#ue4-general

1 messages · Page 360 of 1

grim ore
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you can probably delete the character you dragged in as well now

lavish marlin
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yeah i realized just didnt know what was going on

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im choosing standalone game i hope this is ok X D

grim ore
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selected viewport is normally quicker if just testing, standalone will be closer to the built product but take longer to launch.

lavish marlin
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wohoo!

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thats the one lmao

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now if only i can find my player start X D

grim ore
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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.

lavish marlin
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iits deleted from the outliner

grim ore
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oh. Then on the left under Modes -> Basic you can find a new one

lavish marlin
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finally its all working now thanks

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merry christmas X D/ happy holidays

thorn vector
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yo

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Anyone purchase mmo starter kit from codespartan before

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i need help

next badger
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@thorn vector i think that forum topic is your only friend

fossil basalt
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Ho ho ho! Marry pagen ritual inspired commercial holiday everyone! lololol

copper tangle
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Guys I solved the problem!

@next badger
@fierce tulip

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As soon as I deleted the "config" in the saved folder, I solved everything.
Surely the files were buggy, or I do not know

next badger
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iirc you could delete the config folder and engine will recreate one after launch, never tried tho

copper tangle
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Thank you all for your help

hoary silo
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Plz help me

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When i create a surface type for my physical material, it wont show up as an option!!!

next badger
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You have a typo

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ConcreAte

hoary silo
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know*

next badger
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@hoary silo have you relaunched the editor?

hoary silo
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no, but that might workm i'll try

next badger
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cause it need to reload the settings

hoary silo
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i didn't know that applyed for that too, i'll see if it works

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it worked, thank you soo much

elder moth
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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).

grim ore
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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

dark depot
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my personal hair tip make everyone bald or in a hat 😄 hahahahahhahahahahaha

next badger
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Digital Human example has a great hair...not suitable for game tho

hoary silo
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Is, it possible to have multiple render layers stacked on top of each other, like in source engine?

grim sinew
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Nope

hoary silo
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thats too bad

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they should add that in

wary wave
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it's not really something you can do with a renderer of this type

hoary silo
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for some reason my line traces aren't always hitting

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is there a way to fix it?

grim ore
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well.... figure out why they are not always hitting?

hoary silo
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I turned on debugging, and they appered to be going through and just stopping without hitting anything

grim ore
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then they are working as intended, your collision is not

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so there are 3 types of traces, by object by channel and by profile. which are you using

hoary silo
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channel

grim ore
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im assuming visibility channel then? so on the object that does not get hit what does it have for its collision settings for visibility?

hoary silo
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yep

grim ore
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in addition does it have a collision collider

static viper
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Arent always?

hoary silo
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yeah, i do

grim ore
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so the object that is ignoring the visible collision channel, does it have block set for the visibility channel on its collision settings?

hoary silo
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here ill check

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it does

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it has it checked

grim ore
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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.

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so what is the difference then between what it hits and what it does not? collision type maybe?

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and I am assuming you don't have anything set to ignore on the line trace itself.

hoary silo
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yeah, except for "ignore self"

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My character has to guns (line traces) aiming towards the center of my camera which is also line traceing

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got to go, i'll pick up on this later, sorry

elder moth
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Thanks @grim ore

static viper
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This is some dirty blueprint @hoary silo

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You can just use results from a complete unrelated function

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And firing a trace this long on tick?

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Oh boi oh boi

distant river
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Y'all having a good Christmas eve?

potent silo
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other than the problem i have with coding a mechanic yea

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just real quick, is there a way to check if a player is rapidly turning the joystick

viral herald
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hey guys

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some thing is acting up with my landsacpe level

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why does it appear to be darker than the rest?

grim ore
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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?

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how many layers do you have on your landscape material? also have you built lighting?

plush thicket
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quick fix I need help figuring out how to make shadows better

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i want to keep real-time lighting, but have better looking shadows

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especially at the tip of the legs of the chair, it doesn't render shadows close to the object

grim ore
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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

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hell just search shadow on the light and crank it all up!

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and then do the same on the object and the same on the floor and then crank your settings to cinematic!

dire wave
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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
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@grim ore are you talking about 2d or 3d game?

grim ore
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@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 😃

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@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?

