#ue4-general

1 messages ยท Page 388 of 1

plush yew
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and never done game design or anything like this ever in my life

grand kayak
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Hi guys! I hope I'm in the right channel to ask my question.
So though I normally use WebGL directly my client wants me to package our UE project as WebGL.
I tried exporting and it worked ok.
But besides just running the app in the browser I need also to call outside JS functions.
How to do that without much effort? For example, if I click some 3d object I need to call some JS function to show a popup or open a webpage.

plush yew
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that is the code I made for when I press F

grim ore
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ok so a simple check, on the anim BP in the bottom right is a anim preview editor window. it should have check boxes for is flying

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check then and see if your guys animation changes in the top left

earnest cape
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There is a java plugin, but I've never used it before lol

plush yew
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when you say "on the anim BP" do you mean my flying bp, or third person anime bp?

earnest cape
plush yew
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ah yes

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when I press it

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it does the flying

grand kayak
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thank you !

plush yew
earnest cape
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:D

plush yew
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i changed the default to "is flying?"

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and it does the flying animation

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was that what you were talking about Mathew?

north shale
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how do i set terrain collisions i.e. how do i make terrain

grim ore
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yes so you know the issue is the variable is not being set then in your anim BP

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so then where is the rest of the BP on the left showing where you are getting your is flying and is falling from? maybe its checking the wrong thing

earnest cape
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You can also download the content examples project from the learn tab in the launcher

wary wave
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I wouldn't recommend looking at the landscape example tbh

north shale
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thanks

earnest cape
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There are also tutorials on youtube

north shale
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ya i've been looking through them...

plush yew
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mathew, could you rewrite that in another way or explain it to me

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I am not sure where to go

copper wing
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Is the first template non designable and only a level is playable? And how do i switch between the levels and template?

north shale
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before i spend 1 hour looking for it is there a way to generate terrain around a sphere?

earnest cape
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I haven't looked into that but I would search for keywords like UE4 planet terrain

north shale
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kk thanks

wary wave
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if you need to ask a question like that, you're probably not going to be able to manage it

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UE4 landscape / terrain is built for planes, not spheres

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if you want spheres, you're talking lots of code

earnest cape
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There's this custom gravity plugin that'll get you started at least

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The marketplace has a few other versions with solar system rotations and physics

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But yeah, I wouldn't recommend that for someone who just started learning UE4

plush yew
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Does anyone have 5 minutes to spare and get on a voice call with me, and I will share my screen and explain my issue with my animation. You don't even have to talk back, you can type, but it is easier for me to show you with voice and screen share....

earnest cape
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I haven't used animation bp much

plush yew
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If anyone could help me solve this issue, I will give him credits in my game.

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or her...

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is anyone willing to help me with an animation issue in ue4. I just need 5 minutes, and a voice call so i can explain the issue and show my screen

keen frigate
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@plush yew Not near a pc. ๐Ÿ˜ž

grim ore
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@plush yew do you know how to debug or watch your blueprints while they are running? I just tested what it looks like you have set up so it should work, something is just not hooked up right on your side. you need to live debug your anim bp to see if the "set is flying" node is being set correctly when you hit your fly key

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my guesses would be it's not getting the Is Flying from the right place (char movement component from the pawn) or your transitions in/out of the flying state are not right for some reason

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the problem is based on your screenshots those all look correct.

plush yew
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I think it is an issue of the blueprints I used

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it seems I used 1 skeleton, but the blueprint of a different skeleton

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so the animation is there

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but it is feeding in the wrong character

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Mathew, if you ever have time to do a chat with me, i can screen share and you can help me

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would really appreciate it

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meanwhile I will try to do what you just told me and see if it fixes

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Gonna take a break now. 9 hours of straight trying to figure it out gets to you

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see ya later everyone. Thanks for trying to help

north shale
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is it posable to make an actor the landscape?

wooden thistle
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Anyone interested in a paid freelance job? Has to be fimiliar with UE4, retargeting animations. Blueprints. Material setup etc. Contact me ๐Ÿ˜‡

wary wave
flat scroll
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Unreal keeps opening new tabs in a separate window even after I checked the option in the editor settings and made it as default.
I did find a solution that involved editing an ini file to open new tabs in the main window. However my PC died since and I cannot find that post again.

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Whew, managed to find the solution
BaseEditorPerProjectUserSettings.ini
Find the section labeled [/Script/EditorStyle.EditorStyleSettings]

In that section you want to add a new line with the following: AssetEditorOpenLocation=MainWindow

safe rose
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@flat scroll good find

inner abyss
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hello guys after taking a starter course from joseph azzam i decided i'll be starting a new project, i'll try to remake vr training from mgs 1 from scratch

inner abyss
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can you guys suggest me a roadmap like i started with setting up unreal for android

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i got ue4 mobile mannequin

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im setting up controls

pallid compass
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Yeah if your new, you really dont want to start with android or any sort of mobile sdk platforms.

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or even consoles

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Would advice you just stick to PC platform.

inner abyss
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but i wanted to focus on mobile, first making it for pc then optimizing for phones sound worse than making things mobile oriented

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i know i wouldn't be free in level desing as pc platform but i choosed my project for that

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have you played mgs 1 before ?

grim ore
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There is no real roadmap, you would figure out your game and system then design them for your target.

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so every project will be different beyond the thinking part

pallid compass
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If you have no exp, you are out your scope totally to even consider mobile development

lethal breach
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Hey guys, anyone able to refer me to a good 2D Content Creator, particularly focusing on Skill Icons that is both skilled at what they do, and reasonably priced?

pallid compass
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The marketplace has a ton of stuff,

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custom stuff normally costs a bomb

north shale
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how do i make the angle of my camera relative to the angle of my character e.g. my player rotates the camera rotates with the player even if the player doesn't rotate the camera?

fierce tulip
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@lethal breach please read the rules next time :)
#looking-for-talent read the pinned message ๐Ÿ˜ƒ

abstract relic
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Was he asking for a human?

pallid compass
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Anyone had this before?

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not too sure where to post it

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UPROPERTY in a UWidget derived class
Top 3 are UWidget*

lethal breach
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@fierce tulip I read that, I actually checked there first. But as I am ok with using content created and placed on the marketplace, or other websites I felt that speaking to actual people was the best route as opposed to posting a request.

timber python
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hello

fierce tulip
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ah, Iread that as looking for a content creator only

true leaf
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Btw I had a really frustrating bug and I realized it's because clients will never be able to replicate a command in an actors BP unless they OWN the actor.

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I had a door switch and it had code in it's BP that would replicate from the client to the server when triggered by the client (press E when facing it)... And it would never replicate the command to the server ๐Ÿ˜… I moved the replication piece into a component of the player character actor and now it works like a champ

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That was never immediately obvious to me when I learned about replication

raven nest
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is there an easy way to get the total number of polys in a scene?

grim sinew
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stat rhi

plush yew
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when i try to package my project in the new ue4 version 2.21 this error shows up in the log
PackagingResults: Error: The NDK API requested 'a' not installed in C:/NVPACK/android-ndk-r14b/platforms
help please

raven nest
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thanks @grim sinew

true leaf
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Ooo oo. Also I have a question. Lets say I place a static mesh in my scene, Tree13442. How do I reference that exact object in a blueprint to say... Delete it with code ?

