#ue4-general

1 messages Β· Page 170 of 1

floral pagoda
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Let me find it

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It was in that video

fluid stag
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Oh, I'll check it

floral pagoda
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Tim mentioned that allot of Large Worlds are being made with UE4

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and they plan to improve the engine in that regaurd

fluid stag
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This is gooood

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foliage performance needs some love, I think the grass layer tool is broked

floral pagoda
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I am excited for 4.19 as they are doing allot of network improvements

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Thanks to fortnite battle royale πŸ˜„

fluid stag
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Fortnite has been good news for everyone πŸ˜„

floral pagoda
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Pretty much

fluid stag
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apart from pubg corp ofcourse

floral pagoda
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^

frosty copper
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@safe rose is that a giant pumpkin or something? πŸ˜‚

safe rose
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@frosty copper Zombie head

frosty copper
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.... scratch that... finally see what it is. xD

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yea... xD

safe rose
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Someone forgot to fix something they broke

frosty copper
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SLAP 'EM WITH A FISHIE! >:o

safe rose
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And I was trying to test something and I saw these "mountains" everywhere

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I was like wtf happened to this map I was just testing a few hours ago

frosty copper
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πŸ˜‚ should keep it. 😏 looks ominous and creepy

safe rose
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Maybe we'll do a Giant Zombie Boss Baby

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πŸ˜‰

frosty copper
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YUS

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I can't tell if that mountain figure in the back is an actual hill, or a zombie arm. xD

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(which, btw, really gives that creepy ominous feel. :p )

floral pagoda
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They talk about open world a little bit

turbid plover
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did anyone have a ton of vault items disappear out of their library?

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nvm i see tehre are lots of weird connectivity issues with the launcher. i assume its related to that πŸ˜ƒ

grim juniper
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I think the engine could benefit greatly from spline decals. It'd probably be great for large worlds since you could make paths and roads directly on landscapes instead of needing a separate mesh.

fluid stag
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You'd need decal layers or something for that to work

safe rose
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@light lintel why wouldn't you timestamp it?

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Anyway, that's a 2015 video

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It is now

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A Pure

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Function

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Green

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use that

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good luck

haughty flare
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o.O I think either the sensor on my mobo is going or UE4 just tried to nuke my cpu 😐

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went to rebuild a scene and it spiked my CPU temp to 120c but the cores are like 70-80 max and the rest of the temps are like 30ish...

honest vale
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your CPU has broken cooling system if it goes to 120 C

obtuse sable
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yo

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Anyone have any experience exporting files from another game with Umodel?

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An unreal game ofc

cloud cobalt
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@obtuse sable Why would you want to do that ?

chilly gale
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I guess alot of UE4 learning is reverse engineeing to find how things are done

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Not sure if it's kosha tho

cloud cobalt
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On the coding side, sure, but there is a huge volume of free content with the engine

obtuse sable
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Im making a pubg cinematic

chilly gale
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Is uModel allowed or is it one of those you do with the door shut and curtains closed?

obtuse sable
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No idea tbh

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but ik big editors use it

cloud cobalt
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Technically, using another game's content in your video is pretty much copyright infringement. Not that PUBG cares, I guess, but if that's the question...

obtuse sable
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Yeah

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i dont think they care

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its basically free advertising

chilly gale
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That what I was thinking, so you would not want to do stuff like pull Sparrow or Senua from their games and be see

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even for non profit

obtuse sable
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Im really stuck on this :/

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its basically halted my whole video

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in the character tab

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those last 4 files

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are the ones im thinking is the skeleton?

cloud cobalt
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You don't just need the model, you need the model, animations, materials and textures

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That's a giant piece of work

obtuse sable
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Yeah ik its all here

chilly gale
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You'd need the UE4 version number too would you not? if using the assest of thr market place are any hint, wrong version they don't work

keen birch
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Older version they can

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Not guaranteed, but they can

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Newer versions never work

obtuse sable
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If i export the M4

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its a pskx file

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and it works fine

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Would skeleton be a pskx file as well?

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or model

chilly gale
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doesn't XNSLara handel them abd export them as OBJ or FBX?

obtuse sable
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Whats XNSLara?

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Umodel for the M4 at least exports as pskx

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and i put that in to blender to make it an OBJ

chilly gale
obtuse sable
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But i cant export anything else in Character except textures

chilly gale
obtuse sable
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This works for unreal games as well?

chilly gale
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Sorry don't know it's for pskx as far as I know, the guy has a facbook page and will export char for perople (or use to) for doing art with if asked nicely

obtuse sable
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Ah okay cool

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problem im having tho is i cant even export anything else

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it just doesnt show up in the folders

chilly gale
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He has a Daz attitude sort of pic's are ok

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are you using the correct UE4 version number

obtuse sable
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Yeah

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ive tried different ones as well

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I can only export wepaons

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and textures for the character

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but nothing that resembles skeleton or model

chilly gale
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maybe Pug does care, and patched stuff

obtuse sable
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Yeah maybe

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i can get most of everything else tho xD

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idk why they would patch only one thing

chilly gale
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Whos know with companies,

obtuse sable
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Nope whos that?

chilly gale
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On YouTube

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He probley use's uModel

obtuse sable
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Ah yeah true

chilly gale
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Not sure I'd want to like him here lol

obtuse sable
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What u mean?

chilly gale
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did you look up his YouTube?

obtuse sable
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Yeah

chilly gale
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a Lot on his pages and a lot of pages

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need Cinerma 4D tho

chilly gale
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To fast for me now days lol

plush yew
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Hello guys i have a problem in blueprints

fossil ore
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@plush yew Tell more?

tawny veldt
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Hi guys, I ran into a weird problem with some of my meshes and am not sure what I messed with to make this happen. Can someone help me pinpoint the issue here?

fierce tulip
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means there are duplicates

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that effect is called Z-fighting

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happens when two surfaces are perfectly aligned on top of eachother

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in other words, you have too many doors

tawny veldt
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Weird, I've not touched that door for ages now and it has been working ever since, until just recently when I was looking at some far shadow issues. Tried moving the door 1 unit and it looks like it disappeared, but gonna build lighting to see if it stays fixed πŸ˜„

plush yew
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how to stop a camera clipping thru walls?

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it does in 1st person mode and 3rd person

regal mulch
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You can either setup the SpringArm to Collide

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Then it shortens it

plush yew
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I have

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weird

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i put set collision test in bp and still dont work :/

gloomy egret
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Hello everyone. I'm not sure where to post question. I need to make animated background. Any ideas? πŸ˜ƒ

wary wave
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use a material

plush yew
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xD

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good answer again

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just found out that you can't pay for stuff in the Marketplace just with the PayPal account

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you need to add a card to it

fierce tulip
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I dont have a card @plush yew

plush yew
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that's weird

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it won't let me pay with my PayPal balance

fierce tulip
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might wanan post it on the marketplace forum

plush yew
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yeah, I think I might do that

kindred viper
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@fierce tulip I get similar things happen like when I want to parent something to a socket, and there are a lot of bones in the list, it starts out of my screen range so I cant quicksearch or select the first bone in the list. I presume this is a 4k issue anyway

fierce tulip
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might be

honest vale
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does anyone know if Fortnite uses multiplayer world origin rebasing?

elder quiver
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Hi

wintry schooner
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hi

kindred viper
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@honest vale is the world big enough to warrant it?

honest vale
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probably not since it's 3rd person

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but if they add first person it's pretty apparent then

kindred viper
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I guess you are talking about the main game and not the BR right?

honest vale
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oh, right, I meant BR since it's where people mostly want 1st person view I think

kindred viper
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right. it seemed quite small to me.

