#ue4-general
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and On Construct use Set owner
as your main player
Idk if it will work, but try
?
minimap cam is part of player
ok thank you very much for trying
?
i cant because it is a minimap x)
if follow the player an inherit rotation
@quartz patrol
What you could do is get references to the player actors in your camera blueprint, then spawn the rectangles according to this references and attach them to their respective players. This way, the camera blueprint owns them since it spawned them. So the OnlyOwnerCanSee node should do the trick.
from this
Yea i just read it now
U ask?
This will not work for you
100%
Becouse Player is owner of Minimap Camera
So this will not work
But you need to have your Sprites to be Child of Minimap Camera
And you can get rotation and location of player outside player BP
So do this:
Make new BP with camera
x)
Now, you have multiply Enemys?
i will finish this and tell you x)
ok.
Tip: To get Socket use: Get Player Character - Get Mesh
So use Attach to Component
not working
What not working?
@halcyon marsh
You need to do Get all actors of Class - EnemyBP - For each in loop - spawn Arrow on enemy - Attach to Enemy
Thats simple as hell
the problem with spawn with actor
when i use spawn actor from class (for the sprite) the owner is it self the sprite
and not the player
If u spawn from MinimapCameraBP
That means that MinimapCameraBP is Owner
So u need to set All Sprites to be OnlyOwnerSee
And it will make MinimapCameraBP only will see Sprites
and not Player Main Camera
when i check only owner see
it makes it not visible
and when not it make it visible for all
i am putting my project in dropbox
to see what is the problem
Ok
it is uploading
i will send you an mp when it is finish
i really need to fix this
Is there an option to start a PIE session and pause it immidietly (one a first frame?)
Hi everyone! I'm doing something a bit unusual. I have a spline component that my actor attaches to the root component of its attach parent. This is working perfectly fine until I select my actor in Simulate mode. It seems the editor is re-attaching the spline component back to my actor which then leads it to fly off into space since it's moving itself based the spline. I know this isn't an ideal setup, but after prototyping for quite a long time, this has been the best arrangement for what I'm trying to do. Is there any way to stop the editor from messing with component attachment in Simulate mode?
by its attach parent, I mean the actor's attach parent. Another actor
I am working around this right now by adding a call to attach the component in my tick function. The attach function does check if the component is already attached and returns which optimizes it a little bit, but it does incur a little bit of overhead as it's having to call at least one function every frame that it shouldn't have to
anyone here have a good lighting guide for outdoors mines junky looking
Anyone happen to know what causes this error during packaging? " Objects have the same fully qualified name but different paths." For now, I seem to work around it by quitting the editor, rebuilding the project in VS, then launching and cooking again.
Need help
Creating and using custom Heightmaps and layers for your landscapes.
What are these called? I look up layers but cant find it
Is it just custom?
nvm
so I dont see much from initial googling about instancing particle effects... is that a thing? or do i need to create a new particle component each time
I do see emitter instances in the documentation but Im guessing that might have to do with the individual particles in the particle system
not actually instancing the whole systems itself
yeah looks like thats for instance parameters, similar to material instance parameters so nvm
just gotta create the particle components and live with that
IBL - anyone know the cause of this when using IBL's - black patches and speckles that flicker cover meshes and landscape alike; the transition to normal lighting is abrupt, as shown in the left side of the image.
Hi people, Unreal rookie here. I am trying to understand the fundamentals of Unreal after been using Unity for years. If I were to develope say a rifle to a character (pawn) would I create the rifle as an actor or would I create it as a component and apply it to the character?
Actor is pretty much the equivalent to an Empty GameObject in Unity
so yeah, you would probably want to make it an Actor and then add components to it
like Meshes, behaviour etc.
Can an actor also act as a component? If you were to make a rifle as a seperate actor and you also have a character as an actor, but that character walks around with the rifle, the rifle would have to be nested under the character.
Yeah, you can attach stuff
Whenever I call FinishSpawning on my actor (am using spawnactordeferred). UE4 for some reason is triggering an internal debug break in the file "WindowsPlatformMisc.h" it says (UE4Editor.exe has triggered a breakpoint) and that is all the information I get. Has anyone encountered this before?
Hey guys! Anyone knows if it's possible to import data table that uses structure with containers (arrays, maps) from CSV?
Guys I need your opinion.Razer Blade Stealth is good for UE4 game development?What laptop should I choose to have long battery life and performance in this engine?
If you recommend another ultrabook,my budget is 1300$
@ornate plover Yes, should work. Structures are difficult to read in csv though. Json is a nicer format to work with structures in data tables imo.
@craggy nymph Can you provide some more info on how can i do that?
The easiest way imo is to create a structure in the editor. Then Create a data table based on that structure, fill in some temporary data. Then export that data table as json. You can then easily see what the correct way is to write your data down in that text file.
Ah, yes. That's a great idea. Thanks!
But it looks like you can't do that
That's pretty sad
@ornate plover , works for me
It's a data table holding a structure, which holds a set, an array and a map.
I'm using 4.17, maybe that's something not currently in 4.15.
4.17? How's that? :D
Built from source from github.
Master and promoted branches are on 4.17
You could try the 4.16 preview build. Or check github if/when data table support for these data types was implemented (assuming the issue is actually engine version, not something else)
@icy dust spline component shold have zero effect on collision or physics. How you hierarchy looks? are you aware that simulating components get automatically detached?
Question: Why sequencer didnt play Audio Track on Reverse?
Ok it plays, but it stops instantly
has anyone else followed titanic games inventory tuts if so can you help me since mine is not working
@tranquil bone i haven't tried that series yet, but the other Titanic Games tutorials are awesome
yea i fixed my inventory
@spice urchin if you try it dont use his interactable with his inventory system since i tried it its not very good this is the way i did mine
alright i'll note that. i've been blazing through his raytrace weapon setup the last 2 days
his waht
err linetrace
this one is super fun https://www.youtube.com/watch?v=5hTpbumwLE0
If you have any questions or comments please let us know. If you like the video and want to see more, go ahead and subscribe. Or consider supporting us on pa...
What style of game are you making
well this is separate from my main game project, i do VFX and i just wanted a better VFX test bed
ah pl
main game project vastly different, no guns
ah ok
i am making a medieval like low poly game
cool!
