#ue4-general

1 messages Ā· Page 314 of 1

plush yew
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Makes gamedev really hard when your BT headset dies and you haven't saved your changes in a while.

grim ore
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That's a trippy one but I bet it's due to the audio source changing which UE4 does not seem to like

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I know I can't start most UE4 games with my speakers then swap to the headphones in game

unreal spoke
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What's the best format for videos in ue4? If not the "best" at least some guidelines would work for us. mp4? wmv?

smoky stream
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im pretty sure mp4 will work

grim ore
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For the best compatibility and performance, it is recommended to use H.264 encoded MP4 (.mp4) container files.

smoky stream
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hey i was right

foggy chasm
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I am facing some issue with UWP-UE4 development. Is there anyone who has worked on platform!
Issue: Integration of Xbox-live into UWP application!

queen arch
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Anyone has any tutorials on how to use Blueprint Interfaces to get a return value from the receiver class?

grim ore
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Shouldn't be anything special as long as the Interface Function has some return values it should return them when the function finishes executing

fickle relic
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Hey there, I don't want to annoy anyone, but someone has a fatal error playing a gane and I'd like to know what causes and fixes it.
Where do I ask or look for an answer?

grim ore
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If it's a packaged game like fortnite or ark then you would need to go to the support forums. If it's a game of yours check the crash logs

fickle relic
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Edit: nvm

grim ore
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c plus plus file, funcom should have support forums on their own website

fickle relic
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Yea nvm I came from there for the guy because he'd already searched the web šŸ˜‰
I thought UE like some game plugins might have a FAQ or something that it is maybe-maybe in.

grim ore
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yeah we wouldn't be much help in here as they are using their own branch of the engine

fickle relic
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Okay.

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I'll just leave it then. I just like to help 😃

unreal spoke
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@smoky stream , @grim ore Thanks

eager anvil
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hi everyone, trying to get better at lighting and i was wondering what is the best tutorial out there that explains the basics of lighting and its ue4 tools?

grim ore
eager anvil
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i think this is what I'm looking for, really appreciate it thanks!!

robust cedar
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tries to make a black hole without blueprints
cries

plush yew
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cant you just use a material?

silent lintel
lunar sluice
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how to fix must double click on button?(Post to PHP by Varest plugin)

dim merlin
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Hi, anyone knows why hierarchical instanced static meshes might not create navmesh blocks in the editor?

somber crown
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Hi guys, is there a way to copy a material onto another mesh but not have them linked? Changing one's properties should not affect the other

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in c++

steel shuttle
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hello. i don't know which channel should i ask this problem. what exactly happen. i launch the packaged game and crashed

cloud cobalt
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@steel shuttle You need to debug it

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Launch the packaged game through Visual Studio, wait for it to crash, and use the .pdb file the build generated to get the call stack

steel shuttle
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@cloud cobalt is it because of the memory?

cloud cobalt
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Well, technically, this is C++ code calling code on a destroyed, non-existing or otherwise invalid object

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But you won't know a,ything about it before you debug and get the actual symbols

glacial arch
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Hey there boys. Might've asked this before but I don't recall now.

Recently started streaming as a means to pay for my new meds - and since I'm doing this seriously now I really wanna put my all into it. I have some animation experience and I wanted to look into possibly creating a 3D avatar as a gimmick for the channel. This would mean creating an Unreal-based application since it's what I got most experience with.

The biggest hurdle is the fact that while I did do some mocap before, I have no idea how I would go about doing a live 1:1 mocap onto a rig imported into Unreal. Do you guys know of any handy plugins out there that I can use for free? Maybe some of you worked with mocap in Unreal before and can point me in the right direction?

pallid compass
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U got a few thousand $$ for a mo cap suit?

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Also if u want money for meds u picked a stupid af thing to try and make money on

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Streaming but streaming game dev, 0 money in that

fierce tulip
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facerig + pay someone to make custom avatar > done.

glacial arch
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@fierce tulip I wanna roll my own shit because Facerig kinda sucks tbh I tried it.

@pallid compass I'm also doing adult animation on Patreon now so I'm just using all the free time I got to make money while not losing my mind. Streaming is just a part of that cuz I play Overwatch a lot and I wanna turn it into a not-waste-of-time

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Like, I do a lot of stuff. Streaming is just a way for me to monetize things I enjoy and also limit those things to a scheduled time slot so I don't procrastinate too much šŸ™ƒ

fierce tulip
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well one thing for sure, some of the adult anim people on patreon make ffin bank

frank escarp
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( ͔° ĶœŹ– ͔°)

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but patreon is banning them

glacial arch
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nope

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I checked with a few people who do it, apparently they just tucked it further into the platform so it's not as blatantly there

frank escarp
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its a similar concept to japanese doujins, where people make hentai of popular characters and sell it XD

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and legally, wich is even funnier

glacial arch
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also some rules against violence and rapey shit

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@frank escarp I think it's a bit different to japanese doujins. The whole thing about Patreon is that it provides a loophole. You're not selling copyrighted porn, you're just letting your donators see what you're up to

fierce tulip
glacial arch
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@fierce tulip it's a slight tangent, the main topic is still that I'm looking for a way to build real-time mocap into an Unreal-based app

frank escarp
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what a loophole lol

fierce tulip
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I think @ashen brook dabbled in mocap related stuff, but afaik its hard and expensive

glacial arch
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@fierce tulip Thanks for pointing me in his direction!

@ashen brook wanna share your expertise?

fierce tulip
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he is busy as hell atm, so might take a while before he replies

glacial arch
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yeah that's ok. It's not an urgent thing

static viper
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luos is never busy

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he always replies

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except to me.

fierce tulip
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shhh

static viper
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._.

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are you using patreon now or not?

tawdry storm
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man I read that as "I think @ Jan Kaluza dabbed" and got a heartattack for a second

static viper
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stop ig noring me!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

glacial arch
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I'm currently working on a flagship animation of sorts. Safe for work, just a way to like flex animation quality a little and catch some eyes. SFW cuz I get to toss it on Reddit for attention

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@static viper

iron wadi
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I need to reset multiple actor's components to blueprint

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is there easy mass way to do that?

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the actor's share the blueprint class and components

fierce tulip
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there are a few adult sims4 anim creators who make around 1200-2000 dollar/month

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makes me almost regret not paying attention during animation classes

static viper
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luos patreon?

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šŸ˜›

fierce tulip
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i have it, havent touched it much recently

static viper
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can i see pls

glacial arch
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@fierce tulip Yeah my girlfriend showed me those. I had no idea that Sims had enough of a fanbase to really capitalize on that

fierce tulip
iron wadi
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yet still no proper adult game in ue

tawdry storm
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man this is the weirdest thing I read all day, adult animations for sims4? wtf is wrong with some people 🤣

wary wave
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Heh, the Sims has a colossal fan base

glacial arch
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@fierce tulip animation really isn't something that you cannot learn by yourself. Just like, look at shit and read up on the fundamentals

tawdry storm
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oh wait, you're the dude that did the 1 particle effect per day thingy?

wary wave
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Who are already very familiar with being fleeced for minimal content :p

glacial arch
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theres a blind spot of techniques that are commonly used but not commonly talked about, like moving holds etc.

fierce tulip
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yea, thing is I use max, sims only accepts blend files. not gonna happen

glacial arch
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Blender is free tho

fierce tulip
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or at least the custom tool for the animations does, and its creator doesnt want to make a max version because "nobody in the community has the money for it" so he rather sees quantity over quality.