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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

dire wave
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well I'm looking to create a world preferably in 3D

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with advanced AI

grim ore
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welp you can definitely do that with a game engine for sure, UE4 can do it.

dire wave
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and something else I'm interested in is large open world games

grim ore
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Do you know any programming languages would be a biggie.

dire wave
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with very detailed graphics

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is that possible with unreal?

grim ore
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Nope, no open world games out there with detailed graphics made using UE4 😦

dire wave
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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.

next badger
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@grim ore 2d and 3d are different (in terms of game design), i.e. it's hard to make 3d version of metroidvania

dire wave
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what game engine would you recommend for creating a game like something from the just cause series

grim ore
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Snowdrop?

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I mean UE4 and Unity technically could both do it as well I guess if you really wanted to use one of them

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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.

tall pendant
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for a game like JC i'd say license the Apex Game Engine 😄

dire wave
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well I want to create giant, realistic mountains that players can grapple hook around while being chased by jets and militaries

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that's the base idea of what I want to create

tall pendant
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thats just cause

grim ore
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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.

tall pendant
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and tbh you probably wont be able to create a game of that scope

dire wave
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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

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I suppose graphics and open world is my main focus

grim ore
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none of the team have any preference or experience with any engines?

dire wave
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so I just need something that can easily accomplish that

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some are familiar with unity, some with unreal others with Godot

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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

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a fun project we're all working on for fun

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but we still want it to have modern graphics

next badger
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@dire wave then you better not make a game in the magnitude larger than most of ue4 gamejam submissions

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cause it's better be small than deadborn

dire wave
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we just want to make an open world game with "nice" graphics

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so what engine do you think we could use to accomplish that?

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open world game with nice graphics

grim ore
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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.

next badger
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List of most common beginner devs mistakes:
- Making a MMO
...
- Making an Open World Game```
grim ore
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The first part of any real project is prep work and research and trial and trial and trial

dire wave
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I am downloading the launcher

grim ore
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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

next badger
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oh...jss...i've just noticed Atlas devs failed in 2 of those

dire wave
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are there any open world games made with unreal that you could show me some video of?

next badger
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ARK...probably the most known

grim ore
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we don't talk about Atlas in here, it's just a sad sad sad thing 😦

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well how big is open world? like 50km2 or like 100 or 1000?

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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.

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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"

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oh I guess cryengine and lumberyard count as game engines still lol, those would work too

tall pendant
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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-.

next badger
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@grim ore speaking of your game, how about to make a "rubik's world" ? i think those assets are great for one

grim ore
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whats a rubiks world?

next badger
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it's a map folded in a form of rubik's cube

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where you could rotate its slices

grim ore
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gotcha, that's an idea

gleaming creek
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@next badger since you were asking about it, I reduced down that weird audio bug I was seeing to a much simpler setup

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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

next badger
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@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)

gleaming creek
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Yup

next badger
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so...

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Set Timer by Function Name is not triggering play once being called

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it's just a setter

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try to unplug Initiate Retrigger

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you should hear sound once

gleaming creek
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It does nothing in that case

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Yes, you hear the sound once because it was started by the other method

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Basically the expected behaviour is that the sound should restart, but instead it plays it a second time on top of the first

next badger
gleaming creek
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I probably haven't explained it properly

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I have two actors which both play sound

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One is playing a long sound repeatedly, every 13 seconds (the sound is 10.5 seconds long)

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the second one plays a really short sound, then when that finishes, tells the other to restart its sound

next badger
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@gleaming creek the sound is triggered twice on the TestActorThatPlaysSound?

storm venture
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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

gleaming creek
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Yes, that's right

next badger
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@gleaming creek and the test2 is only playing sound once?

gleaming creek
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Yes

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@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

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Otherwise you'll need to re-code your inventory for each, possibly

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(or just have it use the base class, that's fine too)

storm venture
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@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

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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

gleaming creek
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No, I don't mean that all your specific stuff would be in the base class

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Rather, that you build the inventory system to use the base class and do all the inventory operations on that

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So you'd have five inventories instead of one with five sets of items of different types

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code the inventory once, re-use it for all types, with tweaks for the specific item type

storm venture
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Oh, interesting

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would you consider that a better approach or just an alternative?

gleaming creek
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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

storm venture
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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

gleaming creek
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Surely the item types need specific code to do their item-y things?

