#ue4-general
1 messages · Page 361 of 1
i dont get why directional light takes so much it sucks
bit less ms lol, there is bearly anything on scene
and most of its taken by that 1 directional light
are you scared?
scared of what
without loosing quality?
if it sucks all of the quality then i wont bother but maybe minimum
i was looking into RayTraced Distance Field
for distance yes
but it doesnt work on close up
and it will get worse.
you better take this to #graphics
okay
whats the best way to have a player move on a large pyhsics object (like a big airplane build in scrap mechanic)? I need the player to have the same velocity + the velocity of the airplane, but I can't seem to figure out a way to do it, anybody can point me in the right direction?
using a custom movement component?
@frozen crater
ACharacter/UCharacterMovementComponent seem to already do it,
take a look at UCharacterMovementComponent::SetBase()
okay thanks a lot I will look into that 😃
Are there Unity channels like this?
you mean a unity discord server?
he asked that yesterday too XD
doing a search for "unity discord" brings up a few results, probably more useful than asking here
Hello, I have a problem about the landscape and the layers in which salon should I go?
Thanks :3
Little throw back from when I won Nvidia Edge, I just found them whilst cleaning me room
@plush thicket if you are getting shadow jaggies you need to review the objects receiving shadows UV maps as well as the lightmass settings. You can disable compression and rebuild to rule out a compression based artifact. You should also ensure your engine settings are on Epic. Static lighting is a rough topic to start with if you are new to the engine.
there's a lot of things that can go wrong and even if nothing is wrong, it can still look off
guys can i turn my 4.19 project into 4.21?
ok, ill try that, thanks
are you sure that actor is being spawned in? F9 (breakpoint) on the event after begin play and make sure it is being called.
Yes I can see the line between nodes firing for BeginPlay
But not the other two events
It's the default ThirdPersonCharacter blueprint
It feels like none of the blueprints are receiving inputs ever.
In my current project
can you move your character?
because that character right there looks weird in the first place as it has no camera
I could move my character. Then I set the default pawn to another class that has a camera component, and removed the camera from the character.
I'm making a game where the camera is static, and the character can be selected by mouse click.
only thing I could think of off the top of my head that would stop input from being accepted by the controller is if you have the input mode set to UI only
if you set default pawn to another class...
you know that means that input events are completly turned off for every other actor
this is why we use
enable input
begin play
eneable input
controller class player
that should fix it
Okay, should I do those in the new default pawn class, or elsewhere?
no you already did it
which means
well
you did this bc it wasnt working
so
maybe this is wrong
why are you setting the pawn to the camera actor?
a camera can be deriven without an actor
and will work without beeing a default class
you could just use begin play to switch the camera
then you would not need to switch the pawn
I'm trying to make a game where the camera is static, there are two characters, and the player can use mouse click to select one of the characters to control.
I don't think I'll switch cameras.
you will have to
bc at begin there will be no camera
so you have to select one
that will be your static camera
thats where level blueprint comes in handy
it can reference that camera
you could also do it via an actor
there was some code back there with camera lerping
Set view target
Do you mean I can simply place a camera in the level, and set it as a default static camera in level blueprint?
i would do that
rather then fiddling with the pawns
a camera can be easily switched
@bitter iris how is the performance now?
Strange, there's no Set View Target node in the level blueprint, or any other blueprints...
might be camera manager derived
it works on the player controller, drag off a get player controller node or shut off context sensitive or search in the palette
i accidently closed the page
Got it!
How can I find the camera actor in the level, from the level blueprint..?
The "New View Target" of "Set View Target" says "Select Asset". Do I need to make a camera class?
Okay I seem to have done it by un-docking the level blueprint window and making it smaller, and dragging the camera actor from World Outliner into the blueprint...
Okay that works. Thanks a lot guys!
This has been really difficult though. Apparently I started out the wrong way at the very beginning already. Then it's just I need to follow this certain path of doing several steps, which I have zero knowledge about.
dont use the level blueprint ever again
Cool.
you can do this without if you create a start actor which has the camera as public variable and then executes controller code.
soon youll understand this
I'm more worried about how I can learn Unreal Engine though. I searched online extensively and I could never find these steps you guys mentioned, and I had to ask here to find the answer.
the other way besides dragging into the level blueprint is to select the item in the outliner, go back to the level blueprint, right click and at the top it will have "add reference to XXX"
but never use the level blueprint
Okay. That was still tricky. I mean it's not obvious.
I once thought level blueprint could never get actor reference in the level...
the level blueprint is the only one that can easily
the level blueprint is the one of the only things that exists at the same time as the items in the world at design time so that is why it can reference things directly.
Yep, almighty level blueprint.
I see, that's good to know.
@grim ore btw do you have video on level blueprints for level compositions?
i.e. interaction between persistent level, nested/streamed levels/its actors
hey everyone. brand new to unreal. If I want to start building a third person game, and I want to use a prebuilt map ( like the one from kite demo ), what's the "best practice"? Should I try to strip "a boy and his kite" down or should I open up third person template and import the maps from that demo? Is there a better way?
Kite demo map is made for nasa super computers
Better to start from scratch
Also, best is to start with a small game like Pong to get to know the engine, programming and everything else required to make a game
When having made several small games and go a little bit bigger each time, in a year or so you could maybe start with the game youve in mind now
Thanks for the tip.
@next badger I don't that I know of, do you have an example of what you would expect from one?
@grim ore some examples: loading level from persistent one, unloading it, unloading level from other non persistent level, limitations of level referencing (i.e. you can't reference level in BP), and other stuff
hey guys, ive exported a heightmap and a texture map from world machine to use it in ue4, how can i apply the texture map correctly?