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" Fortnite developers Epic Games had confirmed recently that the battle royale mode had a playable area of 5.5km"

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i dont think that warrants the need for WOR

elder quiver
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Guys how can use NVIDIA Turf Effects in my project ?

kindred viper
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find a Gameworks build with it in?

honest vale
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@kindred viper animations start to jitter quite soon as you get further away from world origin

elder quiver
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I'cant find in git hub

cloud cobalt
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I'd stay away from Nvidia stuff myself, unless you really want to depend on them for engine updates, and get support only for Windows + Nvidia

kindred viper
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@honest vale its barely noticable at 5km though. The floating point issues never seemed to be an issue within a levels individual bounds, its more when you start tiling levels and get way out that its really bad.

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I guess it depends on the scale of things too

honest vale
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it is visible at 2 km

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easily

torn bane
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I just created a new level for testing some stuff in my game, and when i place a cube or box and apply a material they are just black, no colour at all.

kindred viper
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I guess my case usage and requirements differed then but I would start seeing jitter outside of a levels max bounds

honest vale
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but, fortnite is way smaller than 3 km x 3 km

kindred viper
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thats still worse than I had it at 8km but yeah the 2km is noticeble in a first person view. You can get around that by calculating the animation with a higher precision in c++ (essentially becoming double) or WOR obviously. I've done both but using WOR needs to be done from the start and not implemented later (as I found to much debugging)

honest vale
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I don't think doing it in C++ matters because it still gets converted to floats in rendering stage

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sure it will reduce some accumulation errors

kindred viper
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worked for me with SetPrecision(16); which was overkill but I had some 64km splines to build :/

keen birch
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Why did this channel mysteriously move down in the list?

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O.o

kindred viper
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grease on the pole

wary wave
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those floating point errors are showing way earlier than I would think they should

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3km is not very far

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8km is to be expected

keen birch
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^

plush yew
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Hi, I have a question. My all project has size 6 GB, but content folder has only 2,07 GB. What takes up so much disk space? I created only one C++ class all others are blueprint class.

silver crown
plush yew
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I know e.g. that Saved folder occupy 3 GB, but i don't understand why he is growing so fast.

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Is it safe to remove this folder?

silver crown
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Yeah

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What's taking space in it?

plush yew
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Probably backups and similar stuff, but i'm not sure πŸ˜ƒ

silver crown
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Profiling can also be quite large

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Takes 1.2 GB for me

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(in the Saved folder)

plush yew
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OK, but is another folder in UE4 project which can be removed without losing a game content?

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Or only Saved folder is folder with unnecessary stuff?

silver crown
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You have source control right?

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From gitignore: Build Binaries DerivedDataCache Intermediate Saved .vs

plush yew
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No, I'm lerning UE4 and I'm not using git.

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but maybe I should πŸ˜ƒ

silver crown
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πŸ˜‰

plush yew
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yeah, it's good idea. Maybe, I'll uploud my project on BitBucket. But I add that I'm only person who work on it πŸ˜ƒ

safe rose
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BTW

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Is this channel loweer than usual?

plush yew
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@silver crown Thx for help πŸ˜ƒ

silver crown
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Yep @safe rose

safe rose
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On mobile... It's like half way

silver crown
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Admin drag and drop error maybe

safe rose
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Ok. Just wondering WTF was going on <@&213101288538374145> :(

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Channels rearranged? Accident or intentional?

regal mulch
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We didn't plan on. I call accident

safe rose
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Ah ok

keen birch
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xD

regal mulch
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Probably happened when adding the packaging channel

fierce tulip
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when we click on a channel it sometimes also moves <_<

regal mulch
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Thanks for notifying!

gloomy egret
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@plush yew Hi. The same. Content 20mb, project 100mb. Other files are libraries.

regal mulch
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I got the category closed, so I didn't see the change

safe rose
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Oh. So we can blame @fierce tulip and @snow crown

fierce tulip
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Roy added it, not me :p

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but im fine taking the blame

safe rose
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;)

gloomy egret
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@silver crown hi. how to start to use source control?

silver crown
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Can't help unless you're using only C++ πŸ˜‰

safe rose
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Programming languages have very little to do with it

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Except like one folder to add

silver crown
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I guess you're not gonna use git if you only have binary files?

cloud cobalt
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You can

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It's just not the most efficient

gloomy egret
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I have only blueprints and images

safe rose
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@wicked tiger bah

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so many issues left untouched in 4.18

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But oh wells, 4.19 is coming

shell jetty
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mbot(t) the 3D printed Baby Hotfix

amber dune
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can you do a line trace against components instead of actors? For example, i have a custom component (interactable component) but an actor can have multiple interactable components attached to it to do different things, such as multiple switches.

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TLDR i want to do a linetrace against only UInteractableComponents on the visibility channe;

iron belfry
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has anyone experienced something similar?

safe rose
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@iron belfry why add it like that in the first place?

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Are the collisions that you want to play with, playing nice to each other?

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Do they know to look for each other?

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Are they on?

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If they are going to get it on

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Is it in a public setting?

iron belfry
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@safe rose because it shoud not be there from the beggining, instead it should appear only when the previous pieces are in place

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yes, collisions are ok, they look for eachother

safe rose
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Answer all my questions and I am sure you'll be able to figure it out

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But could be a bug. I don't do runtime adds to collision on bodies

vale osprey
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@amber dune it always raytraces against components, which function are you using?

iron belfry
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@safe rose will try creating it with the blueprint and changing its properties when it needs to appear, maybe its a bug when created at runtime

safe rose
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If you really want to make sure it only hits a particular "component"

vale osprey
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@iron belfry attachment is set to manual, do you attach it manually?

safe rose
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Then just make custom objects

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custom collision object types

iron belfry
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yes its attached

safe rose
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relative?

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why not snapped?

iron belfry
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yes, it needs to spin when parent spins

safe rose
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right

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but you have a specific place it spawns

iron belfry
safe rose
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and you know where it should attach to?

vale osprey
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But overlap event is for different component..

iron belfry
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yes, it has a specific relative place to spawn, it spawns correct

safe rose
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wait

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Why are you manually setting generate overlap?

iron belfry
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just in case

safe rose
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just in case of what?

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you want to introduce more bugs?

iron belfry
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lol

safe rose
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πŸ˜ƒ

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Keep It Simple Stupid

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KISS it man

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Start streamlining your logic

iron belfry
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that variable needs to be true for overlaps to trigger

vale osprey
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Because generate overlap is off by default

safe rose
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And seeing if maybe you just are adding way too much all over the place

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Is it?