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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.

next badger
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@gleaming creek could you try to set a break point on "stop" ?

storm venture
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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

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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

gleaming creek
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What am I trying to debug once it's paused?

next badger
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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.

storm venture
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  • 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
gleaming creek
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Does the debugger tell you the thread?

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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)

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@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

steep token
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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.

next badger
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@gleaming creek play do not override already started one, i.e. you could start play multiple times (until sound channels are available)

gleaming creek
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I tried removing the "stop" node and it still stops the sound and plays the new one (when not triggering the bug)

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Also, removed the second actor altogether and put everything in one actor, bug still happens

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I was also vaguely suspecting threading and the audio engine, maybe the event is run in the audio thread or something weird like that

next badger
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@gleaming creek you may try to use Blueprint debugger\ececution flow , it will work only on pause\breakpoint (i;ve set it to Play)

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for me it does work at least

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nap time now, sorry

gleaming creek
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Well, thanks for your help

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Either way, definitely seems like a bug, I'll report it in to Epic

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Narrowing it down so far has helped me to actually be able to describe the bug

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As opposed to "sometimes weird things happen and sounds play over each other"

plush thicket
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when is it best to use Static mobility on lighting or Stationary mobility on lighting?

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also

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is any of this worth freaking out over?

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or is this fine

grim ore
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and overlapping UV's are fine if you expect the material to be overlapping basically

plush thicket
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nah i know there are overlapping UV's, but is it something really bad?

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or is it just letting me know

grim ore
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in general you don't want your lighmap UV to be overlapping, you want them to be on separate islands if needed

plush thicket
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what does it mean when lightmap UV's are overlapping?A

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shadows are conflicting?

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or what

grim ore
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well do you know what a UV is?

plush thicket
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like UV unwrapping?

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that's my only experience with UV

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like texturing

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textured 3D mesh

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i guess

grim ore
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each face has it's own unique space in the UV layout

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overlapping means that it would have all 6 faces in the same spot "overlapping" eachother

plush thicket
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my fbx's aren't even uv'd at themoment though

grim ore
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if your box should have all 6 faces the same then you are fine, if not then

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well the engine thinks they are

plush thicket
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oh ok

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but my question is, is this a serious issue? like do I NEED to be uv'ing my models?

grim ore
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when you imported the fbx did you have it generate lightmap uv's ?

plush thicket
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the aesthetic I'm going for with my game is an "untextured" feel btw

grim ore
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yes you "NEED" to or else you might end up with issues such as with shadows

plush thicket
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^ this

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oh alright

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so just UV my models even their untextured?

grim ore
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ue4 can generate lightmap uv's that are generally ok so you might want to just let it do it

plush thicket
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OH i see

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so for like...

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baking light

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it needs those UV's

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to bake the shadows onto?

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and if their overlapping, it'll cause issues

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i'm just trying to understand this, sorry for being a huge nuisance

grim ore
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basically yes

plush thicket
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could that be a reason for why the shadows are looking like this (towards the feet of the chair)

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im fine with the shadow iteself not being super detailed, just the feet bother me

grim ore
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the artifacts on the chair or the shadow itself?

plush thicket
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the beginning of the shadow

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I just want to fix that

grim ore
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could just need to up the quality of the shadow to get better contact

plush thicket
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the chair isn't floating btw

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super noob question, but... where do I do that?

grim ore
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but yes the UV could be causing issues if it doesnt know that is supposed to be a hard edge

plush thicket
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this? or on the actual spotlight

grim ore
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the light controls the primary shadow settings

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the mesh controls it own basic shadow settings as well

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and then the object the shadow is cast on has it's settings as well

plush thicket
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alright, I'll try UV'ing my mesh and see if that at all fixes the issue

grim ore
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by default you are going to have soft contact shadows like that

plush thicket
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i know

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and that's fine

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just the root of the shadow

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is faded

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i'll try messing with the UV

steep token
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what is a game engine ?