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(preferably without doing a loop on every single object in the map ...)

grim ore
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why would you want to delete that one tree?

true leaf
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Based on a trigger, I want to delete a bunch of meshes ... Like a player hitting a switch

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It seems it's impossible and I HAVE to loop thru every actor at least at Begin Play

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And cache them in an array

grim ore
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ok so why those tree(s)?

true leaf
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I guess I could also make a sphere

grim ore
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if it's specific ones already in the editor you can just use an array in the blueprint and store them at design time for later use

true leaf
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And delete the meshes that are touching it's collision sphere

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Oh I can ?? That's what I don't understand is.. how

grim ore
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is the blueprint in the level and is the tree(s) in the level?

true leaf
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They don't have serial numbers or anything. Ohhh I know what you mean yeah I've done that

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Hmm

grim ore
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yep if they are specific just expose a variable and set them up ahead of time. If not then yes your collision/overlap/line trace that points to the ones you want to remove can be used

true leaf
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Expose an actor input property of a placed actor ... Hmm okay I'll either do that or I'll use a sphere mesh as a collision sphere

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And delete all the trees that intersect the sphere when the trigger happens

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๐Ÿคท

grim ore
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just depends on your goal, if its fixed at design time like say a batch of trees in front of a door then having it tied directly at design time makes sense.

true leaf
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Yeah

grim ore
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if you are just blowing shit up at random with grenades then you would use the collision

true leaf
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๐Ÿ˜‚

grim ore
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you could even make it easier and make the "trees" that are being removed in their own blueprint that you plop down and then you only have to reference/remove that one item

true leaf
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Oh yeah, their own class

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Maybe im over thinking it then , over engineering

grim ore
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BP_DoorObstacle for example yeah

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this is a neato addition to the engine coming soon, https://i.imgur.com/C4KlIYX.png now you can easily tell when working with sub levels what map you are in and where the item is you are working with

dry moon
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Can you switch it by clicking on it?

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I feel like that would make switching way easier as well

grim ore
dry moon
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BALLING

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It gets really annoying

grim ore
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yep yep I saw it in the notes and assumed it was on the level panel itself, kinda nice being on the viewport. now to see if I can shut it off lol

dry moon
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Where is the notes?

grim ore
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github

dry moon
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Can't find em

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oh the commit notes

quick dirge
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can someone help me through how to sync your visual studio script with your github repository?

dry moon
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I guess I can change it in my editor now

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and idk when they'll add it

grim ore
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commited 5 days ago, they upped the version in master about 5 days ago.... so 4.25? 4.26 ๐Ÿ˜›

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.. they renamed one of the nodes from Point to Location and deprecated the old node.... made the new one non pure as well.... I know it's for cleaning up and making things uniform but... damnit

dry moon
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I'm glad they are making it easier for people to enable, biggest problem I seen when people wanting to play is not knowing the command for it

twilit plaza
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what does it do? what new features did they put?

grim ore
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it's a FPS limiter, it limits the FPS in your game to between 20 and 25 ๐Ÿ˜›

gleaming creek
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I used to have to do that manually in the editor to stop it just spinning the GPU fans needlessly

dry moon
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I guess the thing that reduces draw calls is called dynamic instancing from the seems of it

stray smelt
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any idea why my camera collision volume just pushes the camera to the ground rather than stop it?

hoary silo
grim ore
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increase the shadow map resolution on the item receiving the shadow is a good start

plush yew
grim ore
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what version do you have it set to use in your android settings?

plush yew
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ndk 19

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i have 19 and 14 and 12

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i tried all of them

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and nothing changes

grim ore
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which version are you installing of codeworks? 4.21 comes with 1r7u1 which seems to install 14b

echo totem
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my scene is dark for some reason, and i cant figure out why, anyone know anything about this?

plush yew
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yes

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i tried it and the error still shows up

grim ore
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damn, all I could think is it's not set right and its looking for version a because that is what is wrong with that error, should be the version # not a letter, which is weird

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I don't have UE4 android installed on this machine lol so I can't even set it up in the editor

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your SDK Config all looks stock normal?

plush yew
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do you know someone who is similar with android things on ue4
i really wanna solve this cuz this error slowed me down so much

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yes

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do you know what "a" means

grim ore
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have you tried forcing a version instead of latest?

plush yew
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what version

grim ore
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well it should say a version # in there, like 24 or whatever you are compiling against

plush yew
grim ore
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in your SDKConfig section, the NDK and SDK Api Level defaults to matchndk and latest

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try forcing it to something like android-24 instead of latest

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assuming you have android-24 as one of your installed platforms

plush yew
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ok

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yes

grim ore
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it's my only thought. the error is basically saying it can't find android version a which is not right

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maybe a bad or corrupt install but if you installed multiple version then that would be off

plush yew
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the same error shows up again ๐Ÿ˜ฃ

grim ore
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but it's showing android-ndk-r14b for the path since you have that set right?

plush yew
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yes

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i really have no idea what to do now

grim ore
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yeah that sounds like your system is telling UE4 the wrong information, bad install or something. It could be 4.21 but I have no idea ๐Ÿ˜ฆ

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the last time I built to android was in 4.20 so I can't even say 4.21 works for sure

plush yew
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i saw someone wrote something like that as an answer
he said that i must transform some files from their place to another folder because ue4 get some wrong informations

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anyway thanks for help

grim ore
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wish we could have figured it out

abstract relic
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I had that issue over a year ago. We simply wiped the sdk and did a fresh install. Packaged it out on a slightly older version too. Never did figure out what was causing the issue specifically though.

oblique sorrel
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What are other major and notable visual programming languages besides Scratch and Blueprint?

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I need to write a short paper on their history

grim ore
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uhm. Construct is one I use, the original one was.... something funky on a mac

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ooh apparently google has one called blockly

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hypercard, that was it

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but it was more of a visual front end with scripting on the back but it was like one of the originals visual ones

dim dragon
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Its time I started looking at laptops specifically for UE4 on the go and I've got my eye on the Levono Thinkpad P50S.

4K display, 16 (up to 64) GB of RAM, i7-6500U, 256GB internal storage (little bit anemic but upgradable) and a Quadro M500M.

Suggestions?

https://www.ebay.co.uk/itm/Lenovo-ThinkPad-P50s-3K-Workstation-Core-i7-6500U-256GB-Quadro-Warranty/323477709882?hash=item4b50c6243a:rk:1:pf:1&checksum=32347770988224d7082c05914020b0cefbc8fc587e6d&enc=AQADAAAC4BkojIFHYtWT%2BANpG6F7t2G%2BumxbFXip2oYTQgR9ShrT%2B03t58B14q%2FmKgV1piC4oCYtDUjv%2FEWx9yVZxIR2f8D1Xwvr1cV8QNMm9LqLQEymapETtORXMiEjEb%2FkGqdEy48qw%2B%2FvbB8o8xW6LPkDCUc6pw1iiA2uMP5202O4RQSPbJnSoX25I3MSowPHZtFWTIIU%2BT7S0VxORBVghF2uPQ9Ey0Xygba9QTaBSjjAIx5ET69eES%2F6f4k7WFJrZLzLhCMqppuPkg9Pdk7HNRurJ7VO%2BokrwtijvkNId24cAebCyHB%2FfKPjgU7CfjhLV54XJsHJ%2BX%2Fi08wVpage38Xs3h8FiZ7p%2FpmbcDDuMXtwjzckjiVbJZg5VRwVKPgUKn2HYi%2BabgIAykFM1QJyjpc0dzIPasClQDn4FQe3Vv8ijPyQz6WD0JvrJV8kQcFcHJSYBNjNXJeXXm3hz47nvyeRmLzWGnU6OfIJ2at49ZJWr2Hw3lKwnAAwWKMNeIsR%2BAPw0z6k71UUYvdob8RZDH3bbQO5m6OOlirakloKH3c2DMTIvRMJP2xiKzIfjzRkSRm0pNgsgYPja7WisF2ZAStJL3So8TY5srZI7tl11CuYV54F49G1xQwymqInQvpCLgW6S3jYJUjDxEmw9BP%2FXqOCzBciCsqQ0W3HSTvOkFfLlo%2BvRO%2Fw%2FJcErL5w3KgNzfp5A6rK1jyE97X6cShrRp5acaY%2Ftkrn7TXTCI1Iv8plQ9PQuW6d2p4W%2BKgVTBLtZ4YNQ7332AjLSxyjMvhU5YhWNCGdn6pjrNG3TytKCGiAK2ZbETTX3%2BFKCVEmeg9pEVL%2BRxTMEo4vyzz3%2FvyBUf9JvVEdYUe%2BKUwt81l4ZivvIOP%2BMdjPD7FB5ac4VpVm9q%2F17y6izvbFnJT5c4%2BZoJjgWn3Xqotnwrpf%2FjIjAmougBesPjlXxDjwVoIHl1OV79l6DzCQLLNCqrT1OjaQyYkuOGY%3D&frcectupt=true

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@grim ore Just saw your latest video. Just want to thank you again for making these.

plush yew
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Why... would you want a 4K display on a screen that is small enough to where its just wasted pixels? hmm maybe I just dont get it

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Actually nvm I should shut my mouth cause last time I got in trouble for talking about it (in a diff server) ๐Ÿ˜”

gleaming creek
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Sometimes I hate this engine

dim plover
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At least your mistake didn't corrupt your project.

