#ue4-general

1 messages · Page 177 of 1

plush yew
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for me right now, creating the actor blueprint is working. It might mean creating multiple blueprint actors per level, but i can now copy/paste easily for the traps for a given section of the level

honest vale
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I like these streams when they wonder "come on, ask questions" and here I am "I DID IN THE FORUM THREAD PLEASE READ IT"

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but no

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:\

quasi lake
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Why is Paragon shuted down?

weary basalt
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Fortnite killed it

quasi lake
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For what

weary basalt
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Its success

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...

quasi lake
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Hah?

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Kill it for its success,I cant read the logic

livid haven
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Paragon wasn't hugely successful. Fortnite was.

weary basalt
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I meant the other way around

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Fortnite was to successful for Paragons own good

quasi lake
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So its server sucks?

livid haven
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What? No.

grim ore
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Paragon costs money to run and it was making less than that. They didn't see it improving so they stopped it.

weary basalt
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Which was sad cause it was an decent game from when i played it.

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Not that i played it for long though

quasi lake
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After careful consideration, and many difficult internal debates, we feel there isn’t a clear path for us to grow Paragon into a MOBA that retains enough players to be sustainable.

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Epic promoted it so much

livid haven
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In other words: It's not doing well financially and there's no obvious plan to fix that - meanwhile, Fortnite is doing well. In the absence of Fortnite, maybe it'd be worth dumping money in to Paragon to radically turn it around, but it's silly to make that gamble while you've got another wildly successful title you could be investing your resources in.

quasi lake
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A shame

iron belfry
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I have a question. How do i get only the right part of an input and scale it to fit the whole input?

quasi lake
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Change UV inputs maybe?

iron belfry
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@quasi lake but how, is there a node for that? im fairly new with the tool

quasi lake
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Dunno quite much about material..

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Maybe within these nodes?

iron belfry
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ok, that seems interesting, will look into it right now

idle stump
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If I want something to oscillate I can do sin(RunningTime), right? But I see some examples doing: sin(RunningTime + DeltaTime) - sin(RunningTime). What is the point of this extra step?

elfin stream
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The more I work with Unreal the more I lov eit.

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@idle stump I think the RunningTime you are seeing is actually a variable they are using to track the progress of time.

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So RunningTime + DeltaTime is adding the elapsed time since last tick to the running time

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This allows it to grow to continue to advance the SIN function

idle stump
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Yeah no I get that... like in Blueprint you can just use Game World Delta Time or whatever the node is called

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But why adding the delta and the subtract the game running time?

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then*

elfin stream
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Delta will always be the time since the last tick or update I beleive, so this alone wont give you a smooth function.

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Can you link the example you are referencing?

idle stump
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I just thought sin(RunningTime) alone was good enough. Wondering what the rest is for

elfin stream
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Its normalizing for tick

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So sometimes delta will be say 0.2 or .01 or what ever based on how long it takes the game to process everything and hit the next tick, or the frame rate of the server.

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So doing that formula provides a consistent smooth movement regardless of the fps of the server.

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or client or what ever

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Its all very clearly explained in the 2nd link you gave..

glossy flame
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If RunningTime were updated before the sin call, that wouldn't be necessary. I'm really not quite sure why it isn't, to be honest, and I see your point @idle stump

elfin stream
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Its assumed for the purpose of the examples that RunningTime = Time since game started

glossy flame
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But, as it stands, the calculation occurs before RunningTime is updated with DeltaTime, and therefore it's necessary for it to be updated to the current frame

elfin stream
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So its a standardized clock regardless of frames

idle stump
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Yeah but RunningTime should be accounting for DeltaTime automatically.

glossy flame
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Well, actually, it's because they're adding the location, not setting it. (technically they're setting it, but after adding it to the previous location)

idle stump
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Hmm, I see they are actually incrementing RunningTime manually. I thought they were just getting it from the game engine

worn granite
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GetWorld() will have GameTimeInSeconds

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GetWorld()->GetGameTimeInSeconds()

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I think

idle stump
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But assuming RunningTime is just like the Blueprint node Get Game Delta Seconds, then it should be handled automatically and be frame independent, right?

worn granite
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Delta Seconds is DeltaTime

idle stump
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@worn granite right that's the C++ equivalent

glossy flame
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Personally, I think it would make sense to simply set the location based on the RunningTime variable, but the way they're doing the math is adding based on the previous location

worn granite
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no, GameTime is not DeltaTime

idle stump
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rightright yeah my bad

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Game Time in Seconds not Game Delta or whatever

glossy flame
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If they were setting the position based on the running time, yeah, framerate is irrelevant, as a set like that would only depend on the delta being added to the running time, which it is

glossy flame
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Since the math is being done with an add from the previous position, however, taking into account the delta time within the sin is necessary

idle stump
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"sin(GetWorld()->GetGameTimeInSeconds())" should be all that you need to account for DeltaTime, right?

faint cedar
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Anyone know how to set the volume for intro movies?

elfin jacinth
faint cedar
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That's for audio components

faint cedar
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Found that already, not a real answer, and outdated =/

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Oh well

rocky portal
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programming drunk iks omething else

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game deving drunk

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i dont know if this is a god idea

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didnt eat dinner drank 2 of these badadss golden onkey bears

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mnonkey

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9.5%$ alcohol...insane..usually im a tank

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not tonight

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beers*

tough quiver
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Hello guys! I would like to ask you, what level of C++ do you believe a person must have in order to do changes into UE4 Rendering Pipeline? It's something that is crucial to my Project but i am new to UE4 and C++. Not in a hurry as well, i think there should be plenty of time to learn new stuff if required.

rocky portal
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freaking high ass level

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and an inteimiate kunderstanding of the engine

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read th source code and hope you nnderstand

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im not best person to answer right now but ask a more detailed/specific uqesiton and hope someone cna help

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what you need might be easy but we dont know youre use case

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your

tough quiver
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Thank you! Really appreciate the insights. I think the end-goal for this Project might be DX12. I am not sure about the state of DX12 as of currently with UE4, but i believe it has been quite sometime since it was implemented. And on top of that, there might be a need to include optimizations for certain Hardware type. But as you have said, this might be something that requires a very high level knowledge. Not sure if it will be able to be done.

rocky portal
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i try to avoid esing with engine code if psosile

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mesing

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posssilbe

weary basalt
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@tough quiver If your not familiar with C++ or programming in general you will have little chance of even comprehending the Rendering pipeline unfortunately.

tough quiver
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@weary basalt That's unfortunate. Going to try my best to dive into C++ during this year of 2018. However, do you believe that what i have listed above it's something that can be done with UE4?

weary basalt
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Anything can be done with UE4. It just requires alot of work and dedication.

tough quiver
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This is awesome. Great News.

plush yew
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Anyone here ever tried adding values to a TMap using the bulk property edit matrix?

