#ue4-general
1 messages · Page 360 of 1
yeah i realized just didnt know what was going on
im choosing standalone game i hope this is ok X D
selected viewport is normally quicker if just testing, standalone will be closer to the built product but take longer to launch.
if you are trying to find where it is in the world, click on it in the outliner and hit F to focus on it in the viewport.
iits deleted from the outliner
oh. Then on the left under Modes -> Basic you can find a new one
@thorn vector i think that forum topic is your only friend
Ho ho ho! Marry pagen ritual inspired commercial holiday everyone! lololol
Guys I solved the problem!
@next badger
@fierce tulip
As soon as I deleted the "config" in the saved folder, I solved everything.
Surely the files were buggy, or I do not know
iirc you could delete the config folder and engine will recreate one after launch, never tried tho
Thank you all for your help
Plz help me
When i create a surface type for my physical material, it wont show up as an option!!!
know*
@hoary silo have you relaunched the editor?
no, but that might workm i'll try
cause it need to reload the settings
i didn't know that applyed for that too, i'll see if it works
it worked, thank you soo much
Mery Holidays. any good tips for UE and hair ? (techniques, tutorials) ? I am looking for a good Hair solution for a personal project (not commercial).
There are some hair and head examples in the Content Examples that you might be able to learn from. Same with the Paragon Sample characters. Same with the digital Human sample
my personal hair tip make everyone bald or in a hat 😄 hahahahahhahahahahaha
Digital Human example has a great hair...not suitable for game tho
Is, it possible to have multiple render layers stacked on top of each other, like in source engine?
Nope
it's not really something you can do with a renderer of this type
well.... figure out why they are not always hitting?
I turned on debugging, and they appered to be going through and just stopping without hitting anything
then they are working as intended, your collision is not
so there are 3 types of traces, by object by channel and by profile. which are you using
channel
im assuming visibility channel then? so on the object that does not get hit what does it have for its collision settings for visibility?
yep
in addition does it have a collision collider
Arent always?
yeah, i do
so the object that is ignoring the visible collision channel, does it have block set for the visibility channel on its collision settings?
welp... hmm. the line trace fires, it goes based on the settings (visible in this case), it goes wherever you tell it to and anything in the way is checked to see if it matches the settings (collision, query/physics response, that channel set to block), then it returns back whatever it hits first if its a single trace.
so what is the difference then between what it hits and what it does not? collision type maybe?
and I am assuming you don't have anything set to ignore on the line trace itself.
yeah, except for "ignore self"
My character has to guns (line traces) aiming towards the center of my camera which is also line traceing
heres the blueprint
this is the "Shoot" function
got to go, i'll pick up on this later, sorry
Thanks @grim ore
This is some dirty blueprint @hoary silo
You can just use results from a complete unrelated function
And firing a trace this long on tick?
Oh boi oh boi
Y'all having a good Christmas eve?
other than the problem i have with coding a mechanic yea
just real quick, is there a way to check if a player is rapidly turning the joystick
hey guys
some thing is acting up with my landsacpe level
why does it appear to be darker than the rest?
lets say you were bored and wanted to make a quick game using the free kenney.nl assets just because you were bored and wanted to make a quick game in a few days. What game type might be best suited for low graphics/variety but still a complete product you can slap together in a few days?
how many layers do you have on your landscape material? also have you built lighting?
quick fix I need help figuring out how to make shadows better
i want to keep real-time lighting, but have better looking shadows
especially at the tip of the legs of the chair, it doesn't render shadows close to the object
grab your light, go to the shadow maps, and crank the numbers to max. This is the wrong way to do it but shrug it works
hell just search shadow on the light and crank it all up!
and then do the same on the object and the same on the floor and then crank your settings to cinematic!
Alternately, lots of videos and docs out there. I'ts a SUPER complex part of the engine that takes decades to fully learn. https://www.google.com/search?q=ue4+lighting
Hi, I'm thinking about getting unreal. I know there are lots of videos explaining all the features but I just want to know from the community, is this truly a good choice for game developing?
@next badger sure why not, no preference just got a break and super bored making videos so wanted to do something focused to uh.. focus on lol 😃
@dire wave yes unreal engine is a good choice for game developing. So is Unity. So is GameMaker. So is <Game Engine>. They are all good choices that fit needs so what is the needs you need from your engine?
I hadn't thought about 2D with the state of Paper2D but no reason I can't just make an ortho game or UI driven game lol
welp you can definitely do that with a game engine for sure, UE4 can do it.
and something else I'm interested in is large open world games
Do you know any programming languages would be a biggie.
Nope, no open world games out there with detailed graphics made using UE4 😦
I know all the coding for this and I've got friends who are pretty experienced with all sorts of stuff. I mainly just need to know if this is possible.