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ĀÆ_(惄)_/ĀÆ

glacial arch
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Max does not guarantee quality by itself

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honestly owning max is purely QOL

fierce tulip
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no but the people who want to animate probably have more expertise than 90% of the people making the animations for sims in blender

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most of em are horrible

static viper
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thanks luos

glacial arch
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Blender is a perfectly valid tool for animation, just sayin. Max is an industry standard because it's very versatile but for simple animation you honestly dont need it

iron wadi
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i use blender for quickly editing models for tests and prototypes

fierce tulip
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thats not my point dude, my point is that its mainly experienced maya/max users who want the tool to work for them, which would skyrocket the sims animation quality, since only a handful people making anims in blender for sims know what they are doing

iron wadi
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our graphics and animators are always raging at me for not using max tho

tawdry storm
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The difference is that people that use max usually are way better at doing animations than the hordes of people that do crappy animations because they don't care to improve

iron wadi
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like I need max to delete bones and shit

glacial arch
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I think any halfway competent animator who wanted to work with Sims would just learn how to use Blender which is not that different as far as workflow is concerned

tawdry storm
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and all of that just because people want to see polygon sex 🤦

teal tulip
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@fierce tulip what is the patreon royaltie ? or you can't say

fierce tulip
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i have zero clue

teal tulip
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You don't know how much cut they take from that income you have ?

fierce tulip
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i make a few bucks every month with it, since I have zero time to make tuts atm

glacial arch
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@tawdry storm perfectly valid reason - it's not less valid than any other kind of entertainment

frank escarp
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Blender is first and foremost designed as an animation tool

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the projects the blender foundation does to stress test blender are allways CG movies

glacial arch
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@frank escarp and it has every single tool that an animator needs. Relax, push, breakdown etc.

frank escarp
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does have some issues with layering i think

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and of course, export is a fucking disaster

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they are going to rework the animation systems for 2.81

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after 2.8 with the viewport and stuff is finished, they will focus on having the best animation tools

glacial arch
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Oh god don't even talk to me about exporting

frank escarp
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by taking a bunch of professional animators (pixar level), not only from blender users, and implement the features they want and need

glacial arch
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@frank escarp they should focus on getting their shit to play nice with commonly used game engines

frank escarp
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not going to happen

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FBX

glacial arch
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exporting to Unreal is a nightmare

frank escarp
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thats by design

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one of the reasons autodesk created FBX

teal tulip
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@fierce tulip is 5% per payment of each user + fee of each web like paypal etc so like a 10%

frank escarp
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@glacial arch it will keep being shit until unreal finishes the GLTF importer

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then it should work better

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FBX just cant work

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by design

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becouse autodesk uses fbx specifically to fuck with blender

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and with other 3rd party software

glacial arch
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wew lad

frank escarp
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FBX is 100% a monopoly power grab

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to use FBX, you need to use the FBX Sdk, wich is not fully featured

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so 3rd party suites cant really have the best export/import with FBX

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and if you dont use the FBX sdk, autodesk changes the format yearly specifically to avoid that

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becouse autodesk FBX sdk comes with a bullshit license

glacial arch
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dealing with export/import of animations and models from blender to Unreal makes me compulsively suicidal

frank escarp
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with great stuff such as "if you implement the fbx sdk, you need to give user data to autodesk when autodesk asks it"

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and "if sometime autodesk gets tired, you get fucked and remove the sdk or get lawsuited"

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wich is why blender runs their own custom reverse-engineered FBX

fierce tulip
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<_< getting moar and more offtopic

teal tulip
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4.21 still Epic don't looks like will finish it

silver crown
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hehe Luos

glacial arch
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@fierce tulip how is exporting models from Blender into FBX offtopic?

teal tulip
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they added it on 4.19 or that and keep it without finish like they usually do

fierce tulip
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because its ue4 only

glacial arch
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this is Unreal chat

fierce tulip
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exactly

glacial arch
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yeah and FBX is what UE4 uses

teal tulip
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we are talkinbg about UE4 things luos

glacial arch
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primarily

fierce tulip
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doesnt matter

teal tulip
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someone of you even know a way you can get the UE4 animations on Blender ?

frank escarp
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its not possible to do @teal tulip

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FBX on blender doestn import animations

teal tulip
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and how you use the mocap and that ?

glacial arch
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@fierce tulip respectfully, how does it not matter? It's directly related to UE4

frank escarp
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becouse mocap isnt on FBX

teal tulip
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what comes in ?

cloud cobalt
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@frank escarp I use Blender FBX to import animations

frank escarp
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how?

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apart from the 100% broken rig

cloud cobalt
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Works fine here.

fierce tulip
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because while its fbx related, the topic discussed wasnt

teal tulip
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tell us the secret @cloud cobalt

frank escarp
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just commenting that is impossible to make blender work great on UE4 unless UE4 gets an FBX alternative

cloud cobalt
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The only non-default-settings thing I do is 0.01 scale on Blender export

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It's default Blender with no plugin, default UE4

frank escarp
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but epic games uses maya, and maya has great fbx couse its a first party autodesk software

cloud cobalt
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🤷

frank escarp
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so of course they care little

glacial arch
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i dunno man conversations tend to go on tangents and then go back on track

frank escarp
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they do care a bit, Epic games has funded the blender fbx dev

glacial arch
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its how people talk

frank escarp
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who was about to quit

fierce tulip
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yes, and offtopic goes into #offtopic

glacial arch
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i don't know who's gonna bother going back and forth between channels like that. It's just annoying. If I had to dance between channels like that I would just not bother talking at all

teal tulip
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@frank escarp that isn't true at all, as FBX was before the donation from what i know

fierce tulip
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then dont šŸ˜‰

teal tulip
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nobody of you actually told me how import the animations after all

wary wave
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You can't restrain me!

cloud cobalt
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Import the FBX

teal tulip
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@frank escarp how you do it ?

glacial arch
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ok mein fuhrer

wary wave
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riots

cloud cobalt
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Just import the FBX, really, it works fine for me

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The "import animation" box is probably unchecked by default

teal tulip
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what about the scales ?

oak linden
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Don't mean to sound like an ass, but like, the question regarded the importation of things into Unreal

teal tulip
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I changed blender x100 scale to m

oak linden
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The warning feels a bit nitpicky

teal tulip
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all the bones come always broken to me, if you import from UE4

fierce tulip
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it wasnt a warning, i was just stating it was getting more and more offtopic

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if anything I could give a warning/infraction for that hitler remark

cloud cobalt
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@teal tulip I don't have scale issues. Export at 0.01 scale, import at 1 scale, bones are working OK for me

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I've been doing this for years

teal tulip
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you must bt ethe only person in the world that works, cause if you import in UE4 with the default scale then is broken

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and if you import into Blender from UE4 all the bones aim other direction šŸ¤”

cloud cobalt
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Have never imported from UE4

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Just design your thing in Blender, export at 0.01, works

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No issues

teal tulip
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well that is what we was talking at the first when you came

glacial arch
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@fierce tulip I just don't like when mods micromanage conversation. It's creepy and uncomfortable.

teal tulip
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import from UE4

frank escarp
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@cloud cobalt ive had so many problems

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that i run the models through houdini first

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specially for rigs

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so i bring the model from blender into houdini, rig it to Mannequin there, and then export it

cloud cobalt
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I have never attempted that whatsoever, just saying exporting from Blender works fine provided you respect the rule that Blender does meters, UE4 does centimeters

teal tulip
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the whole topic my friend was import the animations on Blender that you bought 🤦 and you said it worked fine for you

frank escarp
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are you sure your physics assets dont get 100% fucked?

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becouse the bone scale also gets scaled, and its one of the biggest issues

fierce tulip
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no discussing moderation, if you dont like it. take it up in private.

cloud cobalt
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Bones work fine for me

glacial arch
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im not discussing moderation, im explaining my reaction

teal tulip
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yeah i got the problem you named @frank escarp

cloud cobalt
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Who wants a sample Blender file to test ?

fierce tulip
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previous blender animator I worked with got his stuff into ue4 easily

teal tulip
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that isn't the point, was about import animations into the 3D tool, you can't use animations then there is nothing to do

cloud cobalt
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Sure, I'm just saying the Blender to UE4 workflow works perfectly for me

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The opposite might not be true

teal tulip
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I have to scale Blender to get proper import on UE4 that is what I have to did after many tests

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Epic even changed the import code to hack it

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just when came from Blender

cloud cobalt
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Yes, I have to scale iot too at export - 0.01, since Blender uses meters, UE4 centtimeters

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Then 1 at import in UE4

frank escarp
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it also depends on blender version and unreal version

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ive never been able to get the perfect settings that dont fuck things up

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like addign the Armature bone...

cloud cobalt
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I have used all versions for both in the last 4 years

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🤷

teal tulip
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well

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Blender don't uses meters

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you changed it

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Blender uses the Blender unit, so you scaled the whole Blender

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oh lord

cloud cobalt
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Okay

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Blender uses Blender units that basically are meters

glacial arch
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@teal tulip afaik its a common practice

cloud cobalt
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Set the Blender export scale at 0.01 and it works

glacial arch
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I remember having to switch scales and axis when working for UE4

cloud cobalt
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Done

frank escarp
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my issue with the scaling is that then the bone scales are weird

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or the animations

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so i was never really able to get it working properly

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speically if i wanted it to be compatible with mannequin

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and retargetting

teal tulip
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So yeah its like him invented the whole conversation: Came as sais you can import into Blender animations
Then says him don't import animations
Come and says don't scale nothing
Now says have Blender in meters