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Ok. Listen. I have a Spawner which creates cubes with random sizes. And I want to make a video about these random spawned cubes. When I use sequence recorder, I have to choose an actor. I tried choosing the Spawner as an Actor, but it doesn't get recorded. What should I do?

leaden garnet
honest vale
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that's from Paragon I think

leaden garnet
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Okay, thanks

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So, safe to assume that it's not in the Unreal Engine Marketplace?

cursive dirge
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that's from paragon

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it's not in the marketplace

leaden garnet
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Okay, thanks a lot.

proud crest
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yo

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I'm tryna work on designing levels

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but I can't get UT editor to work

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my RAM keeps peaking

celest merlin
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how much RAM do you have?

proud crest
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8 gigs but it's never.... not worked before

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which is why this surprises me

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it's usually been enough

celest merlin
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are other appliucations using alot of RAM? Chrome can use quite a bit of RAM for example

proud crest
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I want to know what extra processes I can end to make it work better

celest merlin
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Well, any process you shut down will help

proud crest
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here's the problem with ti

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I don't know whether ending certain ones will fuck up my computer

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I made a mistake...

honest vale
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8 GB is not really enough

proud crest
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I misclicked and ended Windows explorer

honest vale
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especially when building lighting

proud crest
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How do I increase it then?

honest vale
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buy more

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(no, you can't download more ram)

proud crest
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Fuck thaaaat

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That's a load of horse shit

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How the hell do I buy more

honest vale
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...online? Walk into a store?

proud crest
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I'm lazy. Fuck it.

honest vale
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then I can't recommend level design either if you're lazy 😛

proud crest
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I put serious time and passion into level design in games like Halo and Timesplitters

honest vale
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Halo came with a level editor?

proud crest
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Halo reach

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Yeah Forge mode

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Since halo 3

waxen panther
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Where is the best place to ask newbie questions?

honest vale
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here

waxen panther
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Well, perfect! There's this rock thingy asset. If you use 2000 or more copies of that per one area, will that make that area unplayable or create some kind of heavy load?

honest vale
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depends on the asset

waxen panther
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The more polygons, the worse?

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Or surfaces or whatever

honest vale
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you could simply try benchmarking

waxen panther
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How would I measure it?

honest vale
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stat unit shows render time

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stat fps shows overall fps

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console commands

waxen panther
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I'm really newb. I'd assume I'd place, say, 400 of those and 40 and compare render times?

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The main goal I have is not to accidentally put something together that ends up unusable.

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I'd hate to use time on something that couldn't be used; it would feel like a waste.

cerulean nova
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is that a thing? = making for example a 8192x8192 texture and put multiple diffrent textures for objects into this one big texture ?

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(multiple 2048x2048 textures)

cerulean nova
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Interesting 🤔

frank escarp
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@floral pagoda it really is a great support right now

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of course, hugely limited due to being half done

floral pagoda
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Totally

frank escarp
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but for simple mesh export its great right now

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better than fbx

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quite a bit better

floral pagoda
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Nice

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Have they given an ETA when it will be finalized?

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By ETA I mean engine version

paper kernel
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soon ™

floral pagoda
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More than likely 😃

frank escarp
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they say they will patch it with 4.19 lifecycle

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i guess that will bring some more static mesh improvements

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but animations/morphtargets maybe 4.20

floral pagoda
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Ok good to know thanks @frank escarp 😃

frank escarp
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they need to have at least an "apply scale/location" and a "combine meshes" option

floral pagoda
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Glad to see epic supporting Blender more 😄

frank escarp
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with those 2, you can go really far

floral pagoda
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^

frank escarp
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right now it resets scale/rotation/location to 0,0,0 (and 1,1,1 scale)

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so if you have the mesh scaled in blender it will re-escale it back

floral pagoda
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ok

frank escarp
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you need to do apply location/rotation/scale in blender

floral pagoda
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Yeah

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I do that anyway

frank escarp
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having textures in the format is also a godsend

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its specially good with the substance designer/painter export

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becouse it setups the material for you

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and that way there is no room for error (like the fucking gamma or "wich channel is wich" issues)

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finally khronos creating a legit format

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unlike collada wich is trash

sudden agate
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Man, UE really needs local SkyLights...

kindred viper
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what are those?

frank escarp
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@kindred viper world "cubemap/environment light"

fluid stag
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yes

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I have a night scene with a large building that has a fully open interior, still do not know how to properly light it

fair violet
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@frank escarp doesn’t the Ambient cubemap do something similar?

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Haven’t played around with it much

queen arch
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When I press the button on the umg it runs the script on the left and calls the script on the right. The script on the right sets a "Render target" to show what a "Scene capture component 2D" captures.

With another button on the umg, I can change the "selected camera" variable that is used on the script on the right.

Things work as expected when I change from camera 1 to camera 2 . But I can't get it to work to switch from camera 2 to camera 1.

The script fires on the camera (I have checked it) but it doesn't give the camera's view to the "Render target"

plush yew
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What you're doing is setting both cameras to capture to the same render target

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Is that what you want?

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@queen arch

queen arch
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Well, I will have hundreds of cameras in my game, so I do want to use the same bp and the same render target on all of them.

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And I want to control which camera renders to the render target by using the "selected camera" variable

flat pilot
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hey guys, I was wondering how I could override the game mode to just being a camera without anything else ?

plush yew
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What you would do is set all scene captures to use the same render target

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So just do that in the default settings

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And manually capture using the selected camera

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So you can either call Capture or turn on Capture Every Frame

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Just make sure you turn off Capture Every Frame for the previous camera

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@flat pilot Create your own Game Mode and use an empty Pawn

queen arch
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@plush yew Still doesn't change from camera 2 to camera 1

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(Both use the same bp)

plush yew
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Is the Render Target not showing camera 1's view?

queen arch
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Render target doesn't show camera 1's view, if it first has shown camera 2 view

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but it does show camera 2 if i choose camera 1 first

plush yew
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Screenshot how you're doing the captures

flat pilot
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@plush yew what if I want it to be a specific camera ?

plush yew
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I don't know your exact use case but you can use Set View Target with Blend in your Level Blueprint to change your camera view

queen arch
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button calls specific camera to run capture

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camera executes

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The wire fires just on the instance of the camera called

plush yew
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So... you didn't do anything I suggested?

queen arch
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Did, and then changed back, because it didn't change anything

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wait a sec

plush yew
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Do my method and rescreenshot and I might be able to see where you're going wrong

queen arch
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ok, first step is go to the default settings and change target so that every camera targets the same render target, right?

plush yew
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Yup

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Also turn off Capture Every Frame and Capture on Movement

queen arch
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done and done!

plush yew
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Now when you change Selected Camera, turn off Capture Every Frame for the previous camera

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And turn it on for the new camera

orchid aspen
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Hello everyone! I'm excited to get back into Unreal Engine after a breif hiatus (since 4.12) I'm interested in messing with the new audio libraries for VR like steam audio and those things. Is there anything special I have to do to enable their usage? I remember in the 4.19 stream yesterday they said they arent quite final yet.

queen arch
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ok that worked! thank you for your patience! ^_^

flat pilot
plush yew
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What's the intended behavior?

flat pilot
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set the camera as the player's view

plush yew
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What for?

flat pilot
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so he can see what the camera sees ?

plush yew
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Try putting like a 1 second delay before Set View Target and see if that helps

flat pilot
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nop

plush yew
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Unsure then. If there's any further info you think is relevant, post it

flat pilot
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camera disappears when I hit play, Event BeginPlay doesn't trigger even in debug mode

plush yew
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Well there's the problem 😅

flat pilot
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what do I do then ?