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When I add a Box collision

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it's on by default

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Sooo

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(manually, pre-runtime, in actor)

iron belfry
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so if its on by default and i set it to on, its reudndancy and should not affect

safe rose
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You haven't played around in UE4 much have you?

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Anythign you do

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Even if you think it's right

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Might break some shit

iron belfry
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answer is no, but the point was to do it runtime not in the constructor

safe rose
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πŸ˜ƒ

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Just keep it simple

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First, try to manually attach it

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see if the overlaps are working

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if not, then you have collision logic issues

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if yes, then your runtime logic in runtime is causing issue

iron belfry
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will keep looking..

safe rose
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...

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Β―_(ツ)_/Β―

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I mean, it's simple as that really

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You might have to change collision object type

vale osprey
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Weld simulated bodies is on too, is your parent component simulates physics?

safe rose
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Or other stuff since you are doing it in runtime

iron belfry
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@vale osprey yes, parent has simulated physics

vale osprey
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Weld will add it to a parent

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It won’t be an independent entity anymore

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by welding to physics simulating component you change it's mass/collision and etc.

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@safe rose hmm, it's "on" indeed

safe rose
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Yeah, trust me, I had so many collision issues with VR over the past 3 months

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I still think I don't know everything there is to know about them, but I've probably run into almost every problem imaginable

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When I first started out in UE4, Collision were "hard" to figure out

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Then as I grew in knowledge, I didn't think they were that bad...

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Then when you start trying some crazy advanced stuff with them... you realize they aren't as good as you had hoped it would be

iron belfry
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did some more tests, now with one created via constructor, same properties. it works

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aparently dynamically added collision boxes wont trigger the overlap events

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thanks for your opinions/time

light thunder
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is there a way to ensure that a level bp data and all the actors on the level are completely wiped from memory when you unload the tsreaming level? doesn't the unload do that very thing?

latent terrace
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how do I add a png to my project? it gets automatically converted into a texture and I think hardware cursor wants a png πŸ˜„

keen birch
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So something I've started doing, which I wonder if more people do here

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I've started keeping track of all the time I spend programming and the like

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Writing it in a document, stating what I set out to do, what I ended up achieving and how long I worked

grim ore
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@latent terrace you would not add it to the project but to the content folder itself on the drive. The popup text gives a good example of where to put it, in a Slate subfolder. The file won't show up in the content browser.

keen birch
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For me it's been a serious eye opener towards my "I just wasted so much time" feeling, because it's made me realize I generally don't waste that much time

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I just do lots of little things which feel like nothing

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It really helps in keeping myself on track, motivated and clear-headed

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Do you guys do it? What're your experiences with this sort of thing?

latent terrace
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@grim ore oh well, I've thrown it straight to the content folder as I have no Slate one : P

plush yew
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Hi, how can I fix it? Should i start a line trace from the center of the screen (camera) or is it other way to fix it? In the future I want to remove "pseudobullets" (line traces) and add true bullets (spawning actors and so on).

keen birch
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@plush yew Do a line trace straight forward from the center of the screen instead, then interpolate your bullet from the gun's barrel to the hit location of that trace

plush yew
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Thanks πŸ˜ƒ But I was hoping that there might be another solution.

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But I think this is quite good πŸ˜ƒ

vale osprey
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@keen birch it’s a good practice to do, especially when you do freelance

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For your own projects it’s nice to know too as you can calculate your investments into it

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there is a GDC panalist talk on "failed indies", one of them realized that dispite him selling his games quite well, he still makes way less money at the end than before + all extra stress

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not neccessary a bad thing, but in some cases worth consideration

keen birch
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Yup

opal ocean
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Hrm. Trying to move my PlayerController controlled Character with SimpleMoveToLocation, but the character stops about 50ish units away

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A bunch of posts suggest having the pawn controlled by AIController instead, and the PC tell the AIC what to do. or to reduce the nav agent radius in movement capabilities, but that doesnt work

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80% of my logic is on the character so I need to control it directly 😐

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How to get it more accurate?

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ok setting the actual capsule radius to 1 improves the accuracy... but now its going to be hard for the AI to hit the player!

vale osprey
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50 is like a capsule radius I guess

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you could just add it into SimpleMoveToLocation

opal ocean
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the node only takes the location and player controller. Theres no way to change the acceptance radius or capsule radius

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he doesnt even seem to move around another pawn >_<

vale osprey
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I get it, but can't you just add it? When character "arrives" to destination, give him another 50 units away in direction he is facing

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not a "proper" solution, just an idea πŸ˜„

opal ocean
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Not finding a way to know if its done a move

paper kernel
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oh, zak is streaming again tomorrow

opal ocean
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ok so I found a way of checking if he's done moving. But why is my navigation not going around another pawn?

paper kernel
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iirc there's a "Affect navigation" checkbox somewhere in primitive shapes

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try that

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not sure is it intended to be used with movable objects tho

opal ocean
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My capsule component has a Navigation -> Dynamic Obstacle(true) and Area Class (NavArea_Obstacle)

paper kernel
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but if I remember correctly changes to navigation come with delay

opal ocean
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Game is turn based, other pawns sit there for a while. Right now the pawn is in his start position

paper kernel
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ok so then it shouldn't be an issue, but worth debugging anyway

opal ocean
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navmesh is dynamic... not being affected for some reason

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hm. not affecting dynamically enough

paper kernel
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dyanmic yes, just not really fast

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at least, from my testings

opal ocean
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what do they have it set at? every 30 seconds?

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Left shows the nav in the editor, on the right is after I've tried moving to the top right corner of the room, and am aiming to move to bottom right

opal ocean
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why the hell is it so hard to get my pawn to go around other pawns?!

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Bah. Posted on the forums. Frustrated so I'm going to get off my ass and go get groceries.

faint cedar
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Can anyone remember what the "new" replacement ot Master Pose Component is?

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I know Epic updated it at some point earlier but I can't remembe what it was called

gleaming shore
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Hey guys im having a problem im seriously struggling to find an answer to, how do i create an object wildcard in a blueprint (so i can plug it into a cast to)

flat trail
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anyone here can help me build the best possible pc for rendering, use of ue4, render programs basically, modelling and takling high performance scenes in unreal and used for other film high quality stuff?

grim ore
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@gleaming shore are you trying to make a wildcard object or just confused because the Cast To XXX nodes take in any object?

gleaming shore
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theres some context, im just totally confused as to what to plug in it really

grim ore
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Do you know what a Cast To XXX node does?

gleaming shore
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Yes it can get "stuff" from that blueprint right?

grim ore
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no

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it tells the engine that this object that it is taking as an input is of this specific type and not just generic

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such as I tell it that this generic actor is actually an actor of class Player for example

flat trail
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Is this the right chat to talk about the best hardware for modelling, graphics and ue4?

grim ore
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the input in your case would be a reference to your BP_Blocker that you want to talk to

gleaming shore
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So to change the collision of the cube (which is in BP_Blocker, im in thirdpersoncharacter) should I still use castto or something else?

grim ore
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well what is BP_Blocker?