That fucking sick man
The particle system is fucking awesome man
once i get the polished stuff in it should be wild
i also need to add on the decal functionality
so it burns in holes everywhere
those ones are really really basic
particle systems mostly follow the same rules as one another. you have an alpha texture/material, you set a spawn rate so it spawns out a set amount, set a lifetime duration per particle, set velocity, and set color/scale
and that's really the bulk of it in a nutshell
it's all visually intuitive, there's no programming
a lot of former character artists and environment artists end up doing VFX after they get burnt out
because it's a lot more interesting and unpredictable
this is basically how complex most particle systems need to be https://i.gyazo.com/7354e71945ccc88f5031ae668652802e.png you can double, triple, quadruple the number of emitter systems if you want
a lot of the complexity can be handled in the material
so looks like you've got a sort of fire sword there
yea
just follow this set of tuts if you want to make that fire thingy better https://www.youtube.com/watch?v=GiNF_lmq84U
In this 1st chapter, we cover how particles and both emit and accept light information.
ah ok thanks
i know ways to make substantially better fire than that, but the fundamentals in there are pretty solid
i need to make my equipment system and then ill look at this stuff
i like this guy's stuff because it's like the Titanic tuts - he doesn't skip steps
i like people to cover every mouse click
i skip many steps lol
it's ok if YOU skip steps, but not so much if the tutorial person does
yea
i hate having to pause and rewind a ton
thats why i dont like people that dont skip steps
they dont have it complicated
and itz easy lel
well i skip steps by finding most complex task possible
and doing tutorial for that
rather than "how to open door" type stuff
yea
as long as the complex task is thorough, i'm all good
i don't think people can generally teach "just fundamentals"
it's better to teach them as part of a higher task
or it's easy to ignore it because you can't figure out the end game
like that fire thing i showed you - it would probably make your sword look better
yea
so you probably won't get bored lol
but my sword is just a placement really
ah temp asset?
hi guys
hi
for performance is landscape tool really optimized and better workflow? then just making it with a modular models
yes
a static mesh could do SOME of the things that Landscape does, but most things no
you can sort of simulate the Landscape's method of LOD-by-distance by using Tessellation, but it's expensive
and technically speaking, you can paint foliage objects onto static meshes, and it might even be possible to use the landscape grass node on a static mesh
i think you might need to be a bit more specific - like what role you intend for yourself, what skills, what kind of game etc
ok
But then you can't do procedural landscapes yes?
procedural in a way that you load big chunks that seamlessly connect in some way
I should probably look in to level streaming and how it's done
hi all
hi @plush yew
hi
Hi
Hello! I'm trying to make heli game with 2d gameplay and cant realise the right way to hit objects by weapon(machine guns). is there any simple implementation of attack? to map objects or enemies. i have an idea, but it seems a bit wrong to me: make array with possible targets(get objects that infront of pawn), get vectors from heli's gun point to objects and compare it with gun shooting vector, if get small error of comparison then can hit and change gun vector.
why ue4 keeps making world outliner elements visible every time i launch project, despite hidding them earlier?
like, i hide some meshes or fog, and its back when i launch project again
anyone have experience with destructible mesh components in C++? Everytime i call ApplyRadiusDamage it either does absolutely nothing or it makes the entire destructible mesh fall apart. No in between, like a little bit of it breaking off.
what settings am I missing or not understanding here
do I need to use APEX/physx
hey guys Im using the "Find look at rotation" with "set actor rotation" for my enemy to face the player after each attack
only problem, is there a way to slow down the rotation, cuz he just snaps to my position
Look for rotation and interp, perhaps?
@mossy harbor any reason for not using raycast? https://docs.unrealengine.com/latest/INT/Gameplay/HowTo/UseRaycasts/Blueprints/
A How To Guide for using Raycasts (Tracing) in Blueprints.
I started using substance files and apex clothing, and now, my project crashes whenever I want to play or simulate. Any idea how to fix this kind of thing?
Okay so I tested the level without the apex curtain and it works. I have no idea what can be the problem with the asset, and why does it instantly crash the editor. In the skeletal mesh editor, if I add wind, everything works fine...
I figured out that if I place just one in the level, it works. But if I place multiple, then it crashes...
Any ideas why?
I thought about raycast, but i looking for attack realization. maybe other way, not that one i described
@mossy harbor not sure I understand sorry ๐
@vale cloud you know AirStrike3d game? i'm trying to make somthing like this.
yeah ๐ well, I'd say you have two ways of going about that... you either do raycast and use your projectiles as "cosmetic" stuff, i.e. , to look good ... or you spawn projectiles and use physics to drive them and hit other actors
Ha
@vale cloud or you do both and use raycast to get your blueprint damage stuff driven and use your particles for cosmetic stuff
heh I think that's more or less what I meant for the first option ๐
at least that's what I intended to say ๐
i've been messing with this the last few days and it seems to be that if you use raycast entirely it can be a little less easy to adjust some of the cosmetic things - like making stuff bounce out of damage points
i can't stop writing things on walls with my guns now
lol
currently it's just all prototype assets
with the exception of the decals and the little rock bits
yo I have a map that had a merge conflict
its in my explorer but now not showing up in my project
how do i fix that or reimport it?
that looks very cool @spice urchin ... the green streaks are a bit distracting, as it is ... I understand an effect like that can add something to the feel of it, but as it is, I thing its a bit overwhelming
hey everybody, is there a way to automatically export datatables? i know about selecting them all -> right click -> export, but with that way youd have to enter the names for each table :/
guys please lemme know what you think ๐
Hey Guys Marketplace Link : https://www.unrealengine.com/marketplace/tps-starter-pack-01 this is the new update for the TPS Starter Pack this is the weapons ...
Some random playing around with physics and time dilation :)
https://www.youtube.com/watch?v=rcSH5qy3wqw
can someone help me understand how to browse the API reference? for instance on this page
https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/Kismet/UKismetMathLibrary/TLerp/index.html
there is a navigation bar at the top ending with "UKismetMathLibrary > UKismetMathLibrary::TLerp" but when i click UKismethMathLibrary, I dont see TLerp (or anything else) on the page. Am i missing something?
this seems to happen a lot, am i better off just always going to the headers?
Someone knows how to turn off shadows on foliage painting?
Performance Warning InstancedFoliageActor_0 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false.