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30min lost talking about the air

glacial arch
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šŸ¤” excuse me sir are you ok

cloud cobalt
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What I said and keep saying is : Blender to UE4 works perfectly flawlessly with a 0.01 export scale in Blender

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People keep saying that doesn't work

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But it does

teal tulip
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not sure if you get anything from the conversation or even read the lines at all

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and tbh anyone can read the old topic that we was talking about

fierce tulip
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thing is @cloud cobalt people fall over a lot of hurdles they dont have with max/maya for some reason. I think people would actually appreciate a tut on how to set blender up and eventually prepare for export/import

glacial arch
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might wanna change your tone big guy

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@teal tulip i don't think you're gonna get an answer from people if you give em sass like that

frank escarp
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@cloud cobalt make a guide please

teal tulip
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@glacial arch I have any tone, other than the one you imagine on your brain, as this is a text chat

frank escarp
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getting the correct settings is near impossible to do for most people

cloud cobalt
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A guide on what now ?

frank escarp
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would like to see the exact settings to get animations to export properly to unreal

cloud cobalt
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Importing in Blender, UE4 ?

frank escarp
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yes

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nono, ue4

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blender to ue4

cloud cobalt
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Install Blender, export FBX at 0.01, import in UE4

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That's your guide

fierce tulip
cloud cobalt
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It really is that simple 🤷

teal tulip
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You're giving the guide wrong.
Install Blender, change scale to meters

cloud cobalt
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No

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You don't have to change anything

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I literally never said that at all

teal tulip
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then the scale by what you say could be 0.00001

cloud cobalt
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No, it's 0.01

teal tulip
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but clear is not as you have meters and you named it before

frank escarp
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there are way many other settings

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wich are your specific settings?

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becouse there are a ton of them

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and the default one does things like add extra bones randomly

vale silo
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I have no issues with Blender FBX as long as I model in 1:1 scale

frank escarp
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ive tried many times to rig a mannequin skeleton in blender, and have it compatible, and i have never had it working

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no matter the settings

cloud cobalt
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So do you want a test file that just works ?

frank escarp
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nor any way to make animations that are compatible with the mannequin

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yes

cloud cobalt
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I don' tuse the mnnequin either

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But my animation work just fine

teal tulip
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haha

vale silo
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I animate in Akeytsu

teal tulip
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well I'm out this is like a joke

frank escarp
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well that simplifies things so much

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@vale silo now that you have used it a bit, how is it?

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i was very interested on that

cloud cobalt
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I'm out too, this is mindblowing

vale silo
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Akeytsu is cool

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V2 that is scheduled for mid 2019 should be even better

frank escarp
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nvida dropped the opengl and vulkan extensions for turing

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including the stuff to use raytracing from vulkan

vale silo
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It's a bit quirky, but at some point I wanted to go back with Blender and I just couldn't. While Blender has more powerful features, it's a pain in the ads to rig, weight and even animate in some cases.

frank escarp
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@vale silo with that, the pipeline could look like

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blender model/asset/etc

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houdini for bone and rigging

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and then akyetsu for animation

vale silo
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Lol, your pipeline looks inefficient

frank escarp
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(btw the houdini tools for bone weighting are godlike)

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and allows me to effectively skin modular characters or variations

vale silo
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Currently I don't even touch Blender because I use Marketplace assets

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Otherwise it would be Blender to model, Akeytsu to rig/weight/animate/export

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Check Akeytsu tutorial for skinning - almost a few clicks process.

frank escarp
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the main thing i like of houdini skinning

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is that the autoskinner is god tier and gets you 95% of the way there

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and then, for the rest, you do it as procedural nodes

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non-destructive

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so iterating for the bone painting is very easy

vale silo
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Like I said, Akeytsu has awesome skinning tools

teal tulip
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@frank escarp @cloud cobalt Vblanco comes and tell me can't import Blender animations on Blender, you came and say yeah <while you didn't get it atr all as we was talking about BLENDER IMPORT not UE4 IMPORT then you say the Blender come in meters and actually come on Blender units equal none options> chat resume

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so that was the awesome infinite loop conversation

frank escarp
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i was wrong on the animations

cloud cobalt
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I'm not here

frank escarp
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what you cant do easily, is import an animation, edit it, and export it back

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becouse the bone formats change

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and that basically trashes the animation

teal tulip
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yeah well that is another point

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Plus blender changed

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Last version units is picked that way

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that is jus the 2.79

cloud cobalt
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Never saw that in my life

teal tulip
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well the image I posted is the one every tutorial Epic and every person on earth have to do to switch Blender to meters

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cause Blender don't come in meters

cloud cobalt
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Don't know anything about that

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At least my anims work though

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Enjoy your day

teal tulip
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rolf

frank escarp
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@cloud cobalt can you uplload a test file with your settings, it could really help people

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to know an example of how to export anims to unreal without much issues

teal tulip
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static meshes work fine on default scales

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animated ones yes, but no on preview or collision generation

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and you can see here from a Blog of the last year how the Unturned guy changed the UE4 Epic hack to import from Blender

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they added back the 4.15 or that

cloud cobalt
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That what you were talking about ? Never saw this

teal tulip
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that is only on the 2.79, older one looked the the other pick

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but yeah is that

cloud cobalt
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Never used that

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Works fine though

teal tulip
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do you generate the collisions of the animations ?

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the only problem I had was at lets say generate the collision or physics asset of the model that is an skeletalh mesh

#

or at move the bones in the skeletal mesh viewport of UE4

#

if you try to rotate them

#

rotates like if was scales 0.001

#

if Blender export isn't on metric

cloud cobalt
#

I haven't played with collision recently but the bones rotate perfectly fine

#

I did use that last week

frank escarp
#

its very common to have the bones badly scaled in unreal, and that makes ragdolls essentially completely broken

teal tulip
#

But I don't mean while on game or animation preview, but manually rotate each bone on the skeletalh mesh preview šŸ¤”

#

idk used to happen to me, probably they fixed it

#

in other hand still the problem of import to Blender the bones and animations

#

a real pain, the 2.8 by the way set all units by default to meters and other things, so probably the exports will change another time

#

other than that see you later

cloud cobalt
#

@teal tulip You keep being annoying here - I do mean manually rotate each bone on the skeletalh mesh preview

#

That works

#

So yes that does work thank you and no I don't have any weird setting

teal tulip
#

and by the way make yourself a preset on export FBX that way you can export in on one click rather than change the unit export to 0.001 all the time @cloud cobalt

#

like tha

#

I use that

cloud cobalt
#

I have that too

teal tulip
#

šŸ‘Œ nice then

cloud cobalt
#

I have been doing Blender to Unreal since before UDK

vale silo
#

It's 0.01, not 0.001

teal tulip
#

me bad

vale silo
#

Why would anyone want to import anims into blender?

cloud cobalt
#

Probably to ensure the rigging works well on shared anims

teal tulip
#

idk animate the mocap you bought and adjust to to a custom skeleton

#

the unturned guy seems like dropped Blender and moved to maya

tiny stirrup
#

Hey guys. Thought i'd drop my message in here since the Unreal forums moderation queue seems to have eaten my post there! Just wondered if anyone else is experiencing an issue where when they destroy an actor, it remains in the World Outliner as a "Deleted Actor" during runtime. Is this even an issue or a feature? I know they were trying to fix it in 4.7, so i'm assuming it's the former...

slender horizon
#

how can i use blender to make a spider man shoot web ?

#

is it possible ?

vale silo
#

@teal tulip Use anim retargeting and you don't have to worry about a thing

teal tulip
#

yeah but you can't edit the animations

slender horizon
#

so is possible ?

teal tulip
#

nope from what I know

slender horizon
#

ok

vale silo
#

@teal tulip why would you want to edit anims? Make new ones instead

plush yew
#

Can anyone help me make with my low-poly water?

#

I'm already done with most of it but i want the edges to kind of foam up or whatever

#

and i want the stuff below the water to kind of fade with distance

digital anchor
#

sounds like a shader setup

plush yew
#

Thanks :)

teal tulip
#

@vale silo that is liek say why would you want edit models, textures or sounds, make new one from ground

vale silo
#

that's the idea @teal tulip

#

make additional anims and retarget those to existing character

#

I don't see how you can edit existing anims

#

for once, existing anims are already solid - no need to "improve" them

grim ore
#

since animation was brought up, got a general question. Ignoring the basics of animation, what is what and how you hook up what in UE4, what more intermediate tasks have you seen people frequently ask for help with? for example blending top and bottom anims so the top can rotate while the bottom still runs for example, rotating a beck bone for a look at function, stuff like that.

vale silo
#

@grim ore Well, since player's anims are covered by Epic in droves, I'd say animations for AI is what I find difficult to setup

#

and I don't mean just basic stuff like moving forward and jumping.. I mean having several idles/pains, turning around, turning to face target, backpedalling, going from idle to other states, directional movement like player's, etc.