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well it works if I put a Tick event and set true to "allow tick event before begin play", but the question is why doesn't it ever begin ?
edit : had to re-create all gamemode classes, something in the default ones was messing with it

sleek spear
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anyone knows how i can try out the dynamic resolution in 4.19?

flat pilot
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I'd like to edit the x value of "fill screen amount"

opal ocean
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This is flooding my message log for some reason: PIE: UWidget::RemoveFromParent() called on '/Engine/Transient.VerticalBox_561' 561 started out as a 1, and climbed by 2 each time...

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hm, well it flooded on my first test, now its not...

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maybe I played before saving something?

crisp fable
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lol, i saw this as a thumbnail

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i thought someone put up a mailbox asset on the marketplace

tender dome
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hi, i want to make a small oil pit, very shallow, on the floor so that it could cause slipping and maybe catch fire. how can i create it?

brisk osprey
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you could use a ocean material as reference or something and have it black and turn up the roughness

tender dome
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but how could i add that to the floor

brisk osprey
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Use a box geo and add it on it

tender dome
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okk

brisk osprey
tender dome
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not this deep but more like a small spill

brisk osprey
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decals maybe ?

tender dome
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any tutorials?

brisk osprey
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this is better

tender dome
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thanx. ill look into it!!

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also another question, can i create a blueprint of cylinder mesh which when i shoot at should blow up. static mesh or something else?

brisk osprey
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yeah you can add a box or sphere trigger to it

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and on the actor overlap make it trigger a explosion

tender dome
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okk so these decals, can i interact with it like make it catch fire?

brisk osprey
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or on actor hit forgat about that one

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you can add a fire particle system over it and make it play on a trigger or interaction, could ofc be better way to do this! As im still a beginner aswell haha but a lot of pros here!

tender dome
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okk. but for my 2nd question i just wanted to know that can i use static mesh for it or do i have to have something else for that?

brisk osprey
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for the decal ?

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think decal is just done through materials

tender dome
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no, for blowing up a cylinder. can the cylinder be a static mesh?

brisk osprey
tender dome
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okk thanx

livid haven
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Anyone else heard of Fade to Silence? Game made with Unreal, think it just became public in December.

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Survival game with some light "Lovecraftian" horror stuff going on, but of base-building and colony management stuff.

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Looks like the dev studio is relatively new - looks like their first "serious" game:

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Most of the negative reviews seem to stem from people hitching or lagging, but I haven't experienced that myself.

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They've got a neat dynamic snow trail system, not unlike (non-Unreal game) Prey for the Gods

flat pilot
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generic art style, premium 30€, early access, generic trailer, boring and long gameplay trailer

livid haven
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Well, I'm enjoying it, thankyou very much...

flat pilot
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I'm not saying it's bad, I'm saying that their marketing is the worst

livid haven
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I was impressed with what these guys have so far considering everything else they've done is 2D/2.5D and it looks like a chunk of it might be contracted/licensed stuff.

mighty pelican
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my project is not working, it says "The project is out of date", I start it without debugging, and nothing. Could somebody help me? manny thanks.

mortal gale
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Are there sources for these demos?

vital herald
cloud maple
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I accidentally disabled the little viewport notification you get for unbuilt lighting by using the stat streaming command, what's the command to only bring back that stat?

vast pine
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is there a hot key when in simulate mod to click a selected actor ai to know where there path is

mystic fjord
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hello all i am having a problem with my character utilizing her morph targets

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she does not gradually use it

fierce tulip
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if you want a bit more specific group of people, try #animation instead.

mystic fjord
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yeah i just saw it

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but i see that people are barely active there

cinder iron
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No problem I'll help you here

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A morph target uses a floating point value to go from -1 to 1 usually being 0 the center @mystic fjord

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So when you previsualize it on the skeleton

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You can see how it blends from one state to the other, right?

mystic fjord
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Yes

cinder iron
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Are you familiar with timelines?

mystic fjord
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yes

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very

cinder iron
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You can set a timeline and execute it wherever you want, in that timeline you would create a curve

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Which will have two variables

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Time and Value

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Lets say over 1 second it goes from 0 to 1 gradually

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So on Update output of said timeline

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You would attach the "set value for morph target" node (which name I cant remember exactly)

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And into the value you would attach a lerp between -1 and 1

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Being the alpha the floating point value your timeline returns

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And thats it

mystic fjord
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Oh man

cinder iron
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Im lying on bed, no computer currently, but you can send a screenshot and I can guide you a bit if you have any question :)

mystic fjord
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thank you so much

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i will do that

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can i add you?

cinder iron
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Post here so others will see this and will learn aswell

mystic fjord
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No problem

cinder iron
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Thats the purpose of this discord :)

mystic fjord
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Okay hold on

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i will open up my project

cinder iron
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Ill be around 20 more minutes, it's a bit late over here 😴 😴

mystic fjord
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this is my morph target config

cinder iron
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Your setup is quiet complicated for what it could be

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Also that needs to be ticking if thats the case

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With a timeline you would only execute that arbitrary code whenever you need

mystic fjord
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as you can see, the morph target data comes from another app outside of ue4

cinder iron
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I mean is as easy as the following

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1 .- Figure out which morph target you want to move
2.- Each one could have defined a different curve as you like
3.- Be sure in what alpha value you are, you might want to play a reverse timeline if you are already on 1
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I'm super sleepy, but I recommend you to structure this kind of code on events

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And each event should manage one morph target

mystic fjord
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go sleep buddy

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thank you

cinder iron
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No problem if you still have this problem tomorrow ill be around

cursive dirge
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@mystic fjord that code tho, most of it repeat the exact same nodes

livid haven
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Yeah. This is when you decide to write C++.

cursive dirge
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well, even in BP, you could put them into function

livid haven
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There's an off chance that could be turned into a function or macro but that depends on more of the graph that I can see.

cursive dirge
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but something tells me that's overcomplicated still

livid haven
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Writing data-driven logic is still overly verbose and problematic in BP.

cursive dirge
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like, the whole thing could probably be ran through in a loop

livid haven
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You'd need to loop through a map.

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Or array of pairs.

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Because the formatting of the first string isn't the same the second string, but often related.

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channelFEAR maps to some one-off pattern that includes the word FEAR

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channelDESIRE maps to a different one-off pattern that includes the word DESIRE.

mystic fjord
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@livid haven thank you for explaining that

livid haven
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👍

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I don't know how awkward it'd be to do it in blueprints, but worth a shot.