@jade moon find the FT object you're painting, it will have shadow options
go into content browser to see the full extent of FT options
negatory
find the specific object
like if it's a grass thing, find the specific FT_Grass object
then double click it
and check the options
it'll have a shadow option there. you can also do this at the Static Mesh as well
but the FT settings are the most important
does anyone know why my character jumps less high at low framerates? I made a custom pawn with an add force for a jump. I have no ticks anywhere, only timers. This is driving me nuts
Is it that timers are also tied to visual tick rate, while things like linear dampening aren't?
hey guys, I am getting this weird error every time I start my built project. build succeeds (and we normally build and play many times a week with no problem)..getting this error:
Need your help, Sequencer is bugged, and can't render out any arch viz work or client work. https://answers.unrealengine.com/questions/598121/bug-screen-space-reflections-blooming-in-sequencer.html
I have a c++ class that spawns a grid of actors when play begins. How can I spawn the grid in the editor before play begins?
@frank bane that looks good mate . Love the paintball splatter effects . How did you do them similar to a blood splatter decal ?
@ebon saffron it was actually the first thing i did on i just start using ue4 XD
hey guys does anyone have experience working with plugins? I downloaded a new plugin and moved it into the plugin driectory of my project. i can see it in UE4 Editor just fine but I can't see the plugin directory in visual studio.
okay I figured it out (Generate VS files)
@orchid sable Something is causing it to crash. If it's a C++ project, launch from Visual Studio with the debugger attached
And check the output logs too
@opal spindle you'd want some kind of hardware like Google Cardboard for that. Some sort of stereoscope
Yeah but is there no preview software or something?
best bet would be to use some kind of app and convert to red/cyan to preview ๐ I mean, you still need some sort of vieweing thing, in order to view the stereo, otherwise it's just 2D ๐ that, or I'm missing something ๐
Does anyone know if Tom Looman hangs around in our discord?
maybe.. under a secret name? :3
naw, I lost his skype from GDC, and I'm to lazy to mail him at this very moment, so I thought I'd see if he was here ๐
I'll drop him a mail a bit later though
allrighty hehe, id suggest the same thing :p
why do we need RootComponent?
@oblique trench RootComponent is just your actors scenecomponent that tells where the actor is placed in the level
It can be any component that is inherited from scenecomponent
@solid gazelle I develop on every possible OS (inclusing OSX) why ?
Is there a way for me to traverse subfolders of a given path?
I want to be able to view the replays that have been saved, but they're within their own folder and saved there.
Ok, basic question. I'm getting a warning in my output log spammed each frame. Some code tries to move an actor, which is not set to movable. How do I find out which BP or c++ class is trying to move my actor?
Don't you have the name of the actor in the log ?
Yes, the name of the actor, which is trying to get moved "PIE:Warning: Warning Mobility of BP_Ocean_1076 : OceanPlane has to be 'Movable' if you'd like to move. "
But I'm trying to find out why something is trying to move my ocean
And stop it from trying every frame.
Well, BP_Ocean might be a place to start
But simply put there is no simple way to know
The most direct way is to run the editor from Visual Studio, look for the warning in source, put a breakpoint there, and wait for it
Hmm, I could try that
So you mean search the source for "PIE:Warning: Warning Mobility of" and place a breakpoint there?
I would look for "Mobility of %s"
Or just "Mobility of"
The PIE Warning part is generated
K, I'll give that a try. Thanks.
Ha, ok. I got a break. Now I just need to find out where to look in VS to find the actor/class. (Haven't worked much in VS)
Have you installed the engine source + debug symbols in the launcher ?
Then just hit CTRL + F, "entire solution" and the text you're looking for
I've already done that. Started the project from VS, and I got a hit for my breakpoint. But now how do I find the actor/class/code that called that function and hit the breakpoint?
oh, cool
Then you should have a "call stack" pane somewhere
If not, show it from the Debug -> Windows menu
The stack is basically the history of calling methods
So the responsible here is the Ocean Plugin
5th line
At every frame it moves the object
TickFunction::execute stuff is the engine ticking the actor
This workflow is pretty useful to know for debugging.
It's debugging 101, really ๐ But it's easy to not know it if you're not a programming person
Visual has a really good debugger, btw, so that makes it practical
Also, you can go to GitHub, to the UE4 repo, and use the search tool there
Obviously you need to put the breakpoint but still, it's useful to know
(Needs GH account linked to your Epic account for access)
Oh yes, I see. The search on github is much faster than on my machine. Handy to know. thanks again.
blblblb hello, is there any variable exposed to check the relative location of the offset of the camera when it collides with a wall? When the camera collides, it gets closer to my pawn, but i cannot see any "relative loc" variable changing. What i want to do is basically hide the mesh when the camera gets super closer to it. (Take as a reference a TPS pawn with a camera attached to it)
The SpringArm Component is the one that changes, not the camera itself. However, the Collision of SpringArm is not exposed to BP.
I made my own Collision Detection with the SpringArm
mh...
thanks, knew about the sprint arm thingy, thing is, will i be able to expose something by myself useful? I really want to avoid make a custom collision detection hahaha! Oh lol thanks for the reference buddy
Hello!
I need a bit of help with skipping sequences. In order to end a sequence I call
GetPlayingSequence()->SequencePlayer->SetPlaybackPosition(endTime);
GetPlayingSequence()->SequencePlayer->Stop();```
GetPlayingSequence is a custom function that works
anyway, this works ok most of the time, but in some cases it resets my camera, so that I view my character from the first perspective although my camera is third person
anyone know what might be wrong?
for a game with small characters - 1/10th of UE4 manequine. Is it better to scale down character or scale-up the world?
I would scale up the world as the fastest solution, when you scale down pawns there is more to tweak and more margin of error
Would it be easier to solve lighting issues in such case?
Scaling up world does sounds like a bette idea for physics too
I'm just looking at something like Little Nightmares:
https://www.youtube.com/watch?v=ld_k6xAuFaQ&t=181s
LITTLE NIGHTMARES is here!! This is episode 4 of our Let's Play Little Nightmares! In part 4 of this walkthrough, we learn about Six, The Maw, and a seemingl...
@vale osprey cool ๐ I'm also toying with the idea of making an "action figure scale" game of sorts ๐
@vale cloud
I think for physics sim it's better to scale up environment, but it's better to hear more opinions, cause people might have very different experience with such cases
yep, I also considered for a brief time if I should do it one way or the other ... ended up scaling the environment ๐
that is, I haven't actually made any game mechanics yet, just playing with visuals ๐
btw, have question about this too but I better ask it in #level-design
eheheh I'll tag along, hopefyully learn something ๐
Oy so I'm having a hard time wrapping my head around this. But I've tried to forsake "EventTicks" for "SetTimers" when using non-physics objects, but I started a new project and my character is a physics object that uses physics to move around, and I just realized that "SetTimer" creates more impulses at a lower framerate. Are EventTicks different functions based on what blueprint they are called in? In other words are EventTicks VISUAL FRAMERATE TICK dependent when called in a non-physics component like character movmeent, and PHYSICS TICK dependent when called in a physics component blueprint?