@boreal shadow https://www.youtube.com/watch?v=GyFAm-PM8Ks
Guess who's back. Back again... not Slim Shady, he uses Unity! shakes fist It's been a while T_T but I'm here again! Lemme know about sound! New setup, I'm...
ah. well I do have some on level streaming itself, the how to using nodes and the level streaming system, but nothing super in depth
@next badger ive seen this video before, but the problem is, im using a color map and not a weight map
im getting this: (The layer file appears to be a color png, grayscale is expected. The import can continue, but the result may not be what you expect...) when importing the texture map into the layers
@boreal shadow you only can use layer masks for landscapes...landscape does not store color data, just vertex color
then it uses vertex color data to blend the layered materials
No. It's for Unreal Engine 4. You need the one from 20 years ago for Unreal Engine 😦
lots of resources on the official UE4 documentation website and the Epic Games YouTube Channel.
why not both
learn UE4 up to the point where you need to work with meshes, then learn Blender to make your first mesh, then back to UE4 for importing the mesh.
Need buy a hard drive for more space for ue4
Cause I just got a laptop with only 28 gb
@rocky basalt what kind of laptop? cause i'm concerned it will be able to run ue4 now
Would questions about making a menu UI go in the "Graphics" section, or is that for topic like this in the "Unreal-Chat"?
Asus
lol
Epic game program not opening
Ah, okay. Thank you for letting me know.
@rocky basalt you need to check if your laptop has the minimum specs
Idk how many specs i have
🤔
Technically you should know what your Laptop has build in
And if not, then you can check that in your System Settings
It's mainly about CPU, GPU and how much RAM it has.
UE4 has minimum requirements for this. If your laptop doesn't meet them, you can't use UE4 with the Laptop.
I think we'll need to go thru basics first
How do i add more?
@rocky basalt tell us what laptop it is...it probably labeled on the bottom
It an asus laptop
@rocky basalt you think there is only one ASUS laptop?
Hdmi
you could run dxdiag and write what shows up on "System" and "Display"
You should bring basic knowledge of how to use and utilize a computer :D
oof that is old
And yeah, as said, doubt that laptop will run UE4
Ok
@rocky basalt on the bottom ( https://www.asus.com/us/support/article/565 )
And since laptops are usually not upgradable, at least the old ones, you'll have to get a new one.
(Would recommend PC Workstations for UE4 anyway as long as you aren't traveling a lot)
Pc as in a monitor?
buy one anyways and just use a really really big bag when travelling 😛
😂 ok
No, not PC as in Monitor. PC as in the big case that is usually below your desk (or on it if you are fancy)
just dont use watercooling for the travel workstation 😄 makes things easier hehe
Full PC workstations, if you don't have parts like Keyboard, Screen/s, Mouse etc. already, are expensive.
@regal mulch so true...RTX OFF
You can view the minimum reuqiresments for UE4 on their website
We aren't really a Hardware recommendation service here
@next badger yeah I had a smaller build but I really really really really hate the heat that you can end up with from those if you put a real video card in 😦 like really... really hate lol
@regal mulch that's what i've said, only recommended
@rocky basalt Most laptops to properly run UE4 on, are around 1.5k€
thats said i did got rocket run on a gtx 260 😄
+- as I'm not so aware of the prices
aka gaming laptops
1.5£ how much is that in us
a pc with atleast 2 cores from the I3 or higher generation, 8gb ram, something resembling a video card, and some hard drive space and you can atleast run the engine. Missing any of that stuff and your gonna have no time.
Fudge
what laptop Alex got instead of his stolen one?
You basically need a Laptop/PC that is able to game
I only got $200.00
man go used, I got a nice gaming laptop for $600 US from dell's dent and refurbed
Doubt $200 is gonna cut it. This is not really the "hobby" to start cheap into
@rocky basalt used is ok, or refub
or choose a different tech which runs on the hw of your budget
$200 will get you a mobile gaming chip in the 8th gen series if you get one that needs work 😦
@rocky basalt but you definitely need to find someone who good at it, cause ... sorry to say, you won't be able to get a good one by yourself
i mean UE4 does need a certain level of hw power..theres no way around
😂 my grandma got it for me for Christmas, i didnt tell her what kind i want
Im going look on ebay, what should i put in search bar just “gaming laptops”
At that point I would say: For UE4 you need a better Laptop and that costs a lot of $.
If you can't invest into this, then you either need to wait a bit and save money or look into game dev software that can run on your Laptop.
These are however most likely also only used to produce games that run on your Laptop.
laptops are 1.5-2x more expensive than a PC if you compare by the specs (you have to pay for compact size)
I would also suggest you don't just storm off onto Ebay and buy something.
Check for a good Hardware forum and ask there
@next badger That's actually less true by now
It's still more expensive but not that much
We have UE4 and VR capable Laptops for less than 2k here
And that's what a full PC setup would cost
If not more
You have to count Keyboard, Screen, Mouse etc. into this
Just upgrading my PC atm, with case, but without GPU, would cost me 1.4k
i was looking for some 3.5-4ghz i7 with 32gb ram and 1080 gpu...noep
(reminds me that I still have the 2 M.2s here which I can't put into my rig atm ;-;)
Im going to try running unity
1080 laptops oh noes
check out stuff like the dell outlet and the hp refurbed if you need something not local. you can get an i7, ssd, 1060 GPU for under $1000. the deals are out there.
@rocky basalt yep, i think unity has way less requirements on specs
Unity used to run on a potato, now you need 2 potatoes if you want to use the HDRP stuff
Idk i m just going to try find a new laptop, cause unity animation prob not that good
in the end you need to be able to run games you create
Unity and UE4 are equal at rendering. It really depends on your own skills.
