#ue4-general
1 messages Β· Page 196 of 1
and tells the material where to add the rust first
so then you only paint 0.3 red vertex color, and thats only a bit of rust
in the crevices
thats the idea
ok i see what you mean π
helps a lot
thks @frank escarp ill look it right now and will test it π
ill let you know π
this is what i have before changing
Hey guys, i'm c++ on Unreal. So i'm looking for some artists.. It's just for fun or for make something together, maybe eventually ship something. I can make almost everything (for now) on UE4. Cheers! (:
cant help you @warm river sry π
Oh, don't worry
it's for everyone who wants to make something but don't have any programmers
=]
guys, there is a way in UE to get some sort of cavity/height map from one classic texture set (BaseColor/Occlusion/Rough/MEtal/Normal)? i was thinking using the AO must maybe you have one much better idea π
annnd thats why i dont upload stuff to youtube
hey guys maybe its impossible but is there a way to get a sort of height/curvature/cavity node inside UE4, in order to use my maps to generate it ?
i see HeightToNormal
but not NormalToHeight
sadly for me π
i remember a post about that, but cant remember where
You probably don't want to do NormalToHeight. It can only approximately reconstruct the data.
what can i use ? i have Base/AO/ROugh/metal/normal
i need that data in orde to tell the water to only go in the cavities
cool @fierce tulip ill check that
hi there, I tried finding the answer for weeks over google, but I guess I can't formulate my question properly, so I'll try here. I have learnt using UE since 2.5, and it's my favorite engine so far. I have never reached the level of expert because I never had the chance to use it professionally so far. Here is my question:
on UE3 and less, to move movable meshes, we use to set up a matinee and have the possibility to change all the parameters over time and especially have a spline in the viewport etc...
The new recommended practice is to use the timeline but, there is no spline anymore like before, the interface is less easy to use (from my point of view) and I am basically lost with this new tool. I have read the documentation but I have the feeling I have missed something.
There is no emergency here since I am not working on that at all at the moment. And I can still use the timeline without problem at all. But I have the feeling it's a lot harder to use now.
lololol
i was thinking it was something on my side xd
i knew this console like runtime software gonna backfire them one day
shaders compiling
help
it used to not do this but now everytime I drag a material onto a mesh it recompiles the shaders
I just want to manually compile it before I do runtime how can I disable this
thanks
Hello folks! I'm new to Unreal 4. I was wondering in the general workflow, is it possible to edit a mesh in place, back in its orginal software. For example, I make a house in 3D studio max, export the entire model using datasmith, etc and import into unreal editor. After the fact, I find I don't like the details on the front door mesh. Can I edit the converted unreal mesh back in max, and have it update in Unreal? Instance propagation might be the term.
Anyone know which factors effect skeletal mesh performance visually speaking? My skeletal mesh seems to drop nearly 10 FPS per instance for the first 3 and then slightly less for each one there after. At about 24 instances I go from 100+ FPS to 19 FPS. Reducing the bone count from 20 to 10 seemed to double the performance but why would 10 bones be too many?
@delicate needle ue4 does support that. There is an option to basically scan for modified files and it will reimport them when it detects the changes. Monitor directories is what itβs referred to in the settings. Or auto reimport.
@plush yew when it compiles it adds it to the cache so it should only do it once. It does however do a best guess for the shader based on what itβs on when you create it and it will make different variations for skeletal and static meshes for example. Itβs possible you can have it compile the correct variation by forcing the type it will be used on in the settings for that material when making it but thereβs no way of not compiling shaders until runtime that I know of unless maybe itβs for another platform.
Hii.. I want to rotate my car steering in real time with motion controllers.. Can someone help me out
ah thanks @grim ore
As a shortcut you can probably make the material, drop it on the time, then work on it so it knows by default what it should be compiling for. Might skip a step that way.
Protip: If you ever bind something on key ESC and you're testing in editor, hold down shift and press ESC, it will not escape the game b/c of the editor key binding, it will use actually your ESC Input event.
I'm done. π π‘ Still errors. Now I cant open .uproject file. I got message "the following modules are missing or built with a different engine version. Would you like to rebuild them now?" And after this I see message:
Could not be compiled. Try rebuilding from source manually. π‘
So what now? I rebuilt in vs dont help
your code most likely doesn't compile
which means it has errors
fix the errors in the code
a drastic solution is to remove code until it works π
π
when people give wrong answers on answerhub
http://www.reactiongifs.com/r/2013/12/hulksmash.gif
I gave up on answerhub a long time ago, when people would just give any old answer without sometimes even reading the question :/
this is what happens when you incentivise giving any response, regardless of accuracy
"this link will help you" (gives a link to outdated thread without an answer)
"Here's a copy-paste of the first tangentially related thing I found in google!"
π
my favourite is the 'here's the documentation page from the wiki!'
haha
What wasn't written by Rama though/
Ahhh rama, he means well π
π
I don't think he's around UE4 much at all any more
I haven't seen any pink-tinted madness for a while
Rama did write some extremely useful documentation that I did use, to be honest
He was an pioneer
Also some really weird stuff I didn't
I feel like he took a lot of swings, some of which missed and a few hit the mark...
@wary wave He's around. He recently contracted me to write an editor plugin, which we subsequently put up on the MP together.
He contributed pink-tinted madness to it π
Seriously though, Epic really needs to hire documentation people
so, console commands "ke ...etc." dont work on shipping game?
@cloud cobalt ce console commands work, that call level custom events
ke console commands that call actor custom events dont see to work for me. or am i doing something else wrong?