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is this an item in your content browser, is it something in the scene, is it something on a piece of paper somewhere

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how does your player, thirdpersoncharacter, know about this item?

gleaming shore
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Its something in the map

grim ore
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so you want to be able to push a key and it talks to that specific item and does something?

gleaming shore
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Yes, I tried to do it in BP_Blocker however it doesnt work because that blueprint isnt always "ticking" ... i think

grim ore
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Your player needs a reference to that exact item in your scene (what if you had 3 for example? which is the correct item). You can do this by looking for the item before you talk to it or making a reference at design time

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is your third person character in the scene already at design time or does it spawn in from a player start?

gleaming shore
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This is where it may get tricky, the BP_Blocker is generated on level load (infinite runner)

grim ore
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yep then your going to need to figure out how to let the blocker know about the player or the player know about the blocker.

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will you ever have more than 1 of them at any time?

gleaming shore
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Yes possibly 30+

grim ore
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ok then when you as a player hit the E key which blocker are you expecting to get changed? how do you know

gleaming shore
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(thanks for your help btw I really do appreciate it)

grim ore
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like the closest one or in front of you or?

gleaming shore
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All, if possible

nocturne onyx
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new ninendo tech is cardboard quality

flat trail
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im talking pc

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about 5000 dollars max

grim ore
#

the best hardware would be getting the highest performing items for each slot basically. Your budget can pretty much do that with consumer hardware.

gleaming shore
#

Some more context, BP_blocker kills the player upon hitting it via collision, I would like when a key is pressed collision is turned off and the player can run right through the blocker

nocturne onyx
#

i mean literally

grim ore
#

theres a few ways of doing it, all of them involve blueprint communication. There is a great video on it from Zak from Epic Games on their YT channel. Since you want to find all of the items and do it to them all you "could" do a get all actors of class, find all of your blockers, then loop thru them all talking to them. This is not very efficient if you use it often as it has to find them all when you click the button.

#

alternately if you still want to get them all you can have every blocker that spawns talk to the player and let the player know it exists so the player can keep track of them.

#

alternately if you want to just get the closest ones you could do a trace near you and just disable the closest ones

flat trail
#

im thinking i9-7900x processor, dual gtx 1080 tis, asus rog rampage VI APEX motherboard, 64 gb quad channel DDR4-3200, storage is 2tb samsung 960 pro m2 ssd, extra storage 10tb hard drive x2, seasonic prime platinum 1200w, crosair cooler, case enthoo luxe glass

gleaming shore
#

Well, I have acheived what I wanted actually inside the BP_Blocker blueprint however I can only acheive it on BeginPlay, by input button it just doesnt work

grim ore
#

yep you need to have your player talk to the blocker, or the blocker talk to the player when you want something to happen

#

@flat trail besides the Dual GPU's the rest seems fine. UE4 itself doesn't support SLI native and unless you have an app that can use CUDA on both GPU's then your just adding extra heat.

gleaming shore
grim ore
#

in theory that will find the first one out of all of them and do it yes

#

you dont know which one is the first and it will change every time

fierce tulip
#

actualy, since 4.15 there is sli support

flat trail
#

Is there a better gpu then?

fierce tulip
#

"The engine now supports AFR rendering for Nvidia SLI configurations to provide superior performance when multiple graphics cards are detected. The largest improvement comes from the renderer copying inter-frame dependencies between GPUs as early as possible. Developers will need to work with NVIDIA to test their game and to have it automatically switched over to AFR where appropriate."

gleaming shore
#

That explains a lot (instead of enabling collision i tried with change material and it was only changing 1 cube), so how would I get all of the cubes?

#

I assume theres no "get all" node

grim ore
#

your code was fine just dont get 0, plug the output from the get all actors into a for loop

#

then that will loop thru them all, the get all actors gets them all.

flat trail
#

so dual gpu was fine then? πŸ˜›

#

for the sli support

fierce tulip
#

need to contact nvidia for it

flat trail
#

to ask them about it or to accualty make them support it back again?

#

xD

#

ddr4-3200 which one should i go for?

#

what brand

#

for 64 gb

gleaming shore
#

@grim ore Thank you so much, that worked perfectly for what I wanted. I appreciate it.

grim ore
#

yep yep. Just be aware that there are more efficient ways of doing it but doing it that way is fine if its not too often

gleaming shore
#

Im aware, its not to often I was going to use it for a "power up" for example so it would just be once

grim ore
#

should be fine then

#

@flat trail I've got some cheapy Patriot in my machine. You're not going to have too much of a choice for 3200 let alone anything affordable right now so anything should be fine. Lower timings would be great but once it's all said and done in actual use it's barely noticeable spread over time.

#

find the one with the best warranty and reviews lol

#

with that said Gskill and Corsair seem to be doing well on Newegg for reviews/rating

flat trail
#

what about powersupply?

grim ore
#

use something like pc part picker so you can get a good idea of the estimated wattage

#

then go from there, no reason to go overkill

#

I think I have an EVGA that met my specs lol. Decent warrany, gold rated, and 850 watts

wary wave
#

Corsair are great - lifetime warranty too

grim ore
#

and to be honest if your thinking about a tempered glass side on a case be sure you don't mind cleaning up a mess

#

yep corsair seems to be good for components if you want a theme πŸ˜ƒ

#

I've got all corsair externals, just no internals

#

love my RGB mousepad lol...

flat trail
#

i think i need around 1200w

grim ore
#

actually no joke aside it's pretty nice as it has a USB port on the pad itself which works great for the mouse

#

I dunno, cpu memory and 1xGPU only comes out to under 500w itself

flat trail
#

look at this list

#

missing the powersupply tough

grim ore
#

yeah about 600w for 1xgpu with the mainboard, memory, m.2, cpu according to pc part picker

flat trail
#

hmm

#

What you think about the parts?

#

I have to shop the power supply elsewere

grim ore
#

yeah if going with GPUx2 then 1200 is smart

#

your around 1000 watts with 2

flat trail
#

i guess

#

always good with 200 extra whaha

grim ore
#

parts seem fine but I personally don't use watercooling anymore. It's not worth the 1% chance your shit stops working if it breaks

#

but thats my personal feelings

#

might also consider an external HDD if it's just for storage. Would make it easier to just move around if wanted

#

other than that I can't comment on the CPU itself as I have no experience with the newer extremes. 18 core might be overkill depending on your software but I do know UE4 will use them all for lightmapping and shader compiling.

light thunder
#

So I'm copying over a bunch of static meshes and the like from a persitant to a sublevel and when I try to highlight them, it shows them highlight, but when you zoom in, the selection disappears, like the LOD's are effect it...it is as if I can't penetrate through the editor's LOD visualization to actually select

#

I've setting the LOD to fixed but I think that's just for landscape

#

Now I zoom in

#

Just kidding bitch, I won't let you select those actors

#

Signed, - The Unreal Editor

#

I'm sure this has something to do with the HLOD system or LOD's in general I just need to know HOW DO select these actors (I'm using SHIFT+CTRL+ALT and am drag selecting

weary basalt
#

Are they actually not selected in the viewport/worldoutliner or is it just an line coloring bug with the perspective view?

light thunder
#

No, I'm doing copying and pasting them to another level

#

and when I hide persistant and check the sublevel

#

there are these huge chunks missing

#

so they did NOT make the trip

weary basalt
#

Mmm very odd. Try and reproduce it in an blank project.