Hello folks.
I'm packaging my project, and would like UE4 to automatically grab my readme.pdf and include it in the package. Does anyone know how to do this?
Anyone done some testing with vehicles and a cruise control type setup?
is rama kickin around in here somewhere
ghadsfgkjhsdfg
oh hey Joe
someone tell me why Unreal tells me it wants to check out a file when version control is disabled
ah nvm, some files were set to read only
also I don't think I've seen Rama on here yet
A guy has a 4.15.1 project and wants me to help with some UMG stuff, but 4.15.1 isn't available for download in the Launcher. Should I just use 4.15.2? Won't it have to "port" to the new version?
How do I expose variables that child blueprints can take advantage of?
Anyone know how you would convert a player location to a map?
@earnest cape Make sure that the variable is set to "public" and make sure that the "editable/overrideable by children" or whatever it's called box is checked when you click on that variable to see its properties.
@thorny cipher the way that Dota2 does it is by placing two actors on each corner of the playable map zone and then doing some arithmetic to guess where the player is compared to those two points.
Good question because I also want to make an RTS. Probably use the % X and Y coordinates on the map as % X and Y coordinates on the image
i need to research it a bit more
ah ok ill try that
Hey I got a question for you guys
I usually dont Unreal, but I need to find a way I can turn some Texture2D and Material files into editable images
Anybody help me out?
anyone on 4.16? how is the experience?
I am still on 4.13.2 and very reluctant to upgrade. Such a solid and stable release.
@plush yew materials you can't, but textures you can just export via the right click menu
Anyone familiar with this error 'Assertion failed: !bPostTickComponentUpdate' that can help me?
@unreal sonnet, you can't download 4.15.1 because 4.15.2 is the same but with some bug fixes.
and you don't need to port any stuff since minor versions are always for bug fixes like I said before and no feature update
@thorny cipher what do you mean by convert?
translate
I would just tranform it with a map's transform
-> converting from one space into another
so size vector of such transform matrix would be 1/100 for a map with 1:100 scale
@errant lintel thanks man
1/world size will give you value in 0..1 range that you can use as UV
When my project partner sends me his project version complete with new FBX meshes and whatnot, for some reason the meshes don't load or get recognized at all when I try to load it even though they're supposed to all be contained in the project folder.
Hi! There is a way to use the skeletal mesh component of my spawned character BP in sequencer without have this character in the world like an actor?
@unreal sonnet tried cleaning intermediate folder?
I don't know if you are owerwriting on top of existing project or treat it as new
Are you merging them?
Nah, it was just zipped and put on Google Drive for me to download and look at. The guy sent me everything without cleaning the intermediate folder etc. I tried deleting and loading it that way but no real change it seems.
Any way to register whether a button is tapped and held? I can do it in my way, but asking if there was some simple way.
@plush yew i think you can achieve this by using "draw material to render target" node
Help! I installed 4.15.1 from Github like you guys recommended earlier but it's not the exact, correct version!
Mine is "Version: 4.15.1-0+++UE4+Release-4.15" and the guy who I'm helping has "Version: 4.15.1-3348071+++UE4+Release-4.15"
That's okay
@cloud cobalt it's actually not okay because when I try to load the .uproject I am warned that I need to make a copy and cannot convert because the versions are not compatible. Then when I click the copy button and it finishes doing its thing, I'm greeted with a hundred-some-odd errors because of .uassets (mostly meshes) failing to load.
I'm really doubtul about that. There is no incompatibility in a release branch, and both of you are already on a hotfix
Most likely the project is not compatible with 4.15.1 at all and the other guy isn't identifying the version correctly
Even 4.15.3 content would work on 4.15.1
It's also possible the project just doesn't work in the first place
@cloud cobalt It's a really weird situation because the guy is working with his own group and they ostensibly have no problems passing around amongst themselves. It's only when I install the Github version and try to load things in that this issue occurs.
It really sucks because I spent like 5 hours making a little object interaction system for them on my own in the engine version I installed there and was supposed to get in there and hook everything up.
The fact that you pass the project around with Google Drive is probably relevant to the issue
(That they* do)
If you were using source control instead, at least you would be sure that you have the actual project
Stranger - Today at 11:18 AM
The fact that you pass the project around with Google Drive is probably relevant to the issue
<_<
The idea for them is to just port AutoCAD/Blender stuff and turn it into an interactable environment you can walk around in.
I had the interaction system all setup for them but I can't get in the project to help out and they don't know hardly anything about Unreal other than how to assemble the meshes.
Ostensibly because of a slightly different engine version
In any case, it's pretty improbable that you really have incompatible UE versions. It's not 100% impossible but it's definitely the least probable option. What you should check is
- that you have the same project exactly (use source control)
- that those errors don't happen on their side
- that they really do use that version
To elaborate point by point here:
- I showed the guys the screenshot of the errors and whatnot. They say it doesn't happen to them.
- The mesh loading errors don't happen to them.
- I had the guy copy-paste his version from the "Help > About Unreal Editor..." menu, which is what I compared to my own and copy-pasted into the thing for them.
Nice
So the engine is telling you that files are missing, can you check if they are on the file system ?
They all seem to be part of this MeshOfBuildingETC.fbx file -- everything is a suffix of that. Do you think that the FBX file (which is pretty big) needs to be broken up into many different smaller FBX files for each mesh or something?
It's probably the actual big model that they did in AutoCAD
Right and the .uasset is there for the MeshOfBuildingETC.fbx file as well as the original .fbx file itself
Can you check that the .uassets that UE4 complains about are indeed present ?
All those small files
There is much more than one
No they are not there, which makes sense but what does exist is a large MeshOfBuildingETC.fbx file. So it's strange that it wants to reference or load all of these files which are ostensibly contained in the big one.
Okay, so let met explain
Considering that the guys have zipped the entire project folder, I can't imagine how all of these extra .fbx files don't get zipped somehow. I'm sure that they're not purposefully avoiding to zip those particular files.
The FBX files are not used by UE4, except when importing (then they don't matter and are 100% useless)
When you import, UE4 creates a .uasset that contains data for your FBX file
In this case, not one, but dozens of .uassets
Right
How is it possible then for all of those non-existent .uassets to load fine for them yet not get zipped when they send it to me?