#

and that's just on the animations side

#

also: IK legs, mixing anims with procedural anims (e.g. Ai idles, player passes by, Ai turns head, then body, then does full body turn to face playes, then either turns back or follows player), aim offset

grim ore
#

so what makes the AI animations different from player animations?

tawdry raptor
#

can we automate prefabs?

#

I created a prefab of a hospital and was wondering if I could still open doors

grim ore
#

how did you create this prefab? is it a blueprint with components or a static mesh?

tawdry raptor
#

I highlight all meshes and then go to Blueprints and crate a blueprint

#

and it makes them all 1 mesh but I can still move the parts around

grim ore
#

is it all 1 mesh in the blueprint or multiple static mesh components?

tawdry raptor
#

prefabs helped me make my vents 2 sides

#

im surprised nobody even mentioned I could do that

grim ore
#

well it's just making a blueprint from what I can see unless I missed something

weary pebble
#

anyone German ?

vale silo
#

@grim ore the animation as an asset is no different. The difference is in what drives those anims and state changes. With player input come from .. player's input. It's pretty straight forward and all cases are accounted for beforehand. With AI, there are a lot more inputs and a lot of them kinda hard to define (at least for me; maybe because I am just starting with AI).

grim ore
#

yeah so it's less about the animation system itself and more having to set up the AI to drive it

#

gotcha I will add that one to my list since I have seen stuff like the rotating in place animations being an issue

plush yew
#

I'm finally back

midnight mantle
latent moth
#

All, this may sound really weird, but sometimes my grenades just disappear in the landscape...? Could it be that it's an object that is too small...? It's completely random (at least, I could not find a pattern)

vale silo
#

@grim ore perhaps, but it's still about about animation FSM too and how to set it up efficiently, so that there are no issues transitioning from state to state (or using montages and blending) and proper way to set up conditions from transitioning.

plush yew
#

Hi

#

Where can I ask for help?

#

I have a very stupid question but forum posts dont go into enough detail for me to figure out.

pallid compass
#

well theres tons of help channels down the side

#

take your pick for what seams right

plush yew
#

Where?

#

I see channels about specific topics

#

but I cant see any help ones

manic pawn
#

they are all help channels

static viper
#

oh they are almost all help ones

plush yew
#

ooh.

static viper
#

then just post the question :3

#

someone will grab it

ruby folio
#

I've been thinking about starting a dev blog of my work on one of my projects.
Do it on the unreal forums? Or should I make my own blog?
I think writing a blog of what I have been upto will help keep me on track, but as with everything, too many choices stops me from doing anything.
Any suggestions?

grim ore
#

do it on your own site or you can do it in the work in progress stuff on the forums or you can do it on both? I don't know if it's against the rules on the forums but a snippet on the forums pointing to the full post on the blog perhaps.

ruby folio
#

Do people use twitter as a blog?

paper kernel
#

twitter is a "microblog"

ruby folio
#

I could always set up my own wordpress for it, but thats £££

#

May just use the forums for now

grim ore
#

I was using an amazon EC2 micro instance for a free blog personally. installed ghost for the blogging software and free for a year

#

and if your super cheap you just backup your blog and restore it on a new instance after a year lol... I might have done that

dark depot
#

yeah and there are free bog sites quite a few people us if you dont want to spend money

grim ore
light thunder
#

Is there a trick to being able to visualize an imported mesh? right now it only shows me changes AFTER the fact?

grim sinew
#

You should really be importing stuff at a neutral rotation and rotating it in the world after the fact

#

Same with translation.

#

That's why it's not doing that for you. Those changes there are baked in, it's not how you're expected to use it.

light thunder
#

I know, this was a quick model that I didn't bother to even open in Maya...i was just wondering if it could do it after the fact - it lets me rotate the collision and I was hoping I could copy those translations and rotations over but they didnt' appear to be relative....

grim sinew
#

Step 1: Reset all of that to default (except scale, get scale correct). Step 2: Translate/rotate the mesh in the scene directly, using the regular tools.

dusty cape
#

Anyone know why BC7 compression still shows textures as being saved in DXT1?

grim sinew
#

Are you not using DX11?

dusty cape
#

i am

grim sinew
#

Oh wait you said BC7 not BC5

dusty cape
#

checked, my machine is dx11. targeted RHIs only set to DX11

grim sinew
#

I think BC7 is broken

dusty cape
#

still?

grim sinew
#

Never fixed

dusty cape
#

its been broken for like 3 years

grim sinew
#

And it will stay broken for the foreseeable future since Epic doesn't need it right now with Fortnite šŸ˜›

gleaming sandal
#

Can i use this chat for help? Or is there a designated chat

grim sinew
#

Put it in the most relevant channel, do not post the same question in multiple channels.

dusty cape
#

@grim sinew i re-opened the project and the texture IS BC7 now. funny guess it works after you close

#

its half the size of the DXT1 too

grim sinew
#

That's... weird

#

Still sounds broken to me

slender horizon
#

unreal engine can make the spider man web ?

manic pawn
plush yew
#

unreal engine can make cryengine?

manic pawn
#

šŸ¤” šŸ¤”

vale silo
#

it can make cry engine cry šŸ˜›

fierce tulip
#

talking about a new contract with client, told him its fine if he pays me in exposure.
he laughed, I laughed, people where triggered

ashen brook
#

@glacial arch hey, hi, I'm here now, what's up?

#

only realtime live mocap thing I did was with the Kinect v2 on PC. We had someone on the team write a custom plugin because all the ones out there are pretty shit. Afaik if your hardware/SDK/driver has the API you can just integrate whatever you need into UE with a bit of C++

#

what are you trying to do?

glacial arch
#

I wanted to set up a character to use as a channel gimmick, since I recently started doing the whole Twitch thing. Pretty much all I need is to be able to track my face and catch relevant values on the UE4 side of things to animate the character and just pick it up from there.

#

Any idea if there are existing plugins for this sorta thing for UE4? I'm sorta feeling out the subject to minimize the amount of prepwork required, you know?

#

I know C++ and have a bunch of animation experience so I thought why not? If I'm gonna do this whole streaming thing I might as well have my own unique thing going.

ashen brook
#

hmm

#

the kinect does full body, but not face

#

I know there are a few face things out there

#

no idea about UE integration

#

(also the kinect deserves to die, I hate that device. But it works)

glacial arch
#

@ashen brook Even if the plugins aren't too great I reckon I shouldn't have trouble retooling them since I'm not distributing this. I just need to make it work in a single case, for me. I think Kinect is a bit overkill given that I really just need face capture.

#

once I get that working I thought I might get a few accelerometer things online and rig a suit for arm/head movement but that's feature creep for another day 😃

ashen brook
#

hehe

#

sounds fun!

glacial arch
#

yeah! It's in the realm of reality, I think, and sounds fun enough to be a good draw to the channel.

ashen brook
#

go for it 😃

glacial arch
#

While you were iterating on your Kinect thing, did you come across any plugins I might wanna look at?

#

If push comes to shove I'll try and find something more generalized but if there's something already made to kinda work with UE4 I'd rather take that as a starting point.

ashen brook
#

hmm, nothing public. As I said, we ended up rolling our own because what's out there was all a bit... lacking

#

there's one that's not bad, but they have ridiculous licensing and cost

#

and there's a free one that's a bit shit

glacial arch
#

the latter would be interesting to look at. Do you remember what it's called?

ashen brook
#

should be easy to google

#

kinect plugin for UE4. No idea if it had a specific name

glacial arch
#

ah, kinect.

#

those are pretty expensive these days, I did look into them.

#

@ashen brook Thanks anyway! I'm gonna keep at it

ashen brook
#

really? hm

#

I guess MS discontinued their production

glacial arch
#

Yeah, I think they quit their Kinect experiment after people just didn't like em

ashen brook
#

there just wasn't a market for it

glacial arch
#

its almost as though people enjoy the fact that they don't have to move to play videogames šŸ¤”

ashen brook
#

see: VR

#

šŸ˜„

fierce tulip
#

the less I have to move, the better :p

paper kernel
#

not the sporty type ?

fierce tulip
#

gaming-wise

glacial arch
#

@ashen brook I still think VR with motion controls is a gimmick as it is now. The only thing I feel a compulsion to add support for in my game is the headset, and only because of immersion.