#

Make an bug report with your findings

light thunder
#

hmmm

#

I get the suspicion that some developers honestly don't want you to learn their engine because then they aren't as special

weary basalt
#

I would still create an bug report

#

The changing of LODs shouldnt effect Actor selection in the viewport

light thunder
#

I found it (again)

#

It's having me select the LOD Actors from the HLOD

#

like if I select one at a time, it shows me it is literally called LOD actor

#

but that isn't listed in the world outliner

#

if I toggle the visisbility of that HLOD

#

I can then select the normal actor

#

sooooo...new question

#

How do I hide all HLOD's from visibiliy or access them from outliner ?

floral granite
#

Hi all, this is going to seem like a strange question, so bear with me πŸ˜ƒ I am studying with an Australian College that is still teaching UE3 & have given me a whitebox level to complete. However I can't get UE3 to work on my Windows 10 PC. Research reveals this is now the case with UE3 on Win10 & is not fixable(?) Is it possible to copy out the whitebox level and into a UE4 project?

light thunder
#

@weary basalt any idea/ the lod actors are blocking me from selecting underneath them

weary basalt
#

No idea man. That doesnt seem like an intended feature. Make an bug report lol

#

@floral granite I doubt it man. You should make an complaint and force the administrative board to modify the course in order to ensure their use of software is up to date and accessable by all students. You may have to use campus equipment instead to complete the task?

floral granite
#

Hi @weary basalt I am currently trying that, doesn't look hopeful. I am a distance student, so no access to other equipment.

weary basalt
#

Perhaps talking to your lecturer or course councilor can help you with ideas on ways around the issue.

grim rock
#

Is there not a support channel ?

#

Or would i need to place my question here? I am having a small issue with unreal i think can be easly solved im just not a professional in Unreal.

weary basalt
#

Generally its best to search the channel list and post your question in the most appropriate channel. If you cant figure out which is most appropriate then ask here in #ue4-general

grim rock
#

Ok sorry i honestly don't think there is another channel best suited for my question it relates to static mesh issues.

#

Would it be ok to post a screenshot of the warnings im recieving on this channel?

weary basalt
#

Posting as much information you have about your issue is advised.

grim rock
#

Also i did read up about my issue and resolutions for a good bit trying to solve it myself. I read on the unreal website exactly how to fix the error but i guess i just suck because i can still not fix the issue.

#

This warning can be fixed by first selecting a Static Mesh in the generic browser and then going to the StaticMesh Actor's Property Window->StaticMeshActor Category->StaticMeshComponent->StaticMeshComponent Category to set the 'StaticMesh' Property.

weary basalt
#

The warnings are telling you that you have StaticMesh Actors in the level that dont have an Mesh assigned to them that they can render.

#

You have 2 options. Go to each one in the list and assign an StaticMesh or delete all of the Actors that are listed.

grim rock
#

But it's telling me that the actors that are null are the ones preasent on the screen right now

#

How can i get around this from extracting it from Autodesk Maya?

#

when*

weary basalt
#

Im an programmer so not my area. Asking in #graphics may yield better help. If you made these assets yourself you may not have set them up correctly or imported them properly.

#

Perhaps try deleting them all and adding them back in

grim rock
#

Will do and yes i did make them i appreciate the help! πŸ˜„

opal ocean
#

sigh. No response on the forums about my issue with my characters running into each other when using SimpleMoveToLocation

#

I feel like having your pawn be able to navigate around other pawns should be a pretty integral part of the nav system

grim rock
#

I figured out my issue

#

I Copied and pasted 3 of my models and for somereason it created a C/P node for that model. When i deleted the model the node was still there and it was trying to render the extra node that didn't represent any static mesh. So it was just an empty node that was invisible.

#

After deleting it and rerendering my scene it all went swell! :D

Thanks again @weary basalt !

light thunder
#

SILLY questions but .... is the level visibility...is that only good in the editor right? the levels still are visible if you stream them via bluepritn?

safe rose
#

Story of my life

obtuse ocean
#

Hey i need desperate help haha

#

How am i supposed to know why unreal crashes?

#

cause it crashes when i click play and it doesnt tell me why

worn granite
#

no crash reporter?

#

Also C++ project?

obtuse ocean
#

It shows no errors

worn granite
#

you need to install the symbols alongside ue4

#

it'll be an option in the launcher

obtuse ocean
#

Is there a way to install it after UE is installed?

worn granite
#

you can modify the install

obtuse ocean
#

Sorry but i have no idea how to do that lol

idle stump
#

I'm finding my prototype projects can get kinda messy and unorganized. Trying to decide how to keep a consistent structure. I guess this is an official Epic recommendation https://wiki.unrealengine.com/Assets_Naming_Convention ...but it still leaves me with some unanswered questions. For example, if you have a character, they may have a blueprint, meshes, textures, sounds, animations,etc ... Does it all go in the /Content/Characters/Player folder or respective /Blueprints, /Sounds, etc folders? I think the page I linked was describing the former but i just found it a bit unclear

obtuse sable
#

What would be the best method for making cars drive pass a street on a loop?

light thunder
#

Important - what's the map structure I need to have for streaming? does it matter? i remember hearing something about content/maps but that might have been for replication

blazing zenith
#

So I'm learning unreal and have no idea where to start. Could anyone tell me how they at least started and progressed or a tutorial video or something

#

I'm so lost rn lol

grim ore
#

go to the Learn tab on the launcher and go to one of the quick start sections

#

repeat until you need to learn more then scroll down and do the next sections

#

repeat until you need to learn more, then pick a topic and learn that.

worn granite
#

I just watched the official tutorials while downloading the editor and just dove right in with trying to make a game, referencing stuff as I went.

modern root
#

Is anyone else getting an issue with 4.18 and struct properties in editor windows displaying twice? It is happening for every struct property in the editor

safe rose
#

@modern root strange

#

but nope, not me

modern root
#

I always get worried with these kind of things, makes me think that I performed a bad engine merge. Tho I'd figure it would fail to compile not to do something like this. Perhaps an editor plugin I have made is running rampant

obtuse sable
#

yo i have these cars flying back and forth

#

that is looping in the animation

#

For some reason the animation only loops if im actually looking at them really close...

#

if im even just around the corner of a building it never loops

#

its so weird

surreal viper
#

do they just stop if you are not looking at them?
might be that the animation simply isn't updated when the object is outside of the view

obtuse sable
#

Im still like looking at the street where they should be

#

Its just that if im far away they just go by pass ones

#

then it doesnt loop again

surreal viper
#

but do you see the car itself when it stops?

obtuse sable
#

Ahh might be it

#

ill try it out

#

hmm

#

i dont have a blueprint

#

for this skeleton mesh

#

Since the animation is coming from C4D

#

How would i change it then?