Maybe they didn't save properly before doing that, maybe they sent a bad version, I don't know
The only serious way to share software projects is through source control - Git, Perforce, SVN... Any other methods is unprofessional and prone to copying errors, loss of work, loss of time, bad traceability...
I completely agree. Thing is, those guys are all AutoCAD/Blender people and don't know about that stuff.
I'm just trying to help here
Sure, but in this case, this is probably the root cause for the issue
Ask them if they have those files
The small .uassets that you lack of
If they do, the copy failed and you should use source control to copy safely instead. if they don't, they didn"t share the same version that they used and they should use source control to work with identifiable versions instead.
Thank you very much @cloud cobalt -- I'll try to talk to the guys there about it and see what they're forgetting to send over to me. that's causing this weirdness to happen.
I wish UE4 created a Git or Perforce repo every time you create a project, it's not optional at all, and I see so many people here having problems that would be solved by it
Both have their issues - Perforce is commercial software, Git is hard
But not using any VCS is really asking for problems
that would actually be a cool request
just select the version control, and bam repo
+1 for that
IBL - anyone know the cause of this when using IBL's - black patches and speckles that flicker cover meshes and landscape alike; the transition to normal lighting is abrupt, as shown in the left side of the image.
how does Unreal protect distributed games from being opened in Unreal editor? if at all
Packaged projects are nothing like source projects
If you're working in C++, there is no way to build an editor that works with your game
If you're working in Blueprint only it might be possible to reverse-engineer some stuff, but no one is ever going to go through that pain, it's simpler to just copy
retrieving models/textures is somewhat possible, but well.. thats not really an ue4 only thing
It's always going to be possible on PC anyway, because you can always use Linux + Wine and intercept OpenGL calls to dump the output data
Though that's the most extreme method
I guess @blazing shell is afraid of people dumping the source project and distributing a modified pirate copy, and that's not possible, fortunately
is there anything people can do with uasset files directly?
uassets are not part of a packaged build
๐ค for sure? i have seen several games coming with uasset files
You can disable the "package" option, but that's not the default behaviour
If you do that, then you can copy the uasset files, though that comes with several limitations (lossy compression of textures, can't extract the source models / textures, and of course, Blueprint that inherit from custom C++ classes won't load)
I'm not sure if Blueprints can be edited after cooking either
are models encrypted or how are people prevented from extracting them?
Nope
If you want to have some kind of DRM, that's up to the distribution platform
Steam offers it
Like I said, dedicated hackers will always find a way to do it anyway 100% of the time, so the key is reasonable compromise
i meant to ask how come that "can't extract the source models"
Well you can always extract the source geometry
There's an application out there that allows you to export models from packaged games. Even works on Paragon
Even if it doesn't work, you can rip it from the Direct X pipeline directly
Literally nothing you can do about it
What you're not getting is the source model, high poly, export scripts, etc. Just the raw low poly without smoothing groups etc
Which is something you literally can't protect since it's sent to the GPU
Which scenario do you want to protect from exactly ?
yes, of course. i was asking about uasset files
jamsh is talking about directx pipeline which is nothing i am concerned about
i simply wanted to understand what and how uasset files store data
uassets store basically all the data for the object with compression, but no encryption
ok, then everything is clear. thank you very much
Where should i post if i need help with materials?
here, or graphics
Pretty new to the engine. I learned how to create transparent glass like reflections. The problem i have is that it's reflecting off an environment that isn't even there anymore.
How would i go about solving this?
(In case anyone replies, do @plush yew me otherwise i will not see it.
@plush yew if you have either a sphere/cube reflection probe in your scene, try moving it or updating it in its parameters
Moving it didn't do anything, the ball is the player. What do you mean by updating it's parameters?
when you click on the SphereReflectionCapture actor, you have a "Update Captures" button
also, don't forget to save your map
Where would you find the, SphereReflectionCapture actor?
Saved it acouple of times too
Found it
which one?
both ?
Everything i did was from this short tutorial
Guide for using Transparency in your Materials
It's just a base colour with transparent reflections
I've tried it on a few
same issue
how would you update the reflections?
you said to update it
well you just need to move a reflection sphere to update it
ill try then
are you sure your plane is close enough to the reflection spheres ?
๐
see the yellow line when you click on the spheres ?
Yes
So i should increase the radius then
Anyway
now i can get back into making my first project
cya
Quick question guys; whenever i change the particle emitter rotation.y from 0 to 90 in the editor, it crashes (4.16 preview). Anyone experienced this before?
whee
@fierce tulip oh, I saw the pickups, are you working on the game ?
Anyone else having issues with replays not saving? I'm sending the demorec/demostop commands, but Ue4 is not saving any replays.
Anyone know does resharper work good for unreal ? I can't afford visual assist
@ebon saffron It works okay for C++, but you can tell their main focus is C#.
So got no choice really just have to save up for assist :-(
If you have an .edu email address, you might be able to get the academic license.
@languid shard worked on it mostly, but occasionally I am still needed.
nice, it looks like a fun game ๐
Any way to register whether a button is tapped and held? I can do it in my way, but asking if there was some simple way.
You mean pressed and held? Yeah, use a boolean and set true when pressed and false when released. (At least, this is how I'd do it)
@foggy oxide ^
Hmm, I thought maybe there was a node for it because, I once made the flip flop thing with bools, and after that only I came to know about the flip flop node ๐
Don't use a flip flop. Just do two different sets.
Case in point, user holds a button when paused and releases it when playing. This will then do the opposite of what you want.
@foggy oxide ^
I dont want to use a fllip flop in this case
was just telling when I had to, and instead of using flip flop node, I replicated the node function via booleans
which wasa time waste
is there a way to format xml in ue4?
whenever im downloading an xml file, it doesn't format it correctly and can't read it
@velvet oyster You might want to get some C++ code that will read XML files to parse it for you.
Can anyone help with creating a skybox using Spacescape?
Does anyone has encountered with this lighting bug ?
It coused by the reflection captures
And i have no idea how to fix it
So if anyone knows how please tell
I have .dds files from Spacescape, but UE4 refuses to import them.
I have 6 pngs from Spacescape (front, back, top, bottom, left, right)
but there is no way to build a cubemap using those elements in UE4
am I crazy? Am I looking in the wrong places?
Check the collider?
Have you enabled Continuous Collisions for that collider?