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Because what you have there is a maintenance nightmare.

mystic fjord
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its nothing complicated really

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what you say to the ai triggers each of those states you see above

rocky portal
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how do you handle a case where you have 2 completely different things that you are handling as a UObject

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but both of these things effectively do the same thing and have the same code

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one is an ActorComponent and the other is a custom ObjectComponent that extends UObjects with compositional properties/functionality

flat pilot
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Any idea how I could resize a UMG box in-game ?

frosty copper
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@mystic fjord that screenshot gave me spaghettii blueprint PTSD. 😂

pseudo solstice
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im starting to learn c++ now because the BP spaghetti is starting to scare me

stoic moth
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Is there a way to export the ID map from Substance painter but with alpha for easier selection in photoshop if the UV Islands ? please @ me

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nvmd i think i'll render the UV tile from 3ds max and use that for masking in Photoshop

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as there i have control over the alpha

karmic pine
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Do you think there would be any interest in a camera asset that allows people to set up static cameras within in their levels, that would auto switch to the camera for them based on a trigger. It would also allow the user to have the camera follow the player on a certain axis, or a combination of within in the defined trigger region?

plush yew
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Since paragon is shutting down, do you think epic would hand over the assests to the community?

cinder iron
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🤷

stoic moth
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@plush yew there was a petition over reddit asking Epic to hand over the assets

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look it up

plush yew
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of course there is a petition on it XD.

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was just wondering hopefully it happens if not it's whatever still have to make my own first game with my own assests.

cinder iron
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If anything we would know in April/March

plush yew
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I guess

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Currently working on a macro design document

stoic moth
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they but a lot of effort in it, i guess if they want to put it on ice then we don't get any asset or at most a small subset of them

plush yew
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I mean they realeased full Infinity blade 3 assests, so i am thinking why not paragon.

stoic moth
#

it's sad that pubg basically fucked this game over and they shifted effort to fortnight imo

#

yeah the same

#

i once was reading about paragon that it pushed the team into reworking how networking works on UE4 for the better, now fortnight with 100 players is pushing the limits 😃

plush yew
#

I want to make mmo in the far future

stoic moth
#

and i want a Lambo 😃

plush yew
#

eh

stoic moth
#

overrated right ? 😄

plush yew
#

luxury sports car are eh

stoic moth
#

yeah

plush yew
#

I like working on cars

stoic moth
#

but i rather 'eh' in one of them rather than in my ford focus 2008 xD

plush yew
#

XD

stoic moth
#

also awesome nickname ... inspiring

plush yew
#

thanks

floral heart
#

Use a VTOL jet for commuting. Eh.

plush yew
#

thats different

floral heart
#

You don't want a VTOL jet?

stoic moth
#

i for one am scared sh!tless of flying but being in control of the aircraft myself .... insert i guess i'll die meme 😃

#

i mean that''s my statement when i go flying commercial airlines, that i dont feel safe in the hands of others 😦

plush yew
#

i want one

#

but i would hire a pilot

tiny prawn
#

anyone using the character creator / zbrush / marvelous designer / iclone / 3dexchange / ue4 workflow?

wary charm
#

Hi!

#

I wanted some advice on a PC build, this a good place to ask?

cursive dirge
tiny prawn
cursive dirge
#

this is for unreal stuff

wary charm
#

Yes, for UE4

#

Ok I'll go to the lounge

cursive dirge
#

I guess this channel works if it's specifically about building computer for UE4 use

#

but lounge is still probably better

tiny prawn
#

Naw thats probably off topic

fierce tulip
#

imho you should ask computer-stuff on a computer building forum :p

wary charm
#

If you guys think this isn't a good place to ask, I'll F right off

fierce tulip
#

keep it in lounge please.

wary charm
#

All right!

proud crest
#

I decided to start a tourney event in UT4

#

if anyone is interested
download the game
go through basic
then dm me with proof and a team roster
teams are in groups of 5
also give me a team name

plush yew
#

A what what

fossil ore
#

Is there a way to bake the static mesh scale?

#

I've imported an object that is too big, I've scaled it down in UE4... Is there a way to bake that scale into the mesh ?

fair violet
#

@fossil ore you can reimport the mesh with the “uniform mesh scale” option in the mesh details panel to be set to whatever value you’d like

#

Then the scale will read (1,1,1) but you’ll have your new reduced scale

fossil ore
#

okay, thanks

#

Another thing, how do I hide unselected objects?

fair violet
#

There are visibility options when you right click a selected mesh in the viewport

#

Not sure of the names offhand

cursive dirge
#

there's that eye icon right next to the asset at least

fossil ore
#

"Show only selected"

#

Ah

#

Well, different programs have different names for those things

slate cloud
#

Guys: Ortographic Camera -> lightning -> 4.18

#

still broken hmmm?

fossil ore
#

Ortographic camera is broken since release.

#

From my experience at least.

slate cloud
#

nah

#

was working in 4.14

#

no sorry

#

wasn't there

#

but was working on 4.15

#

after 4.16 again broken........

#

yeah there is very much wrong with ortho

#

but i overcame all of the problems ....... except for now.....

fossil ore
#

last time I tried It was broken... mabye It was 4.15

slate cloud
#

your right m8

#

and the low fov perspective camera is no option for me

cursive dirge
#

has ortho ever worked properly in ue4?

slate cloud
#

overcoming the problems there was worser 😄

#

no Olento

cursive dirge
#

or well, I don't remember it working properly even in unity ever

slate cloud
#

not properly no

#

but it was ok until now....... 😄

#

now needing a spot light i am doomed

#

jesus......

fossil ore
#

I said the same thing @cursive dirge

cursive dirge
#

oh you mean 4.0 release

#

yeah

drifting ocean
#

Anyone who has had issues with windows defender slowing down the editor who can share their settings with me? Can't seem to get it to leave UE4 alone

slate cloud
#

huh i actually dont have that problem 😃

#

why not just exclude ue from it DYJ?

#

Open WDSC->settings-> second last

fossil ore
#

What are the requirements of using SHIFT + END?

#

I have multiple props that I want to snap to the floor..

#

but the floor doesn't seem to be working?

slate cloud
#

dont you need to activate snap first?

fossil ore
#

Well, surface snapping snaps object... when I drag it by the white dot

drifting ocean
#

Yeah that's what I tried, added my project locations and the engine install location as exclusions, but it still lags the editor to hell occasionally

fossil ore
#

I want objects that are suspended in air to be located on the ground by one click

slate cloud
#

strange DYJ

#

how you conclude it must be Defender?

drifting ocean
#

a lot of other people reported the same issue, and they said it was Defender

slate cloud
#

ohhh mkey

drifting ocean
#

And killing it completely works for me, but that's not really optimal

fossil ore
#

Shift + End Works with default floor

#

I wonder why

slate cloud
#

ahhhh ok got you now DYJ then case is clear

#

but yeah putting it all down isn't an option.....