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"mistake"

gleaming creek
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Well, it's made a broken function that cannot be fixed... but at least I can choose not to save it

spiral island
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I use blueprint as little as possible because of that
C++ is so much easier to control

gleaming creek
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I guess at least in C++ you can manually fix any garbage your IDE might produce while trying to refactor

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Funny how Blueprints is basically a higher-level language like Java or C#

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yet the IDEs for those languages can happily refactor everything without doing things like this

dim plover
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BPs, I thought, are based on a scripting language.

spiral island
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I never use auto refactor
It makes a good demo but in practice it just makes a mess
good planning > IDE tools

gleaming creek
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Never make a single mistake?

spiral island
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I prefer to refactor it myself

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because when I screw up, its me that screwed up, so I can more easily undo it

gleaming creek
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Refactoring works fine in any good IDE, never really had any problems with it in e.g. Eclipse or IntelliJ

dim plover
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You ever work with VS?

spiral island
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you could also just pseudocode beforehand
makes it easy to create a good structure on the first go, rather than rely on auto refactor to fix it

gleaming creek
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Probably because of the language, I found VS for C++ to be terrible at doing anything intelligent

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But the Java IDEs do such tasks without issue

dim dragon
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@plush yew Because it means I can read the blueprints when I pull way back out to look at them and fit more crap on my screen.

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@gleaming creek What on earth...

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Wh..What am I looking at? It hurts.

gleaming creek
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I had some functions that were part of an interface

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Removed the interface and told it to copy them to the class itself

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It did that

dim dragon
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oh no...

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I'm

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I'm so sorry.

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Are you okay?

gleaming creek
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I made new functions and copy-pasted the code into those

dim dragon
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wew

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I'm just getting into C++ after learning BP myself. This new plugin (Magic Node) lets you just load it into any node and hot compile it whenever you like. Its kinda pornographic.

gleaming creek
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Adding/removing interfaces is extremely buggy in general, stay away from that

dim dragon
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Got it.

gleaming creek
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Yeah, you're probably smarter to be using C++

dim dragon
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Its more a holdover so I can very gently ease into it.

gleaming creek
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Handling the memory is a bit of a pain

dim dragon
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Does UE4 play well with VSCode or just VS201X?

gleaming creek
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Think it needs the full VS

dim dragon
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Ah. Its pretty intimidating.

gleaming creek
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Though I have no idea how that would work in the Linux version, since it does run in Linux

dim dragon
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I think its (haha) mono or something?

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Or you just like WINE VS

gleaming creek
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Visual Studio on Mono?

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Ouch

dim dragon
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The suffering is real.

gleaming creek
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Anything on Mono tends to be... imperfect at best

dim dragon
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What, like that other engine?

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Of which we shall not speak

gleaming creek
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Mostly thinking of my favourite git tool

dim dragon
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heh

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Nah I'm happy with gitbash

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This is a very friendly server.

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Very good feels.

gleaming creek
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People in here are generally nice

dim dragon
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Mm.

gleaming creek
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(Unless all the nasty ones are hiding in those extra channels I don't dare go near)

plush yew
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@dim dragon Well I guess but your face would have to be 2 feet or less from the screen

dim dragon
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Or y'know, sit close and have 20:20?

oblique stream
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Let me start by saying i dont see a BSP, or 3d modeling support channel so I wasnt sure where to post this:
So i have made a fortress using BSP's. The fortress is using 4 different materials. I converted the fortress into a static mesh. Everything looks fine in my computer. But when someone else views the fortress static mesh in their computer, only the first material is applied.

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here is my pc

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and it is an issue that has occured on 3 different machines. I thought maybe it was gpu related. but they all have 1050s or later.

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When viewing the static mesh 4 different elements:

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and it looks like only element 0 is being applied and basically overriding the remaining materials

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this screenshot was taken from my pc.

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i have seen their machines. one was a laptop and we showed of the project at an event. All elements are present in the same order in their static mesh viewer

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but still only element 0 is applying

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Have been trying to solve this for about a week now.

raven nest
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err, isn't Control MiddleClick supposed to orbit a selected object? It wants to give me a radial menu for the viewport camera now.. wtf?

tribal frost
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how come no special emotes for this place ๐Ÿ˜ฆ

raven nest
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oh, no it's left click and alt

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jeez so many programs

plush yew
paper kernel
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your assets don't have collision or are not blocking the camera probe channel

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Question: with procedural mesh, flipping triangle orientations turns the mesh normals upside down. why does this happen?

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mostly curious, is there a rule on which order vertices need to be presented? since modifying normals doesn't seem fix it

next badger
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@plush yew if you disable the collision on the camera it won't collide, but you will be inside the mesh

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@paper kernel Face Normal are product of vertices order in the triangle (rule of thumb), so the order of verts define where normal will be pointing
there's also Vertex Normal, which is used for shading (not visibility)

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for more info look "Winding Order"

paper kernel
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oh I see, I was wondering why it had to be ccw

next badger
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@paper kernel it is set by the engine, opengl(probably dx too) can change this order, but i think for consistent results you have to stick to one setting, so epic decided to stick to CCW (probably since ue1)

paper kernel
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all triangles accounted for

wary wave
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nice ^^

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I still need to dig into doing more stuff with proc meshes

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I did a terrain generator a while back, but it was pretty basic

paper kernel
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ye I gotta look into terrain generation as well

wary wave
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basic level is very easy, it's just triangle strips into a grid, then arrange verts by height based on what is effectively a heightmap

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I generated my heightmaps using layered noise

paper kernel
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ye it doesn't have to be super detailed in my case

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mountain-side, which is covered in trees

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most tricky part will probably be flattening the heightmap at road locations

regal mulch
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Anyone here create a TextureCube/Cubemap asset yet?

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I struggle to even find the fricking option to create the asset in UE4.

echo totem
regal mulch
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Skylight?

paper kernel
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@regal mulch if I remember correctly, Allar did something on the subject

echo totem
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it has one

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its the default scene, just with a diffrent tile

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i tried adding a lightmassimportancevolume, but thats didnt seem to fix it either

regal mulch
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@paper kernel He's probably still sleeping

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I have the CubeRenderTarget at hand

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And that does render a nice image, but no idea how to use it

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I hoped it was similar to how the normal RenderTarget stuff works

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@echo totem A too dark map is usually caused by Directional/SkyLight missing or not properly being setup.

echo totem
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ty :), ill see what i try and do to it.

next badger
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@regal mulch cube render target is not "cubemap" actually, it's a spherical map (cubemap is assebled from 6 square sheets, but spherical map is just a rectangle texture)

regal mulch
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Yeah we used the capture to export it and reimported it as a cubemap thingy

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Works now, thanks though!

next badger
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@regal mulch when you export cube capture - it's a cubemap?

regal mulch
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I didn't do that

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Artist did

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Can ask them later

next badger
#

ok, ty

polar hawk
#

yo cubemaps are cheeky

atomic sandal
#

Hello anyone know how to make Not a proper circle for map

next badger
#

i've just tried an it's just a spherical map...

polar hawk
#

You take a circle and you squish it

atomic sandal
#

So if i say i want map like fortnite

regal mulch
#

I would post a tutorial by spongebob, but that would be too much offtopic

next badger
#

*inappropriate circle

atomic sandal
#

Yeye what ever so i just like fortnite map

polar hawk
#

so you talkin the big ol death circle

#

or what

atomic sandal
#

Sec

#

I hope its ok

next badger
#

you may use spline, but the reasons it is a Circle are far bigger than just a shape

atomic sandal
#

You know fortnite mP

#

Map*

#

I would like to have kinda like that shape

next badger
#

since you have to test if the pawn is outside the wall, and simple way is just make a distance check...but that won't work for different shapes

#

especially for concave ones

atomic sandal
#

O

#

Yo just asking if you want or not its ok
So would you like to help me create map

#

@next badger

next badger
#

i'm confused we're talking about eye of the storm or the actual landscape?

atomic sandal
#

Landscape

next badger
#

oh, ok...then, what issues do you have with it?

#

it has no limitations on the shape (except it's a single Z value function)

atomic sandal
#

So we chould say i would like have map or floor like fortnite

next badger
#

and?

atomic sandal
#

How chould i make that floor

abstract marsh
#

Sculpting and procedural generation is my bet.

abstract marsh
#

Look up procedural landscape too

next badger
#

@abstract marsh FN map is a premade landscape (not counting the building capability)

atomic sandal
#

Ok i will check

abstract marsh
#

Yes but he may be able to procedurally generate something to begin with, and then sculpt the finer details. Then he can save that and work with it.

#

That is what I'm doing.

#

I'm using voxels though. And not the square kind.

wary wave
#

all voxels are the square kind :p

next badger
#

ahahahah

abstract marsh
#

Marching cubes but not represented as squares, visually smooth voxels.

wary wave
#

aye, voxels, but with a generated mesh

next badger
#

let's summon Phyronnaz =))))

#

i think i've read articles on tetrahedral voxels or something like that

atomic sandal
#

Yo look if i would like to make sand floor do i need to use blue print

next badger
#

but not for games

atomic sandal
paper kernel
#

but isn't tetrahedral just ยฝ voxel ๐Ÿค”

next badger
#

@atomic sandal it's a material...you need one ofc

atomic sandal
#

So if i want to use that sand do i need to use blue print

#

Yeye but blue print

next badger
#

@paper kernel no they were like comb stacked

paper kernel
#

oh right

abstract marsh
#

I meant like this.

#

+meme for reference

#

What might you call this kind of voxels?

#

@wary wave is this what you'd call voxel with smooth mesh or whatever?

wary wave
#

voxels are the data structure, the mesh is generated from there, so yeah

abstract marsh
#

That makes a bit more sense

#

Thanks

#

Now I'm educated!

atomic sandal
#

Yo its possible to sand map on other pc so i sent file

abstract marsh
#

We read that earlier @atomic sandal

atomic sandal
#

Ikik

#

So answer is

paper kernel
#

UV mapping done

#

well, kinda

abstract marsh
#

What's that?

plush yew
#

since im doing a low poly game, do you guys think i should do a toon shader or would that rather not look good and i should try something else?

unreal spoke
#

The ttf fonts I manually added work in general but they don't show up in a TextRender component. how to solve this? The component works, if I select the roboto font then it works.

paper kernel
#

@abstract marsh procedural mesh

abstract marsh
#

@plush yew you have to test, we can't really decide of a toon shader would or wouldn't look good for you.
I suggest looking at low poly toon games, and then low poly non-toon games.

#

That question is just too broad

#

You can always turn the toon shader on or off

#

For my project, it won't look very good without the toon shader on.

dim merlin
#

Hi,. anyone knows its just possible to put umg ui in a thread, so i can have a throbber for my level to load?

#

right now, the game thread is sometimes hanging and thus the throbber to.

cloud cobalt
#

@dim merlin Loading screen

dim merlin
#

@cloud cobalt so what if i have my own procedural loading system? is it possible to just 'ignore' the game thread for UMG ?

#

ive seen the loading screen stuff before, however it might not be suited for me

#

i dont have to load a map with assets, my game is mostly procedural generating assets like a city builder

cloud cobalt
#

No, you can't just "ignore game thread" - UMG is updated on that

#

Loading screen system works by having a fairly independent loop going on

#

However, you can use the loading screen system too

#

GetMoviePlayer()->SetupLoadingScreen(LoadingScreen); can be called any time

#

The only work required (probably engine change) is forcing the movie player to stop manually, only per your request

#

There isn't support for that right now AFAIK

latent moth
#

Is there a way to manually call the update of an animbp?

violet goblet
#

do you guys uses subdivided meshes for game-characters? or is this even a nogo?

grim sinew
#

Nope

#

Most game engines don't support sub-d surfaces to begin with

#

and tessellation is more expensive than just a higher poly base mesh

violet goblet
#

great to hear that actually ๐Ÿ˜ƒ

#

i hate how subd changes the shape of a model

cloud cobalt
#

Well you probably want it for the high poppy

#

Not ingame

violet goblet
#

na i really meant ingame stuff

grim sinew
#

Everything in game engines is triangulated, quads don't exist. It's good to make deformable meshes out of quads anyway so they get skinned more evenly, but when the actual game is running, everything is triangles whether you want it or not

violet goblet
#

yes thats true

grim sinew
#

And he's right. But that's not a thing in games. As I just said, it's still good practice for characters so they deform better, but that's the extent of it

pallid compass
#

also another good point

#

imagine modelling in fucking tri's

#

trying to make any adjustments

#

lmfao

#

trying to do something with edge flow

#

pls no

grim sinew
#

I model in tris all the time, that's zbrush in a nutshell

#

Dynamesh makes a ton of tris

violet goblet
#

do you mean sculpting no?

grim sinew
#

Yes

violet goblet
#

than retopo comes for help :p

whole quarry
#

|| danceworm ||

grim sinew
#

Yep. If you're making a character you're going to need to retopo it no matter what anyway

#

So I just don't fear messing up the high poly's topology

plush yew
#

Hi everyone. I am new and I would like to make 2D game(probably RPG). My purpose? Learning/Hobby/Money.