@sleek spear not all console commands work on a packaged game, as some are editor only
and if you package the game as "Release", the whole command window is out
if you have console command in your own levels and stuff, those will be called no issue on a packaged game
Hello all, I want to make a radial interface that starts from the side and gradually covers the screen the more the health decreases
How would you go in doing that? having a radial image that you change the alpha of, or other techniques?
@frank escarp yes console command window doesnt work on shipping builds game, i know. take a look at this
i used " ke * " and they dont seem to be working. but i am hoping something else is the problem
"ce " commands work
They don't really need documentation people
the just need to write comments in code
which explains what is the intention behind code
Epic's code is largely self-documenting
problems occur when the system itself is undocumented or has no examples
for example trying to work out the Sobol system was a nightmare
I gave up answerhub when I answered the right answer to a question where Epic staff has told before "can't be done", but staff marked their own answer where they didn't give solution as correct one and just closed the answer
so, screw that
I mean, they literally marked their own answer as correct one after my response and just closed the thing
what's the point on even trying to help
1024x768
ok
Though to be fair, very few people will have that
1280x720 is our minimum here
We found that 1280x1024 was common too
i cant understand casting
@cloud cobalt my current resolution is 1633768... I would recommend 1024768 as a default resolution
1633x768
1280x720 would work too in your case
ok so i have a level "level0", that includes a streaming level. the streaming level has a blueprint actor. i want to cast from level0 to the blueprint actor. what do i use as an object for the casting? please someone, help
for sure, but 1280x1024 is a tiny bit too much π
Yeah, I was giving that one because it's 5:4 and too many games assume the aspect ratio is wide now
You are absolutely right.
@sleek spear I can explain you with my own words what is casting, but I don't understand your problem at all. Maybe understanding casting would help you?
Casting only means "I have an object X of class B that inherits from class A, I want to cast it to A or B"
let me rephrase it a bit
i have a level "level0" map, in it i have another level for streaming. the streaming level contains a blueprint actor. the blueprint actor contains a custom event in its blueprints. i want to call that event from level0. so i guess i do that with casting? but i cant figure out what to use as casting object
hmmm... I'm not sure you need casting for that
alright then, what would i need?
i used consol commands to call these events but they dont work when i build for shipping
let's call your actor "myActor":
In level0, I would make a variable "myActor_current" and when streaming the sublevel, I would assign "myActor_current". Then when you want to call that function from your "myActor", you first check is "myActor_current" is valid (with "isValid") and if it is, you can call your function from it.
I'm far from being an expert, so my answer will not worth much... But at least, if it's working, you can use it temporarely
i am not sure i want to add variables
when i do that same thing, casting to the third person character blueprint, it works, i use get player character as an object
You always have a controller, and a character... So the editor has a lot of functions bundled to get those controllers and characters easily.
Since you create a custom object, how could the engine be aware about it? You need to declare your variable somewhere! Why don't you want to add variables?
i dont understand how what you described would fire the event on myActor
its confusing
- In level0, make a "escMenu" variable named "escMenu_current"
- When streaming your sublevel, set "escMenu_current" to the escMenu actor contained in your sublevel
- In level0 bp, first make a branch with "isValid" from "escMenu_current"
- From the "true" output, execute the function from "escMenu_current"
the more I explain, the more my solution sounds dirty :/
@cobalt turtle how do i set "escMenu_current" to the escMenu actor contained in sublevel?
@sleek spear well, I won't be able to help you on this part. My knowledge isn't good enough on streaming. But your casting problem is gone now. You are half the way! Maybe another person could help you from now?
as you said, the only problem now is to set the variable from the sublevel to the main level, or from the main level, you get a variable, or directly your actor from the sublevel
well, I don't like leaving you half way... give me a bit of time π I'll check again how streaming works
oh, I found something interesting
rather than putting the variable "escMenu_current" in your level, how about putting it in your controller? So you can access it anywhere π
How can i fix collision in tile map (paper2d)? π€
@sleek spear how is it going?
well i have to change a big part of my blueprints
and i currently hesitate to
maybe i will do that later
then I can fly away now π wish you the best
thanks man
how do I make an ui with text being buttons?
basically text, press last line, more text or change text I guess, I don't know
the way firewatch does it
you can make a button with anything on it as a child, let's say text? then you can just make the button's graphics with a 0 alpha so it's transparent. now you have a button that is just text you can click on.
if you mean like text chat and clicking on it goes to the next line you can always capture the click event on the widget itself, maybe the text widget, and then tell it to load the next part.
I actually mean the text fading
and changing to something else, or loading in something else, don't exactly know how I'd make that the way I want it to be
"THE BACKSTORY: WELCOME TO WYOMING" Firewatch Let's Play - Part 1 With Commentary PC Gameplay 1080p 60 FPS Social Media: β’ Facebook: /DanQ8000 β’ Twitter: @Da...
@grim ore
well the top white stuff could be just text
the red stuff could be buttons that are hidden with text on them. fading can be accomplished with animations in the UMG system.
alternately the red stuff could just be text as well and you override the on hover and on click events
never used the umg system before
so I'd love to hear about how I would actually go about it
I know it's widgets
Might need to check out the basics on the UMG system then in the docs https://docs.unrealengine.com/latest/INT/Engine/UMG/UserGuide/
A guide to using Unreal Motion Graphics to create UI elements.
yeah, I know about how to make it display and such
but how do I actually make the transitions
and do I just store all of it in variables or just as text
There are a ton of ways of doing it. you could just have 10 different white text parts all in the correct spots with only 1 shown at a time. you can have 10 animations that hide the old text and show the new text
and your red text would just play the animation that is correct
you could make an array of text that holds all the text and then when you click it grabs the next text
could you make an example project for me?
or are there any online?
so I can look into how exactly it works and see it first hand
I learn better like that
just one transition I guess
I can't right now nope, at work.
poop
but maybe googling for story text ue4 or uhm scrolling text ue4 or something like that?
is it just me or the launcher browser is borked since the update that just rolled out ?
Hm, for some reason whenever I spawn in a SkyLight it acts as if the intensity was set to zero, anybody know how to fix this?
The light that is there is from the directional light
@hoary brook do you want it to be baked or dynamic ?
Nevermind
Figured it out
For some reason it won't show unless there is a skysphere
@hoary brook skylights have an option to use a cubemap, or to capture one
yes unless you setup the skylight to use a custom cubemap or a skysphere it'll be dark
jinx π
if you are using the "capture one" and your level is empty, of course it wont find a thing
Why when i jumping on normal box its okey, but when i jump on box "under character" happends this:
https://gyazo.com/72fd80015227068b9b8cbba9af8f623d
I dont know what is going on with this collision on tile map...
Guys, I did it. I got a directional dash to work from any direction, and I made it so it dashes in the air almost the same distance as when on the ground instead of a super dash :D
It even has a cool down :3
You have to make sure Can Dash is set to checked as the default setting
I don't understand ticks or why they are good or bad
Can you tell me the impact they have?
Ticks generally run every frame. If you donβt use them sanely you could cripple your games performance
a lot of stuff also doesnt need to run every frame
Your basically saying βhey do all this stuff every time the screen updatesβ
you can do itin a timer, like once a second
the thing is that if you have tick enabled on too many actors, the engine will slow down just from having to call Tick() on so many things every frame
if I have a texture I am not mipmapping, is is still important to have it as power of 2?
nvm I answered myself with google
@frank escarp yah but how much performance is being saved actually when disabling tick on actors, when those actos have nothing on Event Tick?
more than you would expect
The engine still needs to poll all actors to see if Tick is enabled or disabled
no it doesnt
Why not?
if the actor has CanEverTick to false
it never even gets registered as a ticker
and costs LITERALLY zero
the other bool (the one that can be toggled) still has overhead
Yeah that's what I am talking about
it just has something like "AACtor::PreTick(){ if(bTickEnabled){tick()}}"
Not the one you said first
epic devs have talked about it themselves
for vr
becouse vr its 90 fps
so tickers get called tick 90 times a second
Right. If there is absolutely no need for something to tick. I get it.
in the bullet system i did in DWVR (for optimization), the bullets dont tick
but the bullets are stored in the bulletmanager
wich actually does tick all of them
But when there is and someone is just enabling/disabling tick, that's what I was getting at
If there is nothing on Event Tick
i dont know if it gets disabled in blueprints if you dont have the event tick
i would assume it doesnt, or that it just depends on base class
Yeah, guess would be a nice case study. I tried looking the other night for information
Couldn't really find anything. Haven't checked source either.
What?
The logic behind it can be simple
No
Lerps?
Nope lol
I just started unreal engine this week
I have Jumping, double jump, dash....
Just Google it really
I mean this is sort of basic stuff that has been done countless times
I tried that.. every one I was pulling up was a double tap dash
I don't want a double tap
Then you will have to fix it the way you want
Ive been trying that for like 3 days now
This is the only way that works cleanly. Every other way has a weird delay in it
Or the keys won't detect properly
Just do it the way you need to do it to work :)
Then later when you are more experienced, refactor it
And worry about optimizations
But I don't understand how ticking on the dash is bad
As long as I don't use tons of ticks everywhere, it doesn't seem like it will be a problem
Well. The dash itself is event based
The animation root motion
(usually)
You just need to get it from start point to end point
My brain is having trouble following probably because I haven't really done anything with animation yet
one step (or dodge roll) at a time π
Should I do UI next or enemies next?
Play around, get used to the engine. No matter what you do in the beginning it won't be something you will want to use once you've polished them skills
Do some tutorials, make something you can play around with
do enemies, if you want UI just slap something on the screen for now as it won't be what you use in the end anyways
@glass imp come on dude, you've already been warned twice by Luos, just move it into the correct channel.
alright so as Unity dude learning Unreal
when making a new project
the choice of C++ or blueprint only effects what form the template content is in right?
cause you can use C++ classes in Blueprint projects
and vice versa
Correct.
i have a nice radial blur material, i donβt understand how i can apply it though to the main camera
there's a material array in camera settings
i want basically to use it when the character is dying
or, add post process volume
then use the blend to control how much to use it
ok thanks
any idea what will happen to paragon assets?
just sitting on some hard drives at epic? or could it be possible they make it open source
Doubt very hard anyone outside of Epic will see anything from Paragon. They might recycle as much of it as possible into future games etc.
anyone knows of a reason why a simple "move to" fails?
it goes to the target, the problem is not that it can't find its target
it just goes there, waits a few seconds and then fails
last night it was working perfectly, I don't know what happened
@dawn linden so do you recomend starting new projects as C++ or Blueprint projects then? or does it not really matter
Epic dumping Paragon seems kinda werid
like they had a whole thing at Sony's E3 about it
few years back
like it makes sense to not contintinute active development of a project that isn't doing to hot regardless of how cynical that kind of position is but
@paper kernel long time no see
IF epic were to make Paragon an open source community project which given they're previous releasing of the canceled Infinity Blade stuff, isn't totally out of the relam of possiblity
what do people actually expect to happen
like it'll end up like the new UT
at best
playable but basically abandoned
The problem with releasing anything like that is - once you've done it, there's no taking it back. You have forever ruined your ability to ever release a product with that IP without competition from anyone.
I mean isn't everything in UT basically still owned by Epic?
like even with all the "community particpation" stuff Epic basically owns all of that stuff right
Which is entirely different than "open sourcing" Paragon.
@livid haven they did release infinity blade assets
I'm expecting them to make it a "Epic Community Project"
i expect more like infinity blade assets
a simple "here, have some UE4 demo assets"
I know about Infinity Blade, but that was also a mobile game and releasing assets from ages ago.
we'll let the community "run" the project but with stipulation that we own all of the IP
and they didn't "open source" the IB stuff
doubt it
they liscensed it
that any UE4 dev can use them for free
Yep, that stuff.
Difference with IB is that IB wasn't a modern, ongoing recent project - Paragon was.
hey guys, can someone help me here with unreal engine?
yeah they made like three of those games
they were pretty dope
the art assets were from a canceled IB duengon crawler
not the main games that got put out
Yes, but regardless, the point is that IB's art assets being released wasn't all that much of an opportunity loss, compared to what happens if they let anyone use the characters from Paragon however they want.
If Epic wants to turn around and revamp Paragon some day or use the characters for something else, they're screwed for having let everyone just go ahead and use the characters for free however they want.
compared to what happens if they let anyone use the characters from Paragon however they want.
I don't think that's what anyone is expecting them to do
oh
ehm.. anyone? can someone help me here please
@next dome Don't ask to ask, just ask.
@next dome well what are you asking about?
Jumping in with a quick comment. You are talking about a next gen AAA quality game. There is NO way they would give it out in any form or way, to anyone outside of epic.
There is no gain in it, rather the opposite.
Ask your question, don't ask if you can ask a question - that's the point of the community.
so in Urneal Engine VXGI when ever i turn on vxgi im getting this crash error
idk how to fix it
if they were to release anything from it at this point, I'd be as an "Epic Communty Project" like the new UT
so something that is nominally "community managed" but is owned entirely by Epic
and is basically more or less stagnant
Sure, that's somewhat more feasible, I'd think. Not sure it's likely though.
@livid haven wait you work at epic right?
Not quite. Contractor, remote.
oh
i was gonna ask "what's happening with UT4"
but you probably wouldn't know that even if you were an internal employee
other than "it's not happening"
You can ask me what's happening with Fortnite, but I'd have to kill you I can't answer that.
Yes Mr Bond
i mean yeah i figured that's NDAed
What's happening with Fortnite? 
Tell me the UI Framework of fortnite, in detail please 
making bazillions off the back of 12 year old dabbing memelords
(for the record Fortnite is pretty solid)
"I can't answer that."
"I knew you'd say that."
is vaping and in game memeing coming to fortnite
I do share bits of the knowledge of how we go about developing the UI and frameworks in Fortnite, where relevant.
and my question just got ignored.. you said dont ask to ask just ask, i told my problem and just got ignored .. sad
Nothing I'd get slammed due to NDA breach for.
@next dome I said you should just ask. If no one is answering, that implies no one knows the answer.
I don't know why you're direct a crash in some rendering code.
But you're also not using an officially supported version of the engine, so... there be dragons.
i mean i don't know
He's using the VXGI branch from Nvidia, so it'll be difficult to find support outside of Nvidia
@next dome the VXGI stuff isn't supported by epic themselves and not many community people use it so I don't know how much help you're actually gonna be able to get
i mean since its unreal engine discord, i thought someone would know how to solve that
i mean i'm a noob
Several people here have tried out that VXGI branch successfully. Could be something they've encountered.
coming from unity so I don't know shit tbh
Yeah I mean its worth asking IMO
i wanna use VXGI only because when you apply emissive to the mesh, the light from the emissive lights up the map/object too around it, without building lighting, but in official unreal engine you have to build lighting and wait till it builds, i dont want to build lighting, thats why i want vxgi
Aye. Can try, but don't assume no one is answering because they're ignoring you - you'll be lucky to find someone who is a) using that branch and b) has any idea how to debug that.
or is there a way in official unreal engine, to emissive effect the world/objects around it without building lights?
That's a really dramatic choice to make just to avoid building lighting.
I also don't quite understand what you mean.
In this tutorial I show you how to create an emissive material with unreal engine 4 (ue 4.15). I also explain how to use material instacnes of a material. Se...
and effects the map too
I wish there was more free stuff
yeah that video you sent, the emissive is not really effecting the world, its just bloom effecting the actualy cube and sphere with emissive
Neon light on the ground is a light source.
Seems like a silly thing to say, but that's distinct from an emissive material that doesn't serve as a light source.
well, light building takes forever
you need to make separate UVs for some assets (if not all, I have no idea how good the automatically generated ones are nowadays)
also anything more dynamic and you can't use static lights anymore
like, take fortnite for example
there's no baked lighting
How expensive are light functions?
In comparison to shadowed dynamic lights, cached shadowed moveable lights, unshadowed moveable lights, stationary lights... all the lights. On second thought, that would be quite the project.
hey guys, i dont get why my border of the vertex paint i have done (rust) have this whitish effect around ???
i paint Blue in order to see what i linked to blue in my MAT and its the RUST but why im seeing a brighter version of my metal around the brush???
Not sure. Try keeping roughness the same for both layers, I want to see what happens.
the rust and the metal?
ok
i put the same Map ORM to the blend for the 2
the exterior is what im looking for
the inside is a erase brush paint
does this mean i have to put the same rough for all my blends ?
omg
I had spend past hour
fixing substance intregration
because itbecause it missing tons of paths for includes ;/
@Dementiurge#1853 it seams is the alpha that break it all
@devout gulch UE live link or imported maps or impoorted Substance
nah just code plugins (;
ah ok, i had many issue importing maps froms SP to UE , many things to do, not what they sell like its easy in one clic π
hey is there any kind of project trying to implement something like an ECS for unreal?
@sacred dune the white part is from metal transitioning
you should have linear falloff for metallic
it's usually either metal or not
or at least, it looks like that
thks for the help @cursive dirge here is my metal part in MAT
maybe i lost the metal data with all the LERPs ?
i dont know how to fix it.... π¦
i have to put the same Metallic value for the 4 blends ?
or maybe just for the 1
?
i crashed UE π
ahaha great
alright, so I've packaged my game multiple times before, but I've recently changed to UE4.18 and it seems my game instance doesn't work in shipping builds
@sacred dune point is, you shouldn't have lerp on metallic at all
it doesn't give you pbr correct values
you'd either have metal or not
i can just input the fist one in the metallic (the B channel) and thats it for all
?
you'd need to figure out what part of the final result is metal and what is not
ok maybe you can help me for this. I have One set for the clean metal, the 2 with dirt and used same texture set, the 3 mega rust and 4 water (puddles)
i hva ti tell the material that when i paint water there is no MEtal right ?
well, you can just bias the lerp result and clamp it, or if you want simpler version just put if -node there
and if the value is below the threshold you want, you put 1 and otherwise 0
bias the lerp result of each ?
only the thing that goes to metallic
unless you want it otherwise
but try first with if
it's way simpler to get right
might not be as efficient
but that's not important now
so you recommand to put value for metallic in lerps (for the vertex paint) and see what happen ?
like the rust dont have it, as the water
i put constants to lerps
you want the final value for metallic to be either 1 or 0 usually
yepp
not something between
ok
smoothstep?
does ue4 already have smoothstep exposed?
or do you still need to use it via custom node?
Not sure. I was trying to remember another node, cheapcontrast.
i cant read the link beaucase i cant read this kind of math π sry guys hehe
anyways, that'll make the transition bit faster but I doubt that will solve the issue
Could use an if node if you want to 'solve' it.
yeah, that's what I've been trying to say here π
also, you don't do "metallic boost"
yeah i just erase it
π¦
im learning but im going to quiclky without understanding
damn
proper docs for this sort of thing are a bit sparse, I think?
the node BreakOutFloat3 is cool but in can use one inverted )
yeah the blends are very blurry.
they show only the base color and not rough , and not with packed maps
and they show only with 2 blends
there is doc but not one real example
i just want to do this kind
but the shared material ha expired and only this image exist
i get shitty results with mine
and after research i have to get a very high floor for that quality of vertex paint
i tried using LerpHeigh to fill the water first and then the rest, without succes.
the only difference is that i put the water on the alpha channel and he out it on the red
put if so on dont see where is has the wood
so lost π¦
3 days searching solutions for this
he said he use vertex paint but i see in his shader some Material layers, so i dont get it... can i paint with that to ?
@sacred dune It is totally fine to have metallic values in between 0 and 1. To get rid of the white outline, you would need to tighten metal map so that transition is biased more in favor of non-metallic surface.
@grave nebula how to do so when i have packed maps and non packed for the blend ?
and thks
you can do it In the material itself
multiplying metal input by itself is usually enough
the top left is the water, the orange is the packed rust maps
sry to ask but i undesrtand why i have to do what you say but i dont see where to do it, on what
ok
ensure that it is in 0 -1 range before doing so though
the 2 fisrt maps are a mix of plastic and metal
the rust is oxyded and water doent need metal
when i paint rust (blue channel)
if i use the same packd maps for the rust and water i get this
not bad
but not sure if its the right thing to do
afaik its a limitation in the metal pbr workflow in ue4, the only thing I can think of is increasing the contrast between the metal and non metal blending
random idea, try plugging a "round" between whatever goes into the metal and the metal input
ok
if that doesnt work, try a truncate.
thats all i can think of. though it might result in a too sharp a metal/non metal
with round
pretty nice the transition
sort of a noise π
i try truncate
truncate
ouch hehe
but i think that with what you told me i get somting i like
are your metal/roughness textures set to RGB instead of SRGB btw?
yep
hm
yea i just noticed it
but now all my mat is guided by the AO/Rough/Metal of the two maps, so i dont have the control on the water rough
not longer than a few days
i think i got it
but
i use the same value for all 4 channels so my roughnees is lost for the water and rust
i dont know i to have the same ramification than the pakaed map when i dont have it for water
can i put 2 constants and tell to a node that one is G and the other B, in order to plug it to the lerp ?
this its what i mean
they changed the doc some hours ago i went all day long and its was not updated
im making a game similar to the trails S.P.H.E.R.E gamemode and i've made a few maps and i was wondering how I would create a editor to allow players to create their own maps and then save them to play again. i've done some research but finding it really hard to find information on this type of thing.
any help is appreciated
Amazing
The full crossplatform
@harsh tiger sry cant help you
Epic Want to race pubg all along π
@sacred dune from what it seems it close to impossible in UE4
@late gorge Try #graphics or #level-design (if its level lighting)
@weary basalt Ah, thanks π
the best part about that is it's cross platform for playing together except for xbox...
well the direct link is https://www.epicgames.com/fortnite/en-US/news/mobile-announce which might be easier
chances are no as a character has things like the character component as part of its base class that you would inherit. You can try changing the parent class to character in your blueprint and see if that works for you.
I mean I merged actors with developer tools -> merge actors
well then no for sure as that is just static mesh actors I would assume
and now I have a group of actors in one but I think it is static only
yeah dang
is there no way to make it a skeletal mesh or something idk
you could always turn that into a blueprint then repararent it?
definitely not unless you export it out and bring it back in
will I still be able to use and change materials if I export it?
but even then if you expect it to work like a character and a skeletal mesh you would still be missing the actual skeletal part
if you export it out as a fbx then yeah you can do whatever you want in your program and bring it back in
it should export out with the same material slots
not the bones?
the mesh is the thingy you see, the skeletal part is the skeleton and weighting part of it
ah
right now its just a static mesh as it has no skeleton or weighting or rigging
I'm confused at how the layout works
not how the 3d models and bones work
still getting used to unreal
with my first project I had a mesh as the skeletal mesh idk
yeah the static mesh actor is just going to be for looks mainly. Technically you can animate it by hand but you wouldn't really get much out of it in terms of animations and such. IF you just wanted it use it as a basic mesh in a character you can export it out, then reimport it back in and tell UE4 its a skeletal mesh and it will bring it in with no real bone setup
but that would let you slot it into a character
I made a character blueprint
and I cant set the mesh as the merged actor is what I mean
I guess I am stupid
and should have known that wouldn't have worked
idk what to do lol
well I just tested and what I suggest does work.
you can export out the merged mesh, save it somewhere, then import it back in and tick skeletal mesh to change it over
this would atleast let you drop it into your mesh slot on a character
where do I export it
right click it in the menu, asset actions, export
alternately you can just cheat and make a static mesh as part of your character and use that and just keep the skeletal mesh empty
the Skeletal mesh doesnt really "do" much but show up and animate, the rest of the character is what handles moving and collision
well yeah you will get errors since it's not a real skeletal mesh and you never really messed with it but it would work as a basic.
honestly I would just add a static mesh to the character and plop it in there and see how that goes
unless you plan on animating this in blender and adding a skeleton
wait suprisingly I can still use materials
sweet
it works I guess
which method is better
the cheating part or fbx export
do you plan on needing the skeletal part of this mesh? if not just keep it as static
I don't need skeletal part of mesh I just need it to be a character pawn
pretty much
be able to be used in a character pawn*
sorry for asking you even more questions but uhh
in the character blueprint pawn thing editor thing
is the capsule component the hitbox or is that just useless
idk
It's the hitbox and it's also where the movement is applied against basically
the character class has a ton of stuff that drives how it works, the character movement component is what controls how the movement works and the capsule is basically it's hitbox and also collision for moving
the bevels look bad now
new:
old:
anyway uhh
it is the hitbox
got it
lemme make it bigger
when I made my capsule bigger my mesh got bigger
@grim ore
the mesh is a child of the parent, if the parent gets bigger the children will as well relative to them.
How do I make a blueprint character class that has an actor component that inherits 1 function and all it's required variables from a pre-existing .cpp file?
scale down the mesh to fit in the hitbox
@next badger Yeah its broken for everyone at the moment
At todayβs reveal event for Artifact, Valve made clear their plans to start releasing games again, after years of focusing on the Steam platform and new hardware endeavors. Succinctly, a presentation presided by Gabe Newell said βnow weβre going to start shipping games again.β Half-Life 3 is not confirmed, but feel free to add "Half-Life 3 confirmed" in the comments below.
HALF LIFE 3 CONFIRMED π
Hey, I am using the FPS template, and I am trying to make the bullet faster, and I cant find the section in the Blueprints to change the speed the projectile has.
i was excited about new documentation ui...but it suck, way more than old one
lot's of small bugs
and not much improvement
RIP tags
has anybody ever had an animation that'll play in the preview editor window but won't play in-game?
I've never even heard of that 
@humble shuttle no...but i assume it somehow related to game mode... have you debugged it? does the branch that runs animation event triggered?
yea, i've debugged it, the play animation BP node I'm using is running
I've also tried setting the animation mode on the skeletal mesh to "use animation asset" and i point to the same animation, but that doesn't work either :/
@tender ginkgo the Projectile itself handles itself when it is spawned in. If you open the BP for it you can see it is using a projectile movement component and adjust the speed in there
do y'all know of how to script(blueprint) a sprint function where the character will stop sprinting if you stop moving without having to click shift again??
@plush yew there are release events on each key...just make a respective action for it
@humble shuttle i wanted to search an answer for you, but seems search is broken -_-
@next badger i appreciate you taking a look, I'm gonna keep trying some stuff on my end; just wondering if this is something others have run into
@humble shuttle you could try #animation or #blueprint
are there any caveats with TSet remove that I should know about?
because remove returns true, but the object is never removed
the set length is 1 before the remove, and is 1 after the remove - looking at the TSet source, I can only assume that the actual remove command is failing, because the counter for number of removed objects is incremented following that, and if that counter is > 0, it returns true
<@&213101288538374145> is it ok to post same topics on jobs forums? https://forums.unrealengine.com/community/got-skills-looking-for-talent/job-offerings/1440007-freelance-3d-artist
AFTERMATH Studio searches for 3D Environment artists on a remote basis.
Our artstation https://www.artstation.com/aftermath
Write here aftermath.job@gmail.com
? You can post your jobs on the forums and in here.
We are unofficial and have no power over what people post on the forums, except for the Forum Mods who frequent here. But there is no rule about posting an job listing in both #looking-for-talent and the forums
Unless i misunderstand your issue?
@weary basalt https://forums.unrealengine.com/community/got-skills-looking-for-talent/job-offerings/1436048-freelance-3d-artist
AFTERMATH Studio searches for 3D Environment artists on a remote basis.
Our artstation https://www.artstation.com/aftermath
Write here aftermath.job@gmail.com
those are 2 different topics...in 2 weeks
Like i said, we are UNOFFICIAL we dont have any power to moderate the Forums
DM an Forum Mod if you have an issue.
at a guess, I'd say that forum mods have the power to mod the forums lol
not an issue per se...but, ok
@granite sky well, you could try to type @ forummods but there're no such group appear
@weary basalt i did π
You should really be using the Report button on the forums instead though.
duh...you've should say so before 
does anyone know why my hud wont be visible to me on the view port when i click play
Did you add it to viewport?
introduction to the Niagara VFX system
why to introduce a system you never release π€
Hello Guys, I want to know is it possible to add installed UE4 in my previous windows to Epic Games launcher without re download them again ? They're installed in my other drive.
@surreal viper Niagara in 4.19 is very useable
It's complicated as fuck
and I have no idea what I was doing
I had*
but it didn't crashed
and have everything you need to create FX
that being said I expect something else a bit
I mean from graph based FX editor I expect that actuall emitters will be placed on Graph like nodes
where you can directly code some logic
to emitters
I mean to which emitters are used
you dont place emitter as nodes? huh thats a bit odd
like if this emitter spawned 10%5 particle trigger this emitter else this emitter
no you place them in side panel
otherwise everything else is node based
aye. i have to give it a shot when 4.19 goes final
but I doubg average VFX artist make any use of it, it's heavy math stuff
I can't even speculate much I really need some 101 expalantion of how it works
I'm interested in whats their plans for a transition phase cascade -> niagara
I assume it can be far easier controller just from blueprints, that'w why you don't really use emitters as nodes
since i doubt everyone will/can just switch
you probabaly won't be able to click on cascade particle and convert it
they will rather focus on recreating all the default functionality of cascade
right now it's pretty bare baone
bone*
my speculation (;
the might pull it off
but no sooner than all the cascade modules have equvalent in Niagara
equivalent*
yeah. i guess we have to wait a few months and see how it develops
anyway, I really excitied for the GDC presentation
Are the UE4 docs no longer working for anyone else? https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/Engine/UWorld/IsServer/
yep
clang++ slurps up threads like spaghetti, why doesnt microsoft c++ compiler do this
probably the same reason microsofts intellisense crawls
Did anyone else here receive a "Epic Games Dev Site New User Registration" email?
I take it back
you can script individual emitters in niagara system
to the point of controller how exactly will individual particle behave -;-
@weary basalt yeah I figured why it wasn't tho , it was below the viewport so I had to use full-screen
is it more worth to save bandwidth or backend processing time ?
depends π
Anyone else experiencing issues with the docs?
It appears to be refreshed, and now all the links are broken or something π
@vale halo it was borked a few hours ago but now it seems to be alright
what pages are you getting trouble with ?
yeah that one is down for me
no redirects from old docs π¦
Unreal Engine. Voted Best Game Engine time and again. The engine of choice for Gears of War, Infinity Blade, and more big titles.
Search won't work & the thing is impossible to navigate
Like quite literally π€¦
One step forward, two steps back π€¦.....I hope this won't be the same as the Forums
this worked for me though: https://www.unrealengine.com/bing-search?keyword=SListView
Unreal Engine. Voted Best Game Engine time and again. The engine of choice for Gears of War, Infinity Blade, and more big titles.
bing search?! π€¦
no it actually didn't
Yep, it's broken too π
yeah links are still broken
Guess I'll use github
But even if it's just the links, the old system wasn't perfect, but at least I can find stuff/have hierarchies/etc.
This filter system/etc. 100% isn't working
A ListView widget observes an array of data items and creates visual representations of these items.
Got it.....but only because I literally had to go to Github/the source & try and find exactly where it should be
Might be related to being on the api. subdomain?
But then that 404s on the root domain π€ http://api.unrealengine.com/
Okay, so for those broken c++ links change docs. into api. and it should work π
(eg. https://docs.unrealengine.com/INT/API/Runtime/Slate/Widgets/Views/SListView/ (for example a google result) -> https://api.unrealengine.com/INT/API/Runtime/Slate/Widgets/Views/SListView/)
docs are fscked atm :/
@turbid jewel Source code is the only docs you need π
I think the help that I need right now is to use git - I might have just lost my entire project
How did Git lose your project?
it didn't - I didn't have it on source control
yup :/
π
Epic really needs to have some kind of warning in the editor
That SC isnt active?
Yeah
is it just me that's having trouble creating new cpp files?
every time I do, the editor crashes when it tries to compile
Programmers have the source control culture so it's obvious for us to create a new repo for a new project
Artists and amateur devs don't
Good point
Doesn't help that there isn't a great free VCS that's not actively hostile to artists
well, as an amateur dev I think I may have just learnt my lesson
Thats how it goes @granite sky
wtf
@cloud cobalt I dont think SC is hostile inside the editor.
Using it outside the editor maybe an different story.