#

im sorry OP :S

fossil ore
#

:<

slate cloud
#

ohhhhhhhhh

#

DYJ

fossil ore
#

What is DYJ

slate cloud
#

exclude THE PROJECT FILES too

fossil ore
#

what

slate cloud
#

the name of our m8 OP

#

😄 😄

#

........ 😄 haha

fossil ore
#

aaaaaaaaaa

slate cloud
#

ROFL

fossil ore
#

I'm blind

slate cloud
#

nah no problem m8

drifting ocean
#

Yeah, done that too

slate cloud
#

ahhh damn :S

#

Is the lightning in ortho maybe working with Forward Shader?? 😮

#

damn if i could get one of the staff to answer :S

#

but dont wanna disturbe them

slate cloud
#

Excuse me Nick, if you find a minute or two today please come back to me. Thank you sir@blissful reef

cursive dirge
#

Nick isn't exactly your guy on renderer questions

#

also, you shouldn't randomly bug epic staff here

slate cloud
#

i think anyone of the members could help me out pretty shure

#

and its not randomly belive me that....

fierce tulip
#

yea, you arent really allowed to bother them @slate cloud

#

and for some reason they always ask Nick hehe

drifting ocean
#

I've seen plenty of mesh import errors, but not that one

fierce tulip
#

it does have a name, very odd.

#

google search doesnt come with any solutions either

paper kernel
#

from what program did you export it from?

fierce tulip
#

max

paper kernel
#

🤔

fierce tulip
#

solved it by exporting and reimporting it O_o

paper kernel
#

yea I assume it was missing a root

fierce tulip
#

no clue why though

paper kernel
#

half-bit got stuck somewhere in the binary storage

#

running any overclocks on your machine?

fierce tulip
#

yea, but never had any issues with that

paper kernel
#

I've had like overclock related data corruption twice

fierce tulip
#

I rather blame max than my overclocking though

#

I did rather blatently combine it from a few meshes and a pro-optimizer. I bet it was some weird uv-reference from a non-existing vertex or so

paper kernel
#

blech, not feeling like re-doing my input-to-physics function

fierce tulip
#

who does :p

paper kernel
#

maybe if I procrastinated rest of the day I would guilt-trip myself tomorrow into doing it

#

and maybe this cmc would be done by the end of the month

cerulean nova
#

Does someone know a good place for seemless textures/materials for free?

paper kernel
#

isn't there like a photoshop plugin for that?

cursive dirge
#

"free"

fierce tulip
#

multiple.
but then youd still need to get a roughness/normal

paper kernel
#

I wonder where the unrealfest is gonna be at 🤔

fierce tulip
#

hehe @paper kernel the maxfile that had that mesh cant be opened anymore

#

thank god for autobacks

#

#just3dsMax things

paper kernel
#

🙃

livid lotus
#

Can anyone help with or point me towards a good tutorial for weapon animation? I don't mean like reload animations. I have a bow and im trying to figure out how to get my char to pull the string back with him on pull back animation

silver crown
#

WorldPositionOffset is so much fun

weary void
#

@silver crown can you show us in a gif please ?:P

flat pilot
#

Any idea how I could make a UMG box resizable in-game ?

weary void
#

@silver crown that's trully awesome

#

Is that the same technology used to make waves on seas or earthquake ?

silver crown
#

That's a 2min experiment

#

Just WorldPos.X + Time -> Sin -> WorldPosOffset.Z

faint cedar
#

looks neat

upbeat fern
#

hey guys, lil help, can you do unreal split screen on android ?

paper kernel
#

I would think so, but not really sure why you would do such

flat pilot
#

any idea on why it ignores the size override ?
edit : solved, had to switch from "fill screen" to "desired" on top right

mystic fjord
#

@cinder iron I tried the timeline method yesterday, but it doesn't really work out too well since my morph targets are in the umg

cinder iron
#

and what has that to do?

#

a timeline executes a curve in a time

#

so instead setting raw values like

#

"1" or "0"

#

you just play the timeline and let it do what it has to do

glad vigil
#

does anyone know what to do when unreal editor crashes when loading your project? How can i force the editor to load so i can try and fix my project?

#

(crash hapened when pushing compile to compile my c++ classes)

silver crown
#

Why is it crashing @glad vigil

#

Got a crash log or smthg like that?

glad vigil
#

crash log didnt have an error message just said didnt have debug symbol enabled to see stack trace

#

im trying to revert my c++ files now and see if i can rebuild them thruogh vscode

restive eagle
#

download this then

glad vigil
#

is "MyGameEditor win64 Development" build the same thing as pushing compile inside of the unreal editor?

#

nice thanks Tsauken

restive eagle
#

np, not sure about the compile, i would guess its not the same

cursive dirge
#

@signal umbra#4952 you need those editor symbols and then just launch the game through VS so it attached the debugger

#

you should get the callstack then when it crashes

silver crown
#

@cursive dirge Wrong mention 😉

mystic fjord
#

@vorixo#7101 okay I'll try that again, thanks!

cursive dirge
#

oh crap

#

I just looked at the name and it still matched so didn't care to fix it

#

stupid discord

#

I still can't believe they can't handle tags properly

flat pilot
cursive dirge
#

@flat pilot be more specific, it already does that

#

@light lintel in general, it's better to avoid brushes if you can

#

as they don't perform as well as regular geometry

#

(that has nothing to do with the 2D aspect)

flat pilot
#

oh yeah right

cursive dirge
#

@light lintel I know nothing about unreals cinematics

#

very little about animation either

quasi lake
#

Is TEXT marco unbale to print chinese words?

#

UE_LOG I mean

flat pilot
#

why is it so hard to pass variables between blueprints

restive eagle
#

@flat pilot just learn how to refference properly and then you can pass whatever you want

#

while you are learning you can store most of the stuff inside character bp, since you can get that refference anywhere by using cast to + get player character

vital herald
#

Hi

flat pilot
#

it's driving me crazy

faint cedar
#

The widget BP component is finicky

#

That's as best an explanation as you can get

#

Try wrapping your widget in a size box

#

or check "draw at specific size"

flat pilot
faint cedar
#

Well, my best suggestion is to try and set the BP component to a new, barebones widget with just say a text in it or a panel, without any overrides or anything

#

see if it still resets to 0

#

if not, start re-adding your stuff until something causes it to happen

#

then you know what to avoid

flat pilot
#

unchecking "realtime" in the preview viewport seems to have fixed it

whole sonnet
#

Anyone with a fast connection help me test something over steam a sec?

queen arch
#

ok poll time

#

who thinks that this indicates that the camera targets the player and no one else

whole sonnet
#

i got a 260mb packaged game i need someone to download, all it is is host and join buttons, i just need to try host server and see if you can find it and join

queen arch
#

and who thinks that this indicates that the camera target everyone else and not the player

whole sonnet
#

@queen arch I think the camera targets the other people and not the player, assuming the player(s) are the 'test subjects'?

queen arch
#

It's the oposite... Oh well, I have to reverse the colors

#

thanks for the feedback

whole sonnet
#

Maybe diffrent icons can help too

#

like whatever the camera is looking at, show an aiming reticle or camera icon perhaps,

queen arch
#

good idea!