@rocky basalt Unity is as good as UE4 in most cases. It's the person who uses it that makes the difference.
Unity and UE4 can do the same stuff, it's just personal preference on what you want to use at this point.
lol
aww
C-c-c-c-c-ombo
i like how tolerant ue4 community is...
i'm afraid i'd be all in spit already if I was on unity forums
haven't been there for a long time
I think one of the rules in the Unity discords is no other engine chat or you get warned
pfft
we talk about ue4 all the time there
haven't seen people getting warned
ok, not all the time but occasionally 😄
if its relevant to the discussion, no need to start waving the ban hammer
We've been using Unity for two years at work and so far, the Unity community has delivered way, way, way more answers than the past two months of joining the Unreal community
I'm not complaining, I just think that the philosophies of both engines and communities are different.
@glacial pecan have you used unreal answer hub/discord for asking those questions?
No I think its the GDL One not that Unity Devs one
I dunno all I remember was someone was like "reeee Unreal engine is the debil" lol
debil as "devil" or like https://en.wiktionary.org/wiki/дебил ?
@grim ore well, there are ue4 haters there for sure
but there are people who really hate Unity here as well
so I dunno, that seems normal
@next badger discord yes (about 10% replies to questions), answer hub, not really, just comments on existing questions (0% replies so far)
for Unity, I get about 75% of questions answered on forums/irc
Unity does have simpler api tho
(Unreal forums, I get about 25% answered)
it's easier to give you answers on what that engine can do
oh for sure there is way more Unity devs out there which would account for that. More experience as well due to length of time being in the public.
"Hey can anyone tell me how to fix my tesla model 3" as compared to "hey how do I fix my 1999 honda accord"
more advanced things you ask on ue4, less you'll get straight answers unless you find a person who's done that line of work on the engine before
@cursive dirge in many cases even Epic devs can't answer my questions about ue4
oh, epic devs don't really answer much
Epic devs get paid to answer questions sooooo, become a UDN member 😃
if we look at staffs online presence, Unity wins by clear margin 😄
I was at the Unreal Enterprise Academy a few weeks ago, and I got some interesting answers from Epic developers there.... unfortunately, many of the answers were that the engine didn't support it
@cursive dirge but i only ask them about some very specific cases, like "what order of blah blah in RHI is?
Oh, and nobody knew much about distance fields 😛
yeah, I asked about the physx contact mods on 4.20, even tried tagging different people at different times, no answers
one of those I spoke to were apparently a distance field expert 😉
altho given my ue4 rants here, I wouldn't be surprised if I was on some black list there 😄
but again, I'm not complaining. It's just different, because most of the first replies you get is "are you paying for an enterprise suppor tlicense at $1500 a year"... 😛
then, apparently, you get answers
(which we might do)
Hello, I'm working on a game, and I used the Action RPG as a base... and I've managed to do something to make my player invincible, and I'm don't know what, or how to undo it..I've added a Pain volume to my level, set it to 100 damage per second, and nothing. Bad guys aren't injuring me. . I've confirmed that the "Event An Damage" and "Event On Damaged" Aren't firing... Since this is the Action RPG sample, it's using the Gameplay Abilities system, so perhaps something there is preventing? I'm sorry for the vague question, I'm struggling to figure out how to troubleshoot this.
not saying there aren't answers
the difference being there are soooooo many more Unity devs over soooo many more years with soooooo many more problems that you are bound to find an answer 😃
just saying there wasn't when I started out
@grim ore unless it's one of the new systems...
eh, true but even then Unity has really stepped up their documentation/learning game for new features.
like new stuff is in beta and it has full docs plus a walkthru, the tiny system for example
Does anyone know how to override config files that are nested inside of separate Programs?
For example, I want to set some properties on CrashReportClient, such as DataRouterUrl.
When I set these in my game's DefaultEngine.ini via
[CrashReportClient]
CrashReportClientVersion=1.0
DataRouterUrl="foo"
It doesn't work in my packaged build.
I have to manually create the following path and file after packaging.
<packaged_dir>/Engine/Programs/CrashReportClient/Config/DefaultEngine.ini
Does anyone know the correct way to do this without creating files/folders after packaging?
@muted minnow there is a BP debugger, place a breakpoint on possible nodes when it may change the health and try to trigger them
yep the action rpg system uses the gameplay abilities for all effects/damage/etc. Unless you are using it or comfortable using it your gonna be screwed 😦
the docs are decent enough on it, you are going to have to scrub thru the Action RPG docs page for more info on how to do what you want
I wonder if with unity's upcoming data-oriented approach with ECS you will be able to achieve more performance than in ue4
on some stuff you sure will
The ECS system is super neato for the stuff you can do with it for sure, like super duper neato
Unreal's graphical fidelity is still king, and performance you can solve with better hardware 😛
Unity still doesn't have contact shadows
there are some things you can't just brute force
(though it might get 3rd party amazing GI soon)
@upper heart are you having same issue since 2017? 😃
No, I just started messing with the crash report client. Maybe I have ran into this before with a separate module tho and don't remember it 😛
doesn't Unity already has the defacto gold standard in realtime GI? (Enlighten) 🤔
why do you ask?
@tall pendant we don't bake and we specifically switched to Unreal due to the better lighting in Unreal
@upper heart cause, there is question by you on answerhub, from 2017 (i believe still unanswered)
lol I'll search through my old questions 😆
better lighting in UE4? 😄 I tend to disagree hehe
I think you'd be in the minority in that opinion... by a signifcant margin
Most of the effects depends on the skill of the developer.
realtime lighting isn't all that great in UE4
depends. every lighting artist i talked to (who worked outside of UE4) kinda disliked how Epic's implementation works.