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I am new

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@maiden swift

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Ah, the game engine is your graphic card and cpu

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I thought so

plush thicket
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a game engine is a pre-programmed software that's built to run games

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it's also designed for people to build games

manic pawn
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responding to the troll

plush thicket
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Xd

plush yew
grim ore
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The pivot of an FBX coming into UE4 is going to be the 0,0,0 point in your DCC program.

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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.

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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.

plush yew
plush yew
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got a htc vive can't wait to do vr editor

lavish marlin
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is there a way i can lower the pathes sides?

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when i walk i step up as its like a collision

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i dont want to step up i want to walk smooth

dry moon
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Your best bet is to lower it in the ground more

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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

lavish marlin
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i will try

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also when i add grass all over the map i get 10fps! my map is huge and i still have alot to place..

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its bad X D unusable

dry moon
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What does the model of the grass look like

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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

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  • heavy LODs for them
lavish marlin
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thanks man i will try : )

stable coral
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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

plush thicket
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@stable coral this could be cause you’re using the players relative position, and not the players position in relation to the world position

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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

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I used to mess with Unity with this kinda stuff

static viper
plush thicket
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would anyone here know how I could project a transparent texture like this in front of a lamp / emmisive material?

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like, what would I do

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project an alpha texture onto a plane?

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i know how to make emmisive materials

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and i know how to do lighting

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but that specific effect, of it almost "bending" the light

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what would you guys recommend is the best way to do this

static viper
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You coupd explode in this

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But you could also fake it

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Easy would be emissive switch

plush thicket
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im thinking, i could try to make a glass material, that bends light

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with those physical small bumps

static viper
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Difficult is frostglass

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Properly would be a pom fake

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And really difficult would be scene texture. That would look extreme good

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But i woupdnt go so far for a lamp

plush thicket
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well, my game is all about lighting

static viper
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Mh

plush thicket
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so might aswell

static viper
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Then go for refraction with basecolor mask

plush thicket
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same technique, but how would i go about doing the same thing for the edges of a fluorescent light?

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like so

static viper
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That is just emmissive mask

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The shape is more important

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And the metallic

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Light length

plush thicket
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emmisive mask as in?

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like a texture wrapped around it?

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with an alpha channel?

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or what

static viper
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No a grey ramp maak

plush thicket
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I was thinking i could just take a cylinder and wrap an alpha texture ON TOP of the emmisive material

static viper
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Yes

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You dont need transparency

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A grey ramp mask will be enough

plush thicket
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would I need to un-uv the cylinder to use that texture?

static viper
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Unuv?

plush thicket
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sorry

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im tired

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would I need to uv-unwrap

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the cylinder

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to texture it properly

static viper
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Ofc

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For detail mapping

plush thicket
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ok i see

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how would i layer the texture on top of the emmisive material tho?

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what's what im confused about

static viper
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Emissive is q channel

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And texture too

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Just have 2 textures

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3

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Normal map

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4

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Roughness am

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Map

plush thicket
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ok

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i'll mess with that

harsh pier
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🤔 test 🤔

static viper
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Worked

plush thicket
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im so new to unreal, i don't know where to start

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haha

paper kernel
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official youtube channel is good place to start

fierce tulip
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all dev-journeys start with making a folder.

plush thicket
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can someone find me a tutorial on making layered materials

harsh pier
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What is the main chat in here? For general question about UE4.

tall pendant
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🤔

shell jetty
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also making a bin folder

harsh pier
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😡

cerulean nova
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Is there a "recommended" format for Heightmaps in Unreal Engine?

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or is .asc fine ?

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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 ...

copper flicker
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Merry Xmas slackers!

fierce tulip
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@harsh pier you know, you could read the description of a channel at the top

wary wave
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I'd tag netpeggle but they've used stupid characters in their name so I can't

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but I tend to use raw format

harsh pier
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Is this an official channel of UE4?

wary wave
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it's not official, no

static viper
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We have officials here and are suppurted. But its not from epic

fierce tulip
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you too @copper flicker

wary wave
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in any case, raw files have decent depth, so you can get a lot of detail in

static viper
#

We were formed freely

fierce tulip
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the free replUE4blic

static viper
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Sorta

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We are the english community

#

And that way directly connected

glacial pecan
#

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)

harsh pier
#

Where should I start... ?

static viper
#

With what?