#

sure, it's neat that you get to move shit around in 3D space but how useful is it, really? What does it offer gameplay-wise that you can't get working with a mouse and keyboard that isn't a sporty toss-throw type of deal?

potent jungle
#

@glacial arch seriously? The immersion that comes with control is something very crazy. I dont know how much you have played touch enabled or vive based VR games, but they add another level to content. If your game includes "Moving shit around in 3D space" then its way better in VR than mouse and keyboard, which compared to touch controls is very stale. And gameplay wise, it adds full user control. Instead of the user giving the character control, the user is the character. Its a gimmick just as much as a controller to a mouse and keyboard. Its up to you as a developer to decide what its use is, every game/application/experience is different. Its up to you to decide if your game is going to benefit from VR and Touch controls. If it doesnt suck, end users will obviously use it, if it does suck, then kiss your VR revenue goodbye.

glacial arch
#

@potent jungle having tried VR I don't think VR motion controls have value beyond initial wow factor

plush yew
#

Hello guys i don't know if is the right place where ask this , but it's possible a project it's running perfectly on 1 pc and not working in another ?

shy silo
#

Might be about hardware

#

How would you recommend one learn ue? I know there’s YouTube and the docs, but where should I focus on. Don’t really have any coding skills

glacial arch
#

@shy silo gotta learn coding to properly use UE4

shy silo
#

Yeah ik. Just wondering what other aspects are important to focus on. Def going to do blueprint first

glacial arch
#

dont

#

blueprints are a shortcut that you should use once you understand object-oriented programming

#

its not that hard

#

but if you start with blueprints without at least an intuitive understanding of whats happening under the hood you'll make clunky shit and learn bad habits

#

also blueprints are slow af to work with, coding is way faster

ionic osprey
#

is unreal development usually this fraught with bugs or am i doing something wrong?

#

i'm on 4.20.3, and it seems like every hour I get a random crash, or things just disappear in the editor for no reason and i'd have to restart the editor or i have to delete my components and remake them in order for the editor to persist them

#

i spend a significant amount of time out and googling bugs so that i can work around them instead of just doing things logically

grim sinew
#

4.20 is the most unstable release in nearly 2 years. Use 4.19.

ionic osprey
#

I see, I'll try out 4.19. Is there a known issues list for 4.20 somewhere?

grim sinew
#

This is the official bugtracker

potent jungle
#

4.20.3 is unstable, 4.20.2 at least is extremely stable.

south ridge
#

Idk, I just run from the source and I fix or step over bugs when I encounter them

#

In my experience 90% of "crashes" happen on asserts and other not very important stuff - I'm not sure if it's a common experience though

silver crown
#

4.20.3 ain't good?

grim sinew
#

Apparently not. I dunno I'm avoiding updates until 4.21 soonest.

silver crown
#

Yeah well I can't

#

😢

#

I'll just stay on 4.20.2

vale silo
#

how is 4.20.3 worse than 4.20.2 ?

umbral tartan
#

Not sure what place to throw this, so I guess I'll throw it here unless someone objects.

Anyone know if there's already a way (like a checkbox somewhere) to make Actor viewport work like World Viewport - in that holding shift while changing the location of an object moves the camera with the object?

Actor Viewport camera seems to function exactly the same as the World Viewport one, so I'd think it should have that functionality.

boreal night
#

Hi guys, I am still learning about Behaviour Tree. Let say I have 3 Cube in a level. How can I get their location set in a BT task blueprint?

devout lintel
#

i want to make the player ride a prototype " Cube" instead of a car, i know how he can control it, but i also want him to be attached to the cube "like sitting on it" is there any tutorials on this?

grim ore
#

you are looking to do something like "Attach to Component" where you can atach your player actor to the cube

plush yew
#

Starting a game development club at my school and got about 17 people to sign up for it! šŸ˜„

#

Can't wait to push people towards using UE4 instead of unity

plush yew
#

Nice!

#

May the Force be with you

austere hinge
#

BOUNCE Motion VR Physics-Based Puzzle Adventure..
Is this made with unreal or unity?

south ridge
#

Yes

shrewd axle
#

Is it possible to animate a texture that's overlaid on a 3D model? I'm guessing this is shader territory but that's a rabbit hole that I'm a bit wary to jump into

paper kernel
#

well, mostly material animations are basic panning

shrewd axle
#

to try to illustrate what I mean

#

imagine a default unwrapped box

#

and I made this growing line pattern in after effects and exported it into a sprite sheet

#

but as far as I can tell you can only create sprites from sprite sheets (who knew) and it seems like flipbooks are just that same thing

#

There's like 5 different hypothetical ways I could imagine doing this but I'm not really experienced enough to know if it's possible at all, just trying to find a proof of concept with a basic shape first

paper kernel
#

I think the starter content explosion particle is done using sprite sheet

#

you could check that

#

same principle should apply, yes?

shrewd axle
#

I know particle systems can use sprite sheets for sure, but I'm not sure if those are treated the same in-engine as a material for a 3D model?

paper kernel
#

particles are just material planes

shrewd axle
#

it's the plane part that bothers me, because at that point it's just square one of it being a sprite again

#

maybe I'm just grasping at straws here

paper kernel
#

for 3D model, it's really only a matter of how you unwrap the UV

#

since, UV is a plane too

shrewd axle
#

so can you use a flipbook in a material?

paper kernel
#

I don't see why not

shrewd axle
#

worth a shot I guess

paper kernel
#

assuming you know the coordinate math

shrewd axle
#

(i probably don't)

#

good a time as any to learn, hey

paper kernel
#

as I mentioned the starter content explosion particle, that should have a preset example

shrewd axle
#

worked as advertised. Neat. Was making it way more complicated than it needed to be

#

Is it straining to do so? Not sure what final resolution for a character would be in this context but the sheet's like 4096x7680

paper kernel
#

divide it by grid size

#

4096x7680 across 5x10 frames would be ~820x768

shrewd axle
#

It's 512x512 at 119 frames

#

2 seconds 60 FPS

paper kernel
#

I would imagine only strain being how optimized the material math is, and memory imprint from the sheet

shrewd axle
#

I'm just happy it works, can figure out the rest once I get more experience in general

#

appreciate the input

shrewd axle
#

Already, weird secondary issue.

#

Tried re-making the sheet without the box color in each frame

#

but now UE4 is throwing a fit with it

#

had to set the texture group to 2D pixels, but now it's just showing as a solid color in the material editor

sudden agate
austere hinge
#

Did anyone here ported pc game for ps4.. I if yes.. How difficult is that

rose quartz
#

Im trying to get the animation from the animation starter pack to this swat mesh. I did try to follow a tutorial from unreal but still im getting the arms not in the right position with the bones, What can i do about it because the bones are in the right place that the side provided for me

stuck dagger
#

Hey everyone, im working on a Xbox title and would like a proximity voice chat system.|

anyone any experience with this in Unreal?
(can't use the steam plugin as this is no PC title)

tawdry hedge
#

Hey, guys. I'm wondering if there is a volume in UE4 that basically does nothing but just shows up in the editor using a color of choice

stuck dagger
#

you can use a BP for that

#

with a cube mesh, add a transpararant material & disable all collision

tawdry hedge
#

Great idea! Thank you 😃

stuck dagger
#

so i assume no one has any clues for how to set up a proximity voice chat system haha šŸ˜…

upbeat trench
#

doesnt sound like it would be too difficult tbh

plush yew
#

hey guys

#

im having a little trouble here

#

im getting BP errors when rebuilding

#

MMO starter kit

#

anyone have any idea why?

upbeat trench
#

Accessed None is typically a reference thats not been assigned

plush yew
#

well they were not there before i renamed all of my project

#

so

#

how do i rename a project without killing the references?

upbeat trench
#

carefully

plush yew
#

.........

#

i followed 3 guides and it still doesn't work

#
+ActiveGameNameRedirects=(OldGameName="/Script/ThirdPerson_BP",NewGameName="/Script/NewName")
+ActiveGameNameRedirects=(OldGameName="/Script/CleanThirdPerson",NewGameName="/Script/NewName")```
#

presumably it's something to do with those

#

i don't know what to rename in the DefaultEngine.ini

stuck dagger
#

@upbeat trench yea thats what i thought too, but there is suprisingly little info to be found on the topic

plush yew
#

how would some1 here explain to a 6 year old

#

how to make hitboxes for melee attacks that are bad ass and pwn alot

upbeat trench
#

well as far as Im aware console dev is under NDA

plush yew
#

in a singleplayer game

#

game with mouse aim

#

mouse aim in a third or first person perspective and u swing ur sword and the hitbox matches the fkin weapon identically

#

This video is a quick tutorial on how to rename a C++ project in Unreal Engine 4, more specifically the MMO Starter Kit by CodeSpartan. Game Redirects Text f...