#

will keep it for when I leave the prototype stage

flat pilot
lavish garden
#

suggest an unreal wiki page! 8D

gleaming shore
#

How can i remove pins from this? it says "graph not editable" in the details tab

faint cedar
#

You can't remove return nodes

gleaming shore
#

What is creating them, would it be a certain node?

silver crown
#

What's the function?

gleaming shore
#

Im not sure, its just a get components function

weary basalt
#

You cant edit an graph while your playing the game

gleaming shore
#

I wasnt, I thought the same thing but no it wasnt playing

silver crown
#

It's an override?

weary basalt
#

Click on the Function in the details panel, you should be able to see the Output parameters

gleaming shore
silver crown
#

It's an override maybe

gleaming shore
#

Sorry, im really not sure I bought this from the market place to mess around with and learn some new stuff

silver crown
#

There's C++?

gleaming shore
#

Purely blueprint it says

silver crown
#

Ah

#

Can you screenshot your entire screen?

#

Might give a bit of context

gleaming shore
silver crown
#

Ok good

#

You're implementing an interface

#

GetSGTComponents

gleaming shore
#

So would the widget be setting the outputs?

silver crown
#

wat

gleaming shore
#

Yeah Im stupid don't mind me

silver crown
#

Read all of that

#

Should be good after

gleaming shore
silver crown
#

😃

gleaming shore
silver crown
#

Well yeah

#

You're not supposed to change interfaces

#

¯_(ツ)_/¯

gleaming shore
#

Yeah i expected this and more tbh

timber slate
#

Hey i hope someone can help me with something really quickly. I modified the default BP_MotionController hand mesh to instead use a Oculus controller mesh. I'm trying to dinamically change the material so when the user presses a button the button glows. I created a material with flags that changes when the users presses the button. Something like this https://imgur.com/4bj5kmQ ( I changed it now to use RGB mask). I created the dynamic material inside BP_MotionController construction script, and in the events graph I used the controller to set the parameters when the user presses, and set it back when its released. (https://i.imgur.com/LGWIuXQ.jpg ). This does nothing. It only works when I enable input on Event Begin Play inside the blueprint, but this breaks everything else. The only thing the controller do is change the material. Is there a something I'm missing?

#

the second image is wrong* Im using it now inside the motion controller BP not in the controller blueprint that I had created

#

but I used the same process

silver crown
#

Add a breakpoint to see if your reach set scalar param

timber slate
#

It dindt even recognized the MotionController Facebutton input

flat pilot
#

why the fuck can't I get mouse and keyboard input on umg event graph

gleaming shore
#

Why is my texture streaming "over" with nothing in my level

glad vigil
#

Is there any advantage to using ApplyDamage() over making your own method? I'm having trouble understanding its purpose

weary basalt
#

Its just convenient because its already available and not only handles generic damage but also radial and point damage

glad vigil
#

so its more of just a standard interface you can use? I was wondering if maybe it goes with some library or something

gleaming shore
#

I have dragged some assets into my project and I missed the "import" button in ue4 how can import them?

surreal skiff
#

would someone like to help me with a story based horror game im currently making

brazen terrace
#

@gleaming shore what kind of assets? Drag and drop is a perfectly good method for import

gleaming shore
#

@brazen terrace I know, i meant i dragged them into my project folder in explorer but I missed the import button that ue4 gives you on start of the project

brazen terrace
#

Oh well the content browser has an import button. Should be able to hit it and grab your assets no problem

#

Not sure about the project start button you mean, but I rarely am importing assets

gleaming shore
#

Yeah, it was 4gb of assets so importing them manually was pretty much a no-go, I fixed it by renaming the folder anyway so ue4 thought it was new assets

brazen terrace
#

Ah i see, good call

gleaming shore
#

Anyone know how (maybe a plugin?) whatever assets isnt used in a game to not be packaged during packaging?

random forum
#

So I renamed my Space_Map1 to Space_Map1_Copy to duplicated another level and experiment with cloning it for all the BluePrints referencing Space_Map1.... but now it says that there is already an asset named Space_Map1!??!?

gleaming shore
#

Assertion failed: Size > 0 && Size <= (GPakCache_MaxRequestSizeToLowerLevelKB * 1024) [File:D:\Build++UE4+Release-4.17+Compile\Sync\Engine\Source\Runtime\PakFile\Private\IPlatformFilePak.cpp] [Line: 1664]

KERNELBASE.dll!0x000000007752CBB2
UE4Game.exe!0x0000000001355210
UE4Game.exe!0x0000000001420DA2

#

Anyone have any ideas?

wide marten
#

hey everyone

gleaming shore
#

LogWindows: LoadLibraryWithSearchPaths failed for file aqProf.dll. GetLastError=0
LogWindows: LoadLibraryWithSearchPaths failed for file VtuneApi.dll. GetLastError=0
LogWindows: LoadLibraryWithSearchPaths failed for file VtuneApi32e.dll. GetLastError=0

I think this is causing my packaged game to crash on launch, anyone seen this before?

dawn linden
#

@gleaming shore It just looks like those Dlls aren't being correctly deployed in the packaging process. Are they from a plugin?

paper kernel
#

oh boy, lesson learned

#

if it looks stupid it doesn't mean it's not important

vague spire
#

Hey, I know it's completewly unrealated to unreal, but is anyone here skilled with maya python?

cursive dirge
#

or polycount discord etc

vague spire
#

ah alright cheers

cursive dirge
ember nexus
#

Hey I recently canceled an update of vs community and now it says I need to completly reinstall all packages.
any ideas what to do to avoid redownloading 18 GB?
it was a minor update from 15.5.2 to 15.5.6

real bolt
#

How do you bring back the import dialog if you accidently ticked the "dont show again" thingy ?

fierce tulip
#

manually import

honest raven
#

Guys could anyone help me a little bit how to solve this?

#

I want to be able to tell which section my degree is between

#

(-180 | 180)

cursive dirge
#

and how is this related to unreal?

honest raven
#

Hmm no idea where its realted to :/

cursive dirge
#

well, is it your homework?

honest raven
#

Noooo

cursive dirge
#

so what you need it for?

honest raven
#

Its for a select function

cursive dirge
#

what data you have

honest raven
#

For stop animation

#

I have my stop direction

#

And want to choose which Blendspace to use

cursive dirge
#

if you have a direction vector and the forward vector as shown in the image

#

just do dot product with both

honest raven
#

direction is just an anglee in my case

cursive dirge
#

if it's not negative, it's not facing backwards

honest raven
#

Hmm I see

cursive dirge
#

you can use dot product to test if two vectors are facing the same direction

honest raven
#

AH I see, fuck I should really learn more math 😦

#

Will try to play with dot product then

#

Then alot @cursive dirge

#

Thanks*

honest raven
#

Sweeeeeeeet

#

Thanks again! 😃

cursive dirge
#

np

paper kernel
#

uhm

#

I see log has some issues in 4.18

#

first time opened it today and memory usage is peaking at 12gigs

#

cleared log, went back from 4 to 12 again

gleaming shore
#

Is there a way to compress the .pak file even further? Ive tried some programs but because .pak is already compressed they do next to nothing

gleaming shore
#

@light lintel In the details panel of your light source you can uncheck "cast shadow"

#

Yes, go to your sunlight (not directional light) and play around with the intesity (you could also do it in post proccessing with exposure but would be more resource intensive)

plush yew
#

Anyone know how to create a world map which properly shows the player location

gleaming shore
#

Yeah

#

You may have to find a balance between sky light and directional light

wet grotto
#

on AnswerHub

pseudo solstice
#

has anyone had experience w using an arduino + unreal?

#

not seeking specific help just curious on others thoughts/ideas

wet grotto
#

@pseudo solstice Arduino with Unreal? Why?

pseudo solstice
#

also @wet grotto iam experiencing login issues too

#

for I/O

wet grotto
#

Oh, good

pseudo solstice
#

for art projects

wet grotto
#

custom peripherals?

pseudo solstice
#

yea basically

pseudo solstice
wet grotto
#

same error

fossil ore
#

This is the first time I see Epic having problem with servers

pseudo solstice
#

yea its not usual

#

also i am almost positive i saw a plugin somewhere for arduino that supported up to 4.19 already

#

but maybe i was dreaming

wispy sable
#

Welp, I'm glad it's not just me, 😦

fossil ore
#

Arduino ?

pseudo solstice
#

ya

fossil ore
#

what os that

honest vale
#

wtf

#

the launcher has a queue for login!?

#

waaaaat

fossil ore
#

servers are down

honest vale
#

oh okay

pseudo solstice
#

<3333

#

youre a genius thank you

honest vale
#

they should rewrite their login servers with rust

#

only slightly /s

inland epoch
#

ye make a dev only login -_-

random forum
#

Jesus Christ... servers down?

wet grotto
#

@random forum Yes 😦

random forum
#

Ah, thank Gaben I can access my project my double clicking on it in Windows Explorer!!!

wet grotto
#

I was replying to someone on AnswerHub and login servers went down

fossil ore
#

It feels like DOTA 2 Matchmaking

shell jetty
#

like all auth is limited right now

wet grotto
#

maybe they're testing something, we need to have patience

fair violet
#

It’s likely the amount of people accessing the launcher from Fortnite

#

Happens around prime time every day

wet grotto
#

maybe ...

paper kernel
#

prime time US time, how come it affects EU users

fair violet
#

Been happening often since the surge in popularity, seems like they just gate new logins when many people are accessing it.

#

Maybe their master servers don’t have region based logins?

wet grotto
#

in Italy it's 9:27 PM

#

I'm gonna go bed soon rofl

fair violet
#

Btw @wet grotto if you are ever down to make a tutorial on dedicated servers with steam, I think a bunch of people would be happy. I recognise your name from the old forum post about it

#

Seems like it’s still completely undocumented (populating dedicated server lists and joining them from steam)

wet grotto
#

I abandoned the engine code for Steam since there is a paid plugin, UWorks if I remember correctly

#

and Epic Games wants to have its own implementation of Steam in the engine

#

I don't know when they'll do this, but they said they'll do

#

I made it working in my game by overriding the Online Subsystem and accessing Steam functions as said in the Steam Dev docs

#

at first it's a bit complex to do, especially if you don't know how the engine code is built very well

#

I think some tutorials on how the engine is internally built and how to modify it would be very very useful, but they require an immense work

#

but it would be very interesting to know how the render, physics, networking and other stuff work

#

I know, but my code is very very bad, while UWorks seems working very well

#

me too, I abandoned working on games

#

aeronautics

#

maybe I'll go to university later

#

nope ahahahah

#

I do it for hobby

#

when you sell your game, you don't have secure earnings

#

it's everything a question mark

fair violet
#

@wet grotto thanks for the info!

wet grotto
#

you're welcome

obsidian nimbus
#

for tests and stuff u can just join over IP

#

if ur gunna run dedicated servers u wont even need steam for joining

wet grotto
#

@obsidian nimbus yes, but if you want to distribute your game on Steam, you have to implement Steam API, especially if your game is multiplayer

obsidian nimbus
#

yea, but he said he wasnt gunna sell it

#

i think, i jumped in the middle a bit 😛

wet grotto
#

anyway maybe in the future I'll make a tutorial on how to access Steam API on UE4 and implement Steam authentication in your game project without editing the engine, but the real problem is my English, that is very very bad

fair violet
#

@obsidian nimbus I’m taking about using 3rd party Amazon dedicated servers instead of listen servers with steam registering and populating the instances

wet grotto
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especially in pronunciation 🤣

fair violet
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Right now it’s easy enough to get a list of listen servers, but no docs at all on registering dedicated servers

wet grotto
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@fair violet you have to call SteamUser() on listen servers and SteamGameServer() on dedicated

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and then you have to call BeginAuthSession to authenticate the player

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and EndAuthSession when player leaves

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yes if you want to use achievements and other Steam stuff

fair violet
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Very interesting, I need to properly look into it to understand how the server can reach out to steam and register itself

wet grotto
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but achievements are already handled by the engine

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@fair violet I suggest you to read OnlineSubsystem code

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@light lintel yep, but you have to call them in game

fair violet
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Will do thanks 😃 it’s been on my todo list for a while but still haven’t gotten to it in the hopes fresh docs will come up 😄

wet grotto
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when the game calls an event on Steam API, Steam registers the achievement

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@light lintel there are lots of tutorials on how to manage Steam achievements on UE4

gleaming shore
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Im pretty sure you can do whatever you want before (as long as it works) the call event, you should save the coins in a variable which triggers when you go over 9 which would fire the event to steam to trigger the acheivement

wet grotto
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to make a game you need a team, otherwise you'll spend a lot of time and you'll earn few moneys

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but you need an expert team, which knows what to do

fair violet
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With reasonable scope and dedication you can make a great game solo

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But it’s rare as few have that amount of time and dedication

wet grotto
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yep, but it'll take a lot of time

fair violet
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It’s really the initial learning curve that takes time

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Audio, graphics, modeling, lighting, composition, animation, coding etc

wet grotto
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the hardest part is if you want to do complex things, for example a custom physics

fair violet
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Once you know what you are doing, the actual creation doesn’t take the longest time

wet grotto
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and if you don't know where to start and what to do to make complex things, try asking on AnswerHub and magically none will reply 🤣

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personal experience

gleaming shore
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Yeah, creation doesnt take long at all (in comparison) but you need to get the assets and mechanics down first which are by far the most time consuming

wet grotto
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I learned to ask on AnswerHub for very complex things, or to not ask at all

gleaming shore
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You should probably check out the unreal 2d sidescroller tutorial you'd be surprised how much you learn

wet grotto
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for simple things when I was starting using UE4, people knew how to help me

gleaming shore
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Do you press a button when you jump?

wet grotto
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Character Movement is another interesting code

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I was trying to make an unlaggy strafe jump system, but without success

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movement replication and prediction is a litte complex

gleaming shore
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Anyway if your jump doesnt work, and for example its an input button start right there, for example at the end of the exc line add a print text that says "jumped" so you know the input is actually working then work down the line from there

wet grotto
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@light lintel things like that are easier

gleaming shore
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Ah you could do float, then set jump?

fair violet
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@wet grotto for the strafe jump have a look at UnrealTournaments code

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setting saved moves etc

wet grotto
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@fair violet not strafe jump like double pressing keys, but circular jump like in the old Quake 3

gleaming shore
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Im fairly certain you can change in the character movement class thats inside your character blueprint

fair violet
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@light lintel you can change many of these parameters in the CharacterMovementComponent settings

gleaming shore
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you will have that somewhere in your character blueprint

fair violet
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You can also double click on your project to open it

gleaming shore
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You dont need to login, just launch the editor

fair violet
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You don’t need the launcher

gleaming shore
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Like level sequences?