#

You can ask specific questions here

#

Are you making a game?

#

Learning?

#

Are you looking for some services?

plush thicket
#

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?

static viper
#

The best way is to just create some

#

Maybe learn it, or pay someone

bitter iris
#

Blender is cool for trees

static viper
#

Markeplace

plush thicket
#

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

static viper
#

Its inefficient for you maybe...

plush thicket
#

there HAS to be tools to make the job easier

static viper
#

But some people have no choice

plush thicket
#

maybe like, splines?

#

atleast

static viper
#

Speedtree

plush thicket
#

binding a texture, vine

#

to a spline

bitter iris
#

SpeedTree

static viper
#

Speedtree is the tool

#

Its a major player

plush thicket
#

when they say "Speedtree FOR eu4"

#

do they mean

#

it's a plugin FOR ue

#

or just

#

standalone

#

i used to have this standalone

waxen glacier
#

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

plush thicket
#

i'll see what I can do

#

i'm looking for a way to make custom, stylized trees

waxen glacier
#

If you are wanting to cut time and use good quality assets then that is defenitly worth looking into

plush thicket
#

that sway slightly

static viper
#

Speedtree can do custom stylized trees

#

Tho you will need to learn it.

#

It takes skill

glacial pecan
#

@plush thicket Forest Pack with 3D Studio Max is also quite popular and has Datasmith support

#

not stylized though, sorry, missed that

bitter iris
#

man you just crashed my discord wasnt expecting that shiz

stable coral
#

sorry

bitter iris
#

lol np

stable coral
#

so... how do i do that? that can only sprint in the direction of the cursor?

sly willow
#

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?

stable coral
#

cout?

sly willow
#

Cout can print variable like fame?

#

Fname sorry

stable coral
#

hmm i don't know a lot of c++

#

maybe you can use blueprint

sly willow
#

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

stable coral
#

Friendly fire is off

#

😂

analog spindle
stable coral
#

Please someone can help me?

grim ore
#

so the problem is when you push backwards on the keyboard he goes backwards?

wary wave
#

either that or the character can sprint backwards

stable coral
#

The character sprint backwards

#

Thats the problem

grim ore
#

disable the backwards key?

stable coral
#

Well he sprints in all directions

#

@grim ore i use WASD for movement

grim ore
#

do you want to use S for movement?

wary wave
#

check the input vector and only allow sprinting if the character is moving forwards...

stable coral
#

Yeah but i get confused

#

Because is a wasd movement

#

W up S down A left D right

#

Maybe i should change it 😐

grim ore
#

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?

stable coral
#

@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 ➡

wary wave
#

you need to compare the input direction vector with the character rotation

#

to see if you are moving forwards or not

stable coral
#

Thats what i want but i dont know how

#

I need to add variables?

wary wave
#

you need to do the math

#

if you don't know said math, this will be a good google exercise

stable coral
#

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

grim ore
#

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

stable coral
#

😬

grim ore
#

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

stable coral
#

Oh... i disable the face cursor rotation when is sprinting

grim ore
#

well that makes it a little easier atleast

stable coral
#

Yeah xD

#

Maybe this can work

#

Is for attacking but... i can change it

#

🤔 😬

grim ore
hot drum
#

Leom caveman try make carrot model spin

#

it no spin

#

help

#

OH WAIT IT IS SPINNING

#

Just really slow

#

Ok

#

Me figure out

stable coral
#

@hot drum interesting game

hot drum
#

Big Chungus

#

I have a carrot counter on my UI

paper kernel
#

🥕 no

hot drum
#

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

static viper
#

The answer is easy

hot drum
#

me caveman again

static viper
#

I know it

#

But...

hot drum
#

wait no

static viper
#

This is so basic

stable coral
#

🙄 😳

hot drum
#

please

stable coral
#

That game...

hot drum
#

give it to me

static viper
#

You will ask youtube.

hot drum
#

moan

static viper
#

And learn about casting

hot drum
#

a G H

static viper
#

An ultra basic ue4 concept

stable coral
#

That bunny scares me xD

hot drum
#

the big hurt

#

It will eat your carrots

#

careful

stable coral
#

👌

#

I will buy 5 copies of that

#

Is ps4 exclusive?

latent folio
#

Ok this is not related but

#

Anyone know of any unity discord server with good amount of people similar to this one

stable coral
#

Sykoo server?

