#ue4-general

1 messages Β· Page 383 of 1

grim sinew
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Because it's not a step by step tutorial, they just explained one aspect of it

pallid compass
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Because you lack super basic skills

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Thats why

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Its a variable

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You can see right there

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Looks like an actor component maybew

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Actor*

proven oxide
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I right click there is no Create RadialForce1 variable

pallid compass
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So idk if theres radial force components or what

proven oxide
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it has an icon that i have not found in the current engine

pallid compass
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Actually

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That might be a vectpr

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vector

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actually idk

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cant read it properly

proven oxide
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who knows, the person explaining how to do this, doesnt tell you

pallid compass
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Target is actor component

maiden sundial
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Hey, i wanna create a settings menu. My main goal for now is that the player should be able to change the amount of particles for the rain.
Is this even possible ?

pallid compass
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Yup by changing Particle quality setting

maiden sundial
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Hmm, where can i find this ?

proven oxide
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he just says he is using his radial force actors - no explanation on how to make them.

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and nothing called that in the search

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its like trying to recreate the tethers from Just Cause 3

pallid compass
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No idea about radial force, im not a physics person

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But why dont u start with something simple

plush yew
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how can i rebuild a project on visual basic 2015 ??

pallid compass
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the rebuild button?

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normally below build

plush yew
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how can i open a ue4 project on VS

pallid compass
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by opening its sln?

plush yew
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where is the sln

pallid compass
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in the project folder?

plush yew
pallid compass
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right click generate project files

plush yew
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what should i do now

pallid compass
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Learn some basic ue4 stuff and stop trying to run before you can walk?

digital anchor
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@plush yew does any error show up?

plush yew
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yes

digital anchor
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whats the message

cursive dirge
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@plush yew I dunno, I'd first make sure that a) followed instructions b) check the actual error message

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those error messages tend to be there for a reason

pallid compass
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copy paste all of error message

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and i mean all of it

plush yew
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i just added a plugin in the project
now i cant rebuild it or even open it in the editor

pallid compass
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Prob because there is an issue with the plugin

cursive dirge
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I bet the plugin isn't for that engine version

pallid compass
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u didnt add victory plugin did u

plush yew
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yes exactly

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no

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i mean what @olento said

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i added an ads plugin

cursive dirge
digital anchor
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Remove the plugin and regenerate project files, then find the plugin for your version

cursive dirge
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well, you need to regen the project files for the plugin anyway, even if he found more up-to-date version

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so there's no reason the regen the project files without the plugin (unless you want to verify it's the issue with the plugin)

pallid compass
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imagine if he posted the full error log

plush yew
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i will

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wait

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Running C:/Program Files/Epic Games/UE_4.19/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="C:/Users/Sahl/Documents/Unreal Projects/SahlEndlessRunner/SahlEndlessRunner.uproject" -game -rocket -progress -log="C:\Users\Sahl\Documents\Unreal Projects\SahlEndlessRunner/Saved/Logs/UnrealVersionSelector-2019.01.27-15.42.16.log"
Discovering modules, targets and source code for project...
While compiling C:\Users\Sahl\Documents\Unreal Projects\SahlEndlessRunner\Intermediate\Build\BuildRules\SahlEndlessRunnerModuleRules.dll:
ERROR: c:\Users\Sahl\Documents\Unreal Projects\SahlEndlessRunner\Intermediate\Source\SahlEndlessRunner.Target.cs(6,14) : error CS0101: The namespace '<global namespace>' already contains a definition for 'SahlEndlessRunnerTarget'
ERROR: UnrealBuildTool Exception: Unable to compile source files.

pallid compass
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Projects\SahlEndlessRunner\Intermediate\Source\SahlEndlessRunner.Target.cs(6,14) : error CS0101: The namespace '<global namespace>' already contains a definition for 'SahlEndlessRunnerTarget'

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looks like ur build.cs is kicking shit up for SahlEndlessRunner

plush yew
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what does that mean

pallid compass
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Means something is broken

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Not sure how its related too just adding a plugin though

plush yew
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now what
i'll just restart the project and copy the content or what

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guys

pallid compass
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looks like its time to do some research fam

plush yew
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i did

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and i didnt find anything

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but i will find a solution soon

vestal ruin
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can some bubby help my white a charachter

pallid compass
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what

vestal ruin
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character*

pallid compass
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what x2

vestal ruin
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can someone help me with a character bone my character is bugging.

ruby wren
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x3

pallid compass
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Still got no idea what you are asking

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Try again

vestal ruin
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Character Animation

pallid compass
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yes what about character animation

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btw if you didnt know i cant read your mind or see your project

vestal ruin
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`ye if you want start a call

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my englise is not real good xD

pallid compass
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No not a call, and that is fine

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Also dont DM me

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You just need to give alot more information

vestal ruin
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the bones ar not doning it

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and de animations ar stuck

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its bugging

ruby wren
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sad

vestal ruin
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pierre can you help my

ruby wren
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if you want some help, explain what you are doing, (screenshots / detailled procedure), what is the expected result, what result you are getting....
We cannot guess what is your problem.

plush yew
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does someone have some idea why i get this?

plush yew
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lol

vestal ruin
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jup

tall pendant
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might be wrong bonescale

grim ore
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before you brought the model in did you reset and freeze the transforms? also which axis is up on your DCC?

rancid jay
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Year 2030 will be the year Epic launches UE4 Global Illumination

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wake me up when year 2029 ends. ty ty

plush yew
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does unity have global illumination

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?

next badger
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@plush yew Enlighten if it counts

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i liked LPV in UE...when they worked

worn crest
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hello everyone i need help with changing my editor language with 4.21.2 version

grim ore
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oof. Next version of UE4 from source is going to need more stuff updated in Visual Studio so yay for the flood of questions coming =/

worn crest
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i change it like usual but it doesn't work

kind pumice
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well that didn't take long to implement - got the fake running in place, floor tiles spawning and moving, fake speeding up and slowing down when hit by slowing the world movement down, etc. You guys saved me a lot of headache and I appreciate it!!!

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I seriously thought faking movement would be a lot harder than that lmao

pallid compass
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np fam

zenith flower
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Can I get a little help in #multiplayer about invalid player state after server travel?

remote moss
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Hi Guys, are you using localisation dashboard or a custom plugin/workflow for your localisation needs?

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I don't know if it is production ready or not

warped hornet
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tf is a float

pallid compass
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a type of data

grim sinew
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It's what programmers use when they go to the beach

pallid compass
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floating point data type

grim sinew
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They all just secretly want vacations

steady owl
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Is the root bone (At the origin) of many Skeletal Meshes only there to work nicely with root motion or is there another reason?

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If I'm only animating in place, is there any need to have it?

grim sinew
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Animations need to be relative to something

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The root bone grounds it

steady owl
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Could it not be relative to a root that isn't at 0,0,0, say instead at the pelvis of a human?

grim sinew
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What happens if you want to animate the pelvis then?

steady owl
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I see what you mean, in that case it would fail

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So basically any skeleton you bring to UE4 should have a root bone at the origin, regardless of where the rest of the model is?

grim sinew
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Probably.

steady owl
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Thank you!

grim sinew
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It's also just good convention, a lot of scripted rigging tools assume certain things will be there

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Or assume they're named certain ways

steady owl
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I was thinking that it was just so that the skeleton could support both in place and root motion anims

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But in my case I'm doing a small personal project with no additional tools / compatibility

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So was just questioning it as it's a bit cleaner

grim sinew
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Having a root bone isn't just a games thing, it's used in regular animation too

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Gives the rigger more control

steady owl
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Now that I think about it- even if the root bone is not at the origin, it can still function the same way- in my case which is a turtle rig, having the root in the core of his shell still works the same as all other bones connect to it

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Answers there seem to indicate a separate root at the origin is indeed for root motion

grim sinew
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It can be. But every rigger I've met just wants as much control as possible

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For a million things. IK, FK, scripting transform nodes somehow, doing custom blend shapes or deformers, etc.

steady owl
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In my case it's just me and it'd be cleaner without the extra bone, so I'm just wondering if there's something horribly wrong with not having an additional root or it's just a preference / more control type of thing

grim sinew
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So they just take every inch of control they can get. Rigs can get super complex.

steady owl
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IK controls all are separate from this root bone so they function the same regardless of if there is a separate root in my case

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It's a nice and simple rig and it looks 100x cleaner without the root bone

grim sinew
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Do what you want, just don't make decisions you'll regret later.

steady owl
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It there's nothing technically wrong with it and it'll behave the same in UE4 then I'll just do it without the root I think

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Of course- if I find the rig itself needs it then of course I'll use it

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But if it's performing as I want it now without the root, I just didn't want to run into something later in UE4

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Missing some kind of good practice or something

abstract relic
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Never

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NEVER

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have a rig without a root bone

steady owl
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Can you elaborate on why other than for other riggers / root motion?

grim sinew
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Also side note, it shouldn't matter if "it looks cleaner" without it, since if you're exposing the bones to your animator you're doing something wrong

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Control rigs are your friend

abstract relic
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In addition? Hierarchy, pivot point, too many implementation dependency to count, the fact you literally cannot import the rig without a root.

grim sinew
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Importing rigs is overrated

steady owl
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So the root bone at (0,0,0) is essential or import will fail?

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Ok this is the kind of thing I wanted to avoid

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Will make sure I have one

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Thanks!

pallid compass
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If you dont have a root bont at 0,0,0 your gonna have a bad time

grim sinew
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Everyone needs a root bont

plush yew
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do you guys have an idea how to package a version of the game without graphics

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i don't want to make a dedicated server with visual studio

grim sinew
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By doing exactly what you don't want to do.

plush yew
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the idea is that making a dedicated server

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from visual studio

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takes long

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and sometime is crashing like hell

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i want to package a build of the game without graphics

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and just use the tag -server -log

abstract marsh
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Hey everyone

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I'm doing mocap animations

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tag me if you want one

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Offer valid for the next hour

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I'm not offering a sale

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I want to work with people and give free animations until I'm bored.

latent moth
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@abstract marsh missing some seated animations πŸ˜ƒ

abstract marsh
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Alright! what kind do you need?

latent moth
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with backpack!

abstract marsh
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Shoot me a video reference and I'll do it?

latent moth
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so not leaning on the chair, more sitting a little on the edge

abstract marsh
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Just need a yt video or pic of a person

latent moth
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simple seated idle

abstract marsh
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As generic as possible?

latent moth
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if you could also do standup/seat transitions, even better! πŸ˜„

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yes!

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generic, not moving too much

abstract marsh
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Alright I'll be done with that in five minutes!

latent moth
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!

abstract relic
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I hope you know how to be a chiropractor Roberto 😜

latent moth
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ahahah

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oh well

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free is free, you get what you pay for, sometimes more

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let's see

abstract relic
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Very good outlook

latent moth
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i just need a simple animation

abstract marsh
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Do you need it as 1 getup and sitdown or should I cut em?

latent moth
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separate and a loop

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so 3

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1 down

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1 up

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1 idle

abstract marsh
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I don't know if I can do a loop o.o

latent moth
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not root

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ah

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then i don't need them πŸ˜ƒ

abstract marsh
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.> I just did them

latent moth
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ok

abstract marsh
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I could recalibrate one time

latent moth
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eheh

abstract marsh
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Did you at least want them to try or use as reference?

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I think you could loop that middle section easily.

latent moth
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@abstract marsh thanks for the proposal but proper animations take quite the time to be made useable

maiden sundial
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Can i let a Spin Box only accept integers instead of floats ?

latent moth
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anyway sure, shoot them to me and I'll see

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thank you for your time

abstract marsh
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They will take some time to get ready - I'm a traditional animator too so I'm aware.
It only took a minute or two anyway for me

abstract relic
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Wow, not a bone flying off. You must have a good setup

abstract marsh
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It's a budget suit setup - about $1500

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Perception Neuron by Noitom

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I got it so I could give animations for free and also work on my game

maiden sundial
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Oof, hope i can also buy such a suit soon, when my crowdfunding works out Woah

abstract marsh
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I saved up forever to buy mine, it's worth it if I can make an impact.

abstract relic
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Jesus. I once worked on a 50k set up and it was never even remotely clean

abstract marsh
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I could definitely do some cleanup but I can't use MBuilder anymore hehe

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If I could it'd only be the trial so it couldn't be used for anything other than tests

latent moth
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thank you!

maiden sundial
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@latent moth Wow, i just readed above that you are doing some animations for free ?

latent moth
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what? no

pallid compass
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Perception Neuron is only good for basic base stuff

latent moth
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@abstract marsh is πŸ˜ƒ

abstract marsh
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Roberto can I have a free animation?

pallid compass
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Requires a fuck ton of clean up

latent moth
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lol

abstract marsh
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most cheap mocap requires cleanup

maiden sundial
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lmao

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Wrong tag πŸ˜„

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@abstract marsh

abstract marsh
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I made a tutorial on cleanup earlier

maiden sundial
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Same message xD

pallid compass
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Even 30k sets require cleanup

abstract marsh
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Yinsei what's up?

abstract relic
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I’d say all mocap need cleaning 😜

maiden sundial
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Wow, i just readed above that you are doing some animations for free ?

abstract marsh
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Yeah

pallid compass
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60K+ camera setups are pretty good

abstract marsh
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Almost all of it would require cleaning yeah

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But who has 60k

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And the funds to pay for a studio running that stuff lol

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Raise your hand

maiden sundial
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Could you do for me maybe 1 or 2 ? blobuwu

pallid compass
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Proper studio's

abstract marsh
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proper studios like sony and microsoft lol

pallid compass
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Lrkler jk

abstract marsh
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Probably not many indies

pallid compass
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Proper indie studios*

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Tend to have some decent equipment

abstract marsh
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shit I'm a failure then

pallid compass
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not as in inidie, some guy working in a basement with his mates

abstract marsh
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We are all failures

pallid compass
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As in actually rented Indie studio's

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Sort of thing

abstract relic
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There’s plenty of studios and universities setup you can rent

abstract marsh
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studios without an 's

pallid compass
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Yeah out sourcing is normally a good idea

abstract marsh
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But expensive

maiden sundial
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Love, could you do for me 1-2 animations ? :D
Those are actually pretty basic ones

abstract marsh
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I'll mocap myself and learn the cleanup

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Sure

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What kind?

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I do NSFW it's ok to ask

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murders etc

maiden sundial
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lol πŸ˜„

pallid compass
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wat

abstract relic
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Oh god

abstract marsh
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I will not say no

pallid compass
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U cant mocap your self with NP

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You will fuck your own sensors up

abstract marsh
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NP?

pallid compass
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You need at least two people

maiden sundial
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Can you do animations for a specific skeleton ?

pallid compass
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Neuron perception

abstract marsh
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perception neuron you mean lol

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Says it on the tin

pallid compass
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Use to quoting the name the other way my bad

abstract marsh
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Yinsei

pallid compass
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Different language structure

abstract marsh
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I can give you BVH or Fbx

pallid compass
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But point being you shouldnt do it on your own

abstract marsh
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That's about it

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Should be able to retarget

pallid compass
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You will ruin your N sensors

abstract marsh
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If you're using an animation that will work on your unreal skeleton or can retarget from it you should be okay

maiden sundial
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It would be for the UE4ThirdPerson Mannequin
I'm not sure if i can use your animations. Don't wanna waste your time if not πŸ˜„

abstract marsh
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I can get them to work on the mannequin then send them over.

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Will take 5m once again.

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May require cleanup πŸ˜‰

maiden sundial
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Alright πŸ˜„

abstract marsh
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If you have maya or something it won't be too hard.

abstract relic
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Such a nice chiropractor 😜

maiden sundial
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I would DM you with a video so that you can imagine it better

abstract marsh
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I have a motionbuilder cleanup tutorial if you need it, made it myself

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Sure!

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I'm ready when you are

maiden sundial
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(In game video for some spells :D)

abstract marsh
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Mind if I spam the footage in chat when it's done?

maiden sundial
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Nah, you can πŸ˜„

left mica
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Hey, this is probably the most noobish question in a while. But I want to create simple character movement without having to load a First Person template and messing with it to remove the gun and everything. How do I do this?

shadow ermine
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Hey folks quick question how would I add a splash screen with transparency into the engine? I know where to set them but every file type I use doesn't display transparency :/

abstract marsh
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Hey all quiick question how is your day?

abstract relic
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@left mica To make an empty character: right click on the content browser >>> Blueprint Class >>> Character

marble saffron
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Anyone here got good experience with splines. I wanna see if its possible to do something with splines

crude totem
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@left mica I don't know exactly. But I would just do exactly what you described. Load the FPS template, remove what you don't want, then look at what is left after you remove everything you don't want. Then you'll know what you need in the future when starting a project.

pallid compass
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Depends what with splines

shadow ermine
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@marble saffron something is very vague

marble saffron
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To explain. I'm making a track. The spline is already set up for the track and working. I was wondering if it'd be possible to use splines to map out the spaces on the track rather than placing and shaping each one individually

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As a reference the red and white striped areas

pallid compass
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Yeah easily, but you need the mathematic skills for it and engineering ofc

paper kernel
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not really

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well, mapping the areas automatically is rather tricky task, but manual procedural areas should be quite easy

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and most of the math required for it already exist in the API

glacial pecan
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Speaking of splines, how about animating an arrowhead to move along a spline (easy) and have it’s body follow behind it (no idea on that one, but using spline mesh component I guess)?

grim ore
glacial pecan
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Epic is trying to nip Scene Fusion support in the bud?

grim ore
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Don't really know. It just showed up recently and it's super experimental but kinda cool it's in the engine at all right now.

glacial pecan
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the timing is interesting, though, since Kinematic Soup announced their closed alpha with Unreal support late last year...

grim ore
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from what I can tell the stub for the plugin has been around for atleast half a year but the actual plug in code got pushed 17 days ago to the master branch

shadow ermine
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That looks nice does it support blueprint editing at the same time?

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And is this only possible in the same network or could this be done with 2 computers on 2 different networks connecting over a port or via VPN or something like that

grim ore
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on the other good news the Editor Utility Widget is in master as well πŸ˜ƒ

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it should be anything that can connect to the server, Its just hard to show a video of 2 machines at once

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and I didnt check BP, checking it now lol

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my only other machine here is an i5 ultrabook and I reaaaally don't want to compile source on it lol

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but the log for the server is using winsock over udp so i would assume any network connection should work

shadow ermine
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Nice

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Since this could be a good alternative to something like perforce or git when both is happening at the same time as far as it looked like

polar hawk
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Hmm, that don't seem right

shadow ermine
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Since I don't use it for versuonign

grim ore
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looks fine to me, he is supposed to be swimming right?

shadow ermine
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Nah I think he just flipped the world he is fine

tall pendant
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looks like he's flying like superman. so everything works as intended.

shadow ermine
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@grim ore do you know how to use a splash screen with alpha texture so something on the splash screen when loading the game Or the project is transparent?

polar hawk
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Guys, something is definitely wrong with my turn in place logic

weary basalt
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Nonsense

shadow ermine
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That's the wrong machine, your cloth washing machine is somewhere else don't steel her spinning program

grim ore
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@shadow ermine well it should work but its super crashy. You can see it logs all actions across the instance even when editiing a BP. It seems like the loading of changed stuff is unstable right now but it did "work" in theory once lol https://i.imgur.com/99GISWB.png

whole quarry
#

looks totally realistic, Allar

shadow ermine
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Sounds like something promising is coming in small. Steps towards us

manic pawn
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if that multi-user thing is based on the same transactions stuff as undo, it will have a bright future

grim ore
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@shadow ermine I don't know for sure but do you mean the engine loading splash screen? like the one that says unreal editor and your game name with the grey background in the middle of the screen? if so that is in the project settings -> Platforms -> Windows

unkempt lotus
#

Hello! not sure if this is the right channel but what are ways to check what is causing performance issues? I'm currently working on a level which is a showcase scene for materials I've created in Substance Designer, the level is kind of like a lab so I've made several small chambers which you can look into and then placed a mesh in the room with the created texture on it. So I'm adding light sources too all those rooms, could that be causing performance issues? The weird thing is when I press play and the editor window is just the small standard size frame rate as it is supposed to be, but once I press F11 to enable full screen it runs like a slide show

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Does anyone got some info or tips for me or maybe some links to lighting / performance check tutorial videos?

shadow ermine
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Yeah that and I know the Way to set it but when using a png with transparent background it shows it as white background when having the texture assigned as splash screen :/

grim ore
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damn yeah I can't seem to get transparency to work =/

shadow ermine
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Googling only returns some other people with that problem and one wrote a script for that that you could add to the source of the engine but I'm not working with the source Build so that's not possibke

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I have to test it with the thing he does with the bmp in the video still

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But I'm not at the pc at the moment so I can't test it

grim ore
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I don't have any picture editors so I can't even try lol

shadow ermine
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Yeah I only have gimp πŸ˜…

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And don't know how to use it πŸ˜‚

grim ore
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I just have Inkscape which can't export out to BMP so I can't even try. super silly that it can't seem to import png with alpha

shadow ermine
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Yeah it's just weird

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Since in the engine it trys to import it and shows the transparency

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And then as splash it doesn't

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Thanks for helping and trying it out though @grim ore

grim ore
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yeah I bet if it's got a separate transparency layer it would be fine i just don't have access to any programs to test that lol

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and I bet it has to be BMP as well lol

abstract relic
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Throw me the file and I can make an alpha for you

glacial pecan
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bmp doesn't have alpha, does it?

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only png or tif does

grim ore
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according to the interwebs a 32bit bmp can have an alpha channel

glacial pecan
#

oh

grim ore
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and seems to be what UE4 is expecting

glacial pecan
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haven't used bmp since windows 3.1 so... πŸ˜›

gaunt iron
#

i'm having an issue where the further i get from the center of the world the darker the reflection on a metallic becomes, until it becomes completely black

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i have a lightmass importance volume and i'm using dynamic lighting

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is there any way to fix this problem? I can provide screenshots if necessary

grim ore
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do you have any reflection probes? or the reflection thingies that make reflections work?

gaunt iron
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not as far as i know

violet birch
#

Is it possible to add function testing for a blueprint directly into the details panel, like a button that runs a function during run-time or simulation

#

I thought I remember seeing an official UE4 video about something similar being added

grim ore
#

you can use Blutility scripts that let you run blueprints from the editor, within limits.

#

and in future versions you can skin windows with UMG to do the same, for now blutilities are buttons in the details panel on blueprints that support them

gaunt iron
grim ore
#

yeah those are normally what capture your environment and then influence the reflection on items that reflect

gaunt iron
#

ah i see

#

there was one there but when i make it bigger it stops the reflection on the inside as well

grim ore
#

the other one is the "lower hemisphere is solid color" option on the skylight. by default it is black and with nothing around you end up getting that color

gaunt iron
#

ah ok

violet birch
#

thankyou mathew

#

works like a charm

gaunt iron
#

it stops working as soon as i change the influence radius, which is odd

#

and it doesn't change even after I build reflection captures

mint umbra
#

Hey guys, is it possible to render out a video from Sequencer without simulating in PIE? I'm using World Composition and I'd prefer to not have tiles loading out while recording large vistas. I could turn up the streaming distance just for the streaming (was gonna add LODs for the far landscapes, but the video is for a youtuber and I was unaware that the render would render while simulating hehe)

loud knoll
#

anyone know why they added that lighting failed message to build button?

ancient fjord
#

Hey guys, im looking to create my own animations using the unreal engine skeleton/rig using Maya

#

is the only way to get access to it via ARTv1?

gilded plinth
#

dang, I'm staring at my skeletal mesh bones in ue4 and wondering why the rotate transform tool in the preview editor has the orientation axis it does. My shoulder for example is in an A-pose , so I was wishing an axis pointing down along the A shape, but instead both object and world axis are the same world orientation with x axis parallel to the ground.

#

I went into maya to see my local rotation axis and they are correct so why is ue4's like this? : /

grim ore
#

Is it possible your local transform gizmo is in world and not local space?

#

and I think you already answered that lol. The next guess would be did you freeze and zero out your transforms in maya before exporting?

next badger
#

@ancient fjord i'm not sure what you mean, you can export ue4 skeleton from ue4...but why would you do that if you have ART?

#

@mint umbra no afaik, but you could add level visibility track to hide parts you don't want, or you could set warm up delay to let them load

next badger
#

It's not #lounge . So Keep Calm and let it go.

slow hearth
#

I'd like to map all the axises to the Gamepad Left Thumb, Right thumb, triggers, etc.

next badger
#

there is also switch between XBox and PS4 naming in ue4 editor settings

slow hearth
#

@next badger thanks! I'm looking for mapping the windows dinput axises though

#

I found this which seems to have most of it (even though unity):

#

his productid didn't work for me, but I found the right one in the output log

next badger
#

oh, i know this guy, he's an author if imgui

grand lagoon
#

Hello, Get triangles / vertex from a Skeletal Mesh ? Runtime

violet goblet
#

hey guys...when exporting a character from maya to unreal, is it a good practice to combine meshes? like:
head + shirt + lower arm + pants + shoes?
does it have any sideeffets if i dont combine that?

kind pumice
#

meaning it gets imported into unreal as one asset?

#

I use export selection for individual pieces of most things, after freezing transformations

#

so that you can piece them together in UE4

#

and change things out if you feel like it - especially clothing

#

I'm just now getting back into things after a one year hiatus to produce an album (lol) so others may have better advice

#

I actually deleted a project that I worked on for almost 4 years the other day and it felt god damned amazing. Starting off fresh with what I've learned, feels pretty good

abstract relic
#

That also sounds terrifying

kind pumice
#

watching it all delete was definitely terrifying

#

but I'm glad I did it. At some point I learned enough to know I'd never finish it - the scope of the project was way too much for one dude lmao

abstract relic
#

Then I gotta ask

kind pumice
#

going to call it my BA in game design for my own sanity

abstract relic
#

Was it an mmo 😜

kind pumice
#

learning experience lmao

#

nope! It was a battle royal on a space ship that was a huge cube full of smaller cubes for rooms

#

rooms moved around and sheered off throughout the match

#

players had to make their way to the center of the ship to survive

#

it was pretty good. learning multiplayer crap and C++ at the same time killed my brain though lmao

#

getting jetpacks to work was the last straw if I remember correctly

abstract relic
#

Certainly not as bad but touching networking was certainly psychopathic

kind pumice
#

too much for a first project lol

abstract relic
#

We all need to get it out of our system 😜

kind pumice
#

now I'm making a simple endless runner for mobile

#

yeah totally

abstract relic
#

Now you’re psychopathic

kind pumice
#

the break felt good and making music was pretty rewarding. I think I just needed a good vacation lol

abstract relic
#

Be sure to keep us posted. Redescending into insanity is always fun

kind pumice
#

definitely will do! my IT job is my main source of insanity. making games was my plan to get out of that hell - I think that pressure was too much too, the expectation that I'd be making money in a year or two LOL

next badger
#

@violet goblet ue4 combines skeletal meshes automatically if they are bound to the same skeleton in the FBX file

violet goblet
#

ah sorry did not mentioned that, i will not have any skeletons in in

#

its just for render stuff

#

but i did see there is a option in the import gui to combine meshes

next badger
#

@violet goblet those are static meshes? then you have options, to merge them or import separately

#

ther'es no major difference if you're not spawning 100 of them

violet goblet
#

thanks alot

next badger
#

@violet goblet by options i mean, there's a checkbox on import settings

violet goblet
#

just discovered it πŸ˜„ super hidden below that arrows

junior thicket
#

k so

#

We got this

next badger
#

is that baked gi or realtime?

#

also, i'm feeling that there's no bluish tint in the lighting (considering color of the sky)

junior thicket
#

I modeled it in blender and baked the lighting with Thug tools

sudden agate
#

and whats your problem?

junior thicket
#

No problem, just wanted to show it off

#

It's not work in Unreal

#

So I put it here instead

whole quarry
#

but this is unreal chat waitwut

junior thicket
#

Ye, but it's related?

#

I dunno

grim sinew
#

Not really

next badger
#

@junior thicket well, yeah it's related, but #work-in-progress is more suitable for that

junior thicket
#

Bet

kind pumice
#

Is it normal for this to be insanely expensive compared to a regular skeletal mesh?

#

30 NPCs with that kind of setup brings me to 30fps - using the regular whole-body version keeps me at 120 lmao

#

took me forever to realize it was what was doing it

lone zinc
#

Hey ! When you update unreal do you have to update /change something in VS as well ?

next badger
#

@kind pumice each mesh = draw call, each material = draw call...count yourself

kind pumice
#

ahh ok, makes sense. didn't have dismemberment working yet anyway so its out of here

#

thanks!

next badger
#

@lone zinc no

lone zinc
#

ok thank you

next badger
#

sometimes if you're updating c++ project, you may need to edit .build.cs file

#

@lone zinc on all other cases ue4 update everything for you, and also print a warning in case something is deprecated

lone zinc
#

Thank you for the info !

dim whale
#

is it just me or does actor varables not appear in the data table editing menu?

austere parcel
#

Ogre3D for life

cloud cobalt
#

@austere parcel Uh, what ?

austere parcel
#

just checking whos awake

next badger
#

@austere parcel use #lounge for that

austere parcel
#

ahhh thx

#

which area does one discuss abandonment of features?

#

game design?

next badger
#

depends on context...if you hoping to abandon the game feature you have - probably yes

austere parcel
#

cool

violet goblet
#

game cahracter:
does it make sense to create eyelashes with
one strand
or
a whole plane textured with all strands
?
or even as a mesh?

violet goblet
#

@plush yew whats that discord channel?

austere parcel
#

guess it depends on the characters use case

#

Diablo camera... no lashes

#

makeup artists 5000 camera angle... meshes

violet goblet
#

true true...so i guess..make peace with tris is my way to go xD

next badger
#

@violet goblet agree, depends on your needs, games ofc do not such a thing

#

they use single sheet with all eyelashes on em

plush yew
#

sheet?

next badger
#

arc like mesh

#

2 to 100 triangles...

plush yew
#

ya i use a card mesh and a texture to show eyelashes on my characters

#

Is there a way to make a skybox from an enviroment so it doesnt has to be rendered, like im standing on a building and if im looking around in vr its like really realistic because its real

#

what u do is you make cloud and you leave the skybox alone

next badger
#

sometimes a several triangles on eyelashes is better since for planes you have to use transparency

plush yew
#

yes but i don't like it, it just doesn't look real.

violet goblet
#

i guess chars for a ps4 game could handle lashes of actual geometries

next badger
#

games characters are generally not look realistic

violet goblet
plush yew
#

thats not bad.

next badger
#

@violet goblet well...they "can"...question if they should

violet goblet
#

yeah,m but not mine πŸ˜„

austere parcel
#

most women would kill for lashes like dat

plush yew
#

lol

violet goblet
#

πŸ˜‰

plush yew
next badger
#

@plush yew yes...but i think better will be to add few meshes with skybox projected map

plush yew
#

wdym

next badger
#

camera mapping

#

you can do that in ue4 even, but it's not as simple as if you do that in some 3d app

plush yew
#

thanks

#

appreciate it

next badger
#

@plush yew try without it, and if you notice distortion on the nearby buildings - you may use camera mapping

#

oh, also, the bigger skybox - the less noticable destortion is

#

it's hard to balance it if panorama has close objects

plush yew
#

ye

#

thanks

#

I just realized how hard this is to setup haha

umbral fulcrum
#

Is it possible to set an Unreal Engine application as wallpaper? Does anyone have knowledge?

cloud cobalt
#

That would be quite insane

#

Rendering UE at 60fps is going to need a significant cost on any system

umbral fulcrum
#

:D:D:D

#

What if it's something really simple?

cloud cobalt
#

Still going to draw lots of power

#

An empty UE scene is going to take at least a few milliseconds of CPU & GPU every 16.6 milliseconds

pallid compass
#

Hungry BOI

cloud cobalt
#

There are tools for interactive backgrounds, so that's probably better suited

pallid compass
#

Boiler plate

umbral fulcrum
#

K I will have to look into them, thanks!

wary wave
#

would be better off rendering out a sequence to video, and converting that, probably

glacial pecan
#

so you can't add a spline directly to a level?

#

spline is always a component in a blueprint?

regal mulch
#

Yop

glacial pecan
#

Ok, thanks

fierce tulip
#

wut

whole quarry
#

im not sure what is the most confusing part of that post

magic knot
#

after updating steamvr 1.2.7 my vr application getting blurr

next badger
#

@glacial pecan correction, spline should be a part of an actor if you want to add one in a level (every asset in a level is an actor), it doesn't matter was it made with a blueprint or c++

brisk osprey
#

Do you have to UPDATE unreal to create a new project ?

glacial pecan
#

@next badger I was just looking amongst all objects you can place in the level in that large menu on the left, and was surprised that spline wasn't a part of that

whole quarry
#

@brisk osprey no

brisk osprey
#

@whole quarry Thanks, but it does not have the launch button there, it just says update

whole quarry
#

click on the arrow in the button

glacial pecan
#

@brisk osprey my recommendation: skip the launcher

next badger
#

@glacial pecan yep, those are bare minimum, most used actors

brisk osprey
#

Ohh like create a shortcut to the desktop

glacial pecan
#

it feels as if it was made for gaming consumers, not developers and certainly not workplaces

next badger
#

@glacial pecan as example, Light actor is just an actor with light component in it

primal edge
glacial pecan
#

@next badger but you don't have to add light actors to the content browser... but with splines you do... only, you can't tell if it's a spline unless you name the blueprint that

#

which is rather confusing and annoying, imo

next badger
#

@glacial pecan you have to get used to it, as for most of the features you will have to make them first (i.e. add to content browser) and only after that - use

glacial pecan
#

yes... it's the "most" where the difficulty lies πŸ˜‰

bold wyvern
#

I noticed that in my playthrough, my textures keep displaying a "Preview" watermark.

fierce tulip
#

try googling "ue4 preview watermark"

bold wyvern
#

I realize I need to build the lighting.

next badger
#

@wary wave do you have automatic clone clean up tool by any chance?

wary wave
#

a what now?

next badger
#

script that does "replace references" for matching assets

#

Luos probably would love that =))))

wary wave
#

nope

#

can't say I've ever needed one

primal edge
#

πŸ˜›

next badger
#

holy, ambershee...i mistagged you

primal edge
#

this one should do it, if the assets have the same name

next badger
#

i'm sorry

primal edge
#

like importing paragon characters, and all of them have common shared files

#

it is horrible issue when getting packs from the store

wary wave
#

haha

mint umbra
#

@next badger Warm up delay.. hmm. I fixed the issue by increasing streaming distance hehe, i'll check out warm up delay tho, cheers!

next badger
#

@primal edge it's just imo, but i think scripts should have own log tab

#

i mean the message log, not output log

fierce tulip
#

@primal edge any reason the normal built in replace duplicates wasnt working for you?

next badger
#

It is automatic!

#

i've merged two branches once...was hell

#

*they were not legit branches, but...the goal was merge two versions of the same project back in one

deft temple
#

Hello everyone! Posting this here as I don't know what other channel would be the best fit. I have this obnoxious visual glitch. Anyone has a clue on where I can start looking to try and fix it?

wary wave
#

looks like your camera

deft temple
#

yep

#

This is the base setup for the camera. Nothing else should touch it. The enemy is a subclass of this, so it also has its own camera.

whole quarry
#

set the collision to overlap with camera

#

and why does the enemy have a camera? it doesnt need one?

deft temple
#

@whole quarry you are right I am just lazy, I should remove it.

next badger
#

in case of posession? πŸ˜›

deft temple
#

true! πŸ˜ƒ

#

so changing the collision to overlap (on the two sword colliders) doesn't get rid of the problem. It was set to ignore before.

#

This is how the colliders are set up now

whole quarry
#

the enemy pawn is blocking the camera boom thing

deft temple
#

thx, that would explain why rotating it so the enemy is behind the character, rather than in front, makes the glitch disappear.

#

What would be the right approach to solve it (btw thx a lot for the help)

#

thx I solved it by changing the collision model on the character mesh

#

thx a lot for pointing me in the right direction

wary wave
#

wait, the camera on the enemy is colliding with the camera on the player or something?

#

that's a new one πŸ˜„

primal edge
#

@next badger either using the normal print method of Py or unreal logging interface, both will throw into the normal dev console. The good thing though, any message came from python, will start with "LogPython:"

@fierce tulip if u mean "Asset Action/ Replace References", then it works in a different way. will not be quick or straight forward if you have to do it for several assets that have duplicates.

deft temple
#

@wary wave the enemy mesh was colliding with the player camera

wary wave
#

ah, with the camera boom

#

or something, but yeah, makes sense

#

I don't like Epic's camera boom implementation tbh

deft temple
#

I don't like that by default things collide with it

fierce tulip
#

@primal edge ahh, so it can clean multiple different duplicates in one go?

primal edge
#

@fierce tulip thats per selected yes. Another one I will clean it up and post it soon, where it will be smart enough to just search, make its own list, and clean up all. The idea in that later one, that you might not be aware of the duplicates πŸ˜ƒ

fierce tulip
#

what I find more annoying when trying to solve duplicates, is that one author used a grayscale texture set to SRGB while another unticked srgb, and another set its compression settings to alpha, and other mutations of the same file. cleaning those up break a brickton of materials occasionally

primal edge
#

πŸ˜„ hahahahhaha

next badger
#

holy...never happend to me, but i'll keep that in mind

primal edge
#

shitz happenzz

fierce tulip
#

most teams ive worked for arent as adept to ue4 as you'd like, and the mess they can cause.. oh god

primal edge
#

now u've a clue why i made many scripts for the one purpose of "mess clean up"

#

πŸ˜„

fierce tulip
#

whole projects where the materials are just named "Material_xxxxxxxx" where X is a random number they got after importing it

primal edge
#

been suffering from similar issue, specially when working in less established productions, people won't ever care about naming convention and file prefix !!!!!!! πŸ˜’

next badger
#

@fierce tulip i've worked on one project, where devs have "intermediate" and "saved" folders pushed to the repo...even after i informed them and told how to modify the p4ignore they still made no changes

fierce tulip
#

oh god yea

#

also been there, or uploading all the cached stuff

primal edge
#

hahahaha

#

saved/screenshots πŸ˜„

#

50 mb per high res shot

#

!

fierce tulip
#

oh god yes, those too. imported into editor even

#

I think rad rodgers had an old splash screen that was almost a gb

#

k, back to bookkeeping. 😒

primal edge
#

haha

#

gb!!

next badger
#

well, Luos do things that @everyone could kappaross

true leaf
#

I have a question about DataTables. Let's say I have a DataTable called 'Fruit' and I make rows in it called Apple, Banana, etc. Now I want to make another DataTable called 'Quests' and I make a row in this table called FirstQuest and I want the value of one of the columns of FirstQuest to be a reference to the 'apple' row of the fruit table. Is that possible ?

graceful sky
#

Afaik you can add a datatable handle to it

true leaf
#

(previously, I was just using the string 'apple' and doing a row lookup in BP)

graceful sky
#

If you want to reference another datatable inside a datatable

true leaf
#

Add a DataTable handle ? 0.o

graceful sky
#

Yeah to the struct of Quest datatable

true leaf
#

Right. Oh that's interesting

graceful sky
#

I assume its quest items you wanna ref ?

true leaf
#

Okay I'll read into that!! Yes exactly

#

Okay I think that's what I need

graceful sky
#

Try it :)

true leaf
#

Ty ty

glacial pecan
#

oh great bad gif

wary wave
#

it looks like you're editing default properties in the details panel

#

whereas Sequencer would edit at run time

#

for some things (e.g. material params) it would update in the viewport

glacial pecan
#

mhm, and construction scripts don't run at runtime?

wary wave
#

but for actor vars I wouldn't expect it

#

construction script shouldn't be running

#

not from sequencer in the editor

glacial pecan
#

mmm... that's too bad

cloud cobalt
#

Construction script is run at object creation

glacial pecan
#

no

#

construction script runs any time an exposed variable is changed on an object

#

that's why it work from the editor

cloud cobalt
#

Yes

glacial pecan
#

but apparently, I have to try something else with sequencer

cloud cobalt
#

When you update a Blueprint, the default object gets recreated

glacial pecan
#

aha

#

so I need to google how to hook into the sequencer then

#

@wary wave @cloud cobalt any of you guys know why even event tick gets ignored by the sequencer?

#

what kind of events does sequencer scrubbing generate?

wary wave
#

what do you mean 'gets ignored'?

#

ticking only happens in game

glacial pecan
#

right... and apparently construction script only happens in editor

#

so what the heck happens in the sequencer? πŸ˜›

wary wave
#

or when an actor is spawned

glacial pecan
#

it's in some hazy in-between land

wary wave
#

Sequencer is essentially data manipulation / a curve editor

#

albeit a big scary one

glacial pecan
#

ok, but a cinematic camera on a camera rail updates in the editor with sequencer scrubbing

#

and that's what I'm trying to replicate with a normal spline

wary wave
#

I don't think you can in sequencer

glacial pecan
#

roll your own cinematic camera and cinematic rail you mean?

wary wave
#

not in blueprint, I don't think

#

I may be wrong

grim ore
#

kinda confused by why can't you just use sequencer to move the camera like it's designed to do? plot the key points and set up the curve in the sequencer curve editor

glacial pecan
#

@grim ore I thought that was what I was doing

#

I'm doing the exact thing that you do with camerarail... same setup

wary wave
#

you're changing an actor value

glacial pecan
#

only I'm using my own blueprint class

#

@wary wave as you do with camera rail! it's just named "current position on rail"

wary wave
#

camera rails aren't the same as your blueprints though

glacial pecan
#

and I named it "camera spline position"

wary wave
#

they have native code implementation

glacial pecan
#

ah... ok

#

that's too bad

wary wave
#

have you tried simulating whilst scrubbing in sequencer?

glacial pecan
#

hehe... yup, that worked πŸ˜ƒ

#

but can I record while simulating?

wary wave
#

I don't see why not

glacial pecan
#

record a video using the sequencer I mean

wary wave
#

comes under the 'try it and find out' category, I think, hehe

glacial pecan
#

yes

#

good tip, thank you! πŸ˜ƒ

desert lichen
#

I'm pretty sure when you render out of Sequencer it does some kind of PIE and plays the timeline otherwise all the blueprints wouldnt activate and do stuff

wary wave
#

you can call BP events from sequencer just fine

#

once upon a time you used to be able to have actors do their construction script every tick, as well as have actors tick in editor

#

I suspect that disappeared for sanity reasons

keen hearth
#

Hey guys!
I'm looking for some kind souls to help me find what I'm missing. I have a map with level streaming, however when placing certain characters into the persistent level, it only appears in the editor, but not during the actual gameplay.
All actors have visibility set to true and are not 'hidden in game'. Something prevents them from spawning, as not even their construction script gets executed.

Any help would be deeply appreciated!

wary wave
#

back to the previous message -are you sure they're not just falling through the world?

keen hearth
#

@wary wave pretty sure :/ turned off gravity for them to check, but still, construction script should be called, yet its not, its like the actor isnt spawned in at all

wary wave
#

unusual

keen hearth
#

@wary wave any ideas maybe where i could get assistance/support for this?

wary wave
#

I don't think anyone is going to have a specific answer for you

#

your best bet is to try and debug it

grim ore
#

put them in a blank new level, do they show up? that eliminates them as being the issue and it;s your level. Open up just the persistent/main level and drop it in there, see what happens.

sudden agate
#

if they overlap with geometry, they might avoid spawning due to collision. make sure your Spawn Collision Handling is set to "Always Spawn"

wary wave
#

if they're placed in editor that shouldn't be an issue

keen hearth
#

@grim ore thank you for your reply c: they show up perfectly in a blank level, however when placing it into the persistent lvl, its not spawned. @sudden agate thanks for the reply, they are set to always spawn :/

next badger
#

um...it's a third person character?

keen hearth
#

@next badger player controls a TPS char, the issue is with AI characters not showing up at all

#

when i spawn the same AI manually, it works perfectly, just not the 'pre-placed' ones

grim ore
#

ok that was the next question lol. So like they mentioned before on collision have you tried dropping them into the world on spawn? IE: place them like 20 units off the ground itself so they fall in when spawning to avoid collisions.

#

it does seem like maybe your not putting them in the main world tho if nothing happens at all but spawning them works

#

but... you seem to know what you are doing as well so that is not likely so damn lol

next badger
#

@keen hearth do they persist in the outliner when you run the game?

keen hearth
#

@next badger no they dont appear

next badger
#

@keen hearth what is set in the Actor/Spawn collision handling method?

keen hearth
#

@next badger it always spawns and ignores collisions

next badger
#

does it work if collision is ignored?

#

i see

keen hearth
#

except that it doesnt always spawn...never does xD

next badger
#

@keen hearth maybe something in the log?

#

clear and run

keen hearth
#

@next badger
"LogPawn: Error: EnableInput can only be specified on a Pawn for its Controller
LogScript: Warning: UGameplayStatics::BeginSpawningActorFromClass: can not spawn an actor from a NULL class"

an error and a warning im getting

graceful sky
#

Anyone got the UE4 BP instructors guide? If so, is it valuable to have even if your not educating people? πŸ˜›

wary wave
#

is there even such a thing?

graceful sky
#

apparently there is

#

When i tried to grab it, it asks for academic institution or program name, but i'm not sure if that really matters

silent sparrow
#

anyone know any good tutorials for starting off in unreal engine?

next badger
#

@keen hearth it's an assumption, but looks like bp has unset controller when placed in world, that causes an error and removal of the actor

marble saffron
#

Anyone know why an object in the editor turns black after building lighting?

keen hearth
#

@next badger the BP has "AI Controller Class" set to "AIController" as default, should it not work like that?

next badger
marble saffron
#

Its only affecting certain things

silent sparrow
#

thanks @next badger

plush yew
#

hehe thats my game on that screenshot ❀

#

sorry i had to do that

graceful sky
#

Yepp, well done Greggy : )

#

llooks nice

plush yew
#

@graceful sky thank you πŸ˜ƒ

next badger
#

@keen hearth try to find EnableInput in there and set a breakpoint, then see if the player controller not NULL

iron wadi
#

Hi, is there planned support for Level Streaming with Volumetric Lightmaps?

next badger
#

i wonder why it's even being called

#

nap time -_- night ppl

keen hearth
#

@next badger thanks for your time!

next badger
#

@keen hearth GL with the issue

unkempt lotus
#

Hello! Does someone maybe got some information or tips for lighting an indoor scene? Then I mean an underground bunker / lab with no windows for outside light to enter through

grim sinew
#

Lots of static point lights

#

and static spot lights

unkempt lotus
#

Thanks! @grim sinew , and then no Directional Light / Sky Light + Sky Sphere / Atmospheric Fog?

grim sinew
#

Why would you? It's underground, you can't see anything

unkempt lotus
#

true

#

thanks hahaha I'll give it a try

grim sinew
#

Complete waste of time using any of those, and you'll pay a huge cost for atmospheric fog for no reason

#

Still use exponential height fog though, just subtly. Helps define depth in 3d space

unkempt lotus
#

the lightmass volume is still required right?

grim sinew
#

Yes

grim ore
#

you dont need a lightmass volume, it just helps out if you have it so yes you should use it

grim sinew
#

The lightmass importance volume is needed, really whenever you're going to have any movable objects of any kind (including characters)

#

It's not -as- important when it's 100% indoors, but it takes all of 5 seconds to set up, so there's no reason not to

unkempt lotus
#

Cool thanks for the info! one last question, it's always the best to adjust settings for the Postprocess Volume after all the lights are placed right?

grim sinew
#

Probably. Post process stuff has runtime performance hit, so you want to get as close as you can to the final look before you start using it

grim ore
#

To work or not to work? Screw it, compile the latest master branch and use it as an excuse to do both lol

plush yew
#

@grim ore lol

#

you on 4.21.2 yet?

grim ore
#

well my launcher is yeah

#

screwing around with master branch today playing with the new stuff because real work sounds like work lol πŸ˜ƒ

plush yew
#

@grim ore i hope you are using Release watching with github if you are using that

#

so handy

#

i get emailed

#

before i used to check the github status every day lol

#

because i like to be cutting edge

grim ore
#

I check it every week or so in sourcetree so I can see what changed

plush yew
#

ah ok

#

are you actualy modding the engine cpp?

grim ore
#

super annoying that you can be all hyped about a new feature in a new release and it just sits in master and never makes it to live lol

plush yew
#

yeah

#

haha

#

4.21.2 took a while to get pushed too

grim ore
#

nah I don't work in the engine source unless the world is on fire I just try and keep up to date with the new stuff for learning purposes.

plush yew
#

yeah

harsh tiger
#

is anyone here familiar with 3ds max? i have a simple question i cant find the answer for

pallid compass
#

Maya master race cult

grim ore
#

Paint 3D ftw!

tall pendant
#

milkshape 3d or gtfo πŸ˜„

pallid compass
#

lmfao milkshape 3d

manic pawn
#

I remember using milkshape 3d like 10 years ago and somehow it was more confusing than blender

abstract marsh
#

Hey

#

I have this really good idea

#

can someone make the game for me?

harsh tiger
#

i normally use maya

abstract marsh
#

It'll take maybe 3 years and I need you to work full time for free

harsh tiger
#

but im in 3ds max and i cant even delete objects or select faces. its so weird

pallid compass
#

Why you working in MAX instead of maya?

fierce tulip
#

@pallid compass this isnt lounge, behave πŸ˜ƒ

pallid compass
#

wow, i am aways behaving ok

#

deletes every message sent in here ever

fierce tulip
#

@harsh tiger maybe you froze the objects?

harsh tiger
#

@pallid compass i have revit files and got the 3ds max plugin, so making the revit into fbx

#

@fierce tulip im not sure mate, this interface is scarier than blender haha

pallid compass
#

Thought uni was making you swap to max, was gonna cry for you

fierce tulip
#

just rightclick on a mesh or whatever and select unfreeze all, see if that works.

harsh tiger
#

im just using max to get the fbxs haha. im sticking with maya. also the unfreeze all is greyed out

fierce tulip
#

is it one mesh, or multiple?
better yet, dm me since its max and not ue4 related.
send me a screenshot

harsh tiger
#

its all under NDA

#

its all from a revit file

#

i've managed to select some parts haha

fierce tulip
#

just make a screenshot so nobody knows wtf they look at.
and anybody here would vouch for me not being an arse with that sorta stuff

#

well, almost anybody :p

harsh tiger
#

max has froze haha give it a minute

#

fuck max, im gonna export the revit to fbx and then edit the fbx in maya. thanks anyway @fierce tulip

maiden sundial
#

Are there some UE4 backgrounds with a MIT license ?
Or generally a licensed which won't give me troubles when i would sell my game

fierce tulip
#

now, as someone who is in a stockholm syndrome relation with max, I can agree to that sentiment @harsh tiger

plush yew
#

The unreal vs unity debate needs to stop. I just a hour talk with some goon on why I won't waste 3 years of unity experience because of one tos change that wasn't so bad.

fierce tulip
#

use whatever you want is my motto

#

just dont use max XD

plush yew
#

Exactly

#

Lol right

tardy zealot
#

I learned Max instead of Blender because of the latter's old UI being poo

grim ore
#

"use whatever you want just don't use windows" πŸ˜›

tardy zealot
#

feels like an Adobe product in terms of.. lots of complex stuff you probably don't need though

grim ore
#

I was actually going to try and get the linux port of UE4 up and running this week but is there an easy way to run it in a VM or something without having to dual boot the pc?

manic pawn
#

blender 2.8 ui is really nice

#

unreal editor doesn't run in a vm

fierce tulip
#

@grim ore about time a new OS comes around that isnt as much bs as windows, but not as annoying as whatever mac runs these days.

tall pendant
#

lacks maya controls tho hehe

#

modo on the other hand... πŸ˜›

grim ore
#

@manic pawn yeah I had a feeling but man I really can't dual boot at work 😦

manic pawn
#

the editor refuses to start without SM5 gpu present, but no normal vm can do that

grim ore
#

@fierce tulip I've been doing less and less gaming lately and the new Mint looks nice so I was hoping to get UE4 up and running on it as a trial

manic pawn
#

you'd need one of those crazy setups with a second gpu for the vm

tardy zealot
#

I know a lot of people have said how awful Adobe's creative club subscription nonsense is.. I still use Photoshop CS6 and will probably never upgrade. Even if they add one or two new features, it's mostly all the same stuff anyway, and if the tool you already know how to use can do what you need it to do, there's not much point figuring out a new one πŸ˜›

grim ore
#

well I wonder if you can run a vm using the PCIE adapter and have windows use the built in intel GPU then?

manic pawn
#

that might actually be possible br_thinking

grim ore
#

to the interwebs!

fierce tulip
#

@tardy zealot same, only downside is that most plugins released nowadays dont work on it 😦

manic pawn
#

but doesn't nvidia lock the gpu passthrough for the non ridiculous expensive quadro cards?

tardy zealot
#

Ah, shame. Though I mostly use it occasionally as a hobbyist, so I haven't really even messed with stuff like that.

grim ore
#

yeah... just looked at the compatibility list and its quadros and such lol @manic pawn

manic pawn
#

why can't you make a dual boot tho?

grim ore
#

well at work I can't work in linux lol

#

and at home I only have 1 ssd as the main drive so meh. I guess I can do it on the laptop lol

plush yew
#

@grim ore have u considered nvme yet?

grim ore
#

that costs money tho πŸ˜ƒ

plush yew
#

lol yea

#

tru

#

Does anyone have tips to help get rid of my hate of visual scripting ?

misty creek
#

It is easier to tweak that c++

#

No intellisense "errors"

plush yew
#

@plush yew can use visual assist maybe if you are using cpp, unreal scripting can just use collapsed graphs to make it more modular and less cumbersome

tall pendant
#

"hate" is such a word. if you dont like visual scripting go the c++ route

#

or skookum

plush yew
#

Isn't Bp a requirement for unreal

#

I need to know some type of bp

tall pendant
#

nope

misty creek
#

You don't have to use bp

plush yew
#

you can use C++ when you make the project in UE

#

just look at the setting for it when you create a new project

#

I don't know c++

#

And the API makes me want to cry

#

haha

#

Correction don't know unreal c++

#

yeah it can be a bit archaic

#

@plush yew hey , 4.21.2 is great man

#

enjoy it and use it without worry πŸ˜ƒ

#

i use it in a dedicated server game, no errors here.

#

stable.

#

Plus all the blueprints tuts pretty much goes like this. Ok guys I'll show you how to make this. Then proceeds to go through the tutorial without any reason why things work

grim ore
#

every version of every software has bugs.

plush yew
#

true

#

haha

misty creek
#

It depends on which tutorials you are watching

tall pendant
#

perfectly stable? go with 4.9.2 πŸ˜„

misty creek
#

Some do explain, but others completely ignore that part

plush yew
#

@plush yew a fan favorite in this discord is the #blueprint channel youtube live stream blueprint communications training pin in the channel if you wana check out blueprints more

#

Ok thanks

grim ore
#

@plush yew there is no real good answer, you just hope what you use has no major issues. You could upgrade your project from UE 4.1 all the way to 4.99 and never run into an issue with your project.

misty creek
grim ore
plush yew
#

Will check it out 😁

#

@grim ore nice i havent seen this before πŸ˜ƒ

grim ore
#

They came out last year at GDC and most people don't know about them.

plush yew
#

gotta sign up - hmm.

#

if i might ask - what kinda stuff is it? just like general stuff?

grim ore
#

well its free to sign up but uh... there are a few topics from general to VR to arch viz coming soon. Its like basic+ level stuff, meant to give teachers a course to follow to teach the engine.

plush yew
#

oh ok coo

grim ore
#

the good part is there are quizzes so you have some focus on what Epic hopes you will have learned and if you pass those then πŸ˜ƒ

#

the bad part is it's in docx and pptx format so you have to have office, office compatible program, or upload them to google docs lol

plush yew
#

cool

#

hi guys

grim ore
#

hola

plush yew
#

hi there πŸ˜ƒ

bitter iris
#

can anyone help me to why my bones are away from the trigger?

#

theyre in the correct place in my modelling program

maiden sundial
#

I fuked my DPI scaling up.
Can someone give me the default values ? πŸ˜…

bitter iris
#

?

maiden sundial
unkempt lotus
#

Hello! The Level Design channel isn't that crowded so I'll ask it here as well, I'm working on an underground level and I'm struggling with the lighting, it is just way too dark, does anyone have a tip for that? Or is the answer just simply add more light sources? Also adding a Directional Light / Skylight etc wouldn't make sense right? Because the level is underground, it would fix the overall darkness but not in a realistic way

plush yew
#

@unkempt lotus you can use a post processing ambient cubemap to help with background lighting through the entire world.

safe rose
#

Am a bit surprised they don't have a reset

maiden sundial
#

Thanks blobuwu

plush yew
#

haha yeah. never even seen that dpi thing before πŸ˜› just saw it when he posted lol

#

@maiden sundial out of curiosity, how did you manage to change the default dpi setting? lol

maiden sundial
#

My background in my main menu was not scaling correctly, so i tried to make it on myself, which ended up really bad xD

plush yew
#

ahh haha

unkempt lotus
#

@plush yew the result with an added ambient cube map, this looks much better (still searching for the correct value, most likely a very small one) and it is probably also much better performance wise than adding lots and lots of light sources right?

#

Thanks!

plush yew
#

@unkempt lotus hey, yeah i use those in some of my multiplayer stuff. works well

#

looks good man

unkempt lotus
#

Cool! That is awesome, have you made a lot of multiplayer games? A very helpful tip indeed, thanks!

plush yew
#

nopes i am using unreal to make my first.

#

such a great platform, i love it

#

welcome πŸ˜ƒ

unkempt lotus
#

awesome, good luck with it!

plush yew
#

thank you

toxic wagon
#

Anyone here a camera nut? I'm looking for a good 2foot boom for my DSLR camera for making textures
can only seem to find 4foot and above

dry moon
#

Does anyone know why the landscape grass tool's align to surface doesn't work correctly

#

It sometimes just completely rotates wrong even though the surface is flat

digital anchor
#

@dry moon is it a landscape or a static mesh ground? if its a landscape, you can try turning off Static Mesh and Foliage on the Paint > Filters maybe its painting on top of other stuff

dry moon
#

Its on a landscape using the Landscape Grass node in the material to automatically place them

#

Just aligning to surface ticked causes that

digital anchor
#

was trying to find an image for the options i was talking about

#

if you have eighter static mesh or foliage checked it may be aligning to already placed stuff

dry moon
#

Yeah I'm not using the foliage tool

#

It auto-places it depending on the layers

digital anchor
#

oh, no idea then :/

unkempt lotus
#

how can you access the profile-gpu?

dry moon
#

Type profiegpu in the console

#

I set a custom button to it

unkempt lotus
#

do you have to enable something to access the console?

#

because when I press the " ` " button, nothing happens

grim ore
#

Is it a US based layout? If not you might need to change the key in the settings in your editor preferences

unkempt lotus
#

yes I use a us based lay out, so I have the button required

#

the console just doesn't pop up either in edit mode or play mode

#

does it open in another window which I'm not seeing?

regal mulch
#

Nope, same viewport you are playing in

#

Bind a different key to make sure it's not the key that's causing it

unkempt lotus
#

it's working now, apparently when you change the input key there are 2 " ` " keys that are available to choose, I picked the top one every time but after choosing the second one the console showed up

#

thanks for the help

rancid jay
#

Given how Epic has been purchasing this and that lately. I wonder if they regret for not buying Enlighten like Unity did

#

Looks like* Epic will launch their own GI at year 2030

#

there's no progress on GI if anyone is still hopeful, i just checked the thread.

#

though they hired new guy on this

steady owl
#

In general if building the highest end rig for UE4, would you be more beneficial with an 8-10 core CPU that has a fast speed (4.5 GHz >) or a 24+ core CPU that has a much slower clock speed (~3 GHz)?

#

I'm mainly focused on speed gains when compiling materials, importing meshes, that kind of thing

#

Not so much the lightmass builds

marble saffron
#

Hey guys. How would I go about changing materials in game. Like at the menu

zenith flower
#

@steady owl more cores is what you want for that.

Actually, it's more like speed X cores= output. So do the math

#

4 core @ 5ghz is better than 8core @ 2ghz

steady owl
#

Ok thanks!\

#

Sometimes I feel as though my high core cpu could be slowing things down vs a very fast but less core cpu

grim ore
#

That's possible if you have complex stuff getting stuck on one core but that's not too likely.

steady owl
#

Yeah for sure

slate vessel
#

Not sure if anyone knows but, a lot of my asset preview thumbnails are coming up blank? They never used to be. Any tips?

grim ore
#

super weird, maybe turn on thumbnail editing in the bottom right view options menu and reset them?

dry moon
#

@slate vessel I had that bug happen when I ticked double sided distance field in the static mesh editor

#

its weird, try unticking/ticking it

gleaming lotus
#

Is there any way to have another client join in whilst playing in editor? Like after one player has joined?

#

Or do I have to make some loading system?