ā–¶ Play video

This video helps rename the UE4 MMOkit project base name(CleanThirdPerson) to your game project name. I am currently learning the kit and may make mistakes a...

ā–¶ Play video
#

in a singleplayer or offline multipalyer game

upbeat trench
#

a 6yr old needs another 6yrs before attempting anything close to that

plush yew
#

who do i trust from these 3?

#

meh i used 2 make games when i was 8

#

i havent in 15 or so years

upbeat trench
#

@plush yew youre on the right track, I think you might have the syntax wrong

plush yew
#

what syntax?

#

i haven't written any code nor added anything new to any BP

#

how can syntax be wrong?

upbeat trench
#

for your ini redirects which you will need if you renamed classes

#
+ClassRedirects=(OldName="/script/BlueprintExtension.ActorDamage",NewName="/script/GamePlan.ActorDamage")
#

and if you renamed a folder

#
+PackageRedirects=(OldName="/script/BlueprintExtension",NewName="/script/GamePlan")
plush yew
#

but where do you put that?

#

under /scripts/engine.Engine?

upbeat trench
#

[CoreRedirects] in the DefaultEngine.ini

#

I hope its the same for BP as it is for c++ since Ive never had to redirect a BP, I tend to open it and change the parent class but with references you have to modify the type

plush yew
#

i have no such thing as "[CoreRedirects]" in this ini

upbeat trench
#

then create it 😃

plush yew
#

nope doesn't wanna fix it

#

these Redirects are so much pain in the ass

fierce tulip
#

redirectors are love

plush yew
#

NONE of those guides show anything about CoreRedirects

#

i don't understand that crap

paper kernel
#

speaking of nvidia, I've been having a lot of gpu driver soft-crashes with 4.20

upbeat trench
#

I tend to trust official documentation over rando youtube videos but thats just me

plush yew
#

:3

upbeat trench
#

@plush yew are you advertising?

plush yew
#

@upbeat trench boast =)

upbeat trench
#

yeah just be careful cuz the rules, theres channels there under share your work

daring saffron
#

ue4 is annoying me again

#

installed 19.2 after long while of not using ue4

#

couldnt open a C++ new blank project, said try from source.. so i tried from source but theres a failed build on my project

iron wadi
#

can I somehow test culling?
Like I want to see what is happening when object is culled

daring saffron
#

im trying to remember which folders i can delete again to rebuild all vs files?

iron wadi
#

maybe move camera and "act" like the camera is pointing elsewhere

daring saffron
#

Anyone ever come across Visual Studio 2015 Update 3 error in when launching UE4

#

though im using 2017

iron wadi
#

ue4 4.19 still uses 2015 compiler if you are on that version

#

so you need ti install the old compiler

daring saffron
#

I Have 2015 too

#

but same error

iron wadi
#

paste the error?

daring saffron
#

1 sec trying to redo the project

#

does 4.20 use 17?

iron wadi
#

yes

daring saffron
#

stable šŸ˜… ?

#

nvm anything above 4.15 supports vs17

wet dome
#

easiest way of creating a minimap which you discover as you roam along the map? so not fully visible at start?

vale silo
#

has anyone experienced the following issue - FBX file with skeletal mesh with smoothing groups imports into UE4 without smoothing groups (yet, in Autodesk FBX Converter smoothing groups are clearly present)? I am talking about 4.20.x

iron wadi
#

@daring saffron support != uses compiler

#

can I somehow disable skeletal mesh on certain lod?

#

the mesh is rendering + animating and I want to disable both on certain distance

nova cloak
#

Hello everyone. I’m hitting a wall and hope someone can help me out. Has anyone here hit the SteamAPI Error 44 when trying to upload to the workshop?

light thunder
#

I had a question about build errors - I'm getting a

ProcessResult.StdOut: LogProperty: Error: UStructProperty::Serialize Loading: Property 'StructProperty /Game/IncidentCommand/Board/IC_W_Unit.IC_W_Unit_C:UnitData'. Unknown structure. ProcessResult.StdOut: LogProperty: Error: UStructProperty::Serialize Loading: Property 'StructProperty ' build error (about 10 different strucs)

however when I check the blueprint, it compiles fine and there are no errors....Where should I look?

iron wadi
#

i cant disable physics on my skeletal mesh component

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what could force me to enable it?

plush yew
light thunder
#

Sorry I meant I was having Build Packaging errors @plush yew , I should have specified as such

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doubt these are related - incidentally that audio plugin is checked ON in Unreal...I guess I can try unchecking, saving, reloading, checking it ON again and saving and try building in VS

iron wadi
#

So I disabled everything related to physics on a mesh that has physics asset but it keeps simulating

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wtf

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do physics just magically enable themselves when I set collision to block all?

karmic thistle
grim ore
#

your origin for the line scan is 0,0 in the world

karmic thistle
#

what should I use?

grim ore
#

I would assume the start point for your line trace would be where you want it to start, the end of the gun or the middle of the camera or some other point

karmic thistle
#

šŸ¤”

grim ore
#

what does the line trace node look like that you are using now? how are you setting up the start and end points

karmic thistle
grim ore
#

the end float you are passing seems super weird

#

but the start point seems fine assuming that first person camera reference is correct

karmic thistle
grim ore
#

but your picture looks like it's taking in a 0,0. Try breakpointing on the code that sends the values to your event and breakpoint on the line trace itself and make sure the values are correct

#

you are working with networking there so that could be causing issues. is there any reason why your causing all of the clients to do this code instead of just the person firing?

karmic thistle
#

Im following a tutorial but my project doesnt work like the tut, Im not a programmer 😦

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I cant find my error reviewing the tut

grim ore
#

😦 you would have to debug at this point to trace back where the break down is. Is the client sending the wrong data to the server? is the server using the wrong data? is this being ran multiple times instead of once? things like that

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I can say that the end point for your trace seems very wrong tho

karmic thistle
#

šŸ¤”

grim ore
#

normally you would get the forward vector, multiply it by an amount, and add that to your location to get a distance forward X units

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as a forward vector would be in the 0-1 range on each axis indicating which way is forward and multiplying it by a number would get you a distance X units away from that point in that direction

karmic thistle
#

I think Client and Server are wrong

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I shooted with the right windowand you can see how my scan is pointing to the left in the left windows

grim ore
#

the server in that screenshot seems like the start is fine but the end is not forward, if you are using the code you posted originally that would be wrong

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and if you are firing this event on the server and not the client then you would only see it on the server as well

karmic thistle
#

I can see the line on the client too, but only if I move a little

grim ore
#

is the code for your end point still the minus and not multiply?

karmic thistle
grim ore
#

I would say at this point it might be good to step back and try and make sure your line trace is working fine in local non network mode first before you try and get it replicating on the network. the base line trace seems off

karmic thistle
#

omg

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i used "+" and not "*"

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this happens when you miss click a simple shortout

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is working now, thanks @grim ore šŸ™

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but the problem now is that the red point isnt in the center

grim ore
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yep

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so your red pointer is the center of the HUD or the screen in this case

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and your starting line trace for the camera is probably in a different spot or angled differently

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alternately if you are using the FPS stuff the projecticle itself comes from a different spot from the camera so that's not going to line up either

karmic thistle
#

how can I adjust this?

grim ore
#

are you just trying to make it so it goes directly forward from the middle of the screen or somewhere else?

karmic thistle
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i didnt

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but I can see the vector under the main camera in the viewport

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maeby im shooting with the VR Gun and not with the normal?

grim ore
#

the other option is to make sure the crosshair is actually centered as well, the HUD might not have it centered.

#

the default FPS template is really weird, it's designed for physics shooting so it's not really that accurate lol

hushed rivet
#

Hey guys for mesh objects that will be sunken in the ground(such as rocks) do they have to be a watertight mesh? Meaning do they have to include a closed bottom to be rendered properly? Any issues with leaving the bottom of a rock open?

The reason I ask is I figured out a way to create rocks via height maps with a decent poly count, but keeping the bottom of the rock open greatly keeps the polycount down. I just want to make sure there wont be any UV issues, or rendering problems.

karmic thistle
#

I ll check it @grim ore

grim ore
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I would love to give the exact answer but I am not at home @karmic thistle so I can't fire up UE4 😦 it's just best guesses from memory at this point lol.

karmic thistle
#

I m looking if the crosshair is in the center and it isnt

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I think this is the problem

grim ore
#

yeah I remember that being an issue, like it draws from the top left instead of center

karmic thistle
grim sinew
#

The default crosshair is off-center due to a mistake someone made setting it up that never got fixed

karmic thistle
#

how can I fix it? @grim sinew

fierce tulip
#

@hushed rivet while generally its fine to keep open holes in meshes, depending on the type of light and some settings there is a chance that lights will bounce trough the open holes. so it might be better to close them. a few more polygons for that isnt something current gen (and prev gen)gpu's care much about, lighting, drawcalls, pp, etc is much more a bottleneck nowadays

hushed rivet
#

@fierce tulip Thank you! To add on to that, obviously each project will differ in budgets, but is there a general polycount I should shoot for in regards to rocks? Most that I will be generating would be small-medium, so no large boulders or cliff faces.

grim sinew
#

@karmic thistle You can probably figure it out if you open the widget that controls it. It's been a while since I've had to but I remember it's just offsetting the texture in negative X and Y by half its resolution

hushed rivet
#

I figured lik 800-1000 per rock?

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like*

fierce tulip
#

@hushed rivet thats fine, could easily make that 5x as much (for pc) but use as much and as little as you need.

hushed rivet
#

@fierce tulip Great! thanks again! The end goal is to use my substance designer rock generator to generate actual geometry instead of displacing planes. Its not the best workflow right now, but I displace a plane in blender, and then import that into Mesh Mixer for retopology and decimation. Later stage would be to apply a material with normal detail and whatnot.

I was most concerned with polycount since I didn't know what my target should be, but now that I have a general direction its forward from here.

fierce tulip
#

hehe you should see what @lethal hull does with substance and that sort of thing :p

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ahh there he is

lethal hull
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those old textures were actually Photoshop haha

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hand painted

fierce tulip
#

I JUST PICKED A RANDOM ONE

lethal hull
fierce tulip
#

shoves @lethal hull to Irkie and explain some stuff if he has the time

lethal hull
#

this one was all Substance Designer tho

hushed rivet
#

Hahaha, now that you are here, I have seen a bunch of your work. Did you use just tesselation or POM on those textures to get the depth? What was your workflow?

lethal hull
#

most of them don't have any height mapping actually

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well, the older images anyway

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the new ones use bumpoffset

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so cheap parallax

vale silo
#

back with my question - has anyone experienced the following issue - FBX file with skeletal mesh with smoothing groups imports into UE4 without smoothing groups (yet, in Autodesk FBX Converter smoothing groups are clearly present)? I am talking about 4.20.x

lethal hull
#

the backbone of the workflow was just building a few high quality trimsheets and reusing the crap out of them

#

clever layering of planes with alpha textures etc

fierce tulip
#

happened a few times in random occasions @vale silo
not sure what causes it, or that its just normals/tangents not properly imported.

hushed rivet
#

@lethal hull Since your faking the geometry and using bump offset and whatever other clever tricks, the actual polycount is significantly lower on meshes since they all dont need to be hand modeled correct?

karmic thistle
lethal hull
#

yeah kinda, they are still pretty heavy to sell the sense of scale

#

but the latest ones we made were about 160-200k tris

hushed rivet
#

Forgive me I don't do a ton of sculpting or modeling in general outside of CAD so I am not that well versed.

lethal hull
#

the old ones went up to and past 400k tris

#

which was a bit excessive

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that's LOD0 though so mainly on your own ship

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you'd practically always see LODs on enemy/ally ships even on Ultra

hushed rivet
#

I played the game for a bit, the visuals always impressed me, which is really hard to do in a space game since there is so much emptyness.

lethal hull
#

that one was 169k tris

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heavy use of vertex colour & colour ID maps to do the materials on the fly, it's all procedural

vale silo
#

@fierce tulip so, how to remedy this issue ?

hushed rivet
#

Thats fantastic man! Ill dig deep on your artstation later(instant follow) lol. I just rewatched Ben Wilson's presentation about his work on wolfenstein and how he used physics simulations combined with material ID maps to create procedural rubble piles.

lethal hull
#

yeah, I left my job a couple months ago but I do miss it already

#

good fun building these things

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but it is a lot of work

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about a month each

hushed rivet
#

Definently will be exploring that workflow if blender allows material ID's and whatnot. I am getting a firm grasp on SD finally so seeing all these new ideas makes me want to try them all lol.

fierce tulip
hushed rivet
#

You freelancing now? or move on to another studio?

lethal hull
#

the material ID stuff is done in the Unreal 4 shader anyway

#

yeah freelancing

pallid compass
#

How come u left that project millenia?

hushed rivet
#

Side note/question here, my main goal is to eventually start selling small asset packs, or biome packs for just a little extra dough on the side. I am just curious how much there is to be made doing things like this and how often people really rely on community made content for an actual production. I would assume the main market would be indie guys who dont have the resources to make everything themselves.

vale silo
#

lol @fierce tulip 😃

lethal hull
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didn't feel like doing full time work any longer

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burned myself out a little bit obsessing over the project and trying to get it as pretty as possible

fierce tulip
#

@hushed rivet we dont have any stats or other information so its hard to tell, it depends on the versatility of the objects, the quality, quantity, etc. generally though they are mainly used for blocking out/placeholders, while some indies do rely on them more strongly. heck, Shenmue 3 is an ugly mess of mp content hehe

lethal hull
#

here's an example of one of those trimsheets

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as you can see you get a fair few params to tweak

hushed rivet
#

Hahaha I know its such a general question its hard to give specifics. I think the better direction though would be to head the teaching route and develop tutorials and sell Substance SBS's on the side.

lethal hull
#

per colour ID (up to 8 in a material), you get base colour/roughness/metallic

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and then there's separate grunge controls for metallic and nonmetallic parts

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various other things like edge wear as well, all parametric

hushed rivet
#

Damn fine work sir!

lethal hull
#

also works with vertex colour as such

broken shadow
#

Guys like Millenia3D & ZeroNight are who I aspire to be.

I'll be dealing with mushy-fleshy characters & creatures though

lethal hull
#

vertex colour is good for big areas and colour ID maps are better for fine textural detail

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so I'd have a combination of the two

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as you can see i also made a custom 3ds Max viewport shader that replicates all the core functionality of the shader so you can get representative results right in your viewport šŸ˜„

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fully customizable on the fly also which makes previewing skins for the ships a sinch

hushed rivet
#

Dude that is amazing stuff, thank you for sharing! Most of this is going over my head a bit, but good learning reference nonetheless!

lethal hull
#

np 😃 it's really just years of cumulative experimentation on the project

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took ages for us to hone the process

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the early stuff looks terrible in comparison to now

hushed rivet
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Oh absolutely! but thats the brilliance of learning right? My early substance work from just last year compared to what I posted the other day on artstation is miles ahead from where I was.

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Hell even a few days makes a difference to me!

lethal hull
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this mining station is the last piece I made before I left

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need to get some pics and put it up on artstation

hushed rivet
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I love when I can watch someone do something and I learn just one cool trick I can use later down the road, it makes me so happy lol.

lethal hull
#

only 55k tris, two materials (1024x1024 for the panels, 512x512 for the alpha detail texture)

hushed rivet
#

God that looks great at 1k!

lethal hull
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haha yeah the mats are very procedural

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there's a detail panel pass over the whole thing

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triplanar mapped of course

hushed rivet
#

what is triplanar mapping, using X,Y,Z coordinates to get correct orientation?

lethal hull
#

yeah world space texture projection

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great for big things like this, all major games utilise it to some degree on their environments

hushed rivet
#

Since I am just a hobbiest I tend to learn new things as I go. So if I havent needed triplanar projection yet, I really dont know the use cases lol.

lethal hull
#

Mostly environments!

hushed rivet
#

Im close, but once I really get myself locked in on SD, I want to create a small environment pack. Going to challenge myself to use only 5 materials and as few assets as possible.

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The presentation EA did for Star Wars Battlefront was great for looking at things like that. They only used something like 15-20 assets per map, just playing with rotation, scale, color, things like that to make it feel more natual.