#

Game dev league

clear summit
#

I only wish the Add Collision Convex Mesh node (for procedural mesh component) worked

teal tulip
#

use then the complex collision

#

or can't you ?

clear summit
#

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.

bitter iris
grim ore
#

so how did you put your grass into your level?

sharp crest
#

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).

grim ore
#

It depends on what you have now and what your goal is

sharp crest
#

I edited

grim ore
#

loading is CPU and drive based.

sharp crest
#

okay what will I upgrade then

#

to i9

grim ore
#

well what do you have now

sharp crest
#

i7 and gtx 1070

grim ore
#

i7 what?

sharp crest
#

intel processor 7

grim ore
#

yes, what generation and model number.

sharp crest
#

Intel® Core™ i7 Processor

#

why does that matter lol

#

I'm just asking what part I need to upgradew

#

so thats the processer then?

grim ore
#

then just buy whatever you can afford and the biggest number I guess

sharp crest
#

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

jagged lance
#

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.

grim ore
#

so you want to not have a player but have a cinematic camera when you hit play?

jagged lance
#

yes.

#

And somehow change the settings while I am in the play mode.

grim ore
#

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

bitter iris
#

@grim ore Landscape Grass type things

grim ore
#

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
#

@grim ore So any ideas on how to size the grass using that dude or

grim ore
#

@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

bitter iris
#

Weird

grim ore
#

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

bitter iris
#

Ill give it a go

#

i think it works haha

grim ore
#

lol yep

bitter iris
#

thanks

grim ore
#

maybe it's just one variety of your grass that's doing that so you didnt notice it easily

bitter iris
#

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

grim ore
#

I wonder which is more performance. The foliage painter or the landscape grass stuff

bitter iris
#

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?

grim ore
#

looks way better than anything I can muster up, you saw my grass 😛

bitter iris
#

Lol, I didnt model the grass, wish i could model properly

#

Project Nature i used

jagged lance
grim ore
#

super weird, I have that exact setup here and it switches

jagged lance
#

Is the pawn setup to none or to the character controller ?

grim ore
#

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

bitter iris
#

Are you able to export a texture as png? exports as targa an cant edit it properly

grim ore
#

you can always try exporting as bitmap, but I beleive no PNG due to it being less quality and targa handling transparency better

next badger
#

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

bitter iris
next badger
#

@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
#

🤦 ffs im dumb

#

lol

next badger
#

@bitter iris you also could use shader to blend the colors

#

in your case even 32x32 overlay will produce good results

bitter iris
#

how would that be done? when i try change the leaf colour the bark changes too

plush yew
#

Hello all

next badger
#

@bitter iris open your texture for the trees in ue4 an make a screenshot

plush yew
#

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?

next badger
#

@plush yew WSAD

plush yew
#

I mean when I am filming in sequencer

next badger
#

@plush yew or hold shift+left mouse (make sure your camera scalar - top left camera icon is large enough)

#

@plush yew oh

plush yew
#

sequencer is how you record movies right?

next badger
#

@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

grim ore
#

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.

plush yew
#

how do you add a key?

grim ore
#

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

plush yew
#

im so lost 😦

#

I just want a simple camera pan left to right to show something off

grim ore
#

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..

plush yew
#

is compression quality how grainy or dark it will be?

next badger
#

@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?

viral herald
#

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

next badger
#

between blender and ue4

#

it's hard to see on the demo, but i can't see root on your model

viral herald
#

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?

bitter iris
next badger
#

@viral herald you haven't used any custom transforms right? just plain bones

viral herald
#

yea

#

plain bones

#

i also scaled the bones in some to give realism

next badger
#

@viral herald oh...i think i see now, it's probably a gimbal lock twist

viral herald
#

?

next badger
#

one of the bones passing it's 0, that flips its axis

#

maybe not even one

viral herald
#

so how do i fix that?