@grim ore 2d and 3d are different (in terms of game design), i.e. it's hard to make 3d version of metroidvania
what game engine would you recommend for creating a game like something from the just cause series
Snowdrop?
I mean UE4 and Unity technically could both do it as well I guess if you really wanted to use one of them
and honestly if your friends are pretty experienced with all sorts of stuff I would get together and see what they all want to use. Experience is a biggie here.
for a game like JC i'd say license the Apex Game Engine 😄
well I want to create giant, realistic mountains that players can grapple hook around while being chased by jets and militaries
that's the base idea of what I want to create
thats just cause
welp download the Epic Launcher, download the engine and the Landscape Mountains project from the learn tab, and go from there. see if that works for you.
and tbh you probably wont be able to create a game of that scope
I've got a team of 14 developers who are fairly experienced. I know the game sounds a lot like just cause on paper but it will be a lot different
I suppose graphics and open world is my main focus
none of the team have any preference or experience with any engines?
so I just need something that can easily accomplish that
some are familiar with unity, some with unreal others with Godot
I'm just looking to bring everyone together on one game engine. The game would be a part time thing that we all work on in our spare time
a fun project we're all working on for fun
but we still want it to have modern graphics
@dire wave then you better not make a game in the magnitude larger than most of ue4 gamejam submissions
cause it's better be small than deadborn
we just want to make an open world game with "nice" graphics
so what engine do you think we could use to accomplish that?
open world game with nice graphics
welp I hope you are downloading the launcher, engine, and landscape mountains project like I suggested because.... otherwise you are not really asking for advice you are just talking.
List of most common beginner devs mistakes:
- Making a MMO
...
- Making an Open World Game```
The first part of any real project is prep work and research and trial and trial and trial
I am downloading the launcher
Honestly you could use the landscape mountains project, drop in a character from the IB assets using the first person template, make some npc's with the IB assets and populate them in camps around the world, and uh have an open world game lol
oh...jss...i've just noticed Atlas devs failed in 2 of those
are there any open world games made with unreal that you could show me some video of?
ARK...probably the most known
we don't talk about Atlas in here, it's just a sad sad sad thing 😦
well how big is open world? like 50km2 or like 100 or 1000?
I want to say like Sea of Thieves is UE4, and I think crackdown 3 might be but it's not out yet. we know days gone is but don't know how "open" it is.
UE4 can probably do what you want with a capable team. Unity can probably as well. Past that you are looking at licensing a private engine. "Can an engine do something" is less relevant than "Can my team do this"
oh I guess cryengine and lumberyard count as game engines still lol, those would work too
The engine question is secondary here. I think the scope is just too big. Even 14 Peeps are not that much for a production like "a Just Cause like". Plus i kinda doubt the Team actually is that experienced -obv thats just a wild guess-.
@grim ore speaking of your game, how about to make a "rubik's world" ? i think those assets are great for one
whats a rubiks world?
gotcha, that's an idea
@next badger since you were asking about it, I reduced down that weird audio bug I was seeing to a much simpler setup
It starts playing the sound on startup and then plays it again every few seconds; those replays will stop-and-restart the sound; another actor triggers an event that is supposed to do the same thing, but it plays the sound twice instead, unless I put in that 0.0001s delay
@gleaming creek i see no issue there...you are binding the event and it's got triggered when sound is play is finished right? (that will cause play x2)
Yup
so...
Set Timer by Function Name is not triggering play once being called
it's just a setter
try to unplug Initiate Retrigger
you should hear sound once
It does nothing in that case
Yes, you hear the sound once because it was started by the other method
Basically the expected behaviour is that the sound should restart, but instead it plays it a second time on top of the first
this does play sound once
I probably haven't explained it properly
I have two actors which both play sound
One is playing a long sound repeatedly, every 13 seconds (the sound is 10.5 seconds long)
the second one plays a really short sound, then when that finishes, tells the other to restart its sound
@gleaming creek the sound is triggered twice on the TestActorThatPlaysSound?
Hey sorry if I'm interrupting, just looking for some confirmations, does this look like a solid foundation for an inventory?
I'm trying to set it all up in a very robust manner:
The ActorComponent would hold that struct which includes an array of all of the children of the BP_MasterItem
Yes, that's right
@gleaming creek and the test2 is only playing sound once?
Yes
@storm venture You could just make each of those standard items, and have a property on the base item which specifies which group it goes into
Otherwise you'll need to re-code your inventory for each, possibly
(or just have it use the base class, that's fine too)
@gleaming creek I initially thought to do that but each item will vary significantly and I felt like it may be wasteful to have irrelevant data within certain items, for example, consumable effects would be within a weapon
Also weapons will have additional meshes and sockets within them, which would also be left as default blank stuff when the item is any other category
No, I don't mean that all your specific stuff would be in the base class
Rather, that you build the inventory system to use the base class and do all the inventory operations on that
So you'd have five inventories instead of one with five sets of items of different types
code the inventory once, re-use it for all types, with tweaks for the specific item type
From a code point of view, it's usually always better to write code once and re-use it five times, than to write it five times
Well, to clear it up, the current implementation would have all code within the MasterItem class, while each of the five children would only contain the information of that item, no code
Surely the item types need specific code to do their item-y things?