I think we are super close to parity for graphics on both engines but we can all agree Unity needs to get their Visual Scripting support out because that's the best feature of UE4!
ok, wow... that is news to me... where can I read more about this?
you don't even have to read about it
unity lighting was horrible before Enlighten
just try it yourself
huh
nobody really uses Enlighten there
- it's baked solution
we have, and we instantly got much better results in Unreal after a few weeks, than with two years of Unity
eobet is talking about realtime
@grim ore You're in here every day. Curious why your name isn't in orange, or yellow?
wait. Unitys Enlighten is their baked portion only?
@high stone that would mean I would have to do real work and that is noooooooo fun
I'm about to port a VR visualizer to Unreal using the exact same meshes, so I'll have my own answer soon
well, it allows realtime GI for static geometry
only thing you bake in Enlighten is data for proxy geo and their probes
@grim ore Lol that's exactly the same thing I said to Ubiq! (I help out on their company.)
but the integration has tons of practical use case issues
so almost nobody uses it there
@cursive dirge there is realtime GI in Unity that does not using Enlighten?
Unity is now more focused on their own progressive lightmapper
Being a game dev is all about using tricks. You are more of a magician, convincing people low poly detail is more impressive than it is.
they have GPU version on preview and latest version on 2019.1 alphas got nvidias optix denoiser etc
I think a lot of new game devs forget this fact, and focus too much on what they feel is bleeding edge graphics. When in reality the tech has barely changed since 2008.
@next badger only through some LPPV probes
I don't really know all the details, but people use both in combination afaik to fix the weaknesses of eachothers
well, same for ue4...LPVs and other voodoo
yeah, people aren't really focusing on realtime GI atm
for a good reason imho 😄
maybe that'll come again if raytracing works some day
they just believe RTX will save them all
most games don't actually need realtime GI IMHO
we'll see in 5-10 years 😄
Don't get me wrong. I tinkered with vxgi (1.x and 2.x) it's cool. But really still too expensive and limited on platform side.
there is one thing that does make Unity's realtime lighting look bad, they have totally incorrect fall-off on the old renderers realtime shadows
they've fixed it lately on their baked shadows (on progressive lightmapper) and their SRPs have always had more correct setup
also, stock shadow filtering is really outdated (their HDRP has PCSS and some other newer tecs)
biggest issue with vxgi atm is their voxelization imho
Real time raytracing is still 5-10 years off. Maybe never for polygons. Nvidia is finding a lot of software solutions. But hardware for the past decade and even now is still a heat beast.
I'm assuming we're going into 8k over the next few years.
Guys is there fastest way to build a game
🤔
^
^
or use the template / tech demo but replace one or few assets with ur own to "build" a game
no... no one would ever do that... never! https://store.steampowered.com/app/861290/Shooter_Game/
Shooter Game is a Multiplayer FPS . Fight in various maps with different weapons in both single and team death matches .
$14.99
$14.99 😐
@grim ore OMG someone really released a game like that for 15usd!? jesus
Jim should review that.
One thing to consider is stuff like this is low effort and can be sold to key bundlers for a decent profit. They get another game for the bundle for cheap and it seems like you as a buyer are getting more value.
it's a sound business strategy
I should have though of it and fund my game with proceeds from selling keys for repackaged Shooter example 😂
/s
anyway to stop compiling shaders when i am working on another project
How do I disable that little tooltip that comes up when I play game that one that says click for mouse control :/
guys, I'm trying to import a building into ue4, but it keeps appearing as a character model with an auto generated skeletal mesh
This wouldn't be so annoying... if the building had collisions
Can i dm spmeone for support
@solar quarry see that tickbox saying "skeletal mesh" disable that 😃
@rocky basalt just ask, preferably in a channel where it fits best
then it belongs here in general hehe
I asked “if i buy a usb hardrive will it help download ue4?”
@rocky basalt nope, that totes depend on your download speed
Anyone? how to disable the little tool tip that says click for mouse control when I start the game?
I got an asus laptop with 28.gb
I forgot how many specs
Im going try to ask my mom can i return my laptop for a gaming laptop
you could install ue4 on an usb hdd, but its gonna be slow. and your laptop needs to be 64 bit
no hehe.
a 64 bit computer is a computer with a 64 bit processor. It is faster than a 32 bit one
It is also recommended over 32 bit
ue4 doesnt even work on 32x
poor and or old people hehe
disclaimer: im not making fun of poor people, I hope things get better.
I'm behind on pc performance just because I have a 1050, couldn't even imagine a 32 bit system
1050 is allright, not having an ssd though.. I would regret that
oh well, next student loan, I am going to upgrade my pc, get a bigger case, 450 watt power supply, gtx 1070... and double my ram memory
word of advice, never have 8gb ram
or else windows will force close ue4 when your trying to build a level because it is using too much memory
I learnt that the hard way
32-bit computing died a long time ago
the only reason it still exists is because Microsoft monetise it
i come from a time where I had 16mb ram during unreal1 and it kept crashing on bigger maps when rebuilding light hehe
selling deliberately hobbled 32-bit OS to poorer markets
there are no 32 bit processors any more
(not in the desktop / laptop space)
32 bit processers must be ancient by now
so anyway... I have 7700 i7. My power supply and graphics card setup is looking stupid
so is the tiny size of my case
because it's tiny
32-bit processors died with the Pentium 4, some 15 or so years ago
3 buildings rendered in substance painter
i remember buying a pc, pentium 3, 800mhz.