#

is there sometihn i can do?

next badger
#

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
#

what should i be looking for?

bitter iris
#

@next badger i have no idea how to remove it

#

its brighter than my future

next badger
#

@viral herald yep that's the issue...now you need to check the bones in blender

viral herald
#

how would i know if its having problems in there?

next badger
#

@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

viral herald
#

yup

#

you were right

next badger
#

@bitter iris is it alpha or mask?

#

@bitter iris the transparency

viral herald
#

thanks alexey, first time having this problem, now if i run into it again, i know what to start looking for

bitter iris
#

@next badger it was alpha

#

im tryna learn how to do opacity mask

next badger
#

@bitter iris opacity mask is opacity, but just binary (0/1)...but it way faster in shaders

bitter iris
#

does it look right above?

next badger
#

yep

bitter iris
#

woop!

next badger
#

you could unplug the opacity from the input

bitter iris
#

wait where

next badger
#

right above opacity mask

bitter iris
#

ohh okay

#

i get you

next badger
#

material only using one input (opacity OR opacity mask)

bitter iris
next badger
#

hah no 😃

bitter iris
#

oh hahah

#

sorry

next badger
bitter iris
#

oh the const? unplug that?

next badger
#

you may, just to make it look simpler

bitter iris
#

okay

#

now to do it for 4 other trees, 6 other materials

#

jeez

next badger
#

you may make material instances

bitter iris
#

theyre different materials for the trees

next badger
#

like different graphs?

bitter iris
#

each tree has 3 different mats

next badger
#

or the inputs are only different?

#

cause each input can be turned in to parameter and then modified in the instance

bitter iris
#

ah

next badger
bitter iris
#

ahh

#

how do you call that in other material bps?

next badger
#

@bitter iris you may later make a LOD that will be using the same mesh but different shader, for closer look

bitter iris
#

how can i reduce the size of the outlined in red around the tree

next badger
#

@bitter iris just in case

bitter iris
next badger
#

@bitter iris yeah...it will

#

each material slot is +1 draw call

bitter iris
#

im modding assets ive bought btw so trying to optimize best i can

#

how can i delete the same mats?

next badger
#

@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

bitter iris
#

with these 2 it has 7 mat slots

next badger
#

those are different lods

#

you may set them to reference same material

#

in the dropdown

bitter iris
#

i have

next badger
#

then you be able to delete those from the material slots

bitter iris
#

owe lol

#

the X is there but not letting me

#

o.O

next badger
#

it may be a glitch

#

save, close and open the mesh back

#

it happened for me few times

bitter iris
#

okay closing them now

#

nope still greyed out X's

#

shall i export the model an reimport it after i delete the materials?

next badger
#

seems like a long story bug

bitter iris
#

Add LOD0 back in as the last LOD

#

how can i re add it as LOD0

next badger
#

some solutions are just "reimport"

bitter iris
#

ahh

#

so export then re import

next badger
#

the button i mean 😃

#

@bitter iris if you have no fbx - yes, probably

bitter iris
#

okay

next badger
#

it's nap time, sorry have to go

bitter iris
#

no that didnt work

#

np

#

ill try look for something

next badger
#

@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

bitter iris
#

yeh ill try find it

#

thanks for helping

#

have a good sleep

#

got it 😃

plush thicket
#

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

dry moon
#

Does it have a subsurface?

plush thicket
#

@dry moon wdym

#

like subdivision surfaces?

#

if that's what you're asking, then no

dry moon
#

I meant in your material

plush thicket
#

no, the material is a basic untextured material

#

this is all my surface is

#

it has no Subsurface

unreal sonnet
#

@plush thicket If you reposition it down near the ground and then run "Build Lighting" again, does the problem still occur?

plush thicket
#

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

dry moon
#

hmm that is weird for sure then, not sure

bitter iris
#

ugh

dry moon
#

is that good? 🤔

velvet finch
#

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

dry moon
#

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

velvet finch
#

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

dry moon
#

Yeah, but try to keep the insides and outsides separate so they can be culled

#

and then use HLOD

velvet finch
#

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

bitter iris
#

Is there anyway to stop it from being so red

dry moon
#

Ahh then yeah no worries, just try to keep the drawcalls low. Buildings most of the time don't have TOO many polygons close

velvet finch
#

gotcha!

dry moon
#

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

velvet finch
#

alrighty thx a lot Hodd!

dry moon
#

@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

bitter iris
#

@dry moon where are those options

dry moon
#

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

bitter iris
dry moon
#

and the masked in early zpass is in project settings type it in the search and it'll pop in

bitter iris
#

right okay

grim juniper
#

@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

plush thicket
#

where is that setting exactly?