Could you please advice me how should I start and how it looks like I mean whole process of creating a game?

grim sinew
#

If you want to make money, you're in the wrong industry.

violet goblet
#

oh wow

grim sinew
#

Especially as a solo dev

violet goblet
#

but maybe money to live

#

not money like "rich as hell" money

plush yew
#

Additional optional Money *

grim sinew
#

50+ games come out on Steam alone a day. You get buried. Less than 0.5% of games released are successful enough to sustain a living.

pallid compass
#

Making any money**

violet goblet
#

xD

plush yew
#

So

pallid compass
#

I am not joking

violet goblet
#

thats a quite big question you have here

pallid compass
#

4 years in solid study engineer here

#

find it hard to get work

grim sinew
#

If you want to be a 2d artist, learn to draw, then join a company that needs 2d artists. Doing it solo is insanity in today's climate

pallid compass
#

and its not like im a maxium potato

plush yew
#

I know basics of programming - ES6, C++ and a bit C#. I would can do pixel sprite ad well

grim sinew
#

Learn to draw properly. Anatomy and all that.

pallid compass
#

Aint nO basics gonna help u here fam

plush yew
#

I think I would be able achive succes of Witcher 3 - I need only 7 years of developing and your advices guys

pallid compass
#

7 years LOL

#

your funny

#

try 70

grim sinew
#

If you're that delusional, my best advice is to give up now before you're bankrupt.

violet goblet
#

you are so bad....^^

grim sinew
#

Witcher 3 had hundreds of devs, working full time, for years. The man hours alone exceed your lifespan as a human being.

pallid compass
#

actually

#

prob more

wary wave
#

I could do it in 7 years

pallid compass
#

than 70 alot more

wary wave
#

...with a budget of around 20 million

pallid compass
#

gtfo amber

grave nebula
#

Pff, give it 6. Ez gg wp.

pallid compass
#

more than 20m

#

How many people can u hire for 20m in 7 years

#

not alot

wary wave
#

nah, Eastern European labour ain't so pricey

pallid compass
#

oh lmfao

wary wave
#

also farm out most enviro assets to Thailand or Vietnam

plush yew
#

So you are telling that community isnt very friendly?

grave nebula
#

Just open your office in Bratislava and you are good ๐Ÿ˜‰

pallid compass
#

We are very friendly

#

You just have no scope of what you want

wary wave
#

Bratislava is crazy expensive

pallid compass
#

Which is fine

#

Everyone does the same thing first here, even i did it

grim sinew
#

You went from beginner to insanity kind of fast there. Your goal is literally impossible for a single person.

pallid compass
#

I tried it once

#

remember zero

#

and i ended up having to rebuilding the paper2d system

#

in the engine

#

and build a ton of functionality in

grim sinew
#

If you want to make something on the scope of the Witcher 3 solo, there is nothing anyone can do to help you besides dissuade you and say to do something smaller.

plush yew
#

It is possible, my friend will help me he is junior 2years on frontend

pallid compass
#

jun 2 yrs

#

rly

wary wave
#

'frontend'?

pallid compass
#

u still fucked fam

grave nebula
#

Front end friends are always nice.

pallid compass
#

Try 15 people

#

True that death

grim sinew
#

I am not going to say this a fourth time, and I say this with the best of intentions. Pick a path, whether it be programming or art, study it, and join a company if you want to make games. What you propose right now will only lead to ruining your life.

#

It can't be done without millions of dollars investment and a massive team behind you.

velvet finch
#

i'm pretty sure his trolling haha

grave nebula
#

most likely

pallid compass
#

No hes not, hes just got 0 scope

plush yew
#

Ok, seriously I dream about game 2D something like wizard legends, dead cells or hollow knight. Me, my 2 friends - we need at least 1-2 years for good product

pallid compass
#

u rn

#

dude u got no experience

grim sinew
#

No, you need significantly more than 2 years for a good product if you haven't made a full game before. Everything you do, at every turn, will take longer than you expect it to.

pallid compass
#

Theres no way you and your friends will pump out a semi decent product

#

Maybe on your 5th attempt it be semi decent

grim sinew
#

All you're going to do is work yourself into debt, then release in silence because you have no publisher to help market it.

#

You -need- experience before trying to do this on your own or it's financial suicide.

pallid compass
#

"me n my friends r gonna make a new car, we dont know noffin but all we need is 2 years"

wary wave
#

Stardew Valley took 5 years

plush yew
#

Guy was alone

wary wave
#

let's use that as a decent benchmark - and the guy who made that knew what he was doing

#

one person who knows what they're doing is worth 5+ people that don't

pallid compass
#

does ur game have multiplayer shumi?

plush yew
#

nope

pallid compass
#

that increases development time by around x2-x5 just a warning

#

ah okay

velvet finch
#

btw guys anyone knows any place to network with VAs?

pallid compass
#

VAs?

velvet finch
#

voice actors

plush yew
#

but I heard that ue4 has handy dev tools for multi

pallid compass
#

Ah no sorry

velvet finch
#

alrighty

pallid compass
#

It is, but you need to know what your doing

plush yew
#

How should I start?

pallid compass
#

Picking a field to specialise in

#

Dont be a generalist honestly

plush yew
#

well, programming

pallid compass
#

I am a generalist, and im only "okay ish"

grim sinew
#

Pick something to specialize in, study it like your life depended on it, and make small projects that are within a good scope

#

The smallest you can possibly imagine.

pallid compass
#

and iv been hammering it for 14 hours aday for the past 4 years and that is no joke

grim sinew
#

Like... pong.

#

Start with pong.

#

Even that may be too complex to start out

#

Because physics

plush yew
#

I couldnt do sudoku in JS once

velvet finch
#

i tried making pong

pallid compass
#

pong is bad, maybe some basic shit with blueprint?

velvet finch
#

it was a lot harder than i thought haha

pallid compass
#

Yeah it is

velvet finch
#

and riddled with bugs for such a simple thing

pallid compass
#

Btw pro hint

grim sinew
#

I just mean like, to set up expectations. Not the Witcher 3.

plush yew
#

Blueprint - gameplay?

velvet finch
#

i spent about 5 weeks

pallid compass
#

ue4 is not good for 2d

velvet finch
#

to get it right haha

pallid compass
#

not unless your going to tear the 2d system apart and put it back together like i did

plush yew
#

What about 2D paper?

pallid compass
#

Put it this way

#

Theres no auto tiling

#

I think i am the only person i know of who has auto tiling for paper2d

velvet finch
#

after that 5 week pong i was like yea fk dat lol

plush yew
#

I am not sure What is it auto till

frosty bloom
#

Godot is good for 2D

velvet finch
#

i'm gonna stay focused on hard surface

frosty bloom
#

Or MonoGame, or Unity

#

or everything but UE4

pallid compass
#

Not having to place every single tile by hand

velvet finch
#

and join game jams in the future and get to know ppl

#

already have a small group i met recently

pallid compass
#

Yeah game jams are good

#

idk why i never do them

grim sinew
#

Because they take time

vale silo
#

The Siege and the Sandfox is made using Paper 2D

velvet finch
#

i'm learning with 7 other students in another discord

pallid compass
#

That does not mean paper2d is a good system

#

and thats coming from me who knows the system inside out

vale silo
#

It means commercial games can be made with it

pallid compass
#

yeah

#

Awfully

#

Production in it is awful

vale silo
#

Meaning it's good enough to make and ship a game?

pallid compass
#

Then you can say that about any framework or engine ever

#

Just because you can

#

does not mean u should

grim sinew
#

Cryengine 2 should be the next engine Rei tries to use

pallid compass
#

Paper2d is like making normal amps in ms paint

velvet finch
#

i heard bad things about Cry

pallid compass
#

Its fucking awful

velvet finch
#

liek they sued their own devs

cloud cobalt
#

Honestly I've never heard anything good about Paper2D

velvet finch
#

that's kinda messed up

pallid compass
#

Because paper2d was made by 1 game on epic fridays

plush yew
#

It feels scary for me if I think about Unity and C# or any other engine than UE4

vale silo
#

Then use Unity I guess :)

plush yew
#

I thought there is no better choice than U4

grim sinew
#

Don't play favorites. Different tools for different jobs.

#

Don't use a screwdriver as a hammer.

#

Use a hammer.

vale silo
#

Best choice is not to be making games at all ๐Ÿ˜

grim sinew
#

Engines are tools, nothing more

velvet finch
#

haha

cloud cobalt
#

As a die-hard UE user (been using it for more than a decade), I would advise either Godot or Unity for 2D

#

Or your own engine, fwiw

vale silo
#

Good luck releasing on iOS or consoles using Godot

velvet finch
#

oh yea

velvet finch
#

When games say they are porting to consoles

#

i don't suppose its as simply as just remapping the controls for consoles right?

cloud cobalt
#

No it's not

velvet finch
#

what exactly is done in a port?

grim sinew
#

If it was that simple, porting would take all of 30 seconds

velvet finch
#

indeed

cloud cobalt
#

The entire underlying framework is different on consoles

pallid compass
#

Not even close

velvet finch
#

so a completely different set of code for the same functions?

cloud cobalt
#

Files, memory, graphics API, sound, networking, all of that is usually custom stuff

pallid compass
#

Porting is a nightmare

velvet finch
#

so its basically remaking the game from scratch

cloud cobalt
#

The foundation is literally 100% different compared to PC

#

Not the game, but all of its lower levels

velvet finch
#

and placing things exactly where they were on the pc version

#

ah makes sense

pallid compass
#

no

cloud cobalt
#

If your engine is any competent, you just change the engine code

#

Not the game code

pallid compass
#

Somethings that get compiled down to pc

#

wont work on console

velvet finch
#

gotcha

pallid compass
#

alot of stuff shits a brick

cloud cobalt
#

You'll change game code for trivial stuff like gamepad vs mouse

pallid compass
#

same for android and such

velvet finch
#

glad i'm not trying for consoles haha

#

at least not for now

#

would like to just make a hobbyist game and tend my group's understanding

#

ragdoll sumarais haha

cloud cobalt
#

Consoles with UE4 is pretty straightforward

#

Compared to doing it yourself

plush yew
#

What games did you develop guys?

velvet finch
#

i made mods before

#

with 2 friends in udk

#

well not really mods, just maps and guns in ut2004

fierce tulip
#

if I had time I so would like to make a new ut99 and 2k4 map

wary wave
#

UT3 be like ๐Ÿ˜ข

velvet finch
#

same

#

i still love ut2004

fierce tulip
#

ut3's editor looks so spartan compared to ue4

velvet finch
#

the prototype i'm making to learn was this weird ragdoll dojo

#

i made back then in ut2004

#

it was pretty simple

plush yew
#

Anyone here was working on AAA games?

velvet finch
#

katana/block/transcalator

wary wave
#

was and is

fierce tulip
#

was and wont

#

:p

plush yew
#

was?

#

what exactly?

cloud cobalt
velvet finch
#

i partially want to learn vfx low key

#

i know i won't have time to learn ue4 vfx but

#

i've seen some really awesome vfx showcases

#

its like magic

plush yew
#

looks like playing games is easier

cloud cobalt
#

No shit

frosty bloom
#

lol

velvet finch
#

unless its Hareraiser

#

no one beats Hareraiser

fierce tulip
#

vfx is magic

#

and math

velvet finch
#

there's this course on UE4 vfx in chinese here

#

grrr i'm tempted to go for it bh

#

tbh*

plush yew
#

Still I will try to do game like Witcher ... 10 years guys.

whole quarry
#

as a single dev?

pallid compass
#

LMFAO

grim sinew
#

Don't quit your day job.

pallid compass
#

why dont u try and make a plane

#

it be eaiser

#

you out your mind

plush yew
#

I did already @grim sinew

grim sinew
#

RIP

cloud cobalt
#

Witcher is a 300-team project @plush yew

pallid compass
#

the one true god allar couldnt make the witcher 3 if u put a gun too his head

whole quarry
velvet finch
#

allah* :3

pallid compass
#

ops

#

yes him

grim sinew
#

Allar =/= Allah

pallid compass
#

you could put err

whole quarry
#

Allar > Allah

cloud cobalt
velvet finch
#

LOL

plush yew
#

I will show them

fierce tulip
#

yea, too offtopic, please move to #lounge please

pallid compass
#

Allah, luos, Sion, cedric, roy, vblanco, amber, me, zero, VictorLerp, and more

#

and we couldnt do it

velvet finch
#

alrighty boss

plush yew
#

Honestly guys I was looking for advices and more motivation here. Now I left with depression

pallid compass
#

Welcome to reality.

cloud cobalt
#

Advice : don't try doing a huge commercial game alone

#

Motivation : go do something realistic !

plush yew
#

thanks, I will keep it in mind

wary wave
#

for your first game, think about the smallest possible game you could make

#

then try and make it - and make it good

pallid compass
#

Your a box that goes around collecting coins

wary wave
#

not the one you want to do, but one you can do

pallid compass
#

That is actually a tough challenge for new people

wary wave
#

only when you try and make something small and good will you realise just how long making games takes, hehe

#

it is indeed

pallid compass
#

Box collecting coins sounds simple

cloud cobalt
#

BTW @plush yew , The Witcher 3 had 1500 people working on it, not just 300 like I jokingly said earlier.

wary wave
#

I usually recommend looking at old arcade games like Missile Command or Centipede

#

making a polished version of one of those in UE4 can still take a newbie months

atomic sandal
#

Is anyone free here to help me make map just floor

plush yew
#

Maybe I should stay with Phaser...

cloud cobalt
#

Depends if you want to create 3D games, I guess

plush yew
#

Phaser is only for browsers and it isnt the best for 2D developing

pallid compass
#

Try RPG maker

plush yew
#

I mean - it wouldn't be good idea making Dead Cells in phaser?

cloud cobalt
#

If you want to create 2D games, Unity is a pretty universal choice

#

Unreal is decidedly not meant for 2D

plush yew
#

C# GWqlabsNotLikeNoot

next badger
#

unfortunately -_-

cloud cobalt
#

To be honest, the technical barrier for 2D is low for even super high quality work. You need scripting, shaders, a collision system, animation system, basic sounds.

#

It's nowhere near the complexity of a modern 3D renderer

atomic sandal
#

Can anyone help me with map

#

So help me and just dont make normal square

graceful sky
#

Time is money Streaky.

cloud cobalt
atomic sandal
#

That for someone who know i think its 10 mins

cloud cobalt
#

Look, people mostly don't do work for you

#

Learn it, or hire someone

pallid compass
#

hire me, im Chinese labour rates

ripe pecan
#

Hey everyone. I'm wondering, does everyone has hard time to export a ForestPack grass with datasmith for UE4?

wary wave
#

I'm not sure many have tried, but if it's cooked content, you won't be able to export it

next badger
#

datasmith is for importing to ue4, so i assume it's maya->ue4 export

#

or 3ds max...if ForestPack from itoo

paper kernel
#

oof, still struggling with the UV projection ๐Ÿ˜“

next badger
#

@paper kernel procedural mesh?

paper kernel
#

yea

#

sec

#

it's Z projected, I need to fix this distortion

#

it's UV Y coordinate issue

next badger
#

@paper kernel you may scale the V coordinate by Tan between Z and normal

#

sorry, tan of orthogonal component of normal

paper kernel
#

rooDerp nvm, I already have the coordinate data in the function

paper kernel
grim ore
#

nice

ripe pecan
#

Ya I'm trying to export from 3dsmax to UE4... but it take a lot a lot a lot of time. Wondering if it's normal?

cloud cobalt
#

What's the triangle count ?

true leaf
#

So I am experiencing what I think is a bug... I built a house using about 200 static mesh pieces and i tried to convert it to a merged asset but then the lighting baked all glitchy and the roof was like gray for no reason ?

digital anchor
#

you probably have to repack the lightmap uvs

true leaf
#

So then I deleted the merged mesh BP and now my building is just the 200 separate actors. It looks fine in the editor but in the game a bunch of the walls are invisible and only the collision works

#

Hmm

#

๐Ÿ˜ซ

#

Most times in situations like theae I realize it's my fault tho lol

#

Ok I'll try that

lime gull
#

Is there a way to stop text from going oht of the text box?

