#ue4-general
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@elder moth Anim BP would be the best place I think
@cloud cobalt stop trying to be a mini-mod, got an issue message one of the mods, stop wasting everyones time by responding.
Man, you're not being nice about this
I'm just telling you this isn't the place where you'll find help
Thank you @sudden agate , i just needed someone with more experience to tell me if i am on the right track. Thanks so much.
@elder moth haven't worked with bone-driven materials yet, but since you need Bone transforms, AnimBP would be the best bet
(personally, I'd use an Event Dispatcher to send the Bone Transforms to the Pawn and let the Pawn decide waht to do with it)
@sullen wraith i can understandthe frustration coming from asking the same question multiple times, partially because we have had a few people in this chat that literally asked every 5 minutes. in this case, yes your request was an hour old, but still well within the viewing area of the chat.
and while @cloud cobalt could have said it a bit more polite, though has said it without any spite, he is right.
generally, if you cant find it on google or other resources, neither can we unless there is someone in the chat who by chance bookmarked a ship related to your needs.
hopefully that was worded right, because I just woke up and am not in a moderator mood hehe
@sudden agate not sure yet how i will implement it fully. What i know is that i would really like some micro control on how the muscles are triggered and by how much (not simple link to a rotation of a bone, etc). But anyway, it's something i have to learn so here we go.
people in #animation and #graphics probably know more
and having said that, unless you want completely free, there seem to be some decent pirate ships for less than 20 bucks on cgtrader.
@sudden agate ups, you are right, probably i posted the question in the wrong place. sorry about that.
just remodel em a bit, bam viking ship
Hey guys o/ hope everyone's having a good Wednesday (my dudes), is this the right place to ask a question about volumetric fog in Unreal ?
actually, for the same money there are at least some decent-ish viking ships
@woven terrace prolly #graphics or #visual-fx
@fierce tulip see even that, exactly what I was after, a source and a point in the right direction, I've been lookign at sketchfab
thank you.
it was one of the first google hits though :/
not for me :3
@sudden agate righto, thanks
i mean, check out this premium ship: https://www.cgtrader.com/3d-models/watercraft/other/viking-ship--2
try "3d viking ship" next time hehe
after 2 decades of trying to find free content, expecting them to be ue4 ready is a lost hope hehe. so expect some tweakings to be done in a 3d tool/texture tool
Do any of you have the issue that closing the engine doesn't kill the process?
It is really annoying when reopening it and trying to save something. I have no clue why this happens, but it happens very often ๐ค
happens from time to time, not often
often related to alot of playtesting, atleast for me
I never had this issue before though. Just with the project I am currently working on
whats the best way to manage large open worlds in unreal? procedureal loading or something?
Depends on your game, how large, and what you define best
World composition is a way to manage large worlds
Manual level streaming is another tool
thanks for the info ๐ will do some reasearch on both of those
Epic just added features from Live++ into engine source code: https://github.com/EpicGames/UnrealEngine/commit/e1fe0cc030d004459316cc6c17debfc657b0c5a7
also it does not need a paid license, lol.
404 error on page
if anyone wonders what's live++ https://molecular-matters.com/products_livepp.html
Hot-reload/live code C and C++ applications.
Need to be logged in @sullen wraith
You need to have access to UE4 github repo
I can send the commit message here, but it's quite long
Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile.
Changes vs standalone Live++ version:
- UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..).
- Adding new source files is supported.
- Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers).
- Settings are exposed in the editor's project settings dialog.
- Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application.
- Does not require a standalone licensed version of Live++.
Known issues:
- Does not currently support class layout changes / object reinstancing
That's coming with 4.22
quick question, im reorganising my folders inside my project, but the folders files, aren't moving to the new folder
the folders are none of the files are
fix redirections isnt doing anything
hello I have a question : how can i get a client memory crash dump? as in when a client crashes does it create a core dump which i can analyze? does the development client do that? thanks
How do I add a component to the root object?
It's always adding it insde the Camera Boom ๐ฆ
@steady summit that is because I don't think that root is a physical component
Its a actor component
I need some help too
what is the best way to initialize main menu in a multiplayer game?