๐คท Sorry, I'm still somewhat new to UE4
I'm out of ideas
Might want to ask in the physics room
Vim is evil
Emacs is the Truth
I am using the rolling ball template, how can i enable the ability to change it's physics?
@plush yew its in the C++ class right?
It's set in the blueprint template
@plush yew class parent
I am trying to change the mass of a moving object
if that helps
i am not sure
what clas parent means
class*
Oh
it's a pawn
://///
:/
Ball is too floaty would be nice to change that
@plush yew Do you know how to put the vehicle wheels collision
For mine
I am pretty new, so i am not sure but double click on the wheels and something like this may pop up, play around with these settings
If it came with a set collision press the option to remove collision
and then readd it
with experimenting around the settings
nice nice
When will unreal stop crashing?
My graphics card cant handle 3 unreal projects open
I am new, i don't know shit but pressing auto helped a lot
looooool
lol
Cause I need to go back and forth to copy stuff
Yeah
to make something else
Trying to put 2 things together
Oh well
I mean mine crashes sometimes
if i have
other things open too
usually it runs somewhat smoothly
Does anybody here know if you NEED a degree to get a job at Epic? Can you still get in but its unlikely? Will they for sure not even consider you?
I want to be a graphics/rendering programmer if that means anything
Hello
i have a very basic question
at least i think its basic
but i need help with something
anyone??
does anyone know how long it takes to link epic games and github accounts? just keep getting 404
@upper yew i guess you could be lucky, since that is a chance ๐ but i would recommend you to learn some UE4 stuff before hand and maybe ask for internship ๐
If your portfolio is amazing and you're proficient with multiple pro-level tools, I don't think they'll give your education a second look.
oh yes, I've been dabbling in ue4 and game development quite a lot for a few years. Focusing on graphics related things (material editor, graphical terms like tessellstion, etc.) A lot. I think i have a great head start
Thabks guys, i appreciate it :)
If you can fix Epic's cascaded shadow maps to not suck, that'd be grreeeaaaaattt.
AHHAHA
ini tweaking. Default texture res of 1024 (right?) looks pretty pathetic very quickly.
Didn't have to touch any of that here
The biggest issue was in the edge case where light is parallel to faces
That does suck (but that's any light)
Yeah, any light. Shadow acne is basically a "tell the artists to rotate it two degrees and call me in the morning" problem.
Which is great until you need to render a planet
I was just thinking about that. I actually learned the term shadow acne from Planetary Annihilation's dev blogs. ๐
I had to basically do simulated lighting for my game because of that
I wonder if stencil shadows are possible... graphics programmer, heel!
How much you gonna pay me? :b
#exposure
I will pay you with the great privilege of working on a project
Seriously though, lighting is still very much in need of improvements
Skylights using a static image sucks too (can't refresh them inr eal time, have to blend cubemaps)
Holy shit i already feel such a huge workload on my shoulders ๐๐
You can force them to refresh, I think, but it's expensive.
I guess that's what you meant.
It blocks the game for like a second
So you might as well consider it can't be done
It's real time by a certain niche and underappreciated interpretation.
Interpretation is important
Video games are not real time at all by the standard I was taught ๐
@upper yew what you've mention sounds more like technical artist - computer graphics engineering is more about writing low level code. It's rather hard to do it without good education. Doesn't have to be in CG but good course of IT helps a lot.
But then again, if you are fine with math - algebra, geometry, calculus and able to learn fast then it's all quite possible.
You can show your level of skills by grabbing some interesting technique from siggraph and implementing it
Regarding Epic - best to ask them directly
@vale osprey I was actually planning on still going to college strictly for the computer science classes actually if I could (still dont know). I know what i mentioned wasnt a graphics engineer, I'm just learning what I can before I start that to have as much of an edge as possible
That siggraph idea is a fantastic idea!
If you can get into CG specifically it would be the best
I've studied different aspect of IT and had to learn quite a bit on top to start with CG
One thing you can do is take a look at open-source projects to write shaders, upgrade rendering technologies, do real-life stuff that actually helps. Graphics engineering is mostly about writing shaders, so that's the one thing you need to focus on
That and low-level programming
Awesome! Thanks a ton guys!
I plan on makig up that school part with a lot of extra real world examples and programming practice
Stuff like writing a physically based renderer for Ogre3D is the kind of stuff that opens doors ๐
(Pretty large challenge)
You should feel comfortable implementing most of these techniques
http://advances.realtimerendering.com
The hard part is researching them in the first place
I'll see if i can start actually doing this instead "technical artist stuff"
Theres just not many tutorials on this stuff :/
The technical artist is the one who does the tutorial, basically
The graphics programmer is the one who advances the tech
So no, you're not finding tutorials there
https://learnopengl.com/ is the closest you'll find
Thats what i was gonna start with ๐๐
Had that bookmarked as my first place to go to
Is it normal that animNotify events are triggered in the editor, even when one is not actually playing or simulating the scene? getting some annoying log spam because of it
Yep thats meant to happen. It can even spawn actors in the animation preview.
@potent lark
thx
Hey all, I recently bought the Evermotion pack Archmodels for UE4 Volume 4 - https://www.unrealengine.com/marketplace/archmodels-for-ue-vol-01 - I'm trying to steal the post processing/light mass etc settings for a forest scene I'm doing but want to understand them a little - the issue is that when I 'play' the scene in the viewport I get the lighting on the left of the image, when I 'play' as a standalone game I get the lighting on the right of the image, I presumed that when lighting was baked you'd see the same lighting throughout
Hmmm hey everybody i currently ran into a problem for my rts problem. I cant find a good source on how to make vehicle ai using nav meshes. Does anybody have a source for finding more info/tutorial ?
Solved my issue, I increased settings in 'Engine scalability'
@zenith night That's wild. Thanks for updating. I was scouring the web and had no idea what was going on there.
question: so is the built-in hlod stuff in ue == simplygon free, or are they 2 seperate features?
hlod is different from simplygon
what does the new free "standard" integration from simplygon add that is not built-in to ue? the simplygon docs and tutorials seem to just use the normal hlod tools in ue?
**still watching tutorials to figure it out
sorry for all the questions - trying to figure it out - does the external simplygon tool come with free or only advanced?
you have separate tools with the SDK.
You can buy that tech if you want to buy it
Simplygon is in UE4 you need a license to unlock it
ahh gotcha - so the builtin hlod stuff in ue has no relation to simplygon.... they just ahve similar tech and thier integration replaces that hlod window?
just add your license key in the UE4redist tool in your simplygon dir
@tall pendant Source ?
have you used it? what is your opinion - thumbs upo, thumbs down?