But I thought you were talking about an inventory system, to manage the inventory, e.g. adding items, dropping them, stacking them, size/weight limits, etc.
@gleaming creek could you try to set a break point on "stop" ?
Right, I'm just looking for a good way to store all of this information in a robust way. The item specific code was going to be in the MasterItem class, and based on which child the item actually is, it would handle it differently
For example, if the player uses an item, they would actually use a MasterItem, which would then cast itself as the appropriate child to give the relevant info to the player
What am I trying to debug once it's paused?
it's just my assumption, but Audio Engine runs in a separate thread, and event may trigger stop not as fast as it being activated for a second time.
- I'm primarily trying to isolate the different types of information while still maintaining the simplicity of using a single item class, for the most part
Does the debugger tell you the thread?
Also, I think the sound will stop if you tell it to play a different sound anyway, the stop is redundant (need to double-check that)
@storm venture I'd probably have the item-specific code in the item-specific blueprint, but it depends how you're going to use that information
Dude if I had boobs you couldn't stop me from doing weird shit with them. I would be the pioneer of titty physics. Einstein would come back from the dead to try and figure out how what I'm doing is even possible and he wouldn't be able to figure it out.
@gleaming creek play do not override already started one, i.e. you could start play multiple times (until sound channels are available)
I tried removing the "stop" node and it still stops the sound and plays the new one (when not triggering the bug)
Also, removed the second actor altogether and put everything in one actor, bug still happens
I was also vaguely suspecting threading and the audio engine, maybe the event is run in the audio thread or something weird like that
@gleaming creek you may try to use Blueprint debugger\ececution flow , it will work only on pause\breakpoint (i;ve set it to Play)
for me it does work at least
nap time now, sorry
Well, thanks for your help
Either way, definitely seems like a bug, I'll report it in to Epic
Narrowing it down so far has helped me to actually be able to describe the bug
As opposed to "sometimes weird things happen and sounds play over each other"
when is it best to use Static mobility on lighting or Stationary mobility on lighting?
also
is any of this worth freaking out over?
or is this fine
nah i know there are overlapping UV's, but is it something really bad?
or is it just letting me know
in general you don't want your lighmap UV to be overlapping, you want them to be on separate islands if needed
what does it mean when lightmap UV's are overlapping?A
shadows are conflicting?
or what
well do you know what a UV is?
like UV unwrapping?
that's my only experience with UV
like texturing
textured 3D mesh
i guess
so this is what you want https://i.stack.imgur.com/6AAER.png
each face has it's own unique space in the UV layout
overlapping means that it would have all 6 faces in the same spot "overlapping" eachother
my fbx's aren't even uv'd at themoment though
if your box should have all 6 faces the same then you are fine, if not then
well the engine thinks they are
oh ok
but my question is, is this a serious issue? like do I NEED to be uv'ing my models?
when you imported the fbx did you have it generate lightmap uv's ?
the aesthetic I'm going for with my game is an "untextured" feel btw
yes you "NEED" to or else you might end up with issues such as with shadows
ue4 can generate lightmap uv's that are generally ok so you might want to just let it do it
OH i see
so for like...
baking light
it needs those UV's
to bake the shadows onto?
and if their overlapping, it'll cause issues
i'm just trying to understand this, sorry for being a huge nuisance
basically yes
could that be a reason for why the shadows are looking like this (towards the feet of the chair)
im fine with the shadow iteself not being super detailed, just the feet bother me
the artifacts on the chair or the shadow itself?
could just need to up the quality of the shadow to get better contact
but yes the UV could be causing issues if it doesnt know that is supposed to be a hard edge
the light controls the primary shadow settings
the mesh controls it own basic shadow settings as well
and then the object the shadow is cast on has it's settings as well
alright, I'll try UV'ing my mesh and see if that at all fixes the issue
by default you are going to have soft contact shadows like that
i know
and that's fine
just the root of the shadow
is faded
i'll try messing with the UV
what is a game engine ?
I am new
@maiden swift
Ah, the game engine is your graphic card and cpu
I thought so
a game engine is a pre-programmed software that's built to run games
it's also designed for people to build games
responding to the troll
Xd
i changed the pivot point of the canopy to right up by it in blender https://i.imgur.com/sixTcak.png but when i import to UE4 its way down below it. https://i.imgur.com/Og8rCNE.jpg is this a setting in exporting it, or a problem with UE4?