@fierce tulip 200k free one: http://www.cadnav.com/3d-models/model-10961.html
the issue isit's bare geometry, but 200k is not very much, also may be crunched with decimation
Viking ship 3d model free download, The Viking ship free 3D-model available in 3ds max, jpg textures included. Very realistic 3d military watercraft model of warship, it can apply to making a ship model, ship model presentation, virtual ship museum, computer games or 3D anima...
@calm sphinx Standalone application has been rewritten as a Slate app
that is nice
Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers).
what's this have to do with live++
@next badger you might want to @sullen wraith who was looking for one.
but for a free one, it wouldnt be too hard to optimize
@manic pawn I will probably checkout 4.22 branch and build it today. I will let you know if it really works.
I'm currently using the normal live++ with the plugin and it works perfectly
I'm not sure if what they made here is better or worse
Yeah, I know it's working well.
if it runs ubt, it's going to be a lot slower
but the license price gets a no from me.
but it's not going to die from misaligning uht macros
anyway it makes perfect sense for them to get a special license like this and integrate it
they published the source code for live++
that must have been expensive
So would it be better to use the FPS Blueprint
For FPS lmfao, I assume so
I would like to use fps and apply my stuff there
While adding a 3rd person body
But I'm unsure how I would add the body
Any ideas comrades?
Unreal keeps crashing and I added the debug log but not sure how it works..
I'm having troubles, when I move my folder to another location, it's not moving any of the files with it
i do fix rediretions and nothing
nevermind fixed it
was read only
Itโs not possible to import a real city with buildings is it?
@daring matrix Install the debug symbols for the engine in the options for that engine in the launcher, and yo should have at least more information
You can try disabling Blueprints to randomly find out which one is responsible, if you're using Blueprint
I guess you're not doing C++ ๐
Hi, how increase the shadow distance in unreal? it seems to be clamped on 100 or 1000 meter but i want more ๐
it also affects my foliage (no shadow is a billbaord)
Currently optimizing someone else's 4.19 project, and I have had an issue twice where probably 70/100 actors that are attached to another actor in the level get their attachment removed. It is a huge pain to go back through recreating the hierarchy. Are there any known bugs that could be causing this or could there be something they did?
hi guys I want to ask you are there courses on udemy for making multiplayer games but not local, with dedicate server?
I highly doubt it, it is a very complex topic
can I iterate over the contents of an Enum and make an array out of every entry?
I mean an array of all entries...
or of all indexes..
?
๐ค
there is a foreach enum node for each enum
haha funny. but thanks!
yo're right
but I found a simpler way. I cast an Integer to a Byte and transform my Index into Enum Index
Hello guys I want to ask you do I need video card to use Visual Studio 2017?
you need a video output of some sort yes. an integrated GPU will be fine
I have build it video card
I haven't got external video card
I have vs 2017 I run it and it works
for unity do I need?
it all depends on your machine and processor
Atom CPU? not going to work well. i7 8th gen? it will work well enough to run the engine on low at acceptable rates
core 2 duo will not be supported in UE4 for sure, no SM5 support. For unity it might work but I am pretty sure they are moving to DX11/SM5 as well
just got my video card and I want to get it back so I can go out with the number I need for vs
I Know for ue 4 doesn't support
but vs 2017
What I can't run on vs 2017 without video card?
@grim ore
VS 2017 will work on the integrated GPU
Visual Studio just needs windows to run, if you can see windows then you can use visual studio
this is an ue4 channel, you might want to join a unity discord group
okay
did you try reading the text?
what is says.
that version of your gpu drivers has issues, update
then go to amds website and download and install the update
so if i dont update i cant use it?
dont know, but it would be wise to update
Google is your friend
not rlly
hello I have a question : how can i get a client memory crash dump? as in when a client crashes does it create a core dump which i can analyze? does the development client do that? thanks
i'd like to know this too
Last time I created one was via the TaskManager when the project was frozen
No idea if it creates them by itself. Usually the logs are telling enough.
new to unreal, hope I'm not being a moron but why is the default value for a float a boolean check box?
nvm, works as intended after restarting the engine
@still orbit You need to compile the Blueprint if you change the variable type :)
good to know, thanks.
Hello guys,
I crash the engine when I call this. Do you have any ideas?
Specifically i get the crash when i try to print array length. When I delete it and just print some text it is fine
Don't you want %d instead of %s? I don't know if this would cause you to crash, though.
for(auto& Con : PlayerControllers) // do a thing for each thing in PlayerController
{
// do stuff in here
}
%d fixed it... Thanks a lot
I am sorry, I didn't want for each player. I wanted to fill the array with all player controllers from the world
is it me or is epicgames.com down?
Does anyone else get really bad editor startup times when using source vs binary? Mine takes a long time building textures and meshes for some reason
someone else having issues connecting to the epic launcher?
@upper heart always
hmm it's strange that texture building would take longer on the source build.
@frozen slate yep for the past hour or so
but many websites are really slow maybe amazon cloud down or so
erebel, when you check task manager, is it using 100% cpu or less?
hello
@flat idol yes
well im using source editor 99% since the last 4+ years and its pretty damn slow always to compile the contents. didnt really compared to launcher version so far. but i guess it is the case indeed.
You mean baking / packaging ?
Hey guys/ladies
No, i mean textures, meshes etc takes very long to generate ddc
I was wondering if anyone knows whether the Vulkan renderer in 4.21.2 supports tessellation? i tried changing the renderer and it increased performance massively (Amd RX 570) but there is no longer tessellation.
Tessellation is a DX11 feature and requires hardware that supports DX11. https://docs.unrealengine.com/en-us/Resources/ContentExamples/MaterialProperties/1_8
not working this
Stranger, probably it has something to do with the profile i always choose to build the editor in the first place
Matthew that doc is for Ue4 4.9 so very outdated
It could be for 4.1 and not be outdated if the information did not change.
sure
was just hoping seeing as Vulkan api does support tessellation in of itself
i guess just not in Ue4
but also those docs have outdated information on tutorials etc so i wouldnt trust it to a T
and metal for mac supports tessellation which is not DX11 hence why im asking as i can find no solid information
does it work when you try it in Vulkan?
well not with the settings i use no, world position offset works, but i dont know if there is some hidden check box in project settings or engine settings to enable it
there really is not alot of current engine information regarding Vulkan or the features, it said for 4.16 that it uses the mobile renderers path so high end features dont work.
BUT they also updated Vulkan massively with the 4.21 engine version
"DirectX 11, OpenGL 4.0 and OpenGL ES 3.1 support it"
"and is 100% feature compatible with OpenGL ES 3.1."
Today in 2019 and 4.22.... we still can't copy functions to other blueprints....
the latest patch notes say vulkan is 100% feature compatible with es 3.1 so that means tessellation should work
this is 4.20
Vulkan like upgraded opengl
i dont know all the information about vulkan , but it is pretty much upgraded opengl and takes alot of the stress off the cpu , so if youre cpu limited then you will notice increased performance and also for AMD cards supporting the feature (at least with my RX 570) the performance is double
Iโm currently learning C#, although Iโm not very far in, and I just noticed that UE4 uses C++. Does UE4 support C#?
Or should I just learn C++?
no c# support
There is mono-ue plugins for sharping c, but the engine is actually written in cpp so you better go with that i guess
Yeah, not a great idea to rely on unofficial plugins for something that crucial
Hey so before I start with ue4, how is the support of hdpi monitors for development like (e.g 4k)
generally fine
Hey hey, I want to know which channel I should hit for this problem -> My ยซRender Target 2D memoryยป is always increasing, but I don't have any render target in the game
^I would also like to know which channel I should go with a question about materials. Thanks in advance
@pallid compass @flat idol @cloud cobalt Okay, thanks for the input. Iโll work on C++ then.
@fierce tulip I'll have to investigate more I guess, maybe something related to the 4.18 I'm using
@mortal magnet If you dont know c++, dont try and use the engine in c++
ue4 is heavy with macros and bullshit and black magic, if you try to learn the language while using the engine you are going to have a seriously bad time
I did just that
Yeah you end up with a scrambled and shit understanding of the language, and you end up suffering heavily in alot of area's because ue4's framework carries you like a child everywhere.
Took me a long time to patch up what i missed and learn to work outside the engine because i did just that.
where can i download visual studio 2015 universal CRT? i cant open my project now after attempting to create a C++ script
it's part of the visual studio installer. if you don't want to use C++ you can remove the files and update your .uproject to remove the module you added
would i have to redownload visual studio to get the universal CRT?
Random question I thought I'd throw out here - I've been slaving away at make foliage using the Pivot Painter 2 tools and I finally have an efficient method/process down that finally works. That said, I personally struggled to find any useful tutorials that clearly explain the process - Are there people who are struggling with it now that are hunting for a tutorial helping with grass/smaller plants specifically?
@tacit matrix just run VS Installer from start menu and add it there, if you have VS installed already
visual studio 2015 community right? i dont see any Universal CRT there
did you open up the modify section? or the individual components section on the modify part
both
it is under the "Compilers, build tools, and runtimes" section for me, " Windows Universal CRT SDK"
if not maybe it's time to update to VS 2017
Yeah, VS 2017 allows to have 2015 toolchain installed too, so everything works good.
would i need to have the universal windows platform development downloaded?
cool okay, i got it
You don't even need to install VS2015 toolchain.
This is what I have in Compilers, builds... section
If I import a real world height map will it import buildings?
height maps are grayscale images so i guess the answer will be a no
Pyramids on the other hand...
Yes that could work, i totally forgot about them.
run the heightmap in a sophisticated substance designer setup to generate world map and buildings
Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.
You got options
You forgot this
mine is more for after you figure out the basics ๐
Is it possible to move unreal engine to another computer and use it without the epic games launcher?
anyone know why mouse wheel up wont work for this?
hi @grim ore any chance you know why this doesnt work? jump with space bar works but i added mouse wheel to the project settings and even tried to hard code the node but neither have worked
Nope. Looks fine
thats what i was thinking haha, it just wont work for some reason
when i scroll up it prints a string with a print string
but doesnt fire the jump event
Pressed and released is probably firing after each other
Well that's a weird one lol restarted the engine?
I think Jump requires you to hold down the button. There's a variable called JumpKeyHoldTime/JumpMaxHoldTime in Character.
tried it on my project, no go either
would i have to create my own jump using launch character?
restarting didnt fix it @grim ore
made that and it works with mouse wheel now
@dim plover i think what you said might be the case haha. thanks for the help!
You probably don't want to use Launch Character. It's quite different.
Also, this is in the comments for the Jump function.
* If you want your character to jump according to the time that the jump key is held,
* then you can set JumpKeyHoldTime to some non-zero value. Make sure in this case to
* call StopJumping() when you want the jump's z-velocity to stop being applied (such
* as on a button up event), otherwise the character will carry on receiving the
* velocity until JumpKeyHoldTime is reached.
is that c++?
Hi
No, it's just the comments for the Jump function.
ah okay, i've changed it to the launch character node and its working as intended. this is only for a college project and not a proper game. so it will do for now haha, if i becomes a issue down the line i'll take another look. thanks again mate
Never tried jump on a non button press lol, got to play with it now.
Is it possible to implement this in BP?
https://i.imgur.com/Sci2HSj.png
Because JumpKeyHoldTime and bPressedJump are ReadOnly and thus can only be get'd in BP.
i'm not experienced enough to say @dim plover have to leave that one to @grim ore for a WTF? video haha
ofcourse you can do that in BP
I have a question
But you can't set those variables.
Ok so I have my 1st person and 3rd person animations ready to be put in etc...
Which template should I use
I wanma use fps because I have both 1st and 3rd person animations ready
so use the FPS one, you can always add the 3rd person template later
aye, iirc via the IMPORT button
Use the third person, you can always add the first person template later ๐
lol
I'm new lmfao so excuse my noobness
hey, you got to start somewhere
after years of using BP, i finally started with C++, feeling like a nooby too ๐
C++ is scary, everyone should avoid it. It will literally kill you while you sleep.
Lmfao
sounds better than waking up the next morning and be in the nightmare
Yeah tbh
But anyways so like, how would I hook the body of the 3rd person bp to the 1st person arms if u know what I mean
I think, atleast I would do, from the PlayerController you spawn the FPS actor, then posses it, when switching to 3rd person spawn the 3rdPerson actor and posses it and also destroy the FPS actor
when you're in either 1 of them, you don't need the other to be there
Will other players be able to see the 3rd person model
Why not just have two skeletal mesh components in one actor? One for FPS arms, and the other for the body.
im not sure about that, but I would think to make the player actor for other players invisible and spawn a 3rd person actor for them regardless
i would say both animation bp's would be running, ticking for each animation update, extra expensive that could be avoided
You could have it not tick when rendered or set the AnimBP to nothing or set the component tick rate to 0.
so uh... I hooked up a mouse wheel up node to my default TPP character on the pressed wire connected to Jump and it worked out of the box lol
so I dunno why it didn't work for you but case closed, it should work fine ๐
online.RestAchievements does not seem to work for stat based achievements?
I've called it many times but the one and only stat based achievement sticks around.
I'm getting this issue in 4.21 and I'm not sure if anyone knows of a real answer https://answers.unrealengine.com/questions/453200/412-skylight-with-translucent-materials-broken.html
Probably is broken another time
The engine had a lot of changes since 4.19 on the rendering
just reply or report it, or check if happen aswell on 4.22
I've been fighting with this issue for about an hour now. So far I've turned off "lower hemisphere is solid color" and that helped me hide the error
that will cause huge changes on the light
Yeah it did but the glass doesn't have this weird line in the middle where the skylight meets the solid color
Iโve heard LODโs for Meshes arenโt that helpful when it comes to optimisation.. Whyโs this ? I thought itโs good as long as you do some major tri reduction ๐คท
Triangles are not the main factor for performance.
DrawCalls and Quad overdraw are
Are LODโs draw calls ?
stat scenerendering lists the amount of drawcalls a single frame processes.
I only have 2 LODโs. LOD 0 and LOD 1. LOD 1 reduces its mesh count by 85% so I mean. 1 lod and that large of a reduction is fine right ?
Ah
As I said Triangle Count is not that important (maybe it is on Mobile) anymore.
If you want to optimize, you need to find your bottlenecks.
Meshes with multiple Materials (High LODs should have only one Material, batch Materials together, it doesnt matter if you use different Textures for that)
Translucent Meshes (Hard to optimize. Higher LODs should use a more simpler material)
Masked Materials (Use proper cutouts instead of Quads. More vertices are better than a large transparent area of a mesh)
There are my tips
Thankyou
Make usage of "Merge Actors". Since version 4.21, UE offers the new HLOD ProxyMesh Tool, which can transform distant sceneries into a single object with a single draw Call
there's a whole section in the documentation
Oh and by the way. Isnโt Foliage a single draw call
I remember hearing something like that
depends on your foliage
it is multiple drawcalls because it is clustered
Ah ok
but its definitively better than placing grass by hand with static meshes
Iโve seen side by side comparisons. Using individually spawned meshes in the world, vs instanced static mesh
Crazy
Instancing helps, but isnt the holy grail. You can also do a lot of wrong things with Instanced Meshes
How so
The "default" Instanced Meshes cannot be LODd individually. Also if only one instance is rendered, all other instances are rnedered aswell
Hierarchical Instanced Meshes kinda solve these problems
But I dunno if UE has a Component for that for use to use
it does
Afaik only Foiage uses it
you can use it in blueprints etc
oh nice
I make good use of it in a lot of my procedural systems
And how does the Clustering work?
Whats the difference between that and the default ISM then?
default ISM doesn't have features like LOD support
If there are no batches, it's no different than ISM tho
you have to batch ISMs if you do that yourself in blueprint or whatever too
ยฏ_(ใ)_/ยฏ
but also, LODs etc
the ability to billboard meshes from a distance isn't to be sniffed at, hehe
HISM components are useless. they LOD individual clusters, but if i need to cluster it myself with mutliple HISMCs, it's no different than ISMC, isn't it?
random unrelated question quickly - is there a default example project with a rudimentary AI that just wanders around a nav mesh (simple as pick random point -> move -> repeat)?
ISMC doesn't support LODs at all
so it is different
no LODs? I always thought that all ISMs are LODd together . I.e. once all meshes would show LOD1, all ISMs pop to LOD1
see this answer
hmm, perhaps the difference is that ISMCs LOD based on largest mesh screen space, whereas HISMCs are handled individually
this would make sense to me
I was under the impression ISMCs didn't support LODs at all
(since it makes limited sense for it to)
I havent used them in a long time anyway :P
Maybe ISMCs arent needed anymore thanks to the dynamic batching?
Why is there no material channel on here?
yeah, dynamic batching is gonna change a lot of things
looking forwards to it
even if it makes like 90% of my custom workflow tools redundant ๐
Help! My unreal engine crashes whenever I open any file except a few was working perfectly yesterday
Mention me if u answer me thnx
YouTube
Lot's and lot's of Tutorials for UE4.
"UE4 How to start your first game"
Something along those lines.
is https://docs.unrealengine.com down for anyone else?
It's intended as a successor to hot reload for your C++ game code
Though right now it appears to have the same limitation with the class definition
well I get the c++ hot reload part, but whats the difference with the previous system
It's more stable as far as I know.
and it should be faster, if they're going to use same procedure with Live++ .
It's supposed to be better in the long run yeah
I don't know if you tried licensed version of Live++ with UE4 before? You can see the difference from there.
@honest vale yes, it's down.
I have a blender problem, and last time I asked it here, this discord was more helpful than blender's so I'll try my luck here again.
Limit selection to visible not working?
No matter if i tick it or not, I can't paint through my mesh.
As you can see in this pic, I have it ticked, and the same thing happens if I don't, The vertecies on his belt are still light blue after I try to paint them, since no matter what I do my weight paint won't go through the mesh.
Does anyone know how to combine 2 landscape materials into 1 master material??
Which makes it even less likely to be something a button press can do
They don't share anything
Both materials have 4 layers each
I want a material with 8 layers
That combine them
Nope they don't share any names
ergh, Epic's documentation site not responding :/
Yop
using google cache instead
Alright this is a good lead ๐ Thank you @plush yew
And yeah the documentation isn't responding >.>
I swear this is the most annoying thing I've dealt with all week
The skylight just refuses to work right and the glass material doesn't seem to be the issue either
guys, hi, does anyone have problem with the documentation page?
i cannot go inside...
its been down for a while now. read a few messages up
oh, thanks
inb4 complete overhaul of the Docs 
BeginPlay of PlayerController
Hey there everyone! Someone here experienced with UE4's RHI / D3D implementation? I am not, but tasked with something I am not allowed to further specify due to some NDA's, but I would appreciate some help. Long story short, I need to insert some functions before rendering and after rending each frame, best via a plugin. Tried just binding to the viewports OnBeginDraw and OnEndDraw, but those are called on the GT, I would need RT equivalents.. Any help is truly appreciated!
e.g. I need to run a specific function BEFORE anything is rendered (no draw calls made), and one AFTER the last draw call has been mad
I do not want to modify the render loop, I want to either bind to any eventual delegate or modify the engine if need be (in that case actually do modify the render loop, just not via a plugin)
just would prefer to solve it w/o modifiying the engine if possible, as that plugin someday may also be very handy for a lot of other people once the NDA's lifted. Surely UE4 will implement it on their own then too, but we don't have the time until then
@noble barn That is too broad to give you any kind of meaningful assistance.
@grave nebula Yeah, I try to make it as precise as possible w/o getting myself into trouble ๐ Sounds more dramatic than it is, but I just want to be careful with NDA's. Alright, let me try to get more precise in the format I can
if anyone would know in more detail #cpp or #engine-source would have a better idea on where to hook into it
@grim ore Yeah, usually those channels are pretty dead though.. But I'll maybe move it over there, true. Think there was a rendering channel back then, sadly that one is gone (or I am halluscinating).
But yeah, in summary I simply need to run a function (by either a plugin or modifying the engine), before any draw calls have been made, and then another one after the last draw call has been made for the game viewport.
This is the modified "instructional" that came with the API am trying to implement, removed all the specific parts. Essentially, I just try to call one function before 3.) and one after.
Application would per frame:
1. Call *** first function ***. This will mark as the start of the frame and thus *...*
2. Call Enable() specifying whether the upcoming render targets *...*
3. Perform regular draw operations
4. Call Disable() as per requirement
5. Perform post-processing as per requirement
You might want to look at the channels before making that statement
@abstract relic I often partake in those channels, and I know they are not "dead", but since it's rather urgent with a tight deadline I figured I have better chances that someone actually from Epic reads this here. Quite frankly, it's pretty difficult these days to get a hold of someone with engine-knowledge with the gigantic popularity of UE4.
@manic pawn Thanks for the tip, I'll try my luck there. Thought "graphics" rather means the creation of visual content.
my day making UI in one image
Anyone know how to create a real loading screen? Not using something like: Create Widget > Add to Viewport > Delay 10 sec > Remove from Viewport?
As I'm guessing there's a better alternative.
there is an old plugin for loading screens, or you can use level streaming for loading screens if you actually want stuff to load. If you just mean a screen that shows stuff and annoys the user while nothing loads then your method is fine
how do I make my rain particles only visible within the range of light sources? they are fully lit even in pitch black currently
are they fully lit or using unlit as the material type?
Should be fine then, if it was unlit I could see it not working properly
What does your material look like for the particle?
it's just a translucent white block
just in case, show the material
yep thats what I thought lol
emissive color is emissive...
plug the emissive into the base color, not emissive
The Emissive Color input controls which parts of your Material will appear to glow because they are emitting light. Ideally, this will receive a masked texture (mostly black, except in the areas that need to glow).
81 instructions
that worked but now the particles are black instead of blue
the particles are now affected by the lighting around them instead of generating light themselves.
is there some kind of middleground I can reach?
to retain their brightness but not shine through absolute darkness
multiply with a low value, and plug that into emissive
keep the base color one, drag another wire from that multiply > add a multiply with a value like 0.05 or whatever.
change that value accordingly
and put that one into emissive?
a standalone value? no linke to color?
yea, basically your opacity already has the whole shape and masked it out where needed
the base color will add the color
so emissive just controls the glow effect?
nah, also the color
but in this case you can do either
since the emissive value is so low
emissive color tile?
?
show an image, or be more descriptive please.
sometimes its hard to understand someone who doesnt speak full lingo yet :p
what is it you want me to plug into the emissive?
the emissive input of the material
I cant work on it anymore right now so i cant show you images, I can wait until later if you want
either plug in a scalar with a low value, or do the multiply thing I mentioned before.
either is fine
@dawn vessel heres how you can do a 'real' loading screen
https://wiki.unrealengine.com/Loading_Screen
or use the plugin
https://github.com/ue4plugins/LoadingScreen
or
https://www.unrealengine.com/marketplace/en-US/loading-screen-system
ye
ty ||buy||
LOL
@dawn vessel can I ask what u r doing
||I'm bored||
||even tho I should be working||
||for what tho||
Golf Game, oh noes. I leaked 
Also currently having to make Models for the courses still but hold on.
Hello guys. Does anyone know how to fix my project? I migrated some files from another project and after that the HUD and Blendspace stopped working
@spark sonnet If you want help, you want to be detailed, very detailed
@sharp crest This was from 2018. So Brightness changes, Color here and there, etc. This is the environment type design to expect for it.
'stopped working' description is how to get blocked in a development questions channel ๐
Clouds were fully custom by me.
oh nice u made the models urself? @dawn vessel show some gameplay 
Took an hour lol.
@sharp crest Nah, I wish I was that talented ๐ Just the clouds was made fully by me ๐
@spark sonnet we can't really guess at what is the problem. "stopped working" means what? Is it possible you replaced your maps and now the settings are different? is it possible you replaced your default game mode?
I can't show Gameplay yet though !
Bahaha
it's okay I think he is writing it @grim ore xd
Atlas 
ARK 
Close both
Make sure to delete Eternal files and submit
on the way you know
๐
Ok. So I migrated a behaviour tree and all the contents connected to that to my new project that im working on. After I migrated it my HUD wouldnt come up on the screen and my blendspace ignored everything that I told it to do. I cant find any errors in my project so I dont understand what could possibly be the problem. The only thing I did was migrating some files. The file I migrated did contain a player character from the old project but that shouldn matter. So any tips on what itr could be? Are there any automatic backups I can find somewhere or did I just break my entire project?