Not the current version. But we had it at work. Its a good solution
It works really well, though at a price
cool - thanks - going to dig in and investigate a little
@cloud cobalt You can check it in the UE4Integration.pdf in your Simplygon Account. Its just adding your license key to unlock it in UE4
Okay, thanks. I found that surprising, thought there was a plugin for it
messing with their standalone tool right now...
Please review and if its something that you would think would be worthwhile, please vote. Thanks!
you can't buy simplygon anymore afaik though
unless the situation has changed already
Trying to package my project and getting errors about a file not existing, but it is right where UE4 said it wasnt. Anyone know of a fix?
looks like material merging(what I need) is only part of Simplygon "advanced". Anyone know of any other tools that merge materials? (have some assets with like 20+ materials on them)
hello!
I'm trying to figure out why some of my widget's text becomes black instead of transparrent when I set alpha to 0
anyone encountered such a problem?
will do, thanx
๐
so evidently
someone spent
$450 on my credit card
for ue4 marketplace assets
while i was at work today
wasnt me, I swear... but seriously, the fuck, what did the bank say, can you get it back?
It wasn't me either
If it's a credit card, you just file fraudlent charge complaint thing and let the bank sort it out
hey guys, is there a way to get rid of the highlight fill that ue does when selecting something?
i just want the yellow outline, not the fill color
@grim ore in your tutorial https://www.youtube.com/watch?v=tcb1T_pVmXs&list=PLSlkDq2rO1t47gMJ0GdO5aSTfOKy_TTln&index=14#t=0.532801 is there a way to do an random TimeLimit ?
What is the Time Limit Decorator Node in the Behavior Tree in Unreal Engine 4 Source Files: https://github.com/MWadstein/wtf-hdi-files
you can make your own decorators. Should be fairly simple to do a random time limit (or even a timelimit from the BB)
Yep you would have to make your own. It's meant more of a failsafe than anything
i have to use i timer or something like that ?
the thing with TimeLimit is that it go direclty to the next task
Could even do something like a delay in the decorator node and then have it abort when it hits that time. Can have the time be random each time. I don't really m ow what it would be used for tho.
@grim ore for example the cooldown what is great with that is it is already know how much time the task succeed
but we cant use an random time with it
if i have to create my own decorator cooldown i have to use what to know how much the task succed ?
What do you want to use the random decorator for?
I would think put the random as part of your custom task node if your trying to delay something
i have an Boss AI
i want it to roar in a certain delay
randomly
the Task i use before the Roar is the one provide with unreal the MoveTo
Yeah you might have to make your own nodes for this
Try just doing a delay node and fill the delay amount with a random range
the problem with delay is that it will reduce the time check
for the behaviour tree
cause i have after a root and main service which use an tick event
to check distance and the state of the AI
and if i do an random timer (which will be btw 4 to 8 s)
very long delay :p
Then yeah would have to do it on the tick. So what you have might work
using delay in the tick O_o ?
No the code you put above. No delay
ok i see there is an other way more simple ?
Seems about the simplest.
not really because it will continue counting even when i have the other states x) so i have to put boolean everywhere ๐ข
btw the tutorial is really good :p
Thanks. I haven't touched ai in a few months so my brain is a little off on it
no problem i am trying to create a boss just for learning
very difficult to do but very educatif :p
btw @grim ore can you please tell me the difference between TimeLimit and Cooldown ?
i didnt understand well
It prevents the nodes below it from firing again until the cooldown has passed.
So even if the tree tried to run it again the cooldown node preventz it until the cooldown is done.
Yeah cooldown would be like a wait node after it's finished
and the Keep in Cone and Cone Check
i test them also i find that they do the same thing
is there also an difference ?
maybe because i make the a
angle at 0 x)
Might be. They should work different
Cone check pretty much let's you check in any direction. The keep in cone let's you know when the target leaves the cone basically.
who doesn't love a good egypt themed map
can we add a pause in the incrementation of a while loop?
strangest game i've ever seen run on thi sengine https://www.youtube.com/watch?v=q6flyIrvKCA&feature=youtu.be
Coming soon to Playstation 4. Claybook is a unique physics based puzzle game in a world made entirely of clay. Shape your character and the world around you ...
Perforce question: my project partner added some .uassets to the project folder that were somehow not noticed by the Perforce Workspace, and so they were never "marked for add". We can of course go through and manually "Mark for Add" each of those files, but is there an easier way?
We've tried checking out the entire folder and then submitting it again... but for some reason those "missing files" don't get checked out.
I know there's probably a special button or command or whatever to fix this, but I just don't know which one it is.
If I want to get input from the player through an in game text menu regularly what's the best way to go about that? Using the HUD? I tried googling it but everything results in main and pause menus.
Maybe this @foggy oxide
http://www.tomlooman.com/using-timers-in-ue4/
Hello guys, I'm trying to make a test DLC (Patch) for an empty C++ project, first i packaged the project for windows without any problem but after that when i trying to build DLC like this page https://docs.unrealengine.com/latest/INT/Engine/Deployment/Patching/ , I've this warning and then
and then this error
And i just add a material to project and changed a mesh material for testing
I using official 4.14.1
im trying to spawn a particle, with an anim montage
@snow fjord I just used a gate with a delay, works the same ๐
How do I put a delay to the particle only and not the anim montage
Anyone installed the new Windows 10 Creator's update? UE4 working normally after? Any issues?
Hi, there is a way to use the skeletal mesh component of my spawned character BP in sequencer without have this character in the world like an actor?
Hi everyone. I have a question about collision. What can you do if you want to make a closed shaker to prevent the movable meshes inside of that shaker to stay inside of it when I shake it? They drop out if I shake to hard =/
Is anyone running dedicated linux servers? Where are you hosting them, what Linux distro/version etc?
My dedicated server build is crashing here in UnrealEngine.cpp UE_LOG(LogEngine, Fatal, TEXT("Detected negative delta time - on AMD systems please install http://files.aoaforums.com/I3199-setup.zip.html"));
Weird thing is... once every 10 attempts, it doesn't crash.
@lone fulcrum I have run them on UIbuntu on AWS without issue - not sure that helps
@plush yew Do you have ccd enabled?
@orchid marsh I'm using Azure. Can you tell me what version of Ubuntu you're running?