#

Nvm i got it!

surreal viper
#

was this the problem?

brisk plaza
#

hello folks, i'm new here and absolutely have no idea about UE4. so i came here to see what i can find and what i can learn πŸ˜ƒ

left steppe
#

Hi. I am new to unreal. Trying to build some stuff but whenever I try building lighting I get this error

obtuse sable
#

Yeah it was @surreal viper

#

You can screenshot u know @left steppe πŸ˜„

kindred viper
#

probably need to rebuild lightmass

opal ocean
#

Still trying to get my player character to move around other pawns on a SimpleMoveToLocation... looking at EQS now..

obtuse sable
#

anyone know how to import PSK files in to unreal?

cloud cobalt
#

Not sure that's supported in UE4

obtuse sable
#

Yeah its not

#

im thinking like if there is a way

#

to convert it or something?

cloud cobalt
#

Install UDK, import PSK and see if there is an export option ?

#

Why do you have a PSK file ?

obtuse sable
#

Ive exported a PUBG model for a cinematic im making in unreal

#

and it came out as psk

cloud cobalt
#

You know this isn't going to get any better

obtuse sable
#

huh?

cloud cobalt
#

You're going to have issues at every step of this project

obtuse sable
#

ik others who have done it just fine

plush yew
#

heyy

#

is this normal to unreal engine to show reflective materials the reflection smudgy?

paper kernel
#

reflections are expensive, so probably yes

plush yew
#

lol

#

why is the culling volume not working?

#

i do what they say in tutorial

#

but nothing happens

obtuse sable
#

Is it possible to use the default 3rd person walking animation on to a custom skeleton?

#

Like the default unreal character

raw lagoon
#

Im new to ue4 but I hope that helps

obtuse sable
#

oh snap

#

thx man!

raw lagoon
#

Np at all, ima spam some help needed too πŸ˜›

fierce tulip
#

why in the world doesnt the "power of two" mode in textures not have a rescale texture mode? only a padding option

shell jetty
#

@fierce tulip you want marging and padding option for rescale?

fierce tulip
#

not padding, I want it to just rescale to closest power of 2 without padding

plush yew
#

hmm

#

what is padding πŸ˜„

cloud cobalt
#

Adding unnecessary space around the texture to make it a power of two size

fierce tulip
#

^

muted minnow
#

Hello. Can anyone point me in the right direction on documentation, tutorial, or approach to handling 'jump attacks'. Examples would be Zelda: BOTW jump sword attack, or mario ground pound. I want it so when player is mid air, pressing the melee attack button will cause player to 'dash' down and attack.

opal ocean
#

Moving my Character on a 100unit grid with SimpleMovetoLocation, but he's stopping 110 units away from the target location...

#

One suggestion I found was to reduce the size of the capsule component, which works, but makes it nearly impossible for AI enemies to hit if they dont trace to player center

#

another was to reduce the NavAgent Radius on the movement component, but that doesnt seem to have any effect

#

110 units is too far to just do a SetLocation.... Any ideas?

bright stag
#

do tesselated materials not work on geometry brushes?

urban gyro
#

i think they do

#

check the landscape material live training

plush yew
#

So how much of a performance boost does BP Nativization get

#

O>O

#

anyone done any legitimate profiling

frank escarp
#

@plush yew depends too much on project

#

but its noticeable if you use a lot of blueprints

#

you should enable it on the whole project

#

by default

#

and if some blueprints are problematic, you disable it

#

the conan team made a PR with a ton of bugfixes for it

#

its a lot better now

#

i mean, it is enough to nativize the whole Conan Exiles blueprint mess

#

that should say something

plush yew
#

@frank escarp ive been unable to get it to work

#

unelss i disable "Event Driven Loader"

#

but yeah it is massively huge difference

#

i looked some videos up

#

its "slower" than C++ by 5-10 fps

#

but faster than BLueprint

#

by like

#

100%

#

lol

cinder iron
#

there are several tests done by a chinese youtuber methinks that look very convinient

#

either way the best way to test performance is just by using the profiler

plush yew
#

yeah

#

i just wnat to get it to work

#

i worry turning off event driven loader

#

because id k what it actually does

#

lol

cinder iron
#

also there are some BP operations that are not supported to nativize

plush yew
#

is there a list?

cinder iron
#

IIRC no.

plush yew
#

damn

#

ive ytet to get it to work

#

i really regret using blueprints

#

will never use it again in the future

#

outside of UI

cinder iron
#

just as a recommendation, the slowest in BP's are math heavy operations

#

like transform interpolation between deltas

#

if you can't get nativization to work in a reasonable time frame

#

you can always start to bundle all your mathematical operations on math expresions

#

or directly on C++

plush yew
#

yea

#

but

#

still

#

calling a C++ function from Blueprint

#

isnt any faster i think

cinder iron
#

It is faster than doing it directly on BP's.

#

i don't mean, make just a single operation on BP's

plush yew
#

Is it? I haven't tested it

frank escarp
#

they arent "real world" scenarios

#

they are just some math heavy thing

cinder iron
#

but specific general purpose functions

frank escarp
#

wich of course works better in c++

#

@plush yew bruh those "tests" are bullshit

#

but there is a more important detail

#

if blueprints are nativized

#

they dont need to go through the "blueprint interpreter"

#

and they can be optimized by the compiler

#

this makes them have less overhead in general

plush yew
#

yeah

#

@frank escarp however, I've gotten to get it to compile (they made a fix in 4.19 that i copied over to my 4.18.1 version

#

But im not sure if everytrhing is working

#

because i had to disable "Event driven loader"

#

and the tooltip just says

#

"Enables or disables usage of event driven loader"

#

so wtf is "Event driven loader"

#

haha

cinder iron
#

sounds like something I should know

#

xD

plush yew
#

yeah

#

its very weird though

#

like they added this option

#

but no one knows what it does

cinder iron
#

is it new?

plush yew
#

all we know is that if u toggle it on and off

#

stuff works

#

or doesnt work

#

i dont know

#

how old it is

honest rune
#

lol

plush yew
#

yea its strange

iron belfry
#

is anyone experiencing editor crashes after exiting vr preview=?

cinder iron
#

@plush yew just wondering, are you using any kind of async loading through BP's?

plush yew
#

@cinder iron how would i know lol

#

i dont think I am

cinder iron
#

by using Load Asset node

#

for isntance

plush yew
#

i dont think so

#

lol

cinder iron
#

k then turn that off

plush yew
#

i do that stuff in C++

#

I use "LoadObject"

#

in c++

cinder iron
#

okay so...

#

what i don't know currently if that would have any effect on your C++ code

#

i don't think so, you can always try and test your game

night hatch
#

Hi guys. Is it possible to edit parameters on a terrain material instance in runtime? Looks like it should be possible but i cant get the reference

old sonnet
#

!help

plush yew
#

@old sonnet, Sent you a DM with information.

#

!help

#

@plush yew, Sent you a DM with information.

muted minnow
#

Air Attack, Jump Attack, Ground Pound, etc. - Can anyone point me in the right direction on documentation, tutorial, or approach to handling 'jump attacks'. Examples would be Zelda: BOTW jump sword attack, or mario ground pound. I want it so when player is mid air, pressing the melee attack button will cause player to 'dash' down and attack.

opal ocean
#

when you click your attack button, Check if the player is jumping, and if he is, initiate the ground attack?