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Actually nvm i thought of something

flat scroll
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For some reason when I export the unreal character the left shoulder gets dislocated when I export the maneqin and import it into blender. Any idea how can I fix this?

keen frigate
#

@flat scroll Just search "unreal mannequin blender" on YouTube you will find some very nice guides.

flat scroll
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The problem is that the skeleton gets borked on blender import

bright plume
#

Blender Powa!

keen frigate
#

@flat scroll I know, the UE4 mannequin does that in blender. Unfortunately I've imported once into blender and saved that file. So whenever I need to work on the UE4 I just use that blend file. I can't remember the.guide.I followed, hence my answer to search YouTube with the words "unreal mannequin blender".

flat scroll
#

So there is no way to properly export animation into blender? That kinda sucks

atomic sandal
#

Is there anyway that i make item in unity and then transfer file to ue4

wary wave
#

not really

grim ore
#

depends on the item, textures sure but assets probably not

keen frigate
grim ore
#

sonova... lol. I was going to cover exposing missing C++ snippets to BP's and now epic is planning that for thursday lol. talk about timing.

flat scroll
#

Is it possible to use a blender model with weight paints, but without the skeleton in order to get around the importer issue?

next badger
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@flat scroll there is no weights when there is no skeleton (at least in terms of ue4 import)

flat scroll
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Odd, because the weights are just vertex groups, so in theory you could have models that are completely separate from a skeleton

next badger
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i'm not sure what "vertex groups" term means

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skin weights are attributes(parameters) of a vertex

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but they are bound to a bone index

flat scroll
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not really, its just a group of vertex data with specific bone name

next badger
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um...skin weight i's a float value

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afaik allowed range is -1..1

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if clamped

flat scroll
#

and that float value is assigned by paiting in the vertex group influence, that is how rigging is done in blender, and its only 0-1

next badger
#

and you can assign this vertex group to any bone?

flat scroll
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rather you can assign vertex to any of the groups, it stays even if if you delete skeleton

#

vertex groups are animed after each bone if you parrent them mesh to armature (rig) with empty weights

next badger
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after you deleted the skeleton and added new one, completely different it is possible to assign this group to a bone?

flat scroll
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you can keep any vertex groups that are present on object and add whatever new ones you want. They are not tied to the skeleton, but rather are part of the vertex data

next badger
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but how the vertex will know which new bone to follow?

flat scroll
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it is told by the weight of the vertex group

digital anchor
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its by the name

flat scroll
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yup

next badger
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@digital anchor so they are bound by names of the bones?

#

that's convenient

#

is there are some indicator that bone does not exist in current skeleton? (i.e. there's a name set for group but no such bone)

charred cloak
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is there any tools other than jenkins for continuous integration ?

flat scroll
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@next badger not really, but there are addons that let you delete empty groups

next badger
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@charred cloak circle, travis etc

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just google Jenkins alternative

charred cloak
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I meant something that support ue4

#

i googled too much and just found two tools

flat scroll
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vertex groups can be used for other purposes as well, but it all depends on what. For example they are used for both rigging and creation of named selection of faces (so you can reference something like "pants" etc).

charred cloak
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second one is in Beta

next badger
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@charred cloak sorry, most people stick to jenkins afaik (at least on forums)

flat scroll
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in theory it could be possible to import only the mesh without the borked skeleton into UE4, using only the vertex data and then assigning the skeleton in the UE4 itself. ie. you make only the mesh, paint in the rigging weights and you don't need to use the skeleton in blender (unless only for getting the bone names for the groups)

next badger
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i need to find some time to learn Blender rigging pipeline, there are many questions regarding it and i'm only familiar with maya one

flat scroll
charred cloak
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It would be nice if epic games would focus on devops a bit

next badger
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i don't like how blender shows the bones, they are so weird compared to max/maya -_-

flat scroll
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IIRC you can change that.

charred cloak
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Maya is really life saver

digital anchor
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theres some options for how they look

next badger
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@digital anchor i'm not talking about "stick" etc, but the dotted lines...they are all being bones after all...no?

flat scroll
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oh that is just relationship display, it can be turned off

next badger
digital anchor
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if you dont have any disconnected bones it will be like that

flat scroll
digital anchor
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idk how maya shows when theres a disconnected bone

next badger
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if it's disconnected it won't be exported in ue...but it shows up the same way...just floating around

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@charred cloak iirc Galyonkin mentioned on one of the last podcasts that they are looking for DevOps

flat scroll
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Ok I figured out how to properly import the animations from UE4 to blender

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it is only the issue with the orentation

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if on import you set the up to Z and forward to X then the animation will import proerly, without the weird dislocated shoulder

next badger
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oh, that may happen even with maya...it's hard to work on some projects when they are using Yup in maya...Zup works like a charm

digital anchor
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how do you deal when you need the pivot to be disconnected from other bone?

flat scroll
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What exactly do you mean?

digital anchor
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he said disconnected bones cant be exported, but sometimes i find i need them disconnected, wondering how he manages with them all connected

#

well, this example could be just another bone between the two, tbh

flat scroll
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oh, they are not disconected from the skeleton, only not directly conected to the parent bone

next badger
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@digital anchor oh, it's possible, just by selecting the needed bones, but i've never did that...i prefer them to have single root

grim ore
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whooo 4.22 branch popped up on github

next badger
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@grim ore yeah, 2 days ago or so...master now at 4.23

grim ore
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yeah I saw the master change, never saw the 4.22 branch actually show up till now. now to see how broke it is compared to master lol

flat scroll
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I was wrong about the blender import, its not the orientation

next badger
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@digital anchor the benefit of having a single root is that you could scale it and set root motion

digital anchor
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this setup still works as one root

flat scroll
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To get a properly working skeleton you need to export the "preview mesh"

digital anchor
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the hierarchy will be correct, the only difference is the point of the pivot rotation

flat scroll
digital anchor
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the dotted line points to the parent

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@flat scroll if youre importing from UE4 to blender you gonna have a bad time

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i dont think you will be able to export to ue4 again

next badger
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@flat scroll oh...yeah, ue4 only imports skeleton meshes when they have geometry...but iirc you can import animations when you already have skeleton imported by exporting just the bones...i may be wrong

digital anchor
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^thats correct

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fbx support in blender is not official, and some things are broken

next badger
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@grim ore dare to compile? ๐Ÿ˜ƒ

digital anchor
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it supports gltf perfectly, but UE4 decided to make a prototype gtlf importer then completely abandon it ๐Ÿ˜ค

zenith flower
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@next badger You can import a valid skeleton with "invalid" geometry

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Thats how I made my "modular" body part system

next badger
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that one is supports animation

digital anchor
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oh nice, gonna check it

grim ore
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@next badger lol already compiling

flat scroll
digital anchor
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and mantaining the same skeleton or creating new?

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the ue4 default skeleton

flat scroll
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oh, I think it created a new one, but I didn't fiddle around with the import settings

digital anchor
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ah yes

zenith flower
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I cut my skeleton into attachable pieces, and then attach static meshes to each body part as a blueprint actor. Then I take those "body parts" and built a "build your own" skeleton system.

digital anchor
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i tried that cuz i wanted to have marketplace animations from the default skeleton, but still be able to animate in blender, but i didnt manage to keep only 1 skeleton

zenith flower
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It also allows me to control animations individually or just have them all synced

#

A cool setup was being able to get the total height from both legs, and adjust the torso to move up and down. Gave a very natural camera Bob effect

next badger
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@zenith flower keep in mind that each part is animated by own skeleton, and each skeleton ticks

zenith flower
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Yes

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However, I'm not using that kind of modular character

#

I'm not copying pose

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Either

static light
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how do game developers work and collaborate remotely? Where do you store all the assets? Unlike web developers, you can store everything on Github, but unreal development is more complex than that

zenith flower
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I animate both legs I. Blender as a whole, but import them separately. They have their own animations

#

So, I don't have to copy pose

#

Just start them at the same time

#

No geometry either (used an invalid line)

next badger
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@static light setup own p4 repo...free version is up to 5 logins (may be used on more machines than 5, but you have to share accounts)

zenith flower
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Just static meshes attached to the bones

next badger
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@static light some users use gitlab afaik

static light
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Thanks for that info! what is p4 repo?

next badger
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perforce

static light
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most game companies use this?

flat scroll
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@digital anchor I managed to import the edited animation so it uses the existing skeleton

next badger
#

i think perforce now even have onw git repo free for small teams

flat scroll
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It only imported the animation only, no extra stuff

digital anchor
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nice

flat scroll
dim dragon
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Oh nice.

lusty carbon
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what can I do?

wary wave
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I assume the bottom collision was not imported?

lusty carbon
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what do you mean

#

It was imported fine

wary wave
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was the collision mesh imported as a UCX collision hull?

lusty carbon
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yes with a UCX_ prefix

wary wave
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gotcha

lusty carbon
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any ideas?

wary wave
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unusual

lusty carbon
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do you use blender ?

wary wave
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no

lusty carbon
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could be a blender issue. my friend will try with maya

#

tnx anyway

digital anchor
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it didnt import cuz its concave

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i dont think ue4 allows concave simple collision

manic pawn
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each of those sections needs to be a separate mesh

lusty carbon
#

tried that too

#

how would you name those other meshes tho?

digital anchor
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_1 _2 _3 (got that from google, not certain)

lusty carbon
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if I have SM_meshName and UCX_meshName

#

so SM_meshName for the main object and then UCX_meshName_1 , UCX_meshName_2 , etc?

digital anchor
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i would try

grim ore
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You can be lazy and have her create the collision as well in the editor.

#

Ue4...

wary wave
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in-editor generated collision doesn't tend to be great

#

at least not for anything but the simplest meshes

lusty carbon
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Yeah obviously I tried that but I need a specific one

#

to seamlessly connect to the other pipe modules

flat scroll
#

In short, it is possible to export animations from UE4 into FBX for editing in blender and then exporting it from blender to FBX and back into UE4.

  1. When exporting the animation from UE4 use the "Preview Mesh" export option (IMPORTANT!)
  2. When importing the animation into blender, just leave all of the options on default, there is no need to change the orientation/forward axis
  3. Export edited animation from blender into fbx (default settings worked fine)
  4. When you import the edited animation back into UE4 make sure to:
  • select the skeleton used for import, so it uses the already existing skeleton
  • check "import animation"
  • uncheck "import mesh"
dim dragon
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Dumb question, does ue4 have something equivalent in BP to an IsColliding? flag for capsule components or are we just working with OnComponentHit events? I came very close to trying to make a not gate tied to event tick to know when my player character isn't colliding with an object.

digital anchor
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now we only need a way for the skeleton to not look completely broken when imported into blender :p

flat scroll
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@dim dragon Yes it does have tat, I think its on collision event or something like that. Events can be found when you select the collision shape

dim dragon
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I have OnComponentHit but there doesn't seem to be anything for an event when a hit terminates.

flat scroll
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@digital anchor It looked fine for me

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oh you mean the bone orentation

digital anchor
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yeah

next badger
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@dim dragon you need to enable generate hit events in the properties of the asset

flat scroll
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well, its better that than nothing I guess. You can also add IK drivers and hide the bones altogether

next badger
dim dragon
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@next badger I have them and it fires when the collision is happening: What I'm looking for is one which fires when a collision ends and the player character is no longer touching something. I'm a bit amazed there's no flag for it.

#

I did, Alexey my collision works no problem I just need the state.

#

Not for when IsColliding but when IsNotColliding

next badger
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@dim dragon the only state is overlapping, cause hit is just an event

dim dragon
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Odd. It never fires.

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Everything's enabled, ticked and the channels are all setup properly...

flat scroll
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@digital anchor On importing FBX into blender check this option: Armatures > automatic bone orientation

dim dragon
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BSPs should be worldstatic so this should be working...

flat scroll
next badger
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@dim dragon generate overlap events too?

dim dragon
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Yeah, neither fire.

digital anchor
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@flat scroll wooooo thanks for the findings

dim dragon
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Its all ticked.

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Or should I make a second capsule to trigger overlaps?

flat scroll
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I think I will post them on the forum or something. I never found a solution for the blender importing/exporting

dim dragon
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This is going to turn out to be something so simple I'll feel like an idiot.

flat scroll
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also the automatic bone orientation isn't perfect, but its better than nothing

next badger
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@dim dragon you need to set it for both of colliders

dim dragon
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Right, so one needs to be for the collision and the other an overlap test?

next badger
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Overlap If the other Physics Body is set to Overlap or Block this Physics Body's Object Type, an Overlap Event can occur.

#

keep in mind which one will generate an overlap event

sleek hearth
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it might be because I updated visual studio, not sure though

next badger
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it may be...just delete the intermediate folder

#

you may also clean up the project in vs

sleek hearth
#

how should I do that?

next badger
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it's under build

sleek hearth
#

after the deletion of the intermediate folder I should "Generate Visual Studio project files"

#

right?

next badger
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yep

sleek hearth
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alright, it seems to work

#

thanks! ๐Ÿ˜›

dim dragon
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Weird. Overlap just refuses to fire.

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At all.

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BSP is worldstatic, overlap is setup properly, CCD, multibody is running, trace complex...

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I even made sure the capsule was offset from the regular blocking collision volume so it would definately have surface contact.

#

THERE WE GO

#

So I'm a moron and I forgot Collision Enabled was a thing.

#

Life protip: Don't lose your glasses.

grim ore
#

rubber ducky test would have figured it out ๐Ÿ˜ƒ

#

Hey rubber ducky, why does it not work. Did you turn it on? oh... yeah ๐Ÿ˜

gleaming narwhal
#

We should make a rubber Manny that we can talk to, maybe even poke when things are very wrong...

grim ore
#

Don't feel bad tho, I spent an hour wondering why my stuff was not replicating before I remember to actually turn on replication...

flat scroll
#

Is there some wait time for new users to have their threads show up on the unreal forums? I started a new thread in the animation section, but it didn't show up when I pressed "Post"

dim dragon
#

Yeah, I think I should fire mine, Mathew.

grim ore
#

@gleaming narwhal lol I might try printing one out once I get my rubber spool of filament, might make a good stress reliever

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@flat scroll I am pretty sure the first post(s) get moderated and need to be approved when they go thru the queue.

wary wave
#

@grim ore - I've done that so many times....

gleaming narwhal
#

@flat scroll I'll have a look for you

grim ore
#

replication is a funny one because your default template replicates the character out of the box so you don't think about it until you run your head into the wall with other stuff

flat scroll
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I'm just making sure, if there is moderation required then its fine.

wary wave
#

there's a moderation queue, yeah

#

it's rare that it takes more than 24 hours for something to be approved

#

usually a lot less

left mica
#

Is there a way to add in a player character with default First Person movement in my level after building my level?

wary wave
#

easiest way is to create a new first person project, then migrate your level into it

#

not the most practical, but it is the easiest

left mica
#

Ugh, was hoping I could pull in an "Empty Character" and throw defaults on it

#

Thanks though

wary wave
#

sensible way would be to migrate the First Person game modes into your project, but then you also need to manually set up the input configs etc

grim ore
#

you can add the FPS feature pack if you want the character , it should work with the TPS inputs if you started with that.

wary wave
#

there's an FPS feature pack?

grim ore
#

there is a feature pack for all templates ๐Ÿ˜ƒ the green add new button in the content browser at the top, then add feature pack

wary wave
#

oh nice

#

I've never noticed that before ๐Ÿ˜„

left mica
#

Ohh nice indeed!

grim ore
#

its not identical to starting with them, the FPS does not have the projectile for example, but most are the same

dim plover
#

In the editor or launcher?

wary wave
#

editor