#ue4-general
1 messages · Page 321 of 1
Hi, not really an idea where to post this, but I kinda want to make this mechanic: https://youtu.be/URab_eZa5Rg?t=42 and since Im rather new to UE, I was wondering if there's a tutorial similar to this (blade spinning around avatar that damages enemies) or if anyone has done something in the past before with some documentation, thatd be awesome! (thanks in advance)
If you already have an idea of what the skill does and what to skip to the mechanics: 00:36. An in depth mechanics video about Juggernaut's Blade Fury. A.k.a...
https://www.youtube.com/watch?v=dPVU5WNqwl0 Is there any tutorial for implementing slide ?
I'm trying to import a static mesh with sockets (a door with sockets for the handles), but the sockets just import as parts of the mesh instead of as sockets
Is there some trick to get that working?
The documentation just says they are supposed to be dummy objects (I assumed a tiny box would work for this) with a name of SOCKET_parentmesh_##
Oh. "Dummy" is actually a special type of primitive, not just a random mesh component being used as a dummy
I NEED FAST RESPONSE PLEASE
Cannot play file://D:/ITSPMAINSOURCE - Copy - Copy/data/Content/Movies/UE4_Logo_test.mp4, because none of the enabled media player plug-ins support it:
IT'S WORKING YESTERDAY!
what do you mean by exporting?
.....
if you cant access it within unreal then it is most likely not an unreal problem and a problem with the file
the packaged video is working fine
but in my pc it's not
wth
inventory system like what? saving and getting item/equipment is easy
Slot inventory
when i click 1 i get my item
that one
plus the inventory must have the pickup system included too
like attach to component one.
it's white screen on my pc but in my friend pc it's working fine
oh I think it's because of the windows 1809
maybe his files are gonna Kappa
@south edge best if u learn ue4 essentials, specific tutorials only get u so far, if u learn the essentials u can make ur own stuff
alright, do u reckon its hard what Im trying to accomplish?
(some sort of spinning blade around my avatar which deals damage on collision with an enemy)
its not hard if u want it easy
u dont even need collision
just dmg overtime nearby enemies
spinning can be done by code/bp or just use rotating component if u hate ticks
Yeah i prefer using BP
then spin in tick
theres a RotatingMovementComponent component for objects thats tickless
remember to use deltatime for consistency with fps
use that instead
it exposed to BP
and it can be configured very finley
and the collision box moves with it etc etc
well Im trying to practice more with BP since I'm more into coding
its part of BP
i think its cheaper to tick that than do it yourself
and it does the work for you so you might as well use it
ur own code is also more performant since the comp has alot of code
just nativize ur bp and its good
thats never ended well in my experience
nativized bp code tends to be "flakey" at best
it works, and for simple rot its no big deak
alot of the time it wont compile
miniscule overhead
always work for me tho
but i code in C++ mostly so dunno of complex bps
since the component is written in C++ underneath and comes standard, you should use that
for stuff like this you dont need to reinvent the wheel
says the person making their own standard library
i do cus the comp is too heavy
best is to code the minimal u need, unless its too hard then use others
super heavy code right here
u gain best performance that way
3 whole uprops and one function
show the cpp
then it cant be tuned finely as u said
it only needs those 3 things to be finley tuned
there are only so many ways something can turn
so just use that component
its as fast as it can get
ok ur right its small n nice
que?
aha cool
You can help me ?
@icy bone arguing that anybody do anything in BP, in the name of performance, is absurd. And nativized doesn't automatically qualify the BP as performant.
how long does it usually take to compile UE4 from source on i7-7700 / 16Gb of RAM ? It's been a few hours and it's still at it :/
Yeah it will take a while mate
anyone know how to use the spline tool to connect a 4 way intersection road visually? It lets me connect control points but the mesh overlaps and looks awful. I'm trying to setup an AI path to follow any ideas?
@weary basalt well, I used to have i3-6100 not too long ago and it also took forever to build. Upgraded to i7 hoping for built time to go down... Doesn't seem to be the case 😦
@inner yacht - use a dedicated mesh for cross road sections
@weary basalt Do you sleep?! I saw you on last night at 5am?!