#

I think you need to do "is flying", tho I see there is a WasJumping get as well.

muted minnow
#

I know there's a isFalling which is where I can do the check... but I'm hoping for a bit more direction, I'm not sure how set this all up. The check itself seems easy... but the movement, animation, and melee attack itself... maybe I'm just overcomplicating it, just not sure what's right way to do it

cinder iron
#

the ground attack is as easy as CMC->StopAllMovementInmediately(); put a boolean bWantsToButtAttack to true ,Launch down the character, and as soon as your character executes Landed(), check if the bWantsToButtAttack is true, if so, spawn a sphere trace in an area damaging all the nearby enemies

muted minnow
#

What's CMC refer to here?

#

And is "Landed" and event?

cinder iron
#

yep, cmc is character movement component

muted minnow
#

Ah, ok.

#

'Launch' down the character... apply impulse force?

cinder iron
#

i have some of those mechanics you asked in my last game

#

you can apply impulse force or just LaunchCharacter

#

thats a node

#

an useful one

muted minnow
#

Ah, ok.

#

Yeah, I remember using LaunchCharacter to implement double jump.... before I realized that double jump was built into the CMC

#

Ok, ok yeah, all of that makes sense... I was somewhat familiar with all the pieces, not sure why I was having trouble putting them together, but that sounds fairly easy to make all work together.

#

@opal ocean @cinder iron Thank you both for your advice.

cinder iron
#

yeah, all you have to do is grab a piece of paper and figure out the pieces of your puzzle

#

:)

#

no problem hehe

grim rock
#

Cealing shadows*

south ridge
#

Not enough lightmap resolution

grim rock
#

ah thankyou

#

Thankyou that was a very easy fix πŸ˜„ i appreciate it

muted minnow
#

Suggestions on how I can add a 'shadow' directly under my character to help judging jumps accurately? It doesn't need to be a real shadow, I'd be fine with faking it, perhaps with a decal? Trying to make it a bit more obvious where my character is directly above moving platforms and what not.

#

Moving the sun to being directly overhead does the job nicely... but I don't want to restrict all my level lighting to directly overhead.

grim ore
#

look into imposter shadows or a blob shadow, its not too hard with a decal

#

otherwise you can use a material below the character to simulate it as well

muted minnow
#

Thanks, I'm finding a bunch of google results with those terms.

grim ore
#

I've done it both ways and it's not too bad. There are definitely a few tutorials out there for it πŸ˜ƒ

lunar scaffold
#

Hey anyone know how to make hostage System like in Payday 2?

hoary wadi
#

That's touching on a lot of different subjects @lunar scaffold Which part specifically are you looking at?

lunar scaffold
#

@hoary wadi i need evrything:P

#

i am Making a Heist Game like Payday 2

#

I could pay if someone want to help me to make the game

#

i got all Character and items and vault and stuff need to put them together

grim ore
#

Can always check out the job board on here and the forums then

karmic igloo
#

I was wondering, are there any real open world games made in UE4 that have been released?

frank escarp
#

@karmic igloo Ar,k PUBG conan

keen birch
#

Those aren't real, they suck

karmic igloo
#

Okay, I was thinking more singleplayer games.

wary wave
#

so, Epic are shuttering Paragon it seems

maiden swift
#

Where did you hear that?

wary wave
#

I hear a lot of things

#

I gather it isn't performing very well commercially

keen birch
#

Who'd have guessed

#

(For both parts)

maiden swift
#

Ah, I see. People are getting this from an announcement on the subreddit.

wary wave
#

that sounds somewhat more optimistic than my impression, but yeah

cloud cobalt
#

It does sound like a pre-announcement to shutter the game

maiden swift
#

It sounds like their projections are worrying so they're exploring whether to pivot or shut it down.

#

Fortnite has been a runaway success and is steadily assimilating the studio, it seems.

cloud cobalt
#

Fortnite BR has

#

Fortnite itself didn't from what I read

maiden swift
#

BR is part of Fortnite, but yeah, most of the success has come from BR.

#

It was doing alright before BR, but BR blasted it to the top very quickly.

#

It's definitely surged in popularity since introducing BR mode.

#

It's amazing how popular that genre has become.

cloud cobalt
#

Fortnite didn't even get good reviews initially, I remember a scathing one about microtransactions etc

#

But they turned it around well

#

I don't see a role model for Paragon though

river mirage
#

Hey guys, does anyone know why i'm getting these strange shadows, that don't looks correctly

weary basalt
#

Looks more like Ambient Occlusion

river mirage
weary basalt
#

Turn your AO off

river mirage
#

Ok, i will do that now

rocky portal
#

Where would be best to store things like ItemClass and EquipmentClass?

#

my FInventoryItemInfo struct seems ok for "ItemClass" since that's just literally what thing to spawn when u drop it

#

but EquipmentClass...not everything can be equipped

#

I could also just make a separate DataAsset/Table for EquipmentClass and if something doesn't have a record it cant be equipped

unreal harness
#

How do I change the shape of a beam?

#

Want to make a 3d beam.

grim rock
#

Anyone here good with Substance Designer?

coarse cradle
#

Im trying to learn UE4 rn and I'm starting from learning from the default examples

#

Im looking at the firstpersonshooter example and I understand a lot of it

#

but when I spawn in the "firstpersonprojectile" and hit play, the ball launches in the direction of X. I found nothing that could cause that in the details tab or the blueprints, can anybody explain it to me?

weary basalt
#

@coarse cradle The Projectile has an ProjectileMovementComponent which defines its behavior as an projectile. In the properties of that component will be an parameter that seeds the initial velocity of the projectile when it is spawned. This will most likely have an value greater than zero in the X direction.

honest rune
#

lol that sense of entitlement from players though... wow. this is why you should spank your kids

#

😦 wrong channel. my bad guys

#

oh, was the right channel. was aimed at that subreddit about paragon

unreal harness
#

Hey, I'm looking to make a 3d beam effect.

#

Can anyone help me?

coarse cradle
#

@weary basalt I see it now, thanks

weary basalt
#

No worries.

oblique sorrel
#

So, I just disabled some plugins for my project, enabled Ansel, and now it crashes on startup, so I can't even turn them back how they were

#

When I pull from repo it says that no merge is necessary too, so, ain;t gonna fix that with a backup from git

#

Is there a file that stores which plugins are enabled and which are disabled, so I can edit it by hand?

#

Fixed it

#

Git is a godsend

haughty flare
#

Have a question if someone might know about a mat accting odd.
I have a now "dead" char made from Mixamo Fuse 1.3 before Adobe aquired and effectly killed Fuse. I can get the charactor and everything in the engine but since like 4.17 for some reason the alpha for his eyelashes are really messed up. Like one top lash looks right the botom is grey and the other eye you can see the eyelash mesh and its black :\

coarse cradle
#

Doing some testing again, and im trying to find a way to make it so when I shoot one of the cubes placed in the FirstPersonShooter level, it teleports my character to a worldlocation.
I tried to create a box collision component and when "OnComponentHit" was triggered I wanted the default character to teleport to a certain spot, but I'm not 100% sure how to reference other actors (or in this case the player) and set their world location. How would I do this?