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natural*

plush yew
#

hey guys

hushed rivet
#

Quick question going back to tri planar projection, Substance Designer has a node for that, but I am unsure what I would use it for. Would I import a custom mesh and use that node to map the texture to it properly?

plush yew
#

has anyone tried to use AHUD to manually code an inventory system?

manic pawn
#

what does the hud actor have to do with where you put your inventory system?

lethal hull
#

the one in Designer works based off a baked position map

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which is the same as the Absolute World Position node in Unreal, i.e. the object's XYZ position gradients stored into RGB

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so you don't need the mesh in there, though obviously it helps to visualize it

hushed rivet
#

Gotcha, honestly there are so many nodes in SD I hardly use, but are so useful. One I discovered a little while ago was Mosaic, fantastic for making rock like surfaces.

lethal hull
#

this was probably my fave piece to do with Designer

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I can't draw or illustrate worth crap so I decided to make the ornate stuff all in Designer

hushed rivet
#

God damn what a gorgeous ship

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I too cannot draw or sculpt worth a damn so I would have made the same approach lol

manic pawn
#

šŸ¤”

hushed rivet
#

@lethal hull What workflow did you use inside SD if you remember? Just transform 2d's and shape nodes to get the shapes you want and go from there?

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I grabbed a couple ornate zbrush packs and was having great results using the shape mapper node, lots of fun to play with.

lethal hull
#

yeah pretty much, just shapes, transforms and blends mostly

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I made that right before they added the shape mapper node haha

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would have been usefukl

hushed rivet
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Oh man lol

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Also was having great results pulling free SVG images from the web, using mirror and symmetry nodes, along with the shape mapper node to create some really neat things.

lethal hull
#

had this saved

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small part of the graph haha

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some warps as well, very handy for manipulating shapes

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think I did a warp right after that last blend there

hushed rivet
lethal hull
#

yeah, it's crazy what you can do with it

hushed rivet
#

The eye thing in the middle is what got me though, like that would have taken quite some time to model by hand.

lethal hull
#

ah yeah that golden eye logo was actually a separate decal from the 2d artist

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just applied with world space projection also

hushed rivet
#

Oh im sorry I was referencing what I ended up with in the middle of my image lol.

lethal hull
#

ohhh right yeah

hushed rivet
#

When did you start learning SD? Any particular tutorials or people you would recommend?

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I own just about everything from Daniel Thiger, and several assorted SBS files from other top guys, but I take in as much as I can.

silent lintel
#

Hey guys, got a Blueprint widget with a button on it, is there any possiblity to implement the function for this button in c++?

lethal hull
#

hmm must have been a couple years now

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I just picked it up on my own really

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too impatient to sit and watch other people do stuff haha

astral rain
#

You can do anything in c++.

hushed rivet
#

Same here, its hard finding structured courses on the subject. I find watching other peoples workflow gives me ideas on how I can improve my own. The problem is until you grasp SD itself you dont really understand whats happening haha.

astral rain
#

You have to extend it, first, I'd imagine. I haven't really messed with umg too much.

#

After you do your headers, reparent it in the globals via the widget BP.

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I'm going to need to dive into umg at somepoint and figure out how I can get it to make use of flipbooks. Doesn't seem to be a thing, by default.

unkempt isle
#

guys

#

need help

#

tried to make a thing

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so day number grow by 1 every 2 seconds

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and i tried that if day number is bigger than 5 to -5 them

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and doesn t work only if i reload

astral rain
#

Hmm.

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What is it doing exactly?

latent moth
#

All, I've got two vectors, how can I get the horizontal angle between them?

livid haven
#

Remove their vertical components, then get the angle between them?

#

Thought there was a simple angle between vectors function.

#

Eh, worst case, dot product on the two normalized, Z-removed vectors.

#

Cosine of that is your angle. The shortest distance angle.

plush yew
#

I noticed that there is @static torrent here

#

does this mean that this server gives assets away?

worn granite
#

literally once.

#

they did a thing

silent lintel
#

Uhm i figured out some UI stuff now

Now I want to spawn an actor on button click tried it this way:
https://i.imgur.com/SwDCTHT.png

Because NativeConstruct() is no real constructor FClassFinder says nope, only useable in constructor

Now I could go back to the Playercontroller and let him spawn this... but I don't want to cluster up my playercontroller with that

livid haven
#

Don't. šŸ‘ Hard. šŸ‘ Code. šŸ‘ Asset. šŸ‘ References.

silent lintel
#

Whats the suggestion to do it then? 😐 im quite new

#

also this is testing stuff šŸ˜„

livid haven
#
UPROPERTY(EditAnywhere)
TSubclassOf<AActor> TypeOfActor;```
silent lintel
#

and then add it inside the editor?

livid haven
#

Set the default in a blueprint subclassed from that native class, yeah.

#

Except, I'm not understanding your code. What actor are you trying to find?

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FClassFinder<UUserWidget>, but you're trying to find an actor?

silent lintel
#

Ehh oops

#

the UUserwidget was c&p

#

need to correct it

livid haven
#

It's fine, you can get rid of it entirely by doing the TSubclassOf thing

silent lintel
#

So it makes the loading automaticly?

livid haven
#

Which will also avoid hard-coding asset references.

silent lintel
#

my spawnable class is actually

    UPROPERTY(EditAnywhere)
    TSubclassOf<AActor> SpawnableClass;
#

didnt know i can just add it inside the editor

livid haven
#

Yeah, that's what EditAnywhere will do. It implies both EditDefaultsOnly and EditInstanceOnly (except minus the only part)

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It's far less brittle this way - you won't end up with broken asset references due to renaming or relocating assets.

#

And also, it's easier to change assets - you don't need to change source code and recompile just to reference a different asset.

silent lintel
#

the spawn is a button

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nvm

#

found it

silent lintel
#

Thanks Sion, everything i tried to do works now 😃

livid haven
#

šŸ‘ No problem

plush yew
#

Got a question

#

for some reason

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UE4 wont load my meshes

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theres like 90 in the folder

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yet it only "discovers" 4

livid haven
#

Check your logs

plush yew
#

I

#

cant really read it

#

"LogEditorActor: Deleted Actor: StaticMeshActor"

#

is the only thing that seems out of order

crisp turtle
#

is it possible to code a full body animation, for example a run or strafe from the animstarter kit, but keep it from affecting upper body at all, including no bounce from pelvis, but still rotate pelvis.. so result is something like this? Notice how spine3 and up isnt affected.

https://www.youtube.com/watch?v=hXmZX8iz2SE

Yes, yes, I know this is the dev build that Techland accidentally released and we aren't supposed to do this and all. But that doesn't change that the animat...

ā–¶ Play video
fierce tulip
#

@grim ore likes these sort of questions, probably for future youtube vids

livid haven
#

@plush yew You sure you've got 90 actual meshes? Like, are these files all really tiny? Might they be redirectors?

plush yew
#

Well

#

I forcefully ported them from one UE4 build to another

#

lemme see how many it actually is.

fierce tulip
#

same version of build?

#

or like 4.20 > 4.19

plush yew
#

nope, otherwise I would have used normal means

#

yeah its into .15

fierce tulip
#

ue4 isnt backwards compattible

plush yew
#

240 files

#

not sure how many are really meshes

#

but yeah

fierce tulip
#

so unless you reimport the meshes, chances are they wont work (same for all other files)

plush yew
#

I just really wanted the scifi soulcity assets in my map and it felt like a shame to not do it.

#

Engine build should not affect 3D models or materials right?

fierce tulip
#

data in the usasset changes

plush yew
#

I see

#

oh well

#

Ill find something else then

fierce tulip
#

good luck

plush yew
#

thanks

#

What is this about?

#

I got the textures, the meshes

#

and the materials

#

so why cant it find it, is the path incorrect?

livid haven
#

The log should have contained errors telling you that those assets could not be opened with an older version of the engine.

#

It's why I mentioned reading the logs.

plush yew
#

Alright

vale silo
#

Is the doc about root motion anim still relevant to 4.20.x ? I have a few anims for my AI that use root motion and I'd like to use them in the state machine, not in montages.. Wondering about how to enable root motion in those in UE4

carmine wind
#

does someone know how can i make so if the character makes a roll in the floor the camera will also roll with the head?

#

because it is attached but is not rolling

#

is like its steel the camera follows the char and the character turns when i turn the camera but if i do a roll or backflip animation the camera wont do a roll it will only stay looking infrony

#

infront

winged crypt
#

Stationary skylight = light leaks
Static = no light leaks
Solution = reflection captures (but too expensive on my scale). Any suggestions?

weary basalt
#

Moveable?

#

Dynamic lighting?