@orchid marsh yes, I do. I circumvented this issue "somewhat" with an additional sphere surrounding my first one which teleports the dices back into the first sphere when they overlap
but they still drop out when you shake to hard
but at least this additional sphere made it a bit more smooth
Hi, i have one question
whan i work in unity, i cant just drag and drop obj or fbx, i have to find location in browser, copy object there, and it will show in unity
now, here...
i can drag and drop
Just as soon as I think I'm getting the hang of UE4 it starts behaving like a twat, I have imported meshes which I cannot seem to paint grass on with the foliage tool, I can use the 'paint bucket' but I don't want to apply it everywhere, yesterday I had a similar issue and then reimported the mesh and it worked, today that didn't work. I've googled it and a number of people have had the the issue but I couldn't find the solution
so, i was think like it go in folders of UE4, but whan i go to find location, it is in my working folders
how do you organize folders than
i mean, lok like my obj and textures are not in content/models but thay are styill in d
Found the solution 'Set the "Object Type" on the "Colision presets" of your mesh to "WorldStatic". At least this fixed the issue for me' - yeah, obvious that ๐
Does anyone know if there is command line support for re-importing an asset into the content browser? I'd like to create a bat file to automate some reimports we regularly have to do
I don't know about command line, but you could just make a collection of those assets and then you can easily reimport all of them at once.
That would work but in my case its just a single asset at a time. My desire was to automate a few things when artists make changes to one file and not require them to have to manually open the editor and run the other steps as well. Basically they know they changed the appropriate file, they run a respective bat file and then don't need to do anything else within the editor.
But based on what I can find in documentation the command line doesn't support the level of automation I want the editor to do
Ah, I see. Sorry, no idea then.
I read some post from 2015 that UE4 wasn't production ready for mobile because of performance issues. Does anybody know if that's still the case?
My latest Advanced Material pack was featured on 80lvl, even though they got my company name wrong in the write up ๐
@plush yew Sounds like Unity propaganda to me ๐ But seriously i have a few friends who do mobile dev with UE4 and have no issues so i'm sure mobile support works perfectly well.
@autumn haven I only took the post seriously because they were a moderator and spotlight member.
Looks cool, CharlestonS. Did you write them a message to feature you or did they see your pack elsewhere and decided to write about it on their own?
@craggy nymph I just found out about it this morning so i guess they just saw it and posted it. They did reach out to me to do a write up on my Ancient Cistern environment a while ago though.
@plush yew - Do you have the link to that post? I'd like to check it out.
Ah, k , thanks for the info.
@autumn haven It's the first reply @ https://forums.unrealengine.com/showthread.php?82180-do-people-make-a-lot-of-mobile-games-with-unreal
Not sure if i agree with that comment, i think it comes down to understanding mobile development and target platforms. I do think that UE4 is targeting current and next-gen mobile though and Unity is more backwards scalable for older hardware because they have had mobile support longer.
That's fair.
Vulcan support is also pretty huge. Unity now has it as well but i don't think it's as well integrated.
It seems deathwatch is a good example of an unreal mobile game
so I think i'll try out mobile development.
I also think that most people deving for mobile with UE4 tend to go the higher end rout rather than mid-range as well, here are a few mobile rpg examples running UE4.
GUYS PLEASE JOIN MY FACEBOOK GROUP NAME : Android/IOS Gamer And you can write a comment there ๐ GUYS THESE GAME ARE "NOT LAUNCH IN GLOBAL YET" still in finis...
A few more - http://2p.com/44601859_1/The-5-Most-Anticipated-UE4-Powered-Mobile-Games-in-2017-by-shaylynsun.htm
It seems that Unreal Engine 4 (UE4) mobile games is growing more and more popular lately. With the advanced engine, game developers will be able to maintain the gameโs frame rate without sacrificing quality. Heroes of Incredible Tales (HIT) is one of the most successful UE4 mobile games in 2016. Today, Iโm going to recommend 5 upcoming mobile MMOs powered by UE4.ย ArcheAge BeginsPublished by Gamevil and developed by XL Games, ArcheAge Beigins will deliver a genuine mobile experience while
Thanks for linking those. I've been looking for apps people developed with unreal.
hello, any recommendation on how to make a minigun fast line tracers effect ? i don't want the projectilemovement with a mesh kinda effect but more of fast line tracers kinda
the projectileMovement would be too slow for what i'm aiming at i think ... i want it to be really fast like almost instant in hitting the enemy
im thinking of using line tracers
any input would be appreciated
Hey Guys I dont know why me behaviour is not looping in theTask_RandomAttackalso i made an Wait Task in the Task_RandomAttack but it already go directly to the Move To Task (it is not waiting until the wait task finish)
by the way the MoveTo is set to Target no SelfActor
any Modo users?
I'm having troubles with how meshes in hierarchy are exported. They positioned properly but it seams that "pivots" are not right, like selected one is not only in wrong place but rotated by 180 degrees too
found some good points here:
https://www.youtube.com/watch?v=qctJOFpLqIw
Want to support me or say thank you? Throw a buck in the tip jar ( https://gumroad.com/products/MEaCQ ). Or check out the other products on my Gumroad page (...
the dog ๐
aha thnx for sharing, i use 3ds max but ill see what i can take from it
used Max for years myself
there is difference in terminology apprantly
what we call pivot in max is called Center in Modo
export from Modo is really nice and smooth
single button click on selected mesh or hierarchy
aha i have it installed as well and keep it for UV unwrap, but haven't got to use it yet as much
i still am faster in 3ds max for modeling but i saw some really nice vids for modo unwrapping and it got me hooked ๐
some of the things are really much faster than in Max, but have to get used to other quirks, like in any software
do you have a settings file for making modo navigation like 3ds max ? or a google search would suffice ?
I think there are presets for Max and Maya users, I'm not using them
well, reading comments of the video - something have changed on UE4 or Modo side, potentially that Center thing doesn't work anymore ๐
center seams to be working but pivots are imported with 90 degrees rotation ๐
crap
so you have to model along the Y axis in Modo instead of X and then flip -Y to X in import options
have you tried forcing X axis?
yes, unfortunately then model is rotated to 90 degrees
at least vertical axis is correct
that's going to be hell of a job to rotate everything in Modo, unless there is some magic command like flip X to Y
๐
anyways, nice light alloy rims ๐ never knew tanks had that ๐
(jk sorry ๐ )
what metal is that?
some iron/steel
most likey even simpler as this is pre-WW2 machine
heh for a moment it crossed my mind you had that thing somewhere in your backyard and you just snapped a pic ๐
finally: