. But the project is Blank with not content. Any sugguestions?

maiden prawn
#

I just solved it by downloading the engine again

heady root
#

hey i've got question I've gamepad connect event and when pad is connected I want to disable mouse input how to do it?

cursive swift
#

Hola

grim cargo
#

how to transfer my characters from my old ue4 version to a latest version

#

nvrmd done

oblique fern
#

is there a way to break a destructible into separate physical objects (debris), so i can turn off simulate physics ?

leaden perch
#

Hello all

#

I'm building Quest creation tools for me and my designers, but I need a little more guidance on how to use UE4 to do so

#

We want to be able to place waypoints in the world, that have animations and logic for each Quest

#

But there isn't a good way to set Actors as "disabled" in the editor, so all waypoints are active, animating, and checking state from game start.

#

So if a player wanders over to a waypoint that is not the "current" waypoint, they can see the waypoint and other effects

#

Is there a better way to approach this?

worn granite
#

How are you connecting your quest markers?

#

Cause something like this should be tied to a quest and be able to disable itself if its not the active marker

leaden perch
#

It's pretty involved at this point. Quests are Actors; Quests have An array of Steps, which are structs which have Conditions and Actions

#

But UE4 doesn't provide a way to disable Actors

#

Marking a collision volume as HiddenInGame does not hide anything attached to that (such as particle effects)

worn granite
#

Well the first thing I'd do is tie the actor to the step and have a way to check if its the active step

#

Then you can deactivate its components.

#

And set hidden/no collision (just in case)

leaden perch
#

Is there a way to recursively deactivate?

worn granite
#

I think there's a checkbox to deactivate children

leaden perch
#

Because designers are free to add components

#

Ah ok

worn granite
#

But if not its really easy to get all the components

#

you can even do so by tag or class

leaden perch
#

Same with behavior tree? Ugh. Lots of corner cases

#

I mean AI controller

worn granite
#

How do you mean?

leaden perch
#

Disabling tick, collision, and visuals doesn't disable the Pawn's AI controller

#

Which will continue getting ticks unless it is also disavled

#

Would be super cool if Epic figured this out for us

worn granite
#

Well do your AI have to be persistent?

#

If they can, I would spawn them in based on points that can otherwise be hidden

#

Kind of like player starts

#

But if they have to be persistent you can create a decorator which can ensure the specific quest state doesn't trigger until needed

leaden perch
#

It's just wider consideration. Just trying to find a more elegant solution. Doesn't seem like there is a better way ๐Ÿ˜ฆ

#

But thanks for the advice!

grim cargo
#

hi guys.. i have 2 target point here.. and the ai goes to point.. how can i add multiple targetpoint ? im using flipflop

untold girder
#

Simply don't use flipflop

#

There are tutorials about this

#

I personally would just have an int named "activePoint" or whatever which the checkpoint's int. If it's 0, go to first checkpoint, increase lastPoint. If it's 1, go second checkpoint, etc

#

@grim cargo

grim cargo
#

@untold girder favor.. can you give me some link of tutorial about that because i dont know what i search in google

fluid tide
#

Warning: Starting HotReload took 0.0s. CompilerResultsLog: New page: Compilation - Mar 17, 2017, 11:22:12 AM CompilerResultsLog: Info Compiling game modules for hot reload CompilerResultsLog: Info Performing 5 actions (2 in parallel) CompilerResultsLog: Info projCharacter.cpp CompilerResultsLog: Info C:\Users\DWalsh\Documents\Unreal Projects\proj\Source\proj\projCharacter.cpp: fatal error C1853: 'C:\Users\DWalsh\Documents\Unreal Projects\proj\Intermediate\Build\Win64\UE4Editor\Development\proj\PCH.proj.h.pch' precompiled header file is from a previous version of the compiler, or the precompiled header is C++ and you are using it from C (or vice versa) CompilerResultsLog: Info projGameMode.cpp CompilerResultsLog: Info C:\Users\DWalsh\Documents\Unreal Projects\proj\Source\proj\projGameMode.cpp: fatal error C1853: 'C:\Users\DWalsh\Documents\Unreal Projects\proj\Intermediate\Build\Win64\UE4Editor\Development\proj\PCH.proj.h.pch' precompiled header file is from a previous version of the compiler, or the precompiled header is C++ and you are using it f rom C (or vice versa) CompilerResultsLog: Info proj.generated.cpp CompilerResultsLog: Info C:\Users\DWalsh\Documents\Unreal Projects\proj\Intermediate\Build\Win64\UE4Editor\Inc\proj\proj.generated.cpp: fatal error C1853: 'C:\Users\DWalsh\Documents\Unreal Projects\proj\Intermediate\Build\Win64\UE4Editor\Development\proj\PCH.proj.h.pch' precompiled header file is from a previous version of the compiler, or the precompiled he ader is C++ and you are using it from C (or vice versa) CompilerResultsLog: Info ERROR: UBT ERROR: Failed to produce item: C:\Users\DWalsh\Documents\Unreal Projects\proj\Binaries\Win64\UE4Editor-proj-3344.dll CompilerResultsLog: Info Total build time: 3.90 seconds (Local executor: 0.00 seconds) LogMainFrame: MainFrame: Module compiling took 5.490 seconds Warning: HotReload failed, recompile failed

#

(Fresh C++ project to fvck arround, openned the VS2015 and changed camera boom lenght to 110 instead of 300)

worn granite
#

try it w/o hot reload

deep tree
#

simple question that im not sure how to google: when i import skeletal meshes into ue4 they get all rounded and lumpy even if the models themselves were angular. i don't want the lumpy look(imagine a low poly sword model getting turned into a pool noodle by ue4). what am i doing wrong?

eager sparrow
#

Hey guys for a side scroller when adding a new level will the character still spawn in the new level map??

#

I'm hoping to build the game for a 13 year old so any tips for making it as 13 year old boy friendly would be great :)

eager sparrow
#

Also don't do what I did and forget to build your levels and save work ๐Ÿ˜‚๐Ÿ˜‚

dim hemlock
#

@deep tree sounds like the tangents / binormals / smoothing grps are not properly exported

#

@eager sparrow if the level is set to use your character as default, and you have a start point, it should do yes

eager sparrow
#

Mmm if I send a screenshot or screen video thing later hopefully should explain what's going on as I can't find the pointactor option when I'm making the new actor as the collectible item

somber condor
#

Guys I'm trying to record my Pawn's Movements using Sequencer Recorder. It works fine with recording StaticMeshComponents of the Pawn. but I also have a Cable component inside my pawn (End Location attached to Pawn's hands). my problem is when I record my Pawn, It doesn't record Cable Component's End Location at all.... Is this a problem with sequence recorder ?

sharp crest
#

Hmm guys when I do travelworld (name) it sort of opens a new server

#

I want to do that if I'm on a server and I use this command(or any other way of doing that?) it will teleport only me to the specific world but I will still stay on the server

#

So if someone else does that command he will be with me in the same world

#

Please help if you know :P

heavy flicker
#

Is there a command to check which textures use the most memory?

bitter iris
#

Has anyone got the Rebels character pack?

honest vale
#

debugging cooking fails is kinda painful

#

first cooking fails for some reason and I find and fix the problem

#

second cook fails and I debug that

#

then the cooking finally works and goes through

#

after that the packaging fails

bitter iris
#

Anyone know how to fix this error

#

Warning No smoothing group information was found in this FBX scene. Please make sure to enable the 'Export Smoothing Groups' option in the FBX Exporter plug-in before exporting the file. Even for tools that don't support smoothing groups, the FBX Exporter will generate appropriate smoothing data at export-time so that correct vertex normals can be inferred while importing.

light thunder
#

I'm using actors as references (their tags actually) so I can use their transform data to teleport the player throughout the map, but I have a question about filtering out these actors from the static meshes and particle emitters that use the same tag....shoudl I just use a different tag type for them? (instead of scenario1, I might use scenario1_pitstop) or is there a way to filter out JUST those type of actors without directly referencing them?

fossil ore
#

I'm not sure If this is the right place but can someone explain why baking light causes model to be dark?

plush yew
#

crappppp I used to know this one :S

#

I forgot :S

fossil ore
#

Daaamn boi

plush yew
#

yeah that happened to me and I watched a video how to fix it

spice scarab
#

Good day everybody!
About "Minimum LODs";
If I set some mesh to have its minimum LOD as "1" (lower poly) instead of "0" (highest poly) does the level still load the high poly version or take more memory because of the LOD 0 still existing or is the engine so smart that it just loads the LODs that it needs?

leaden perch
#

Hello everyone

#

I've set up some macros to enable and disable Actors

#

But if I set "Actor Hidden in Game" in the Editor, even if I call "Set Actor Hidden in Game", the actor is never rendered again.

#

Here is the Enable macro:

#

From the discussion I had earlier: I am trying to disable steps of my quest system that are not currently active. But this has been a HUGE pain as Actors do not have a simple "Enable"/"Disable" function

#

Why is the "Set Actor Hidden in Game" call not working when i set that value to TRUE in the editor (meaning the Actor does not become visible again after calling that)?

storm venture
#

Quick question, if someone made a level layout which is a blatant copy of another game's level layout, could they get in trouble?

#

More specifically, could I recreate Time Splitters 2's Siberia level in my own game safely?

weary basalt
#

Yes, that is their IP, just because you build it from scratch doesnt mean it then becomes yours

leaden perch
#

Is my question better suited for the programming or blueprint channels?

analog summit
#

Hi there, i'm trying to export the FPS rigg from unreal so that i can animate my own fps animatino with that rigg. But can't figure out how to do it with the controller and the mesh. So i'm wondering if any of you have done this or know the pipe line for it.
Also curious if there is a way to get the fps rigg and the gun rigg as the same animation and not seperat, when exporting from maya to Ue4?
Thank you for any answeres ๐Ÿ˜ƒ

static viper
#

its easier and better to create your own

light thunder
#

Can someone advise what is happening here...the first image is in the editor, however, when I hit play, in downscales everything, (not just landscape. static meshes too) it seems to be inconsistent but i'm not sure

spice scarab
#

@light thunder Might be your video card memory causing your textures to "pop" from clear to blur and back randomly... or then it's just engine scalability settings. Try going Cinematic. Id it's something else you better ask someone who knows more about this stuff.. : )

If it's your video card memory open your grass texture and check if it's 4k... then where it says "LOD" place 1 instead of 0 and it scales the 4k texture to 2k. Might give you a nice boost.

#

ps. If this is what you require you might want to do this with the normal-/roughness maps (etc.) of the same grass.

empty belfry
#

Hey there, i want to set up navigation so that creatures with a bigger collision capsule who do not fit through a small gap walk around the gap instead of getting stuck and i want to do this without nav modifier volumes since they would require to search for all of the gaps and placing nav mod volumes one by one, which is pretty tiresome when you have 18 big Levels. Any solutions?

eager sparrow
#

Um yeah I. Having some troubles making my end event trigger box ๐Ÿ˜”๐Ÿ˜”

#

The person I'm making the game has decided he doesn't wana collect stuff at least ๐Ÿ˜‚๐Ÿ˜‚

fossil ore
#

Can someone explain me this mystery?

Left side is a totally fresh project with exactly the same map used on the right side.
Right side is old project with minor changes.

#

Why It doesn't WORK right?

#

Now nothing works :(

sharp crest
sharp crest
kindred viper
#

no its 100x100x100 units

sharp crest
#

Ok so how do I know the pixels?

#

@kindred viper

#

I can put how many pixels I know right? xD

kindred viper
#

that would have to be worked out from screenspace values I guess.

sharp crest
#

So how much I want pretty much?

kindred viper
#

well the mesh is going to be 100x100x100 no matter where it is, but it's size and coverage of pixels will differ based on various numbers coming from things like viewport scale, fov, distance from cam etc. There may be something in the HUD class to work out an objects screenspace size but I haven't looked into the hud class for a long time. Its a place to start though as its got a lot of handy functions for such things

sharp crest
#

k

eager sparrow
#

Arg ๐Ÿ˜  my end on play box trigger isn't working ๐Ÿ˜ค๐Ÿ˜ค

devout tiger
#

Does anyone know what's up with using the Events track in a Level Sequence? It looks like it can only call things on the level blueprint, kinda curious as to why that is - as in, why Sequences can't call events/functions on objects in the scene otherwise

hybrid scroll
#

Where / how can I get settings of the editor camera (the one used when working in the editor)? For example if I want to set auto exposure to the same value as my player character?

light thunder
#

How do I change the pivot point of a static mesh in the actual static mesh properties (as opposed when it is in the actual world and you right click on it?)

candid smelt
#

if i had some math/vector/rotator questions, which channel would i pop those in?

trail sage
honest vale
#

@fossil ore I don't see any problem in the pics. What is it?

ebon dagger
#

Is perforce still the industry standard for video game SCM? Does it still have a free license for indie devs?

cloud cobalt
#

Yes for the content side (though programmers will probably rather use Git or something like that and put binaries on perforce)

#

And yes, kind of : they do if you're < 5 people on the team

#

There used to be a goot deal, but they cut it to just 5 users

plush yew
#

you can get an older perforce version with a 20 users license

#

probably

cloud cobalt
#

Or move to an open-source alternative alltogether

#

Or pay

plush yew
#

hello!

Has anyone here managed to configure unreal crash reporter to send reports to a custom location?

I have built my CrashReportReceiver.exe and am able to run it on my local machine. I try setting DataRouterUrl in my built project to "localhost", "172.0.0.1" or "https://172.0.0.1" but none of those seem to be working (i don't get any logs saved). If anyone knows how to properly configure that, I'll be grateful

cloud cobalt
#

Last time I checked there was no real support for this

#

Epic even said that the report was essentially useless to anyone outside Epic

#

That maybe outdaded though ๐Ÿ˜ƒ

plush yew
#

this looks like people are doing stuff with it

#

here is also a big thread about it, but nothing about configuring

#

but nothing concerning my issues ๐Ÿ˜ฆ

plush yew
#

Hey guys.

I have a little issue here :)
Hope somebody can help me

I wrote a custom Editor Plugin (custom BlueprintEditor which generates a RuntimeAsset)
I only have one Module at the moment.

I saw in "Extending the Editor" Tutorial that he made 2 Modules
A Runtime Module and
a Editor Module

Should I also implement it that way?
I think keeping it my way could result in packaging problems

oblique fern
#

if anyone has played bf3, bf4, bf1.. there are indicators showing where an objective is when you are facing it. like the flag base or spotted enemies.. how could i do that in UE?

#

or if the flag is over a hill several miles away, it still shows up as an icon when you are facing it with 'km' text under it showing distance.

#

MW2:mercenaries did that with ease, so it can't be too hard

pallid talon
#

@oblique fern My guess would be a sprite/3D UI actor that spawns only visible to the player at the target location, then using a Get Distance To in the blueprint, can be displayed above the sprite/UI actor revealing its distance. Something like this?

sterile cairn
#

I'm having issues with my LookAt nodes in my animation graph. I'm able to get it to rotate a bone to look at something left and right. When I go to set the LookUp axis, which is correctly set due to the skeleton bone, it looks up and down but no longer looks left or right.

Anyone know of a fix?

oblique fern
#

i'll try it @pallid talon , thanks

dark musk
#

heh what, update to UE4.15 is 2GB?

plush yew
#

can anyone help me confirm, when I set SetActorRelativeLocation, what is the X axis of the vector I'm entering, the world X, or the attached vector forward?

dark musk
#

it's in the name: relative location is relative to the vector you're inputting it to. SetActorLocation would just set it to world X

empty belfry
#

Can anyone tell me why Navigation on the red navmesh ocassionally works and sometimes it does not work at all seemingly all random. I'm using 2 Nav agents.

plush yew
#

๐Ÿ˜ƒ

#

barneeey!

oblique fern
#

i tried to create a new montage under the same skeletal animation, it crashes when i add the animation to the new slot

agile sluice
#

Hey all, how do I rotate a bone's one axis in component space but another axis in world space? or is this possible?

oblique fern
#

i did a set skeletal mesh to a 2nd gun, then i tried playing bb2_reload_MTG created from teh anim file, but it doesn't play. i can only play the first gun reload animation when selected. what am i doing wrong?

#

the bb2_shoot_MTG (for montage) works fine

oblique fern
#

why cant i paste images in here

fierce tulip
#

use imgur or gyazo or the likes

oblique fern
#

there was a outtage

sterile cairn
#

Working on a plugin and the GENERATED_BODY() is giving me P_NATIVE_BEGIN and P_NATIVE_END errors. I cannot find anything outside of one reference online about this and I was wondering if any of you knew of a fix.
I already deleted the binaries and intermediate folders to no avail.

violet cove
#

Hey guys, how do I install plugins for 4.15?

#

4.15 isnt showing up in my epic games fodler

orchid sable
mint raptor
#

Can we legally use Materials and/or Logic from the Mod section of Unreal like from Robo Recall or the Fun House ?

floral heart
#

only for the prog they came with.

light thunder
#

How do I make a light ignore a static mesh? (it is a light I'm putting inside a light fixture but the static mesh happens to be solid and is blocking most of the light)
This is what is happening

Two sided mesh lighting is disabled on the fixture mesh

final stone
#

hey guys, I have a quick question. I opened up a scene I made before I updated to 4.15.1. I noticed my camera renders are a bit blurry compared to what I had before. Is there a setting where I can remove the blur?

weary basalt
#

Did the AA method get defaulted to TXAA? FXAA gets a crisper render than TXAA

final stone
#

Thanks, I believe that did it

solar herald
#

Does this mean that FXAA has not only better performance but also looks better?

floral heart
#

Epic's TXAA isn't exactly marvelous as-is.

sinful umbra
#

its TAA not TXAA

weary basalt
#

Eitherway FXAA in my opinion actually looks better

floral heart
#

(I'm not sure why that X keeps creeping into TAA in my mind.) I've always been happy with FXAA. Not sure if there's a specific resolution that it looks particularly blurry in.

weary basalt
#

Pretty sure its just habit

solar herald
#

Today's games are so blurry that anti aliasing is not required

modern root
#

TXAA is an actual thing, its nvidia's implementation of TAA.
Personally, I'm all about that MSAA. But mostly due to our project, the crisper the better.

kindred viper
#

MSAA gets a good rep but TAA is still winning the aliasing wars for me

modern root
#

That's fair, all depends on the game imo.

kindred viper
#

yeah and renderer type

#

Carmack is insistent though that forward renderer and MSAA is the way to make VR. Not entirely convinced yet but what do I know.

modern root
#

I think it makes sense, you'd probably want detail as crisp as possible. TAA is nice, but adds a lot of blur

kindred viper
#

yeah its a downside when you are focusing but overall it looks better than FXAA, which doesn't seem to actually do anything on the slimmer objects

#

it only seems to be a probably at distance too but for screenwide appearance, it suits my vision

#

*problem

cyan iron
#

Hi, anyone happen to know if there is a way to see how many foliage instances have been selected when selecting them with lasso select? ๐Ÿค”

magic scarab
#

Does anyone have any idea of why a controller i have plugged in isnt being detected by UE4, but windows is showing all of the inputs?

fierce tulip
#

what kind of controller?

magic scarab
#

ps4

#

I'm using 4.15.1

fierce tulip
#

hmm no clue actually, should work straight out of the box

magic scarab
#

testing on 14.3

#

doesnt work either

#

weird

fierce tulip
#

its why I purchased xbox 360 controllers for pc, never have any issues with that

magic scarab
#

ill try a different controller

bleak remnant
#

what do you guys think of a remote indie game team?

fierce tulip
#

that really depends on the expertise of the team

#

if its a group of newbs, dont expect much

#

if its veterans, it could work extremely well

bleak remnant
#

yeah they wouldn't have enough exposure to how game development works

#

If you paid them a full salary for an experienced developer I mean

#

My fiancee's going to medical school in a not-so-tech-savvy city, basically the problem here

#

Need to hire some talent outside of this city

fierce tulip
#

if its about paying you need solid contracts, and someone with the knowledge on how long work would take so someone cant piss you over and say he spend 10 hours if it only took him 5

kindred viper
#

worst part of freelancing. guessing the hours it will take.

bleak remnant
#

In this case, communication is the problem here, and project management

#

JIRA should be good for this

#

and Slack :))

fierce tulip
#

yea, sometimes I think i can do something in an hour or two and end up working 10h on it, and vice versa

kindred viper
#

@bleak remnant yeah you can do a lot with just discord + teamviewer + source control server

bleak remnant
#

It's amazing how remote teams are possible nowadays, although it comes with a heap of challenges. But the pros of a remote team is so great; the amount of talent out there around the world, even outside of the US.

@fierce tulip what do you mean by solid contracts?

fierce tulip
#

well, thats a broad thing. but minimum AND maximum hours of work they can do.
buddy of mine got screwed over quite bad when they didnt set a maximum hours/month and the guy spend 12 hours a day, four weeks straight.

kindred viper
#

12 hours a day, 4 days straight is standard for me. Minus 11 hours for discord banter :p

bleak remnant
#

And that's why I'm avoiding getting a contractor on hourly and instead salary based

#

hahahahaha @kindred viper

fierce tulip
#

well some only work hourly

#

like me :p

bleak remnant
#

oh man, any reason in particular?

#

@fierce tulip

#

more flexibility and work-life balance?

#

also do you find that working contract jobs, you learn more than a full time salary guy?

#

because you're delving into many different projects

fierce tulip
#

I like my freedom, if I wanted a steady salary id just work at an office.

#

but im weird

#

both can earn you quite some money, if you deliver good work

mortal crown
#

guys i need some help with a game i am helping with, it's a rpg top down game, and i can't seem to find any help on how to make transitions in leves, for example, like completing a mission or overlapping a trigger and it automatically changes the player to another level

#

does it work with level streaming or level sequence from the blueprints?

tawdry quail
#

is there any way to make the editor stick with the naming conventions? Like when I create a bp the name already starts with BP_ ; when I create a material instance it goes MI_materialname instead of materialname_inst

hybrid scroll
#

is anyone here using AWS to host perforce?

kindred viper
#

@tawdry quail not without writing it into the code but that would be a handy plugin to have I think.

tawdry quail
#

I'd be more than happy to dig in the source for this, I'll see what I can do ๐Ÿ˜ƒ

sterile cairn
#

Anyone know of some good tutorials or guides for the Replay System (aka. "demo net driver") in UE4? I looked around to no avail, but someone might have a good place to look.

round iron
#

I can't assign any material I want

worn granite
#

Somewhere theres a node creating a material instance

#

Likely in construction script

#

Replace the mat there

#

I'd make that a var

#

and then you can change it anytime you want

round iron
#

ahhh ok thanks

#

think I remember setting it up... somewhere

worn merlin
#

Anyone ever used GameUserSettings.ini?

#

My DesiredScreenWidth has changed to 640 and DesiredScreenHeight = 360

#

Game looks so pixelated, I can't seem to change it back to 1280 x 720

plush yew
#

where can i start about learning to use the github version?

grand lake
#

Is anyone aware of the differences between running a dedicated server on Linux or Windows? Are there any performance differences or pros/cons on the OS of choice?

tropic spruce
#

A windows dedicated server will basically act like a listen server and a linux dedicated server will work like a classic dedicated server, from my experience i have seen a slightly larger overhead in using windows than linux.

true scaffold
fierce tulip
#

ooh spoondog port mortem

#

probably not enough yo momma jokes

#

dont make me come and slap you @true scaffold if your next project takes way longer than expected

true scaffold
#

oh, next one is like 2 years minimum @fierce tulip

#

but its not a little pissy cartoon thing

fierce tulip
#

suuure, id say that too if it helps delaying the inevitable me slapping you

true scaffold
#

its ok, the next one is going to be so good I'll actually enjoy the slap in a disturbing kind of way

fierce tulip
#

id enjoy it too

#

hehe

#

still though, hope you and the mrs worked it out and that there are no frustrations.

worn mirage
#

soooo..... when in the game state does the player spawn?

light vigil
#

I can't login to UDN, anyone else have this issue?

split bloom
#

Guys, what is better, set the Camera inside my player blueprint? or set it outside and like pin it to the player?

fallen schooner
#

I'd say outside. It gives you more fine control

#

If I purchase a plugin from the Unreal marketplace, can another person use it if they are using the same project via repository?

pallid flint
#

For all of those who are trying to use "MakeHuman" Avatars for NPCS/Players Etc. And are having a hardtime retargeting the animations, and such: http://pastebin.com/w7HjbFC7 ~ Made a Script to make your Life easier. Set your End Frame for your Animation, go to Pose Mode, Select all the Bones besides the pelvis Bone, and then click MISC and you`ll see the UE4 Button, click it. And wait. Should fix all your Bone Displacement Issues. ๐Ÿ˜„ Enjoy โค ~ This is a Blender Script by the Way Lulz

kindred viper
#

when did they start having problems? It used to retarget just fine for me

pallid flint
#

Ever notice your bones are not quite aligned?

#

finger bones are just omfg

#

export a animation and bring it into blender and check it out.

kindred viper
#

well last time I did it was in 2015 so things might be different now.

pallid flint
#

Hmm

#

True Prolly.

#

No idea

#

I only just started using Make Human

#

and UE4 Together

#

found out abuncha fun limitations, and lil things

#

for the most part however its pretty easy/awesome to bring over a charactr in under 20mins

#

gotta repaint them of course

#

and maybe some touchup here and there

#

but all in all, quick when you just need some filler generated

#

and the default ue4 dummie just wont do.

wild latch
#

Hey do you use the animations available at mixamo.com ? When I used it the mapping between the make human skeleton and the mixamo skeleton was weird, especially with the fingers... Does your script can help fix that ?

pallid flint
#

it fixes their issues with freaking out

#

if thats what you mean

#

making a gif to show

snow spindle
#

hi guys

#

do you know how can I check if prerequisites are installed? I am trying to make a custom launcher and I don't know how check this ... :S

feral kiln
#

Hi guys

polar verge
#

Supp!

feral kiln
#

Yo! Do you know where I can get free meshes or blueprints? ๐Ÿ˜ƒ

fierce tulip
#

that and some of the free content in learning tab and marketplace

feral kiln
#

thanks man ๐Ÿ˜„

feral kiln
#

Hey guys. How do you make a floating island? or something that floats in the air.

fierce tulip
#

you drag it up the z-axis :p

feral kiln
#

That easy? I'm newbs here.

honest vale
#

static meshes are static unless you set them to simulate physics

glacial belfry
#

Hello everyone. Quick general question. We are exploring the possibility of outsourcing a part of a project, and we're on the fence about wether we should go Unity or Unreal. The specific need we have is to create a mobile app with two modules.

  1. has the possibility of going online, check for updates to a manifest file(JSON) and download new assets(video/images) to display.
  2. External control app(running on another mobile device, connected on the same wifi) that allows us to change whatever the mobile app is displaying.

Is this possible in Unreal with an experienced C++ programmer? If so, we will probably add it to the #career-chat.

plush yew
#

Guys, how to import alembic files from Houdini to Unreal

flat spade
#

@glacial belfry about the second point: how responsive do you expect it to be? I mean the latency

glacial belfry
#

@flat spade not that fast, we are not talking precision

flat spade
#

under 50 ms? 1 sec? 1 minute?

glacial belfry
#

1-2 sec would be max I guess

#

useabillity wise, however we can change that depending on the tech

earnest panther
#

Hey all, I just installed a fresh prebuilt 4.15.1 on macOs, and I cannot package anything... getting "'AutomationTool.exe': No such file or directory."... Am I missing something simple?

flat spade
#

@glacial belfry I think it can be done even faster and yeah, this project is possible with an experienced c++/ue4 programmer.

glacial belfry
#

@flat spade Cool, thanks for the info ๐Ÿ˜ƒ

#

I will forward this info to my project manager and we see if we can offer up the contract

earnest panther
#

very bizzarre... i deleted the engine directory, and repaired through the launcher and it seems to be working now...

clever solstice
#

hey ! where can I assign colison mesh to a prop ?

leaden perch
#

@clever solstice "A prop" being...? An Actor? A StaticMesh?

clever solstice
#

static

leaden perch
#

Generally, you can add a collision volume under the Add Component menu

#

Search for "collision"

#

The Add Component menu should be a big green button in the inspector panel for your StaticMesh Actor.

clever solstice
#

there are box, capsule and sphere

#

but I want to use a coilision mesh I made

fierce tulip
#

the more complex that collision mesh, the more costly it is. which is why its often suggested to try and get away with said box, capsule, and spheres

clever solstice
#

I understand that but I did that already in max and want to use that as colider

#

is that possible to do ?

fierce tulip
#

it should, but then again I just send the mesh I need to my blueprint/coder buddy :p

cursive dirge
#

you need to name the collision mesh with UCX_ prefix

clever solstice
#

and import together with the mesh as 1 obj ?

cursive dirge
#

read the chapter I linked

#

it tells everything

clever solstice
#

ok thanks @cursive dirge

cursive dirge
#

but in nutshell, you can just include all in single fbx

worn mirage
#

I'm trying to spawn a static mesh... it's spawns fine from the level BP but doesn't seem to be visible when spawned from the Player Controller.... any ideas?

#

IsValid on the return value is true

heavy flicker
#

Building lighting fails and it tells me to theck message log and all it says it map needs lighting rebuilt

arctic tree
sullen swift
#

anyone else using perforce helix? the beta is discontinueing and i cant find any pricing info on the the real deal... grr

fierce tulip
#

if you cant find it, and need to contact a salesperson

#

you dont want to know :p

sullen swift
#

ok then i dont feel bad half way in to this amazon web services p4 tutorial

#

๐Ÿ˜ƒ

worn mirage
#

Isn't helix aimed at larger teams that can probably afford it..... Right?

orchid sable
#

anyone know if epic is ever going to fix the issue of not being able to truely remove or move folders & contents? it seems like for years ive been reading about and experiencing issues where files never actually get moved/removed...even w/ fix redirects

sullen swift
#

anyone have a template for p4 workspace with unreal?

opal spindle
#

Anyone know if there are any licensing terms for professional bussiness for using UE4?

kindred viper
#

of course there is. ๐Ÿ˜‰

cursive dirge
#

same as for everyone

#

jump to section releasing products

#

Generally, you are obligated to pay to Epic 5% of all gross revenue after the first $3,000 per game or application per calendar quarter, regardless of what company collects the revenue. For example, if your product earns $10 from sales on the App Store, the royalty due is $0.50 (5% of $10), even though you would receive roughly $7 from Apple after they deduct their distribution fee of roughly $3 (30% of $10).

Royalty payments are due 45 days after the close of each calendar quarter. Along with the payment, you must send a royalty report on a per-product basis.```
opal spindle
#

I have a dedicated work laptop and they were unsure if it was allowed to have UE4 on it

cursive dirge
#

well, there are two things you need to consider then

#

your company may have their own policy what you can install on the laptop, some are really strict

scarlet kelp
#

So basically the only way using the UE4 would cost money is if the game you make earns you more than 3k within 3 months?

cursive dirge
#

and from Epics side, they only allow UE4 to be accessed by person why has signed their EULA

#

so you can't let anyone on your company to get access to UE4 unless they have done that

#

@scarlet kelp true

scarlet kelp
#

okay, for some reason that sentence always has been ocnfussing for me

#

confussing*

cursive dirge
#

well

#

it's not actually what you make

#

but what your game was sold with

scarlet kelp
#

yeah like the total receivings from payments combined

cursive dirge
#

if you sell it on some distribution channel that takes 30%, you will not pay that 5% from the 70% you get yourself, but from the 100% of the price that customer paid

scarlet kelp
#

total receivings = marker price

#

market*

#

i can't type today soz

cursive dirge
#

so technically, if you make really bad deals, you still have to pay 5% of the sales even when you don't make any money yourself yet ๐Ÿ˜„

scarlet kelp
#

True

cursive dirge
#

like, if your company has a loan to cover development costs, you still pay 5% of the sales even before you break even yourself and can pay the loan

scarlet kelp
#

Not like my projects would earn me any money, but it can't hurt to know how it works. Thanks 0lento

cursive dirge
#

np

#

btw

#

they didn't have 3k limit per quarter in the beginning

#

they added that when someone asked how he'd transfer some fractions of a dollar from his games ad revenue to Epic

#

it would have just added more paperwork for everyone

#

so they added the limit

scarlet kelp
#

Smart move tho imo

lavish crow
#

guys could anyone help me out with a small github problem ive got

#

it says its stuck at checking out files

cursive dirge
#

@lavish crow ctrl + c

#

and try again

cloud cobalt
#

Also how long has it been ?

lavish crow
#

about 30 min

cloud cobalt
#

Because that can be slow

cursive dirge
#

make sure you don't have editor open

cloud cobalt
#

okay

lavish crow
#

and its not open

cursive dirge
#

close everything that might use the file

cloud cobalt
#

That can't be 30min slow

cursive dirge
#

yeah, it shouldn't

cloud cobalt
#

Do you have enough space ?

lavish crow
#

yes ๐Ÿ˜ƒ

cursive dirge
#

I've seen git occasionally freeze for no good reason

#

just break and try again

lavish crow
#

ive tried it again and also installed lfs from new

#

nothing is working

cursive dirge
#

oh, it's with lfs

lavish crow
#

ye i think it might be the fault

#

.umap uses lfs fro transfer

#

for

#

so i found out that i have a TPOS file in my levels

#

which is a 150 mb level i think and tracked by lfs

#

but its in TMP0 format

#

at 0kb so its probably that it gets stuck on

versed pawn
#

Did anyone ever used spline mesh components before?

cloud cobalt
#

I have

cursive dirge
#

still better to just ask the question directly ๐Ÿ˜ƒ

#

there's always someone who's used the thing

#

@versed pawn ^

versed pawn
#

I'm struggling at spawning a mesh only at the first and last point of the spline

#

I already got the connecting of spline meshes one after another, but I just can't seem to place the meshes at the end and starting points. Right now, I spawn the mesh and attach it to the Spline component, and I set it's start and end position for the last spline point. But of course that's not good, because it's still attached to the spline component which has it's root at the first spline point. Not sure if I'm clear enough

cursive dirge
#

@versed pawn if you chain them, wouldn't you just want to spawn a mesh for all starting points and only to last oned end point?

#

all in all, you get the world positions with GetLocationAtDistanceAlongSpline

#

distance for starting point is 0 and distance for end point is length of the spline

#

I can't remember what the node was for blueprints but it's GetSplineLength in c++

versed pawn
#

Yes, but when I add a spline mesh, it gets attached to the spline itself. Here is what I mean:

#

But if I do any type of change to the end point, it get's offsetted. As you can see here, it's rotating around the spline's first point

#

This is where I spawn the connections. It works as it should.

#

This is where I spawn the end point

cursive dirge
#

@versed pawn if you don't want it to follow the spline, simply don't attach it to spline

#

you could have a separate scene component as your actors root component

#

and attach the mesh there

#

same with splinecomponent, just set it as root components child

versed pawn
#

Hmm I'll try that. Thanks!

rigid kayak
#

Any1 know how to convert a spline mesh into a static mesh?

plush yew
#

@rigid kayak can't you just export it as an FBX and then remove the unneeded stuff in maya/blender/3ds

#

and then reimport it as a static mesh

#

Why does it matter though?

rigid kayak
#

Im using spline meshes to make some distant low poly tree lines

#

But its not very optimized (afaik each spline mesh component results in 1 draw call)

#

I've tried the convert to static mesh action but it only results in 1 undeformed static mesh (just the original source mesh)

#

BUT

#

I just found out that the merge actors works!

plush yew
#

Nice!

tall juniper
#

Anybody else having very slow download speeds when running the setup script from github?

#

Also incredibly inconsistent varies from 0 - 3 mb/s

cloud cobalt
#

That's pretty expected given you're getting lots of different files

arctic tree
#

is there a channel best to discuss profiling?

cursive dirge
#

the one that covers your programming method, #blueprint or #cpp, or if it's related to renderer, you could try #graphics

#

@arctic tree ^

arctic tree
#

what if you use a mix of BP and c++?

rigid kayak
versed pawn
#

@cursive dirge Just a quick update. I arrived at home, did what you said and It worked! Thanks a bunch!

cursive dirge
#

np

tall edge
#

hm, any word on the 4.16 release?

plush yew
#

What should an artist be required to know?

fierce tulip
#

his/her shit

#

hehe

tacit chasm
#

It seems to me, user input should all be handled in a PlayerController class/bp which in turn calls/triggers functions/events on a PlayerCharacter class/bp.
yet you often see, even in Epic's own code, the PlayerController is bypassed an input handled in the PlayerCharacter class. Is the first statement correct in that the intended/best practice way is to handle user input in the PlayerController class and not the PlayerCharacter and examples where you see otherwise are just the result of quick and dirty development?

honest vale
#

I'd do everything in the controller

#

and keep the pawn as controller agnostic as possible

cursive dirge
#

it's cleaner design alright

#

pawn doesn't really need to know about the input handling

magic scarab
worn granite
#

Kind of looks like an extension

#

You'd be unable to replicate all the features in BP

#

So that would be like never using the AI tools and just doing it yourself in BP

#

@magic scarab

#

its a bit beyond something like AoC

dim hemlock
#

@tacit chasm I remember reading a post saying that keeping all controls in the controller instead of character helps protect against speedhacking

digital canyon
#

Hey, I'm trying to use the Mobile Patching system introduced in 4.14 in an android game. Everything's going alright (fetching content via http, downloading and installing it on the device) but the Mount operation fails every single time. The error message only says "Mount failed". Any ideas?

spice urchin
#

@rigid kayak yes i know how to convert spline mesh to static

#

@rigid kayak to convert spline to static mesh, take your landscape, put it at highest LOD (lowest polygon) and export the landscape as FBX

#

then open that in 3d package, like 3d max, select by element, select the landscape itself, delete

#

and the spline meshes will be all that's left

#

then you can do whatever you want to them, do new UV's etc, or just save it back out as static mesh to Unreal 4. if you don't scale or move it you'll be able to place it in same spot in level by just setting translate to 0,0,0 too

obsidian wing
#

So I've been having some build issues that last couple days. Would anyone mind helping me out?

#

There is the output log

#

I'm really confused by what it means by '/Game/' in my file path. Mostly because I have no Game folder in my project. Is it referring to the the main "Content" folder?

cloud cobalt
#

Yes

obsidian wing
#

okay, so why is it saying that is not a standard unreal filename?

cloud cobalt
#

It says that it's because of the trailing /

#

But you might want to tell more about what you're doing here

plush yew
#

I have the same issue with the vive and lighting scenarios

light thunder
#

I'm looking to learn Maya for simple animations (to use in Unreal) - I've taken courses on Udemy before, can anyone recommend a good course? There are several on animation and I'm on a limited budget

#

I'm asking here because I'm sure there is some overlap that people in here might know

kindred viper
#

im not joking when I say this but the official tutorials for MayaLT are fantastic. It will take you less than a day to learn to use the interface and know how to manipulate things. The rest is just practice.

cloud loom
#

Is there a global setting for optimizations, specifically graphics like shadows and LODding for games that work at different scales? like for example a level that is at 10x the normal scaling?

kindred viper
#

yes

#

check the official scalability page

cloud loom
#

hmm, sounds too easy.. tnx ๐Ÿ˜ƒ

plush yew
#

importing certificate for ios but dont know where to put the password it just stuck at "importing certificate please wait"

cloud loom
#

hmm, this reads more as tech scalability, what I mean is the actual size of levels. Things like cascaded shadow maps have a limit of 20000 from what I could find which is not enough in my case. So I'm wondering if there is a way to adjust the optimizations based of the size of objects in a level. or instead should one just fake it

#

Using the scalability settings I can prob fix some issues here and there but was wondering if there is a size of level setting or so

plush yew
#

Does anyone have experience with making 360 degree videos in unreal?