(:
Thanx im clueless
you'll likely never get a spline mesh for cross road sections looking good tbh, but you can just use a few static meshes with sockets to make sure stuff lines up
sounds good i wanted to head in the right direction for AI to be able to follow something
i also had sidewalks going
why is it whenever exporting a model from ue4 and importing into blender the textures always become completely mixed up and screwed?
@vocal frost Welcome, please read the #old-rules and the #more-resources channel to familiarize yourself with our expectations and organization of topics here before continuing. You are better off announcing yourself in #introductions or perhaps in #lounge, this channel is for general #ue4-general
I am unable to log in to answer hub! I've had this problem for well over a year and its happening to other people as well.. Is there a solution to this?
It works on mobile but not on web
Can someone help me?
I somehow manage to fuck up viewport
Whenever I drop an object oviewport... It's not in front of camera
i dont know how to fix it
nvm , found it
fuck that option
I need help i want to make a character and connect it to the map but its not fuckin working, i spent an entire 3 hours trying to figure it out But how?
who plays fortnite
too many people
oh
I asked a question 🤦🏿
@vocal frost Please take that type of conversation to #lounge thanks.
@paper python You didnt actually ask a question at all
Thats the worst question ive ever seen.
Perhaps try and elaborate on exactly what you want, what you have tried and why its not working.
Give as much information as you can when you ask questions.
We arent mind readers.
I should've just used the 3rd person character template, would of been way easier.
Yeah but i had so much progress on the last map and i don't want to start over
You can migrate assets to different projects
Nah
Yeah
too much stuff to do, i was asking how to connect the 3rd person character because i imported the package to a blank template and want to know how to make it so when i play it its that character.
Change the GameMode override DefaultPawn class?
How
How do I adjust my characters Capsule position?
i think my capsule is selected
pressing W didn't do anything
you see in screenshot capsule is orange
won't let me move it in viewport
I can only change the shape
but I need to move it up
without it being under floor
hello
You cant move the Capsule
The Capsule is the Root Component
The Actor location is the Capsule position
but i moved the character mesh up and the capsule doesn't follow
@plush yew The Capsule is not attached to the Mesh, the Mesh is attached to the Capsule mate, look at the Hierarchy its pretty clear.
yeah but how do i move the capsule then? I need to
@paper python No mate, look on Youtube how to set your DefaultPawn
@plush yew YOU CANT, its the Root Component.
then what am i supposed to do
Move your Mesh
can anyone help me with this? I tried everything. Properly rigged in 3d max but when importing UE4 this happening all time
You can adjust the Height and Width of the Capsule, that is all you can do.
@rigid plume Try the #animation channel perhaps?
Can't find any
Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.
First link man.
Pretty simple.
Thank you i am checking
was right there
Oh my problem is Importing FBX Character
I use original Mannequin skeleton rig, I build my character and rig properly. but when i import to UE4 it says Failed to merge bones
Hello guys
Hello
I'm really happy I found this discord
and from what I see you are very helpful
It's really heartwarming
Dont forget to read the #old-rules and checkout the #more-resources channel for more information.
Sure, thank you
Thanks @weary basalt finally figured it out i had to switch the game mode
👍
So when i go ingame i see my cusor but when i click its gone
Anyway how to fix that?
So how bad of an idea is it to rip assets from WoW convert them to UE4 to make a little free game?
Depends, how expensive is your lawyer?
have fun having the shit sued out of you
if blizzard will go after pron artists they'll go after you
hello, i want to get access to an Widget on my map, can i cast it to my player pawn?
and what would be the best way to do that?
i want to give my pawn the information if a menu is active or not
any idea to solve this idea=
should i do this in the LevelBlueprint?
When you create the widget, you can save the Return Value of it as a variable and use that for a variety of things
if the menu is open i want to activate laser pointers, when it is closed hide them
can i get this return value to my pawn in any way?
Typically, I would have the pawn do the widget creation, that way it would have the reference in itself
guys for what is the intermidate folder?
yeah thats the best idea, perhaps
So when i go ingame i see my cusor but when i click its gone
Anyway how to fix that?
@carmine wind stuff you delete everytime something breaks for no apparent reason
its basically generated code and caches for some stuff
nothing you cant delete safley
is iom making a copy of my game to a usb so i dont loose it and it says it cant find it and is only missing moving that should i omit it?
yeah you dont need it
k ty
it can get really big as well
so better to let UE generate it for you rather than waste space
also for the love of god use perforce or git rather than copying it to a USB
@storm venture but when i put my widget into my pawn, i can still cast it to my level map and use my functiona s i do now directly in my level blueprint
Not all git services cost money
github, gitlab, bitbucket or you can host it yourself if you're really paranoid
all free
USB drives fail.
and github has hundreds of servers which are almost certainly bigger than 64GB
and a project probably wont get to 64GB anyway
64gb is nothing, you would be amazed how fast it goes
64gb is gone instantly if you use a source build
thats why i distribute my things in order to use necesary space in pc and were i safe my stuff i got about 3 usb one for different things
Seriously, it's a bad idea. Don't.
its better than a USB drive
There are free Git services. Use one.
If you value your time even remotely and don't want to lose everything
i lost my old external harddrive and lost everything
was like 500GB of porn but it was still annoying
anyway, use git or perforce, not a USB thumb drive
is gitlab free?
github for being private requiers money
"64gb is nice and cheap for free, but 100+ gb backed up on multiple drives and archived safely so you never lose a file is too expensive" 😛
zero whats the best thats free and private
or just go open source
and then you dont need to worry about private github repos costing money
plenty of lisences out there to just slap on old projects
@grim sinew whats VSTS if i look for that i find visual studio but thats for coding
that is what git was made for
and perforce
so yes it would be made for coding
because it seems only the master coders can figure out how to properly back something up
"Oh no I lost 2TB of art when my external drive died" - Too many 3d artists I know
lol
you'll say that until one of those USB's dies
When flash memory (usb drive) dies, it's unrecoverable too
You can't recover dead flash memory
So that's always fun
this?
at the very least use MEGA or google drive as those things are pretty idiot proof
o sorry is in spanish
Yo no comprendo espanol
lol
despacito
no please that song no
its the only spanish word i know
Guys we have a #source-control channel.
Sorry, just kind of morphed into it after he said he wanted to use a flash drive of all things
Because your development time is less valuable than 30 seconds to sign up to something?
because you've never had a flash drive fail?
it was because my flash drive has a garantee that also saves it throught the network so i jsut need to go to a store show them the drive give them my password and they are gona give the copys of what i had in to me
and also because of that
Guys
lol
Move the discussion
Sorry! Moving.
This isnt related to UE
hay all
I'm trying to load up my main game map from a startup map
but if I try to do it, unreal engine stays unresponsive
it'll flash up for a bit but ultimately wont load the map
if I start in that map it plays fine
but if I start in the other map it doesnt work
how do i make it work?
Yeah
@astral marsh You've assigned UPROPERTY to nothing. Mind adding property after UPROPERTY. Common mistake is to add ; between UPROPERTY and property. It's likely that you're yet another who'd've done this. Ref: https://discordapp.com/channels/187217643009212416/225448446956404738/498191408801513474.
@sage hinge ProjectSettings → Project → Maps & Modes → Default Maps → Editor Startup Map
hi i'm nearly finished with my problem. i increased the widget interaction in my BP_MotionController, but when i start the level the lenght is not increased?
any idea what the problem is?
@pure stratus what I can not find is the part to save the levels and that the player if I keep in a level 02 load from there .. in a main menu read that saved game
Mind read https://docs.unrealengine.com/en-us/Gameplay/SaveGame.
For fast, indev level name save, I'd probably just use UPROPERTY with Config.
If you have more detailed question, you should ask in a specific channel, tho.
@pure stratus the only thing that is not done is to save the map of the level ... I want to make a system like all the games of resident evil type .. that when you start a game it creates a file of saved that when you get tired of playing you close the game. .. and then you re-open the game and it appears in the main menu .. continue game .. and you start where you saved .. I want to know how to do it
could it be that my player capsule is blocking the widget interaction?
If you want to save not detailed runtime modifications, you can utilize UGameplayStatics, especially:
• UGameplayStatics::CreateSaveGameObject (https://api.unrealengine.com/INT/API/Runtime/Engine/Kismet/UGameplayStatics/CreateSaveGameObject/index.html)
• UGameplayStatics::SaveGameToSlot
• UGameplayStatics::LoadGameFromSlot
Connect it with archive serializes, like FObjectAndNameAsStringProxyArchive.
Ref: https://api.unrealengine.com/INT/API/Runtime/CoreUObject/Serialization/FObjectAndNameAsStringProxyArchi-/index.html.
Implementation example: https://forums.unrealengine.com/development-discussion/c-gameplay-programming/80636-saving-and-loading?p=745024#post745024.
Example article: https://www.gamedev.net/forums/topic/685514-complex-saving-and-loading-techniques-in-unreal-engine-4/.
is there any way to see the size of the project/content on marketplace before downloading it?
i think you can
but only after buying
it will show you the download amount
before buying you can ask or guess
usually textures take alot space
and included baked maps
so... question
i'm trying to add streetlights to an irregularly shaped road
so it has quite a bit of elevation
and i was wondering if there's a way to place actors at control points in a spline
i know you can do it with static meshes
but idk about actors
i don't want to hand place them all 😅
yes yes
mh
you could spawn them on begin play
and place ph static meshes
they go invisible on play
and on their place spawns an actor
only in begin play tho
so at runtime
🤔
alright....
you could have large cylinders as ph
no
on your road thingy
the spline has points
so you could abuse these
right left 200uu spawn cubes
as instanced
then get both rows with pos
but in what BP?
the spline has a BP?
you spoke of it
well
you seem to know about it
isnt that how you created your roads?
a spline cant exist alone
it needs an actor
nono
the splines are the foundation
show screens
lets see what you got.
in detail
is there another type of spline?
oh...
ue4 roadtools
alright
you can create roads yourself with splines tool
This is the place to show, share, and link to your stuff!
its different tho
this one?
no its a general thing
you can create roads with splines
google that a bit
spline river
and stuff
you will get a solution really fast
its great stuff
alright, i'll take a look
thanks
found this
seems to be what i need :D
:3
is it true, that you must compile after every code change??
well, if you want it to be applied, yeah
i don't think you need to before playing, but it's good practice to compile
how is the life as an applier?
anyone know the difference between "Set Playback Position" and "Jump to Position" in sequencer?
only difference I can see right now is that the latter crashes the editor....
i think only one of the both can set start position
and the other can jump while playing
I'm looking for a way to set the position of playback without triggering events along the way
set playback position triggers the events
saving from the last one ?
oh...
kickstarter
marketing
gofundme
patreon
yee these are the main ways
there is also
bank loan
mommy and daddy
and
working 50 hours a week
rob a bank or two, sell drugs on the darknet
there multiple ways to get funding for your game
I feel like there are other ways you should try before those
Good morning guys
hi all
I have 3.5 million tris in this scene about.... anyone got ideas on reducing that count?
or is that an okay count for such vast distance + foliage?
lod?
Anyone knows how the splinemeshcomponent works and how it can actually deform mesh?
and the trees dont look great in the distance
i mean, what the difference with splinemeshcomponent and why issnt it with proceduralmesh?
yeahhhh theyre billboards
trying to sort out their visuals now
maybe fog will improve?
mehs? meshes?
where can i get help?
depends of the kind of help
and on the question
I made this
Why does it goes like this when i import it to unreal engine
my character wont be able to stand on the ground in the boxing ring
https://gyazo.com/ed4b0a155ae97e701fcecf887d10b8ff
thats collision issue
yes i dont know how to fix 😦
You will NEED a 3D modelling package for this one! But here's how to set up custom collisions in UE4 (not complex to simple, ugh). Document: https://docs.unr...
you can also import collision
Hello guys again
I said yesterday I fixed my problem with the visibility but When I create the server and start the game the visibility is teh same and doesn't disapear-how to fix it?
no idea
you need to add alot more info
How to disapear this when I click on the button "Create Server"
no.
because this is so basic
if you are fiddling with server stuff
but you cant even vanish this widget
that is a big nunu
at the server point of knowledge you would know how to fix or where to look for the answer
bc server stuff is very tough business.
say me how to fix it -please
mathew told you the same yesterday
don't say me to watch the video forthis
Can you help me with my problem
adrian i told you what todo
What did you told me to do
how do i stop the green part from going on the roof?
scroll up
your nav mesh is way to high jordan!!!
you could try to place bounding boxes
Too high? how can i get it to cover my world as i have towns higher than others?
use different bounds?
jordan its ok to use multiple navmeshs :3
ohh few
just stack em together
thanks
❤
😘
❤
😂
Thanks @static viper for the help, it works! 😃
❤
@static viper say me where is the problem and how to fix it. please
https://youtu.be/1gs9Q63VrQg?t=1036 , the problem is not completely yours as the earlier video does not show the entire way to create the create server but it is still your issue as you never followed the previous tutorial for it. In addition like they said this is advanced stuff and if you can't figure out how the flow of operations works or how to show/hide a UMG widget then multiplayer is a topic too advanced for you.
Hello everyone, today we will work on Hosting a Game over Steam or LAN. Next will be a server Browser and a party system ____________________________________...
I want the ai to have different animations not all but like sequence on which animation to play, so say 2-3 different walk, idle, run animations to play from that possible or?
thats possible wih a select
attach that to a bool
or integer
then get that from owner
but be careful not to switch to fast
its not easy to create
I have a problem with the visibility I won't to do other things like adding variable and these
probs best just to use all the same for now? until more funding or?
just worried with all the work ive done on the map etc, the animations will ruin it 😦
they are nice to have
The problem is not with the visibility, the problem is again you are not following the tutorial. When he creates the server he opens a new level, that new level does not have your widgets displayed. He is not changing the visibility and you should not be either.
so you have a main menu map with your server browser and another map for your game that you load when you create the server?
@static viper Okay thank you, ill continue as is an just fix some
❤
I have a thirdpersonexample ma for when I sstart the game but befre tis I ave a map cxalled mainmenu level
not really sure where this should go but iv been having this problem for the past few days where nothing is saving for me just wondering does anyone know why
then if you followed the tutorial you would be fine, the tutorial is fine and I even linked to exactly where your problem is
no
mh
pah!
rename that grass
that should fix it
like
Grass_M
its a redirector bug
I said where is the problem
that way you can save everything that is ok
You have source control running in the editor as well sooo....... mebbe an issue there with a conflict
oh the source control is only turned on its not even doing anything right now
i still have never set it up fully
yee it shouldnt create this error
- its been set up like that for months now
renaming would resort the sc anyways
I pointed out the problem and your fix. It's up to you to fix it. Your main menu has your browser, your third person map has nothing but the main game. IF you are seeing that in your third person map when you load it up then you messed up. If you are seeing that when you load the third person map after loading it from the main menu you messed up. =/
but ya, renaming them seems to have fixed that thanks guys
❤
is it possible to combine skeletal meshes? Like I have the body and head separate, i wanna join them
yes
ok just 1 more thing, its still trying coming back with that error for the old names, which i know there is a way to force unreal to stop looking for old files that are either deleted or just been renamed but i dont remember how, anyone know?
I started frm the mainmenu map and when I create the server I must to be transfered to the thirpersonexample map but to disapear the things for creating server-do you understand me now? @grim ore
its using the same skeleton
So on the bone neck attach head?
i have a head bone and neck_01
okay
you need.
get neck
and just clamp a new skeleton component under main skeleton
then select socket or bone "neck" as parent
I literally just tested again just to make sure nothing changed. When you load a new level all previous widgets will get destroyed on the level change.
the act of calling open level on the new map that does not have your browser will remove all the widgets from the map that did have the browser
oh the character bp?
ill have a go now thanks
I'm looking for a way to set the mass on Blast or Apex Objects, any ideas for a workaround, been trying to parent them to a static mesh somehow but the physics dont like this.
so what to do to do this to fix the problem?
say me the steps
oh question whilst everyones active 😛 in my character BP my character is half under the grid? when i spawn in it spawns me under the map
you would have told me how to handle it until you described the problem
make sure your open level node is the correct map and it will be fixed
which means follow the tutorial that you are supposed to be following
@plush yew from what i have seen these guys have been telling you the answer over and over
I can't understand them
im 99% sure its the character bp @plush yew
okay
how are you setting up your currency in the first place to use the .00 ?
I have a feeling this is an issue of not understanding value types
i just want to delete that .00
soo... what type is your variable holding your currency?
then you would not have a .00
this is in my third person bp @grim ore
and for 1 $ the int must be 100
ok so what are you using to convert your 100 to 1.00 ?
gilly show code
AsCurrency
sho code
what happened when I start my mainmenu level and then I can't disapear these things?
where is my error?
If u dont want the .00
Your issue @plush yew has nothing to do with your showing of the widget, it has to do with your open level node or your third person map. You keep trying to fix something that is not a problem
with ints currency is very easy
you can count digits
and then create your number manually
@bitter iris I think there is a standard offset to the character, look in the bp at the capsule location Z
*Mesh Location Z
The whole point afaik for AsCunrrency is too append a currency section of text and the .
No, the open level node after you click create server or your third person map that you open. One of them is the issue
that is for showing the create server and find server sections, not the button you click to create the server
what you need?
the video I linked is the exact section with your problem
I downloaded a lot of different animations
how can i apply them to my character so
that he make the kicks and punches while clicking on a button
have you worked with animations at all?
no
https://www.youtube.com/playlist?list=PLZlv_N0_O1gZS5HylO_368myr-Kg2ZLwb is an old official UE4 series with #18 covering how to do punching with an animation. going thru the actual documentation on animations might be good as well
Video Tutorial Series FBX resource files: https://wiki.unrealengine.com/File:ThirdPerson_FBX.zip Categories: Archives
which minute to watch @grim ore
I want to know how i can import my animations to the character i use
The link I used was time stamped exactly to the time with the open level node
I'm trying to save an Unreal texture to an in-memory PNG buffer, then load it back into another texture
If I can get this working then it shows that my file system implementation in my game works perfectly
@olive yew part of that series shows how to retarget. Alternately look up animation or skeleton retargetting on the documentation page.
except I think I screwed up the save routine because.... well...
okay
I have this
if your open level node is the third person example map then your third person example map must be loading the widgets as well
I'm building a hacking game.
worked for me
@plush yew load up your third person map, hit play, does the create/find server interface show up?
you are prolly doing this in cpp @plush yew
yes
you need extra service
but I must to start the game from mainmenu level
if your third person map is showing the interface then your third person map is showing the interface without the main menu.
which is the problem
so why is your third person map, which is your main game that is not supposed to use the create server widgets, showing the widgets
listen to me
When I start the game I start from mainmenu level
then after I create the server I must to go in the thirdperson example map (it works) BUT to doesn't show me the UI from the creating server
okay?
no, not okay.
cool. doesn't help fix the problem.
you can say over and over what you want but you don't understand the problem or want to know how to fix it. You want someone to go thru all of your code that you made and fix it for you.
I pointed out the problems and what should change but since that is not what you think is wrong you refuse to follow along and try to learn and to fix it.
You are not learning to program or make a game. You are learning to do things until the next problem then you get stuck and repeat the same routine.
so the problem is?
@grim ore we write over 1 hour-say me how to fix this problem
and the othere standard animations is fbx?
you said the menu shows up when you load the third person map by itself without loading the main menu map.
I am nervous already
is that correct?
yes, when I start the game it must show the menu and after I create the server to disapear but it doesn'r disapear
@olive yew you can just put then directly into your project folder to get them to load
Open the project -> Open the third person map -> hit Play -> Does the create server stuff show up?
so without opening the main menu map, and JUST opening the third person map the widgets for the main menu show up?
not sure what you mean its a uasset so you have to go into file explorer and drop in it where you want them. they will load if there isnt an engine compatibility issue
like open your projects content folder
yes
i did paste the animation in the content folder
do you want to record video?
and they are not showing up?
they are
oh i didnt read the whole thing haha
so if the third person map, which is not supposed to show the widgets, is showing the widgets without the main menu being used then the issue is.... the third person map is showing the widgets. Why is it doing this?
#animation can help with that
I have no idea why it is doing it, what did you do to make it do that and fix it.
could I combine all these brushes at once? or
jordan you can make it a static mesh but anything you make with bsp is going to create a nasty mesh
I must to have this
I had this: event begin play => create widget (Main Menu) => Add to Viewport
well you can select them all then hit export selected
yep like I said you were just not listening and trying to fix a problem that did not exist, now that you did you found it and hopefully fixed it.
ive selected them all wheres the export option? @dark depot
under file
ahh
okay
it says something about selection cant be exported to fbx
thank you @grim ore but I have more problems
hmmm
you have more then that error.... here let me help you first read all of this https://docs.unrealengine.com/en-US/GettingStarted then move onto the learn tab in the launcher
this is for me ? or?
its for you
it was more for the hours that you have been here with the umg issue. For packaging we cant really help without seeing the whole log
its a txt file
try and find it yourself if you cant someone might help.
okay
When I click on box brush, "create static mesh" it doesnt do anything, it just disappears and the mesh doesnt save
nvm got it -.-
im so dumb sometimes, i wasnt clicked on the level it was on
that tends to help
Yup 😂
https://gyazo.com/06e9dca6e1796693771637e4b8917e95(ändrad)
I have a lot of different animations, how do i use them?
@plush yew also when you get your log someone in #packaging would most likely be able to help or point in the correct direction
@olive yew look at how the sample content does it also https://docs.unrealengine.com/en-US/Engine/Animation
okay thank you @dark depot ❤
how they are used depends on how you want them used if they are for a player you set up a animation blueprint you can look at things like the third person template to learn about them
when I want to ask questions for the unreal like for the animations servers and tehse to ask in #lounge or?
No. you ask specific questions in the according channels.
a okay
what is the right component to use if I want to pull a character towards a spot, like a rope?
physics constraint has linear target motor for attempting to move objects towards desired position
guys im making a phone game and i have two questions
-should i turn every geometry cube into a static mesh
-can i use mobile starter content
I would make a grappling hook by making a physics constraint right?
same principle
@plush yew Geometry brushes should be replace with static meshes in a final game if you care about the most performance, they are not intended to be used for more than prototyping. With that said if your hitting your goals on minimum target and you want to be lazy they will be fine if they work for you. Starter content can be used for anything, the mobile stuff is just more optimized for mobile platforms.
^I might add, the "Create Static Mesh" is merely intended for artists to extract measurements from prototype level for the final meshes
I am having sever issues, I cant rebuild lighting without my PC crashing and I need to know if there is anything I can do to fix it, I have a i5 7600k with 16 BG ram and a water cooled 1080ti
so I think something is wrong with my unreal on my PC
what can we do to trouble shoot these issues im on 4.20
Fix your PC or fix the crashing? Buying a new PC would probably fix the crashing issues but no guarantee
is it your project, is it your pc, or is in unreal?
I think at the best all anyone can do is just randomly tell you to do random stuff and hope it helps. Eliminating possibilities might help give better guesses.
so your laptop builds it completely without issue?
assuming you are using source control properly without any temp files checked in have you tried redownloading it into a new directory on the PC and rebuilding it from a fresh download?
you mean the game engine
no I mean the project
how can I do that
again I am just guessing, we have no logs from the crash and no other info other than "I cant rebuild lighting without my PC crashing"
are you using source control? or how is it on both of your machines
You need to figure out if its the project that is bad, the unreal install that is bad, or the pc that is bad so trying a ton of stuff is your only option if that's all we can go on
I assume when it crashed it popped up the crash reported and it should have info. If it doesnt give the crash stack but the reporter comes up you might need to install the debug files from the launcher.
anybody know what this error messag mean "attempting to create a joint between two actors in different scenes. Did not create joint"
I'm trying to set a constraint between two child components static mesh components, but it won't let me. They are both on the same level of the same parent
if it says DEBUG LOGGIN ENABLED does that mean I have the debug working?
it says it in red on the top left hand corner of the launger
@grim ore thanks dude
i hope the post processing will works fine on phones
cuz it is the only thing that made my game looks cool
some does, some does not. It will depend on your rendering path you are using on the phone as well as which phone and which open gl or metal it supports and blah blah... it's the same with PC's you just hope for the best lol
Woot! Just finished up with this series! https://www.youtube.com/watch?v=1M3S3eiJK5I&list=PLL0cLF8gjBpqDdMoeid6Vl5roMl6xJQGC Moving on to their horror series now:
Unreal Engine 4 Beginner Tutorial Series - #1 Series Introduction This is episode 1 of my Unreal Engine 4 Beginner Tutorial Series, In this video I will be g...
guys can someone help me i have a widget here that when i palce it on screen it makes my game slower
but if it ake it out it goes fast
this widget when i add it to the screen the games become soooooooo slow like if i had the msot powerful grafics ever seen in the entire world but if i dont palce it in the screen it goes fast
i can add it to a widget i already have or create the widget but in the both of them itll run slow if i palce it
use the profiler
maybe the widget sucks and is doing insanely slow stuff on tick for no reasons
what is profiler?
Ask your question.
but the problem is not ym lvl but the menu
So for something like Dragon Quest XI's "Akira Toriyama anime" style, would you speculate that the outlines are more heavily created by a post processing effect, or by texture work?
Since u can see the outlines regardless of the rotation of the characters I strongly believe that's their shader in action
Hmmpez
Certainly the shader plays a large portion in it, but do you though the textures themselves have "faked" outlines?
Why is this discord so slow despite it's high user count?
Character asset looks like it could have outlines on the texture
Yeah I'm thinking the outlines are a combination of being on the texture and selectively applied by the shader
Probably depth based outline for everything and then textured lines for where the PP doesn't outline correctly
skills OP
thx
I don't think that's yours
it is
strange how the exact same picture is already all over the internet tho u only drew it last night
@SHORT BREAD GORILLA#1894 ?
lmao he left
can you spell "plagurism"?
Look! I just drew this myself!
It's a bad drawing anyhow. Dogs paws don't come out of their mouth. The paws are on the end of the legs.
It's not a bad drawing at all. It's just weird to steal in this context kek
I was making a bad joke. And yeah, it was weird. I pmed them to follow up but they have blocked messages.
it's ok I got ur joke
So when i try to move around ingame it looks like something is blocking me from turning all the way.
When I try to change gamemode in the world settings nothing happens. I'm using a source build of 4.20.2. Whenever I use the launcher (4.20.1) it works fine. Any ideas why?
Unity is better
gonna have to kill you now cheif
Do it
🗡
Has there been a discussion about UE 4.19.2 starting to cause screen flicker after the last NVIDIA update? (1070)
I'm unsure if it goes beyond that version of UE4 or that specific graphics card
not seeing any screen flickering with unreal 4.20 and latest driver on a 1080 ti
Are you running a 4K monitor?
21:9 1440p
I only saw one post in the unrealengine subreddit and they were confirming the same behavior as me. It seems as though it is an issue hitting only a few people. But they did say it was only hitting their 4K monitor
I did download the NVIDIA patch the day it came out, with things like this should I expect new patches to come out for UE4 or NVIDIA or should I just try to roll back to a previous driver?
I love Unity, Unity is best... But i use Unreal
The existence of UE4 makes Unity irrelevant. I hate scams anyway. 😂
I might reconsider using Unity in 20 years.
😂
I remember two LP guys getting to the final boss in Cuphead and the game goes into a glitch frenzy. Then I saw the Unity logo...
I hope they fixed that.
Unity looks cool when you are doing tutorials, small stuff. Try to finish one level and I bet it will keep crashing or taking forever to load anything.
I've noticed a bit in the gaming community if someone says "it's a unity game" it's usually an insult
I can count on my hand the # of times I've seen a final boss stage glitch out that badly. Also factor in the developers of Cup Head spent an enormous amount of time on making it. I have to conclude it was the engine.
A banjo kazooie inspired game
Unity would be oky for some really lightweight games. In other cases, I found it to be totally unreliable and unstable.
We'll see how it shapes up in the next decade. Game engines are a herculean task. Just ask Square Enix.
Why do you mention Square Enix?
Square had dev hell when they made the crystal engine.
Heard a ton of devs had to do some epic crunch time.
It was Unreal.
They used UE3 and UE4 as well for several projects. I don't know how far they went with their other in house engines
Very far. In fact they had made 3 attempts at it. FF13, then a new version for FF15 and the movie. Finally FF7.
DX Mankind Divided was decent. With a modified Glacier 2 engine.
That was a well made engine. Too bad they shuttered the team.
anyone able to DM me if they are working on the Switch - want to know what the biggest bottleneck is for perfroamnce, we're tryign to hit 60fps and it's close but not quite
Good luck rick. (means it, not being snarky)
I can't help you with this, but i found this info.
http://www.nintendolife.com/news/2018/07/unreal_engine_update_lsignificantlyr_improves_nintendo_switch_development
And I believe once Epic is done improving the Vulkan API it will help a lot too
today in weird issues: I can't rotate my character mesh 0_o
Rotate the world around your character instead
heh
lol
that's actually how game engines tend to work under the hood xD
was it working before?
literally just set it up
it's the FP template, with the UE4 mannequin mesh in the default mesh component
but I can't rotate it in the BP viewport
can assign any value to rotation I like, nothing visibly happens
The First person template doesn't have a 3D robot character, so are you saying you added it?
yeah