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Yeah, well, you need to edit your skeletal mesh im pretty sure but ive barely messed with it

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level sequences (which is what youd need to use) is really easy once you get the hang of it

plush yew
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anyone know of a guide that could help im trying to create a simple hacking minigame inside of my game

tropic pilot
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guy's wtf, suddenly i can't see the box outlining on anything if i drag a post process volume out in the world i dont see the box outlining nor if i drag out my spline BP i dont see the splines any more why? :/

fair violet
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@tropic pilot are you definitely not just in game mode (G), and did an editor restart fix it?

gleaming shore
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Can someone give me more info on content cooking, i get the gist of it by reading the documentation but feel like theres more to it

pulsar badge
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Can someone help me i go to the painting to paint the terran but i dont see a + sign anywhere

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to add a mertial

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Material

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And i have land right now but still down see +

gleaming shore
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You need to create a landscape material with layer blend @pulsar badge

timid shoal
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Guys i wonder would it be Ok to use "Blueprint" level by Epic, as backround for mine commercial product animation ?

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or would i have to get their aproval ?

pulsar badge
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ok

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How do you change the color of the default grass?

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Like i dont want it green

gleaming shore
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@timid shoal As far as im aware you can, everything on the market place (including stuff by Epic) is allowed to be used commercially

timid shoal
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thank you ! tought so but wanted to double check 😃

gleaming shore
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no probs

pulsar badge
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How do i change the color of that grass

gleaming shore
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You need to change the material

pulsar badge
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how lol

gleaming shore
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In the details tab scroll down and you should see material, click the little yellow magnifying glass and it will show it in content browser

timid shoal
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i would sugest some Unreal 4 fundamentals youtube training for this 😃 Other wise evry question will lead to two others 😃

gleaming shore
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Unreal has amazing stuff on their YouTube

pulsar badge
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@gleaming shore is it Material Slots?

gleaming shore
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Yes

pulsar badge
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I want to keep everything but the color -.-

gleaming shore
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Yeah this is how, click the yellow magnifying glass so it will locate the material in the content browser, then open it and screenshot me the material

pulsar badge
timid shoal
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this its Instance you will prolly have to edit origin one the one most on left

pulsar badge
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or that one?

gleaming shore
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Ok i think the best way would be to edit the colors in photoshop via the texture

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In the previous screenshot, what happens when you click material in the bottom left

pulsar badge
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top one?

gleaming shore
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Yeah

pulsar badge
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it brings up this

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thigny

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yeah

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that

gleaming shore
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screenshot me

pulsar badge
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lol

gleaming shore
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Lol, ok you could disconnect the basecolor pin (before you do make note of where it comes from) then add a multiply then a 3 constant

pulsar badge
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k

gleaming shore
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Let me know how it goes

pulsar badge
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im a noob

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idk

gleaming shore
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Do you know where to start or?

pulsar badge
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nope

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im at this weird thingy

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lines

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that i took a screen shot off

gleaming shore
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Ok do you see the main node, in the middle to the left where all the nodes connect to?

pulsar badge
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the long one
?

gleaming shore
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Yeah, brownish color

pulsar badge
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Base color

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Specular

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one

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Roughness

gleaming shore
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Yeah, ok trace the base color line and make note where it comes from ok?

pulsar badge
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it goes to learm

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lerp

gleaming shore
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by the looks of it its in the dead grass box?

pulsar badge
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yes

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it is

gleaming shore
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Ok now hold 3 and click and it will give you a const3

pulsar badge
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what u mean hold 3?

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nvm

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got it

gleaming shore
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press and hold the number 3 then click anywhere in the graph

pulsar badge
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now what

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it says 0,0,0

gleaming shore
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now right click and type "multiply" and click on multiply

pulsar badge
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k done

honest rune
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wtf... a singleton class set in the editor gets initialized as soon as its compiled? what kinda dumb bullshit is that?

gleaming shore
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now connect const3 to B on the multiply

pulsar badge
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k done

gleaming shore
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now multiply to Base Color

pulsar badge
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done

gleaming shore
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Now that lerp to mulitpy A

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the material should go black, its ok

pulsar badge
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its not black

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but ok

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lol

gleaming shore
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double click the const 3 and you should be able to change its color

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But if it didnt go black, hmmm

pulsar badge
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...

gleaming shore
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Work or no work?

pulsar badge
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its not changing color

gleaming shore
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double click the black and change to a bright color, say red and press ok

pulsar badge
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i did that

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no change

gleaming shore
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is the const3 red?

pulsar badge
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no

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its not changing

gleaming shore
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make sure the 2 sliders on right (inside the const3) are in the color and notin the black

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those 2 sliders next to the color circle will need to be slid out the black into the color

pulsar badge
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you have add

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i dont have that

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where the pink connects to

gleaming shore
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Yeah i was going to tell you to change it in a minute but it atleast should show some color first

pulsar badge
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lol

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i got it but its not chaging enough

gleaming shore
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screenshot me like i did

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with the const 3 open

pulsar badge
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Like I want top layer a bit more green

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i put it red

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lol

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trying to make a desert map so im trying to get dead looking grass

gleaming shore
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you may need to just edit the texture colours in photoshop

pulsar badge
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i dont have photoship

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shop

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got a key i can use lol

gleaming shore
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tpb does

pulsar badge
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tpd?

gleaming shore
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lol never mind

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you can use gimp, its free

pulsar badge
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oh ok

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how do i do this then

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lol

gleaming shore
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send me your textures lol, ill do it for you

pulsar badge
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how omg

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lol

gleaming shore
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Your grass folder you downloaded? it shouldve come with a texture folder

pulsar badge
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do you want the grass its self?

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do you know what teamviewer is

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lol

gleaming shore
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Where did you get the grass from

pulsar badge
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Market

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free

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one

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Open World Demo Collection

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is what its called

gleaming shore
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Go to your unreal projects folder (in windows) then you should see your content, locate the grass just like you would in ue4

pulsar badge
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yeah i see it in my folders

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how am i going to get this too you

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email>