week later pent. 4 with 1ghz came out for same price <_<
was my first system
and some sandbags
and a truck
first thing I installed was Unreal hehe. also no interwebs at the time, no tuts for ued 1.0 either
ouch, that must have been a difficult time
even nowadays, with all the tutorials available, it's still difficult
tutorials back in the day where just not a thing, eventually we all worked together on the unreal forums and learn together
no youtube either hehe
no pluralsight either
Hey, i have a Problem i dont know how i can fix it, when i crouch and uncrouch under a object or something else like a hole where i can crouch through then i fall through the ceiling because i dont know how to prevent uncrouch if something is over the player.. (sorry for my english)
@clear junco try asking in #blueprint
@clear junco You'll want to do a sweep to see if there's enough space to stand up, probably a capsule sweep with your player's standing size
the problem is i dont know how to do that im new into programming..
and i didnt found a tutorial for that
I've barely touched the blueprints system
I'm on my final year of my course, how is it that we've barely been taught anything over the past 2 years, and now I gotta make a digital environment before january 7
Sorry, a trace not a sweep
Check the trace functions in blueprints
Basically you check if a shape can fit somewhere or can follow a path without obstruction
I am not looking forward to the final year project
@solar quarry I followed 5 years of game and animation, and never learned about games and animation, actually taught the teachers ued and max <_<
oof
We did a digital animation module
and the lecturer deliberately skipped rigging because students normally find it too hard
THAT WAS HIS EXCUSE
I wanna be an animator
I need to learn how to rig
@gleaming creek do you mean something like that? https://blueprintue.com/blueprint/wizd31nd/
try spending as much time as possible learning that stuff online, it gets tougher making free time to learn once you are working and have mouths to feed
student time is best time
I don't have mouths to feed
yet :p
@clear junco Yes, though I'd use a capsule trace instead of a line
I also don't want to get married...
(Kind of curious why your vector inputs are blue, that's just wrong, they should be yellow?)
Hey y'all check out this cool ice (it's real)
well with mouths in my case I mean my gf and my cats :p
@distant river dat sub surface scattering. hnng
you have a gf, I don't.... oh wow, I sound like a loser
all in time my friend, all in time.
@solar quarry sounds like you have time to learn, so go for it
Girlfriend, Wife, Cats, Drug Addiction. It all ends up taking away money and time from you in the end so pick one and get er done 😉
I did, but then the january 7th deadline crept onto me
now I have to spend my christmas holidays on it
@grim ore not sure my gf would accept an additional wife, but besides "wife" i can tick all those boxes :p
oh, and right after this, final year project
see, people like @fierce tulip understands how it works and he didn't pick one he went for the trifecta!
and its seriously eating my time
disclaimer: not saying my gf is a waste of time
feels evil eyes glaring
lol and we didn't even touch on the worst one of all, work
I've made a skeleton, that's it.
It's hard to work on your personal game projects when you have to waste so much time on this "work" thing, all right
It's not attached, it has no controls
frustratingly so @gleaming creek
well once you have a skeleton you have to weight it so it controls parts of the mesh based on weights
right.... how?
That depends on your 3D program
maya
I can see that, but unfortunately I have not used Maya myself, so I can't help you
But I'm sure you can find tutorials on Youtube?
I see
Whats the quick rig button do, push it and see what happens lol
it makes a quick rig, but doesn't do the fingers
also the blending system for the quick rig is broken, and if I rotate an arm enough, it gets deformed
one time I rotated a hand, it got smaller
insert pun here
@gleaming creek also working on personal projects gets funny if you're the type of person that starts new projects all the time 😄
Ah, no, I just write them down!
Well, obviously, your next game idea will be a lot more fun to develop than what you're working on now...
Rinse repeat about 7 times now.
learning to stick with/trough it till the end is also something you'll learn as a dev hehe
everyone, he's contemplating suicide
Nah, I have a better idea, make a simple game first, but while doing so, build up systems and maybe assets that I can later use for the other game ideas
thats what i have https://blueprintue.com/blueprint/gfef3vpz/ / https://blueprintue.com/blueprint/prxsdav5/ @gleaming creek how can i do it that it works now?^^
What do you reccomend for someone to learn ue4 as someone who has no knowledge? Which are essential videos?
@shy silo
google some "ue4 getting started" things
@clear junco Toggle crouch? When the player tries to stand up, you need to check if there's space (the trace doesn't hit anything) and reject the command if not
GarageMan: I started with Epic's official video tutorials
GarageMan: Then I switched to youtube / google for specific things.
Ok.
@gleaming creek I made a little stats system recently that seems pretty transferrable between projects ⭐
@distant river Cool. I'm trying to wrap my head around the attributes system with Abilities currently.
You take damage and your attack goes down!
@muted minnow nice, the Abilities plugin looks very flexible, I'm still scared of using it, by the looks of it when I'm done with this it's probably gonna have the same feature set 😄 😄 😄
What does the stat component do that a simple variable wouldn't?
Saves you from having to create min/max variables in every place you have stats
Ah, true enough, that's useful
Yeah, might be overkill for some things, if you want them more readily available especially
i wanna start creatin games usin unreal i have no experience does anyone got recommendations or videos to watch?
scroll up a few lines, we just talked about it
@neon current Watch this first: https://www.youtube.com/watch?v=z06QR-tz1_o&list=PLhyKYa0YJ_5BkTruCmaBBZ8z6cP9KzPiX
Making your first game can be difficult. Remember that your goal is to make a game, any game. Start small, focus on basic gameplay, and pick a project you ca...
ah thanks guys i recently got a PC powerful enough to run unreal and thought it would be a good opportunity to start makin a game
The number one thing you need to do is think small and fail quickly
Make really simple little games in the beginning to get the grip of the whole thing, cause remember, you'll be improving really fast so you'll be outgrowing your first projects
what do you recommend for a first project?
Clone a simple game, like snake, breakout or space invaders
I'd recommend taking one of the existing sample games, and making a mod off it.
is there any videos on it? or should i try figuring it out myself?
Epic has some official tutorials, and there's a lot of 'let's make X game' on youtube
ok great thanks!
Here's an example for space invaders https://www.youtube.com/watch?v=Jz5HnDRQ-ig&list=PLwmGmCVti_dBFcOnCXmpFpg58SmiZZVEt
Unreal Engine 4 SHMUP / Space Shooter Playlist: In this collection of videos, we will go through the steps of making a simple top down space shooter from the...
is there a video that specifically explains how to convert a Unity prefab workflow to Unreal thinking and whatever the equivalent there is (since according to Epic Datasmith Developers, Blueprints is not the answer)?
I believe there is a course for Unity users at ue academy
@regal mulch @whole quarry Wanted to thank you guys for the ideas re: the Souls bonfire. I decided to give each enemy spawn I want to recur a spawn controller BP. The controller BP spawns an enemy on game start and can clean them up/respawn them when an event is triggered on the gameinstance. https://media.giphy.com/media/7J262I6zsGm1Vlykf9/giphy.gif
Sure. This way is gonna get expensive with a lot of actors
The GameMode class has, as far as I know, a "ResetGame" function.
If you call that, the "OnReset" function of every Actor is called.
You can override that in your respawner to respawn the enemies
Or in your Enemies if they are placed by hand to reactivate them
That should technically do what you want
I'll look into it, thanks!
hey if anyone has a second please check my question in #multiplayer
@regal mulch reading your message about ResetGame after reloading levels all the time to reset feels very enlightening 😄
Question:
Typically, I see people store items as IDs within the player's inventory, since storing actual actors is bad for performance.
But, what if the items can be customized? Like a weapon with attachments?
multiple id's!
like take this for example and look at the http address https://www.wowhead.com/item=159300/kulas-butchering-wristwraps&bonus=4777:1482
the base item has an ID#, and then the bonus stats have ID's that Identify what they are and combined you make the power rangers
and if you want to be cheeky you can still store it as an ID string regardless of how many mods are on it with like "123456:11:23:232:::434
using : to separate each "slot" on the item after the ID
I love it. That's a fantastic idea, thanks @grim ore
and Merry Christmas!
😃
Hi, im back after taking a long break. My last game was unsuccessfull the game didnt work. So now i'm gonna start a new project for PC game. So it's gonna be a horror game, i wanna make it looks like Outlast. So i'm gonna need some advice what to do and do not do. And i got some question here :
- Should i update my UE to the latest? (I'm on UE4.18) [My UE won't start]
- Should i make the game Third or First person?
Thanks in advance, hope you guys can help me out when i get stuck, and i wish you guys a goodluck, and merry xmas everyone!
If your starting a new project then the latest version is a good place to start as it should offer you more features.
@potent wing sounds like you need to spend more time researching game design, big questions like camera perspective should be informed by gameplay, so try to figure out what your player will be doing in your game, then make a decision on camera perspective.
Watching Extra Credits always gets me pumped about game design: https://www.youtube.com/watch?v=z06QR-tz1_o&list=PLhyKYa0YJ_5BkTruCmaBBZ8z6cP9KzPiX
Making your first game can be difficult. Remember that your goal is to make a game, any game. Start small, focus on basic gameplay, and pick a project you ca...
Hello everyone, I have a question, why is Unreal duplicating my collision meshes?
Is there a way to prevent this from happening?
thanks in advance
Curious question, anyone here work with Game Dev full time?
yeah I pretty much do
Lol must be pretty busy after your last release huh?
Its like any other risk in life, and if you want to succeed, put everything you can into it.
What do you mean?
After fallout 76 
I didn't work on that
I hear it was some dude named Todd Howard
he made Fallout 4™ as well
Ok after my latest git pull a lot of my textures are black. If I go to it in the asset browser and click reimport it fixes it - is there some way to mass-re-import all of my textures? It will take me forever to track down all these filess otherwise 😮
ok nvm I can just filter for textures in content browser, select them all and hit reimport and wait.....
good morning dudes! :)
can you please tell me how can one disable the message log popup? It gets on my nerves after 5 minutes that the engine shifts focus to it every time I stop the simulation
i need help
i just downloaded the latest UE
but the problem is
i cannot find any template
i can only find the Blank template
is there any way to insert third person template and use them?
or do i need to redownload UE?
you prolly have not installed the templates
minor issue
just edit the engine settings in the launcher
yeah yeah i think i untick the templates
😡
Okay ?
@static viper hi can you guide me?
about the template thingy
i accidently untick templete when im downloading the latest UE
how do i manually install template?
you dont
well you do
but you dont
you can edit the settings of the engine in the launcher
activate the tamplates
and then apply
how?
it will auto install it
there is a small arrow down where the engines are shown
i cant show
???
and how did you found out you got only blank maps
tell how
then press it
then remove the engine by hand from the epic games directory
and close the launcher completly before hand
it will then auto reinit the settings
and you can reinstall
how to do the thing help
with a /
I'm in blend space
am i mum?
did you mean to restart the launcher?
and the max thing is 100
🤦
🤦
dont restart the launcher
Meanie
The sheer size of this lad
@static viper dad help
I can't find the thing
the value for the max value on the blendspace
youre just a troll. No help for you
no srsly i'm a noob
I need help
I can't find the value to change the max value on the blendspace
@hot drum People here can't guide you click by click through game development
Look at video tutorials
I did but they look like old versions
last time i used blendspaces I seemed to find it right away
but I think they moved it around
and now I have no clue
also I thought that's what this server is for, when you need help
: P
or at least that's what 90% of the people come here for
We can help, but only if you explain your problem clearly, in details, stating what you understand and what you don't, what you're trying to do, etc
99% of people who come here dont spam beg for help...
the max value
i've looked all over
I can't find the slider to change the maximum value
it's 100 rn
and I need 1000
: P
the big sad
Here's some documentation
it says it's there
but it's not
oh wait ._.
It is
it was closed
all this chaos only bc you cant see correctly...
the big oops
thats just annoying
You know what I've made a hilariously large amount of screw ups because I am not good at this lmao
you also not good at social.
i am, yall just don't know how to joke around
I mean, yeah I understand, but It doesn't really help when you tell me to do it myself rather than just try to help a bit : P
Yes google works n all
but I'm just looking for a quick response
and i'm not getting one
you sure behave like it
I'm making a meme game for purely jokes, expect me to act jokeingly lol
@hot drum In my experience, most of the time you'll have a faster solution by doing it yourself. You have all the context for your problem, we don't, and explaining the context of what you're doing takes time.
ok :\
This channel is really helpful for high level discussions like "is this the correct tool to do X", or "I did X expecting it to work, but Y happens instead, why ?"
People can help you quickly for thta kind of stuff
o ok
@static viper just to let you know real quick i was only talking to you like that because I saw you yesterday in a different channel and I was joking around with you, and you seemed fine with it
I thought you'd recognize me and what not
I think that mr. Leom is a nice person that wa misuncerstood.
Everyone here is nice
always had issues with grub 🐸
gg
I'm trying to use the r.AOListMeshDistanceFields command in the output log, but nothing happens when I use it. Not sure what I'm missing, I'm not a newbie so just curious if anyone knows how to use that command
@tired oracle means you have no any
...
Guys, is it possible to convert Unity animations to fbx and import it to Ue4 ?, I searched youtube didnt find any good video for it
how do I migrate this migrated file to my project http://prntscr.com/m06xrg http://prntscr.com/m077d3
You need to use the migrate option inside a working project or put that CONTENT under the CONTENT folder in your new project and hope it works in the new project.
@ember hull if your original files are in FBX, and chances are they are as unity keeps the source format, you can just import them into UE4 normally. If it's something like a blend space or a set up animation then no you would not be able to bring them in you have to recreate them.
@grim ore i dont understand
exactly what I need to do or what I lack
Inside of your project folder on your drive is a Content folder, this holds the Content of your project. Put all of those files that I can see in that folder you showed into that Content folder.
so it would be project folder/Content/env and project folder/Content/InfinityBladeGrassLands and etc..
you should do this with the project closed then open it back up once you are done and if you are lucky it will find and use the files if the versions are the same and you are lucky. this is not the right way of doing this and it can and does fail
I do it the way you understand, but I get the error in picture 2
then you might be out of luck. The files might not be compatible with your version as they are based on the version of the engine they were last used in.
You need to get the original project completely, UE4 does not support randomly copying uasset files and moving them around to other projects.
The map file does NOT contain any of the assets in the map, so you need to migrate all the assets used in the map with it.
he didnt migrate any of the files, the content of the Content folder was copied from a project onto a flash drive and that is what he has
Yeah, looks like the missing assets could be the low poly city pack which was free in November just from a quick glance at the names
i did migrate for lavel
did you clicked on the assets in content browser and pressed migrate?
with everything?
When you migrate from inside of a project you choose the content folder of a different project. What are you trying to do?
Looking at the image closer looks like the right folder names are there, but that doesn't mean the assets are in them
Hello. I have seen people on twitch that when ppl move around environment on unreal engine they switch between ragdoll (character) and camera view. How can i do that? i have to buy some plugin ?
do you have any more info or examples on this? is a camera view just a camera that is in the scene that shows what is going on? like someone watching something happening? if so that is all built into the engine.
https://www.youtube.com/watch?v=2lWQW5_5E8o something like that
Run through of environment created in Unreal Engine. Created by Isaiah Harwood ETSU Digital Media
Hi, i just moved to 4.21, and it seems that now procedural added components are not visible anymore in world outliner (when in play) .. anyone knows why and how to make them visible again?
Did I miss the part where something happened? I just saw a third person camera the entire time
@grim ore but he was not flying around the scene with camera but instead he was running with the ragdoll
ok that's not a ragdoll, a ragdoll would be a character with physics enabled that just flops around for the most part. That is just a standard third person character and that comes with the engine.
@grim ore how can i enable it ?
You would create a new project with the Third Person Character template or you would add the Third Person Character Feature Pack into your project and use it for your default pawn
@dull oyster see the third person template, there's a bool for the movement to follow the camera rotation somewhere, it does the trick
(It's in the controller I guess)
@wide crow i downloaded some character from ue library. Can i make him work? 😄
@wide crow Isn't that the "OrientateMovementToRotation" or so boolean on the CMC?
@regal mulch don't remember, don't have UE here 😃
@wide crow i dont see any third person template ;p but im newbie in ue so
@dull oyster these tutorial series are good https://www.youtube.com/watch?v=hRO82u1phyw It will help 😃
In this series of videos, Wes Bunn will walk you through the steps to create a third person game. (00:05) - Intro and Play in UE4 (02:17) - Importing FBX ass...
click the green button at the top of your Content browser (ADD NEW), click on add feature pack at the top. Choose the third person feature pack (blueprint). change your game mode to use the third person character. hit play?
alternately I would assume the tutorial you are following would set it up at some point?
yep
that's a good starting point, it explains all the steps to setup and configure the components
@dull oyster u should watch some beginner tutorials first. try to learn the basics of unreal engine first before asking stuff
@dim merlin i do. I just had desire to try that out. Chill guys.
and thanks. ill work on that
how does one make AI strafe / circle around player (move around maintaining distance and aim at player) using Behavior Tree ?
You can have parallel tasks
One would be shooting, the other one would be taking care of positioning the AI
And the "circle around" stuff is math
math is to determine next point on the circle to move to, right ?
Yop, for example
I recall there is a setting on the AI controller "can strafe". What does it affect, if anything?
this makes me happy
I see skies of blue..... Clouds of white
Bright blessed days.... Dark sacred nights
And I think to myself..... What a wonderful world. 😃
🤔
i recently updated my project from 4.20 to 4.21 and it seems my AI has stopped working for some reason
has this happened to anyone else?
Ai stopped working is very very inaccurate
like
you could also say "help my npcs are gone pls fix"
pls elaborate
@copper fable
Well the behaviour tree just flickers through all the nodes
All blackbird properties seem fine
It doesn’t move
On the older version it works
now
lets get this straight
"move"
forget the rest...
think about this
"move"
what is the thing that allows movement
tip
its green by default
and usually breaks on update.
so its active?
you can go ingame and open console
show navigation
green stuff on floor
?
Yeah
good
now thats a usual error when upgrading
i dont know BT but you said it is fine
show me your AI blueprint
if you have one
yeah ill get that up
is Persona still a valid name to make a reference to the complete animation framework/editors?
I saw this on the documentation but I'm not sure if the full pack is still named Persona
hi team. So I bought this mega pack of materials to play around with when I have free time during my semester. I was looking at the stats and just curious if a base pass shader with volumetric lightmap of 187 instructions is alot? Is that considered heavy? I def need to brush up on materials again.
mh
a bit disturbing
i see no evil
you sure the BT is working?
and doesnt need some refreshing
hmm
it seems that the GetRandomReachablePointInRadius is coming back as false for the return value
i recon it is something to do with the navmesh volume
you can always reactivate it
how so?
yeah i have no clue haha
its just returnign flase
but even when i want it to follow the player it doesnt move
that is good info
good that you checked
bc that means that the nav mesh has an issue
moving ai on a navmesh uses certain nodes
and inside of them is the real reason why this isnt working
sadly that is a c++ task
mh
its a funny error
wish i could lay hands on it
love those
Hey, I need some help, where can I ask a question?
what area of issue?
I'm unsure, exacty
ok shoot it
ahhh it works!
This weird box appears in the editor and in-game, and won't let me do anything
the settings were on dynamic and rebuild on load i change it back to statick and unchecked the checkbox and deleted the volume and undo
Awesome it worked, thanks so much!
and it works now 😄
great job @copper fable
i thought it was a minor oissue
its common to break after update
very common
@static viper thanks for the help 😄
@kind robin nice garry's mod map
Could someone please show me to add more layers to a material? (Rock, Grass and Dirt) so i can start to paint my heightmap
Thanks in advance
https://docs.unrealengine.com/en-us/Engine/Landscape/QuickStart/4 something like this? landscape material blending?
my landscape is a material so is there anyway to keep it whilst adding more to it
so lets say if i wanted to paint over some mountains how will i keep that landscape
bare with as i make no sense lol
is there a way to quickly copy a node? Just thinking there has to be a hotkey i can hold to copy a node into another spot, basically when in houdini I can hold alt on a node, click and drag then a new copy of that node is created in the spot where I click
So is it just me, or you can't cut/copy files in the UE editor to another folder?...
CJ, Ctrl + C: copy, Ctrl + V: paste, Ctrl + W: duplicates
ctrl + w is good to know but something with one click would be nice might not exist though
such a nice creature comfort
@static viper How to move folders?..
There’s some basic node creation shortcut but nothing as smooth as Houdini
Thanks @abstract relic might make a feature request for it
I took your cheat sheet too 😄
The Alt-Drag works for objects tho in a viewport so you have that atleast
Anyone have the issue with player collision getting stuck on other capsule collisions such as foliage?
foliage collision...i.e. rocks?
and trees yeah
@dry moon try vis collision, console PXVis Collision
Well its not that its getting caught inbetween stuff
its a slightly tilted capsule collision on the tree trunk, a long one
and it sitll gets stuck
@dry moon try adjust depenetration values
Lower or higher values?
depenetration is velocity applied in attempt of unstuck your char (so, higher)
Yeah I've set those values high and low
still getting caught
I jump into it and then stck
thats a clone of my games...
lame
so you are doing capsules for tree collision
why is that
Because that is what speed tree does?
it just works
is all dynamic?
none of that is scripted
ok sorry
XD
that speedtree does it like that is weird.
Radiant AI as well
you are likely touching multiple capsules at once
nope
Just the character and one capsule on the tree
did multiple tests
it always gets caught on if its slightly tilty
@dry moon what are the values you have now?
are you still touchy de dingy when stucky in thingy?
and pls show tilt
i didnt thought i see an issue with collision angles again
that was a thing we did in 2006...
we should be over it
so it doesnt matter which angle?
going under and jumping is easy
but sliding down?
that doesnt makes sense
that would mean that you could get stuck... in air
test that
oh boi i am on to something bad...
this is not good
is it ok for you to remove capsule
and place box?
ITS WHAT
oh boi
oh boi
this bad
then it is prolly no capsule
ok
new test
we do manually
force this tree to use complex as simple
for colission
leaves must not have colission ofc.
Definitely not optimal to do that
@static viper Lets say I'm inside a folder, and inside that folder there's a folder I want to move 2 folders up, how do you do that exactly?
you use the content browser expanded view