The pivot of an FBX coming into UE4 is going to be the 0,0,0 point in your DCC program.
sooooooooo........ move it so the 0,0,0 point in blender is where you want the pivot and then export that piece out if you want that piece to have the pivot where you want it on the mesh imported into UE4.
or since you have the original FBX file, in the import options (when you first import the fbx) or in the mesh window (when you double click the mesh) on the import options part of the details windows you can adjust the pivot offset during import. If you do this in the mesh window you change the offset then hit re import and it will adjust it.
yea setting it to 0,0,0 worked. now its where it should be. thank you https://i.imgur.com/0kbnGMo.jpg
got a htc vive can't wait to do vr editor
is there a way i can lower the pathes sides?
when i walk i step up as its like a collision
i dont want to step up i want to walk smooth
Your best bet is to lower it in the ground more
or the collision is just a box, try to create a better collision for the static mesh so the sides are lower than the middle
i will try
also when i add grass all over the map i get 10fps! my map is huge and i still have alot to place..
its bad X D unusable
What does the model of the grass look like
look into making sure the grass is set to masked, and I found (my own project, might not be same for yours), having it under 105 triangles will keep it at a reasonable performance
- heavy LODs for them
thanks man i will try : )
Hello! Someone can help me? Im doing a top down game in 3D so i made that the character rotates following the mouse cursor. Also i add the WASD movement buttoms. Well when i start to sprint i want that the character sprints only in the way that is looking at. No backwards and no side run
@stable coral this could be cause you’re using the players relative position, and not the players position in relation to the world position
I don’t know exactly how to answer your question, but basically when you move the character forward, it’s moving it forward in the way it’s facing, not in relativity to the world position
I used to mess with Unity with this kinda stuff
would anyone here know how I could project a transparent texture like this in front of a lamp / emmisive material?
like, what would I do
project an alpha texture onto a plane?
i know how to make emmisive materials
and i know how to do lighting
but that specific effect, of it almost "bending" the light
what would you guys recommend is the best way to do this
You coupd explode in this
But you could also fake it
Easy would be emissive switch
im thinking, i could try to make a glass material, that bends light
with those physical small bumps
Difficult is frostglass
Properly would be a pom fake
And really difficult would be scene texture. That would look extreme good
But i woupdnt go so far for a lamp
well, my game is all about lighting
Mh
so might aswell
Then go for refraction with basecolor mask
same technique, but how would i go about doing the same thing for the edges of a fluorescent light?
like so
That is just emmissive mask
The shape is more important
And the metallic
Light length
emmisive mask as in?
like a texture wrapped around it?
with an alpha channel?
or what
No a grey ramp maak
I was thinking i could just take a cylinder and wrap an alpha texture ON TOP of the emmisive material
would I need to un-uv the cylinder to use that texture?
Unuv?
sorry
im tired
would I need to uv-unwrap
the cylinder
to texture it properly
ok i see
how would i layer the texture on top of the emmisive material tho?
what's what im confused about
Emissive is q channel
And texture too
Just have 2 textures
3
Normal map
4
Roughness am
Map
🤔 test 🤔
Worked
official youtube channel is good place to start
all dev-journeys start with making a folder.
can someone find me a tutorial on making layered materials
What is the main chat in here? For general question about UE4.
🤔
also making a bin folder
😡
Is there a "recommended" format for Heightmaps in Unreal Engine?
or is .asc fine ?
sounds like a weird question but i come from a background where using a png took ~10 minutes to load and a bmp just 30 seconds ...
Merry Xmas slackers!
I'd tag netpeggle but they've used stupid characters in their name so I can't
but I tend to use raw format
Is this an official channel of UE4?
it's not official, no
We have officials here and are suppurted. But its not from epic
you too @copper flicker
in any case, raw files have decent depth, so you can get a lot of detail in
We were formed freely
the free replUE4blic
basic unreal question: I have a huge and complex object that I want to add about 20 manually placed trigger volumes to, and then put a spline path in there as well... how do I get that into something like the static mesh editor that I can edit in isolation?
actually, strike that, because I made that sound like I wanted a blueprint...
but I really want the trigger volumes to be a part of the object(s) and the spline to be separate (so the spline will be a blueprint that detects the trigger volumes)
Where should I start... ?
With what?
You can ask specific questions here
Are you making a game?
Learning?
Are you looking for some services?
what would you guys say is the best way to do foliage in Unreal?
I know there's 3rd party plugins that will auto-generate trees based on settings, same with foliage
what do you guys recommend?