#

Since I'm still new I'm working with blueprints aswell

coarse cradle
#

Nevermind, found a solution

floral heart
#

I didn't. Closest I've come yet is applying damage and identifying the character as the instigator.

obtuse sable
#

hey i got this blueprint to play a video

#

and i want to add another video

#

But i cant make another Event beginplay

#

How would i add another one? or whats the workaround

#

Nvm!

#

Used a sequnce node

floral heart
#

You can also link them end to end. It's no different from a sequence node... though sequence nodes are sometimes better for organization. Sometimes.

keen birch
#

@oblique sorrel For future reference, you can open the .project in a text editor, and then you can change stuff in tge plugin list from there

obtuse sable
#

how would i make the white text apear only?

#

Like make the black transparent

#

Its on a plane atm

#

I trie dmessing with the alpha in the texture

#

but doesnt seem to work

#

Nvm got it again xD

half mango
#

guys

#

anyone know the easiest way to create a walkthrough of my scene?

#

like not sequencer with dramatic shots, just a recording of walking through with a character

#

really need it for my interior scene

urban gyro
#

use a spline, attach camera to it, record

half mango
#

a spline?>

#

i cant even use player start in it

#

for some reason when i press play it teleports me out of the building

urban gyro
#

you dont need player start

half mango
#

ok

#

spline mesh actor, this it?

urban gyro
half mango
#

thanks

#

and this will enable me to walk through as a character?

#

and record that too

urban gyro
#

what? no

half mango
#

i need to walk through the scene

urban gyro
#

you said u wanted camera presentation

half mango
#

no i need to record it walking through the scene

urban gyro
#

you want to play in your level?

fierce tulip
#

if you get warped outside of your scene, either the scene is too small, or your collision messed up

half mango
#

yeah play but then record it for a video

#

to show somebody

urban gyro
#

you can record from a camera without spawning a char

fierce tulip
#

^ that as well

urban gyro
#

the spline is for camera trajectory

#

or you could just create a character bp

half mango
#

i show u where i mean

#

one sec

urban gyro
#

drag and drop to scene

half mango
#

its fairly small doorways

urban gyro
#

autoposes P0

half mango
#

opening

#

s

obtuse sable
#

I got these rain particles in my scene

#

But it looks mostly like

#

its only raining infront of me

#

The rain should be thicker further away right?

urban gyro
#

afaik cheapest way to make it rain is just to have a rain emiter on top of characters head

obtuse sable
#

oh

urban gyro
#

also i can see rain everwhere

obtuse sable
#

really?

#

i cant see any rain like further back

#

i fi go there with my camera

#

its there

urban gyro
#

probably getting culled

fierce tulip
#

rain should be attached to your player, not everywhere

obtuse sable
#

Im making a cinematic tho

#

does that matter?

urban gyro
#

in cinematic go nuts

fierce tulip
#

attach it to move along with camera

half mango
#

like this

#

through 2 roms

#

rooms

obtuse sable
#

that wont really solver the problem tho of not seeing rain futher away?

half mango
#

i can just drop character in? and walk?

obtuse sable
#

how do i change the cull?

half mango
#

i will try it

urban gyro
#

@half mango yes

#

in tha camera

half mango
#

oh

#

wrong order

urban gyro
#

jesus man

fierce tulip
#

dude, dont spam

half mango
#

well just this 2 rooms

#

they came out at the same time

#

sry

#

sent it like 2 mins ago and thought it failed

obtuse sable
#

Why cant u just use a camera?

urban gyro
#

^

half mango
#

it's awkawrd

#

looks wonky

#

need to stay same level

#

like it's a persons head

urban gyro
#

walking is wonky

#

make a spline on the same Z

obtuse sable
#

Its not very ahrd to make it stay the same level lol

half mango
#

no it removes one axis

#

ok

urban gyro
#

just watch the video

obtuse sable
#

Is there a setting for the Cull in the particle manager btw?

urban gyro
#

not sure at the top of my head

fierce tulip
#

not really, i bet it has more to do with the size of your particles and material setup

obtuse sable
#

ill google it

urban gyro
#

you want your rain to be denser the further away from the camera it is yes?

half mango
#

which camera i drop in

#

and in sequencer?

urban gyro
#

srsly

#

that took me 5 seconds to find..

#

do what he does here

#

youll be fine

half mango
#

not a spline

#

i need to control it

urban gyro
#

you control it with the spline

obtuse sable
#

Why do u need oto control it?

urban gyro
#

@hybrid beacon why not beef up the emition rate?

#

x100

half mango
#

this video

#

is

#

not what i'm looking for

#

lel

#

nvm

urban gyro
#

it shows you how to connect a camera to a spline

#

you dont need to have a player

#

just keyframe its position

fierce tulip
#

he wants to use a camera not on a spline, since his collision of the building is prolly ffed up.

half mango
#

simply need to walk around 1st person like ina ny game

#

and be able to go back/forth look around each room

#

at every detail

fierce tulip
#

google spectatorPawn

urban gyro
#

oh yeha, theres that as well

half mango
#

ahh

#

this might be it

obtuse sable
#

btw for cinematics is there a way or should i like ramp up the gfx settings or anything like that?

#

When im ready to record ofc

urban gyro
#

i think u can pre-render in ue4 right?

fierce tulip
#

scalability settings > cinematic

obtuse sable
#

pre render?

urban gyro
#

yeah like beef up the settings

obtuse sable
#

thats what i want πŸ˜„

urban gyro
#

render, output to video, import video as media

#

yeah well if u gonna render and not have it realtime afaik you can go nuts

obtuse sable
#

Yeah u can do that

#

can render as

#

frames as well

#

really nice

#

even have shit like

#

depth pass

urban gyro
#

yeah but like if you have low framerate it will still output 60 fps, just gonna render slower right?

obtuse sable
#

Yeah

urban gyro
#

if that is the case, you can go as high as your rig can take

obtuse sable
#

Yeah thats what i want

#

idk how yet tho xD

#

ill figure it out

urban gyro
#

i havent rendered in ue4, i have no clue

#

if an fps drop is not captured

#

then you can render at 2 fps and after 24 hrs youll still g et a 60fps cinematic

obtuse sable
#

Yeah

#

pretty nice πŸ˜„

urban gyro
#

but if you not so much render as you record, then ur screwed

obtuse sable
#

thats why im using unreal instead of C4D

urban gyro
#

most ppl just render in Maya

cloud cobalt
#

The most important is to have high quality assets in the first place. Render settings only do the final 5% quality

obtuse sable
#

what u mean?

urban gyro
#

i diasgree

#

Lighting is 60% of your final visual fidelity

#

post process is another 10

obtuse sable
#

Yeah lighting is huge

cloud cobalt
#

A shitty model with shitty materials is always going to do a shitty render

#

Even if ILM does the lighting

fierce tulip
#

only if your assets are high quality no use superb lighting a few poorly made cubes :p

urban gyro
#

you can have a cube and make it into a briked wall and a window just by using paralx and some other maps

cloud cobalt
#

Yeah, that's why I'm saying the model and materials are the most important

urban gyro
#

btw anyone got a link to the new update notes?

#

cant find them anywhere

#

nvm found it