#

on the light? or on the objects?

grim juniper
#

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

plush thicket
#

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

plush yew
#

hello all

static viper
#

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

plush yew
#

I figured it out

#

thank you

stiff summit
wet berry
#

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?

whole quarry
#

using savegame to store the data i would say

wet berry
#

So it's basically just loading a save

#

that makes sense

#

I wonder if that was just a glitch originally and they kept it

whole quarry
#

its just a saving point

regal mulch
#

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

wet berry
#

Hmmm

regal mulch
#

There is no loading screen. Only the fullscreen blend to hide the ugly reset.

plush thicket
#

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

static viper
#

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

cloud cobalt
#

You can't really get rid of it

#

Bias is a start, not using movable lights if you can is another idea

#

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

dim arch
#

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

regal mulch
#

What Target are you compiling for?

#

DevelopmentEditor? DebugGameEditor? Something else?

dim arch
#

uhh

#

deveditor afaik

#

I am pressing the build button on the toolbar

regal mulch
#

In UE4?

dim arch
#

in the editor yeah

regal mulch
#

Don't do that

#

That's HotReloading

#

Broken as fuck

dim arch
#

well

#

my project is fucked now

regal mulch
#

If you work with C++, you will want to close the Editor and Compile in VS.

#

Then start the editor

dim arch
#

asking me to rebuild from source

regal mulch
#

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

dim arch
#

in vs

regal mulch
#

Then compile

#

Yes

#
  1. Close Editor
  2. Open VS (if not open)
  3. Hit F5
dim arch
#

ok

#

thanks

#

so is the hotreload building with vs17 or something?

cloud cobalt
#

Hotreload = building with Visual Studio while the editor is running, either from Visual Studio or the "Compile" button

dim arch
#

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

cloud cobalt
#

Why would it emulate 2015 ?

#

If you have 2017 it should build 2017

dim arch
#

I think they switched to VS17 in 4.19

#

previously 15 was the IDE they designed in

cloud cobalt
#

2017 support is way older than 4.19

dim arch
#

so its easier to leave it building an older version in the same ide version, else unexpected bugs

#

oh

#

fuck knows then

cloud cobalt
#

2017 supported from 4.15 onwards

dim arch
#

because my 421 project doesnt configure itself for vs15

#

but the 418 one does

cloud cobalt
#

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

dim arch
#

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

cloud cobalt
#

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
dim arch
#

I am doing both of those things ;p

#

unless hotreload is not building for Dev.Editor

latent moth
#

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?

plush thicket
#

@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

signal compass
#

That's because of your lightmass settings and such.

#

You'll have to look up lighting / lightmass

plush thicket
#

@signal compass I'm already using a Lightmas Resolution scaled

#

1024, as opposed to 64

#

and this is on my ground plane

signal compass
plush thicket
#

yes

#

I've watched that entire video

#

I'm applying my knowledge from that video for this

#

but I'm still getting pixelated shadows

signal compass
#

Hmm...

#

How about messing with these settings?

#

Like shadow quality / etc

#

Maybe it's just not being rendered at a high enough quality?

bitter iris
#

how come my landscape shows pretty red ish, ? how can i fix that

sudden agate
#

review your material

static viper
#

🤔

#

I see green

#

That isnt so bad

bitter iris
#

the ground

static viper
#

Is green

bitter iris
#

o.O

static viper
#

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

bitter iris
#

yeah not sure, i think its cause its transparent

static viper
#

Xd

bitter iris
#

Does anyone here use dynamic lighting?

static viper
#

me

bitter iris
#

hows your ms?