Blender is cool for trees
Markeplace
self-modelling foliage is extremely inneficient
there's so many tools, looking for those
like, i'm not going to sit here for 12 hours modelling a vine that wraps around a water pipe
Its inefficient for you maybe...
there HAS to be tools to make the job easier
But some people have no choice
Speedtree
SpeedTree
when they say "Speedtree FOR eu4"
do they mean
it's a plugin FOR ue
or just
standalone
i used to have this standalone
Speedtree ue4 has an export system setup for ue4 so you export your tree and you can import the srt file and it will compile everything for you such as textures and materials
not sure if there is like a livelink or anything
Also some great biome packs are available for all your tree needs if you're willing to fork out extra
just make sure they are compatible with speedtree ue4 i made that mistake of buying a cinema pack
they have all kinds of foliage not just trees just to clarify
or you can even use the modeller to make your own assets using your own textures and all its super flexable
@plush thicket
If you are wanting to cut time and use good quality assets then that is defenitly worth looking into
that sway slightly
Speedtree can do custom stylized trees
Tho you will need to learn it.
It takes skill
@plush thicket Forest Pack with 3D Studio Max is also quite popular and has Datasmith support
not stylized though, sorry, missed that
hmmm i hope you can understand me with my problem
and help me 😃
as you can see my problem is with the sprinting. i don't want that he can go backwards only forwards. everything else is working fine, when i move the mouse cursor my character rotates.
man you just crashed my discord wasnt expecting that shiz
sorry
lol np
so... how do i do that? that can only sprint in the direction of the cursor?
Hi all I am new in ue4, may I ask if I want print a message in outlog by c++ code, does it need to build the vs project to make the changes reflect in my ue4 project. As bulids the vs project take a lot of time I am searching a way that can be faster
Anyone know other could be faster, which don't need to build the vs project eventing?
cout?
Actually I am trying to looking into action rpg examples c++ code, to find out the game ability system damage logic, as I tried to use the normal attack to hit another player, it doesn't damage another player but only can damage enemies
Not sure where they execute the damage calculation
so the problem is when you push backwards on the keyboard he goes backwards?
either that or the character can sprint backwards
disable the backwards key?
do you want to use S for movement?
check the input vector and only allow sprinting if the character is moving forwards...
Yeah but i get confused
Because is a wasd movement
W up S down A left D right
Maybe i should change it 😐
so do you want it to move towards the cursor and use WASD to move it, so if the cursor is up and you hit S he should walk backwards towards the bottom of the screen?
@grim ore almost
I will try to explain
As you can see is a top down shooter. I use W for moving up S for down, etc. My character follows the mouse cursor. When he is walking it has side and backwards animation... but for sprint i only want to go forwards the mouse cursor
So if the character wants to sprint to the right the cursor should be on the right position
If he wants to sprint to the sides or backwards of the mouse cursor... well he shouldnt
D ➡
you need to compare the input direction vector with the character rotation
to see if you are moving forwards or not
you need to do the math
if you don't know said math, this will be a good google exercise
I send some of my blueprints. Where do i have to put the comparation of input direction vector
And i want to apply that only when is sprinting. Not walking
the issue you are going to have is your direction you are going based on the keyboard may not match the direction you are facing based on rotation so you have a bit of math to handle when you rotate the character and when you take input to move the character
😬
because if you are facing right and moving right and sprinting you are fine but if you push left you should stop sprinting but if you then rotate the mouse to face the character left you should start sprinting again
Oh... i disable the face cursor rotation when is sprinting
well that makes it a little easier atleast
@ocean pumice #looking-for-talent
Leom caveman try make carrot model spin
it no spin
help
OH WAIT IT IS SPINNING
Just really slow
Ok
Me figure out
@hot drum interesting game
🥕 no
I set that variable to the one that's in my 3rd person character
so it can display
and I have no idea what to set the object part as
The answer is easy
me caveman again
wait no
This is so basic
🙄 😳
please
That game...
give it to me
You will ask youtube.
moan
And learn about casting
a G H
An ultra basic ue4 concept
That bunny scares me xD
Ok this is not related but
Anyone know of any unity discord server with good amount of people similar to this one
I only wish the Add Collision Convex Mesh node (for procedural mesh component) worked
never mind. just found out that the CreateMeshSection with CreateCollision worked. I thought the mesh needed to be convex for it work, but seems to work with any mesh.
I'm trying to make the grass taller in grass type but no matter what i change it to it wont go bigger, any ideas why?
so how did you put your grass into your level?
If I want to upgrade my PC to make UE4 faster, what will I upgrade? (For example, Graphics Card?)
For example I want to make loading levels faster. And when I click on an actor in a level load faster (freeze for less time).
It depends on what you have now and what your goal is
I edited
loading is CPU and drive based.
well what do you have now
i7 what?
intel processor 7
yes, what generation and model number.
Intel® Core™ i7 Processor
why does that matter lol
I'm just asking what part I need to upgradew
so thats the processer then?
then just buy whatever you can afford and the biggest number I guess
so sometimes when I click on an actor in a level it takes a few seconds to load (the editor freezes in that time), if I upgrade my processor, it should be faster?
@grim ore
How can I change the Camera from the Standard Character Blueprint Controller to a Cine Camera and change the Camera settings in Playmode?
Sorry for the noob question.
so you want to not have a player but have a cinematic camera when you hit play?
ok so the game mode determines what spawns in for your default pawn so you would probably want to change your game mode to have none for the default pawn
@grim ore Landscape Grass type things
you can then use the Set View Target with Blend node to change the camera you are looking thru to your cine camera that is in your world
after that you can technically pop out of play mode and adjust the settings in the details panel if you are trying to adjust things
@bitter iris so an instanced foliage using the foliage painter or?
oh no gotcha, painting on a grass layer lol
@bitter iris sorry about that. It should work using the settings you listed, I just tested it. I did have an issue where it was not working the first time but I deleted the Grass Variety I had and put a new one in and set it up and it worked with randomness
Weird
yeah I just tested it and it's fine here. Free for the scaling, 1 and 1 for X 1 and 1 for Y and 1 and 5 for Z and I get this with a cube for my grass mesh
lol yep
thanks
maybe it's just one variety of your grass that's doing that so you didnt notice it easily
yeah i used reeds to see if it works as im using 3 types of grass to give a variety an realism
i think 1.4 will do lol
I wonder which is more performance. The foliage painter or the landscape grass stuff
No idea, i just use landscape grass type litterely for grass, then rocks etc using painter
as i dunno if you can use component scripts on grass types?
Look good?
looks way better than anything I can muster up, you saw my grass 😛
@grim ore http://prntscr.com/lzi6u3 Now I am switching to the camera but the Character is not active...
super weird, I have that exact setup here and it switches
Is the pawn setup to none or to the character controller ?
the default pawn is none for me but it doesn't matter if you do this, setting it to none just stops an extra thing you don't want in the scene from spawning
Are you able to export a texture as png? exports as targa an cant edit it properly
you can always try exporting as bitmap, but I beleive no PNG due to it being less quality and targa handling transparency better
I'm having an issue with Visual Logger. Should I edit some settings before capture will work? I've used it some time ago but can't now remember how. It' just does not record anything, yet i have VisLog recording is active in the frame
Lol only paint.net works for targa pngs
works now, lets have fun changing it to orange/dead colour -.-
Look good for slight change? just so its not all green?
@bitter iris PS works fine with TGA, you just need to keep in mind, that Alpha is stored as Alpha channel, not transparency
@bitter iris you also could use shader to blend the colors
in your case even 32x32 overlay will produce good results
how would that be done? when i try change the leaf colour the bark changes too
Hello all
@bitter iris open your texture for the trees in ue4 an make a screenshot
I have a ue4 question, I am stuck on something
I made a scene how do I pan across with the camera,right now it just seam I just have a stationary camera?
@plush yew WSAD
I mean when I am filming in sequencer
@plush yew or hold shift+left mouse (make sure your camera scalar - top left camera icon is large enough)
@plush yew oh
sequencer is how you record movies right?
@plush yew yes, kind of, you have your camera there, and when you record it will put a keyframes, if camera has transform keys for position it will move
Learn how to make a high octane car replay using the new Sequencer tool in Unreal Engine 4! This runs through the basics of using Sequencer, recording actors...
add a key, move the camera, add a key, profit!
repeat 100 times adjusting the curves 15 times every time just to make sure it looks right and viola you have 3 seconds of a recording done.
how do you add a key?
I want to say hit Enter on the track at the point you want the key, or you click the roundy dot button for the key on the track
about 6 minutes into the video it shows keyframing and the auto key framing and other key stuffs
create a level sequence, open the sequencer window. Add a camera to the level if you don't have one and put it in the first/starting spot. click add track on the sequencer window and selected actor to sequencer then select the camera. go down to the CameraActor and the transform track under it and select it. Hit enter on the keyboard to add the first keyframe. move the timeline bar (the white bar, orange handle on the timeline) to where you want the camera to end. Move the camera in the scene to where you want it to be. Select the transform track again on the CameraActor in the sequence and hit enter. Done.
this will keyframe 2 points on your sequence for the transform track and then interpolate the movement smoothly and evenly between those 2 transform points. after this you can adjust the curves themselves for the keypoints if you want more of a gentle ease in and out of each point and blah blah more keyframes more stuff etc. etc... manual.. documentation..
is compression quality how grainy or dark it will be?
@plush yew it doesn't add grains or darken the image, you may loss the quality ofc, it depends on compression ratio
we're talking about export, right?
hey guys, anyone have any idea why my model would act like this?
i animated it in blender and when i uploaded it to unreal, this is how it turns out
@viral herald view the skeleton and make sure they are matches
between blender and ue4
it's hard to see on the demo, but i can't see root on your model
there is a bug with blender that always puts a root bone at the models origin
so i just leave it at that
any idea what it could be?
sigh
@viral herald you haven't used any custom transforms right? just plain bones
@viral herald oh...i think i see now, it's probably a gimbal lock twist
?
you need to make sure that happens at first
select the bone and make sure it does not flip, or does flip
@bitter iris painful to watch
@viral herald yep that's the issue...now you need to check the bones in blender
how would i know if its having problems in there?
@viral herald cause it's not problem of the ue4...it's the blender
you may try to import fbx back in new scene in blender
@viral herald the solution maybe the baking keys in to the bones
thanks alexey, first time having this problem, now if i run into it again, i know what to start looking for
@next badger it was alpha
im tryna learn how to do opacity mask
i think ive done it?
@bitter iris opacity mask is opacity, but just binary (0/1)...but it way faster in shaders
does it look right above?
yep
woop!
you could unplug the opacity from the input
wait where
right above opacity mask
material only using one input (opacity OR opacity mask)
like so?
hah no 😃
oh the const? unplug that?
you may, just to make it look simpler
you may make material instances
theyre different materials for the trees
like different graphs?
each tree has 3 different mats
or the inputs are only different?
cause each input can be turned in to parameter and then modified in the instance
@bitter iris you may later make a LOD that will be using the same mesh but different shader, for closer look
are these looking good or
how can i reduce the size of the outlined in red around the tree
would having this many mats on the 1 tree affect it?
im modding assets ive bought btw so trying to optimize best i can
how can i delete the same mats?
@bitter iris maybe they are for different LODS, open lod Picker fold and pick one instead Auto, then go to LOD fold and open Sections, you will see all the materials for a particular lod
don't forget to switch back to auto after that
those are different lods
you may set them to reference same material
in the dropdown
i have
then you be able to delete those from the material slots
it may be a glitch
save, close and open the mesh back
it happened for me few times
okay closing them now
nope still greyed out X's
shall i export the model an reimport it after i delete the materials?
some solutions are just "reimport"
okay
it's nap time, sorry have to go
@bitter iris try to google, you're definitely not the first one who having this issue, i solved it a few times but quite a lot time passed, can't remember
can anyone here help me figure out why this is happening?
light just goes straight through a solid object
if it's closer to the ground
Does it have a subsurface?
I meant in your material
no, the material is a basic untextured material
this is all my surface is
it has no Subsurface
@plush thicket If you reposition it down near the ground and then run "Build Lighting" again, does the problem still occur?
my lights are movable
changing my lights to static or stationary and building breaks everything
my lights move is what im trying to say
so building light is out of the question
hmm that is weird for sure then, not sure
is that good? 🤔
hi guys optimization question
so i'm doing up an estate which includes 8 identical buildings
is it easier on the system if
1)all of this 8 buildings are copies of a singular static mesh?
2) Are split apart and piece together by many small modular pieces and then copied 8 times to make the other 8 identical buildings
3) All 8 buildings are combined into a single static mesh
i'm currently with modular pieces but debating if it would be better to merge them into a single mesh and vertices to make it a single call on the system
it would be a much bigger file though i'd reckon
You can split them by floor then into rooms rather than into many small modular pieces.. Will help on the drawcall side of things a lot
and the smaller stuff keep individual to cull
alrighty
so i'll take each floor and convert them to a static mesh then and combine the individual modular walls into the perimeter and rooms
Yeah, but try to keep the insides and outsides separate so they can be culled
and then use HLOD
ah sure
good to know!
most of these buildings won't have an interior but will have some interiors that can be set as a hideout XD
Ahh then yeah no worries, just try to keep the drawcalls low. Buildings most of the time don't have TOO many polygons close
gotcha!
so you can add LODs to them, and then HLOD system to merge the houses into one giant one in the distance, and then use LODs on those generated ones
alrighty thx a lot Hodd!
@bitter iris Try to dither the masked
You can also edit your billboards
to look more like this
will reduce over draw
and make sure this is enabled on 99% of your foliage that is masked
Setting this in your project settings as well
You can reduce ghosting from TAA when you dither your mask by some tonemapper edits
and frameweight thing in taa I forgot what
@dry moon where are those options
Dither opacity mask option is in all materials that are set masked
detail panel, just scroll down
and the masked in early zpass is in project settings
type it in the search and it'll pop in
wheres that
and the masked in early zpass is in project settings type it in the search and it'll pop in
right okay
@plush thicket are you using mesh distance fields for the shadows? I ask because the shadows sort of look like they have soft edges there. I've never messed with those, but if you're using that it might be the cause of those odd shadows
I've not messed with distance fields for shadows yet, so I'd have to look it up
If that's not it, then I think it could be related to whatever is causing those soft-looking shadows
I'm no expert, just throwing some ideas out there
i'll play around with this
i doubt that's it though, mesh distance fields are for making shadows more sharp for really detailed objects
hello all
With a spline
And the sequencer
You create a new blueprint with spline componebt
Attach camera to it
And tge you create a function to move the camera along the spline
With every spline point you can control rotation
Can anyone help me out with this? https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/1565645-casting-question
Hey gang,
I am trying to add BluePrint functionality to toggle the checkbox state on the HUD that will pause the game via Keyboard Input or clicking with mouse
My brain is burnt out, could someone offer a solution as to how Dark Souls respawns the world when a bonfire is engaged? I keep thinking that it's completely reloading all the levels/sublevels save for the bonfire area
And just maintains a switch in the game instance/game state for all 'permanent' pieces: bosses, chests, dead important characters
Fog doors
has anyone implemented something similar? Am I thinking relatively correctly?
using savegame to store the data i would say
So it's basically just loading a save
that makes sense
I wonder if that was just a glitch originally and they kept it
its just a saving point
Kinda sure they don't reload the whole level
Enemies are probably setup to not be destroyed but deactivated
And if you got to the bonfire they are all activated and reset again
While your other progress is saved
Hmmm
There is no loading screen. Only the fullscreen blend to hide the ugly reset.
i hate to post about this again, but would anyone else here know how to solve this issue?
When objects are close to eachother, the shadows fade
this is driving me nuts, man...
it happens even with something simple as me dragging in a cube
it happens with thin objects, from what I see
the beginning of the shadow looks faded
Thats normal
It can be tweaked
But you need a good pc to 100% get rid of it
The same happens in raytraced light
Bias is a start
You can't really get rid of it
Bias is a start, not using movable lights if you can is another idea
Tell us how to improve Unreal Engine 4!
That forum thread will be two years old soon, maybe we can get Epic to look at it some day
I've said it in the thread but basically, this problem was huge enough for us that we had to move to a custom lighting material with unlit shading on background planets
hey, I am building a project in 4.18
when I hit the build button, it compiles it (think it does it in VS17) and when I restart it says that it was compiled in a different engine version
What Target are you compiling for?
DevelopmentEditor? DebugGameEditor? Something else?
In UE4?
in the editor yeah
If you work with C++, you will want to close the Editor and Compile in VS.
Then start the editor
asking me to rebuild from source
Shortcuts for that are CTRL+F5 to just build and start or only F5 to build and start while attaching VS to the process
Your project is not fucked. Just open VS, close the Editor and make sure that you ahve DevEditor selected
in vs
Hotreload = building with Visual Studio while the editor is running, either from Visual Studio or the "Compile" button
thing is I am on vs17
so when I have a 4.18 project open it emulates vs15 when it builds
so I guess its building it using the vs17 compiler during hotreload, and that is whats giving the error
bc if I build it with hotreload and restart the project, I get an error saying it was built in a different version, but if I build it in vs it will build and not produce that error when I relaunch the project
2017 support is way older than 4.19
so its easier to leave it building an older version in the same ide version, else unexpected bugs
oh
fuck knows then
2017 supported from 4.15 onwards
The default was probably still 2015 at that point
So it sounds like you have 2015 installed
In the project settings you can force one
yeah
the compiler version is set to default
which is probably 15
but I guess the hot reload does not say which version to compile with
Hot reload should build whatever you have configured
"Different engine version" issues is probably either
- actual different engine launched (like, project opened with 4.21 but still associated to 4.18 and building for that)
- you're not building with Development Editor conf in VS
i was wandering something that should be pretty basic but can’t really find an answer for: do moving objects have an higher impact on gpu or only on cpu?
@cloud cobalt I read that thread, where do I turn off SSAO?
I want to see if that would at all work
--
also quick sidenote (QUESTION)
when building light, does it place those "shadow" textures onto object's UV's?
so if an object is properly UV mapped, lighting will act more natural, or no?
i changed my spotlight to static (for testing) and tried building light, this happened?
the shadows are SUPER pixelated and the table shadow is messed
idk why it looks like that
any help? i'm still very new to Unreal Engine 4, so explanations would help me figure this out
That's because of your lightmass settings and such.
You'll have to look up lighting / lightmass
@signal compass I'm already using a Lightmas Resolution scaled
1024, as opposed to 64
and this is on my ground plane
Have you checked out some videos like this? https://www.youtube.com/watch?v=ihg4uirMcec
The session by Lead Artist Jerome Platteaux will focus on the different ways to light a project in Unreal Engine and covers the basics of Physically Based Re...
yes
I've watched that entire video
I'm applying my knowledge from that video for this
but I'm still getting pixelated shadows
Hmm...
How about messing with these settings?
Like shadow quality / etc
Maybe it's just not being rendered at a high enough quality?
how come my landscape shows pretty red ish, ? how can i fix that
review your material
the ground
Is green
If you wish xd
But judging by the table its almost 0
It slightly turned red
Your water is almost white
What did go wrong there
yeah not sure, i think its cause its transparent
Xd
me