#

anyone got any help?

cursive swift
#

I tryto get some help for something but people just talk avoer you and basicayl do not respond xD

plush yew
#

prefer unity community, they actually answer

kindred viper
#

people answer here too

#

maybe just not so often in general

light thunder
#

It's tricky guys, sometimes it's a matter of timing

#

You have to understand, no one here is getting paid, and EVERYONE is busy doing their own projects or lives...they just might not see your question

#

The other problem with, at least for me, is there is no way to filter out notifications in the discord app...you are either getting ALL of them, I haven'tr figured out how to make only a certain room/channel notify me

plush yew
#

right click room and mute

kindred viper
#

@light thunder : right click a channel name and you can mute it

light thunder
#

@kindred viper @plush yew thanks

#

The best advice, as Marc will tell you because I ask a ton of stuff here, is try to distill your question into the smallest chunk of information, the smallest step.... the simpler it is the more likely someone will take the time from their day to answer it....also, you'll find that this breaking down of the problem REALLY helps solve it sometimes

#

"A problem well stated is halfway solved"

plush yew
#

my question wasn't a difficult one, just wondering why importing certificate won't show password pop up. got it to work, but now getting an error, but rather just fix error myself than sitting hoping someone will reply.

kindred viper
#

that is a pretty edge case question though. I mean how many people import certificates? ๐Ÿ˜„

plush yew
#

anyone who works with ios

kindred viper
#

probably could use a specific channel for that really. Surprised there isn't a mobile chan

#

oh there is

#

i have it muted

plush yew
#

there is, but general seemed active.

light thunder
#

Here is a question - Can I add a static mesh as a reference in the skeleton shaping tool? Would help with position of limbs...

plush yew
#

Not touched that myself

oblique fern
#

is it possible to export a prefab or bundle out of UE, to import it into another artist's UE?

plush yew
#

hey all

#

can anyone help me understand direction output parameter in function APlayerController::DeprojectScreenPositionToWorld

#

it is a direction from where exactly?

oblique fern
#

is it called migrate?

worn granite
#

migrate is for local projects

#

But you can migrate it into a local project, zip it up and send it to them, and then they can unzip it and open it before migrating into their project.

#

If you wanted to be super safe.

#

Otherwise you can just make sure you don't miss anything and you can send them a zip directly

#

Or you can use source control

oblique fern
#

ty

vale osprey
#

@worn granite do you know if there is a Layman discription of what that ability is. I've watched his videos and sounds very interesting but I think I'm just missing paradigm of what it is.

#

I mean Able Ability System

worn granite
#

I'm actually not familiar with it at all

vale osprey
#

maybe with concept?

worn granite
#

I just looked at it. He's got some kind of extended functionality that might build off of AnimMontage

#

And ties into gameplay abilities or something.

#

Its like the difference between using behavior trees vs just using BP and Persona

#

at first glance

vale osprey
#

interesting

#

I see that he has a tutorial , I'll check it

worn granite
#

probably not a bad idea

exotic cairn
#

Is there a way to view Sum Triangles in a scene with LOD meshes?

quiet falcon
#

Hello anyone can help, pretty simple question how do i get explosion to go off in cinematic view i added it to the level sequencer and it stills doesnt go off!

heady bridge
#

Are particle effects in engines just 2D sprites? or is there a better version of them similar to Maya fluid similations?

rotund summit
#

Most particle effects in games are sprite based

#

It's great for performance

#

But you can also have particles that simulate physics collisions

#

I don't believe UE4 comes with a fluid sim out of the box, depending on what you mean by 'Maya fluid simulations'

heady bridge
#

by the fluid sim I meant the way you can create particles and what not in external 3D applications like Maya, which don't use sprites, but thanks for confirming it's mainly sprites.

heady bridge
#

that's really cool, would love to do that stuff in games lol

rotund summit
#

one dayyy

#

There is a lot you can do with effects shaders/post processing as well for particles

#

I'm not really practiced in it, but i've seen it done

heady bridge
#

do you know what the best practice is to get the sprites outside of the engine?

#

like to make them yourself? for example realistic fire?

rotund summit
#

best practice depends on what you'd like to do!

#

I imagine

heady bridge
#

I don't know many ways of doing so, everything online tells me to just use in engine editors, which isn't very helpful lol

rotund summit
#

Well you can find some free use fire textures

heady bridge
#

I don't like using anything pre made

rotund summit
#

well this is just the source

#

then you could go in and pick out a few fiery wisps that you like

#

then the trick is mixing and matching and deforming and moving those in the engine

heady bridge
#

I know of people creating fire simulations in blender or maya, and baking them into sprite sheets

rotund summit
#

Yea you can do animated sprites

#

so you could have like a looping 'flickering flame' anim

#

rendering out a sim in blender or maya would be one way to generate those textures

heady bridge
#

That could be the best option I have without buying Houdini lol

rotund summit
#

there's also a recent convo in #graphics where simonschreibt answers a similar question about creating an explosion and sounds like he knows more about it than I do

heady bridge
#

Thanks, I checked out a video he linked, about Fallout 4 mushroom cloud, it seems very interesting, baking simulations seems to be the best way to do things, but also mixing in gradiants help smooth it, I will do it this way

feral kiln
#

hey guys

swift spindle
#

does anyone remember the name of the ue4 plugin that lets you display on multi screens... for setups like multi wall projectors ? plz pm me with the answer if you do >.<

harsh tiger
#

Hey, do you guys know of any great basic beginner youtubers for UE4? Looking for a Youtube series to work through to help me learn the basic for college. Thanks!

spark garden
#

try Katies channel

#

and of course, the official unrealengine channel has some great beginner tutorials

timber relic
#

Got a stupid question. I'm doing some transforms on leg bones - is there a quick and easy way to make sure the character's foot doesn't go through the ground?

#

Basically 'when I make the leg longer' 'lift character in appropriate manner' (I'm not doing asymmetric legs, that's just asking for trouble)

#

Or is there a 'just don't let feet penetrate mesh when making legs longer' thing.

#

(also important if making a car into a monster truck, I suppose)

#

(which is a thing planned shortly)

harsh tiger
#

@spark garden thanks

sinful juniper
#

Hi, is there a ue vfx for asking about cascade?

cursive dirge