I've mostly been using bitbucket's client
sourcetree
really need to learn the cmd though
Grab Perforce, its free for up to 5 users.
oh, I have heard of that
Check the #source-control channel, there are some good tutorials pinned in that channel.
thanks, I'll take a look
lemme see if I can salvage this first
I didn't have a lot of stuff, but I'd rather not have to make it all again -.-
fsck yesssss
all is well in the world
uploading to git right now, I aint making that mistake twice lol
https://i.gyazo.com/abba9e0f73262c5ca9b114d4c286cb24.png
<_< I guess i should take it as a compliment? XD
wow. Does he just made fun of you? Being compared to Cryzen is like the sadest thing in my book.
ikr
He's the most overrated wannabe ever π
and friends with that bones guy
poor luos here get a hug π
the omg look how i ported a snes character into ue4 kite demo get 100000m views and a devgrant guy
looks like some kind of streamer or something
multiple is an understatement hehe
π
i cant find tutorials for a racing game using accelerometer 
i mean.... who would buy this?
look at that face
wtf is that
it's so front heavy lol
these guys are on a tear
on the other hand, this Jonathon Frederick guy is one talented SOB
I am having so many issues with UE crashing tonight >:C
specifically, crashing on launch
can't even open my project right now
your c: got enough space?
it makes alot of temp files and it will spit the dummy if you're running out of space
hey guys! thks for the help yesterday π
i have one quick question about duplicate meshs. is there any shortcut or tool to to do multiple duplication of a mesh , like 10 in that direction with the same space between the 1 and 2 (in max there is the Arry tool)
?
i didnt find it mabe because it has an other name
@sacred dune make your own with blutility π
hey @languid shard how you doing ?
o7
i can create such tool b blueprints ?
yep
so you create the tools you need directly inside ? thats why i don t find many tools ?
can a bluprint bend a mesh ?
well you can't bend a mesh with blueprints
you could do it with a material offsetting vertices or pixels
amazing
you can also use spline meshes
so no tools to duplicate many times rapidly , except making one in Blue
whats thats ?
meshes following a spline
to make roads, railworks, cables
you can make an array tool quite fast with blueprints
so cool!!!
with a bunch of loops spawning a mesh actor every X row on every Y column
stuff like this
you made this now ???
a few days ago
stairs to cloud city
nice!
instanced meshes
that's kinda the whole point of blueprints and scripting in general
Does anyone have any good resources on making a Grid-Based inventory system in BP's?
Think Diablo style or Path of Exile or a more recent game Escape from Tarkov.
Or even in C++
Seems there is a lacking amount of resources out there
I don't think there's much in the way of reading material, no
but I don't think it would be that hard to work it out for yourself
in other news, I found another bug
bit of UMG stuff
today I discovered that if you have a DateTime and subtract an identical DateTime, the Timespan that comes out is complete garbage
Now - Last = Diff
the two DateTimes are identical, but the diff is complete nonsense
or to put it another way, Time Now - Time Now = 736,761 days, 14 hours, 9 minutes, 8 seconds, 682 milliseconds
hey guys, where can i supply some ue4 editor bugs the best way?
Without a regular supply of bugs, what will QA do all day?
He's just looking out for their job security
guys, i mean, i found some bugs, and want to send it to epic
sorry for my wierd language:)
Answerhub is the intended place to send them
Thanks for reporting a bug with the Unreal Engine 4. Here you will find information on how to submit a report and what you can expect afterwards.
@wary wave not anymore, they use another platform for that nowadays
yeah the report form
fair enough
Be sure they're real bugs, too
@dim merlin In my experience most "UE bugs" reported aren't really bugs
Blueprint project ?
After switching to Unreal studio I'm getting packaging failures with message "PackagingResults: Error: Visual Studio 2015 must be installed in order to build this target."
so for studio I have to install an outdated IDE in order to package the projects?
You can't even download VS2015 from the VS product site any more
are you working with 2017 ? @serene nest
I wasn't working with anything before. 2017 is installed. Not sure what changed between UE4 and Studio
shouldn't have changed anything
I'll try to build on my end and see if it changed stuff
all I wanted was a working VR demo for this show!!! ARRRRRGGGHHHH!!!!
how can a rotate a texture on a static mesh correctly?
this just stretches it as it rotates
Oh nice in PhAT editor there is actually a help text which shows you what the combination for editing is .. always forgetting this one
@spare steeple how much do you want to rotate?
have any of you guys tried playing a .wav file from a url inside of ue4?
yeah, i was being facetious
I mean, I'll get used to them, just like we got used to the forums
Am I just being really dense here? I add a sphere to the default level, make it moveable, enable physics sim, and the sphere doesnt simulate...
But, I don't like it so far because I can't tell how old the docs are by engine version anymore (some pages still seem to have the old code in there though)
My RPC page looks cooler tho
Has some new things in there
Makes me want to go through every docs page to see what's new and not π
Wonder if they still have the new/updated page
@safe rose tags exist, you could use them in search filter
tags?
Can I tag pages myself?
Oh, you must mean the search
I do like the new search bar
Even though it's ugly
context sensitive searching is always a plus
@safe rose i hope so...there're different roles with different access levels, maybe Epic provide access for that in future
I wonder if they are taking my suggestion about community docs (curated by doc team)
I've asked Jeff Wilson about it
@pure depot did you turn on gravity and physics on the object itself?
The only issue I can see with the docs now is the uber search is gone unless it's hidden somewhere. no more searching multiple sites.
@grim ore This?
yeah that one, where is it at now lol?
well, it was always π