I don't do that stuff's anymores
Dino Mods too much time.
I was on the Eternal team for a month.
Didn't take much interest.
ARK is actually doing well with their new Updates they're putting out too with their Dev Kit.
They have Unreal Engine 4.21 features in ARK now.
SOME
ARK modding doesn't make me a living though ๐
And neither is it's community fun to be in
There are no real auto backups unless you used source control. Chances are you didnt break it, you can always redo what you did before you migrated again.
Nope. Not for 99% of us.
I just love ARK and mod for it ๐คท
I host Server's for it still.
And have been for 3 years.
@spark sonnet try those
everyone wave to @elfin jacinth on the stream right now ๐
thank you Ill try @sharp crest
is he looking here
no idea if he is but if he is I just harassed him lol
๐
if he would have looked here it would been such a perfect advertisement
@dawn vessel what can u do in ark for 3 years..

I just love ARK in general with it's whole aspect of Survival and It's Mod Support.
aww no he is just in the twitch stream I think, not in here right now
fancy more free stuff https://www.unrealengine.com/en-US/blog/featured-free-marketplace-content---march-2019
Though the game runs like crap. Still beats many haha
I wish Epic supplied Servers like what Steam does ๐ฆ
I would be on Epic Games Store right away.
they plan on it
Sure damn hope so.
waves to @grim ore
Aha!
hah ๐
I give up ๐ฆ I cant find any errors it just wont work
The blendspace wont update and the HUD wont come up. I have add to viewport HUD in the playercontroller and it wont start. Its like it just ignores it
Here is the blendspace
ok so your HUD is a UMG widget, not a HUD object?
yes some parts of it
breakpoint on the part that adds it to the viewport and see if it calls it?
breakpoint?
yes debugging. F9 or set a breakpoint on the node with right click. It will stop the game at that point when it calls it
if it never stops, that code is not being called. if it does stop, you can see if your code is valid
Is there a chance your default player controller was changed when you migrated?
dang i was a bit out of sync with chat. nvm.
It stopped right away when I pressed play after putting breakpoint on add to viewport and when I put it on the variable before it
ok so the add to viewport code. mouse over the input and make sure the widget was created correctly.
while debugging
Hmm ok so the variable I use to set the gun would activate either. Pic below
Its ignoring all of the variables shown ๐ค
Event BeginPlay wont start at all it seems
Can someone explain this, I want to add to the "unit cost" but I can't seem to find what I need to change using reference viewer
fyi I tried changing those unit cost values to something random
The error shows up when I press the +
I really want to learn to do Cisco Ramon vibe powers
Ok. I searched around and it could be something wrong with the gamestate. Where can I change that?
I really want to learn to do Cisco Ramon vibe powers
I was wondering if anybody knew him or his powers and was maybe willing to help?
Or gibe tips
@merry gazelle one of those values you see in the map, the fort base and cost or any of the others, matches the same value as the default. You need to change the default to something else, or you need to change the value that it matches in that map. Basically the map cannot have identical values, everything has to be unique and you are trying to duplicate a value in that map
UE4 : if I install the 4.22.0 preview 4 version and the full version is released should I re-download the full version or can I update the preview?
you can do either one, it's basically the same result lol
so I can update the preview version
yes you can but I don't think UE4 has real patching so for the most part it will just redownload it all again
ahhh okay
but yes updating the version usually has no problems and is normal and preview is technically just another version
๐ I was asking because I will start learning UE next week and I wanted to start downloading it from now because I have a slow connection
if size matters tho make sure you remove the options you don't need like the other build targets, debug files, source code, etc.
you can trim quite a bit from the install size doing that
Ok. I've come further in the trouble shooting. So now the problem is that nothing is getting any input from The cast to first person character node. Any ideas why?
what does the blueprint look like? where is the blueprint
that is running fine, your failed pin is executing
breakpoint on the cast, mouse over the input object, read what it says, fix the issue.
you are asking the engine if your player character is of class FirstPersonCharacter and the engine is saying no.
But why is it saying no? ๐ฆ
because your player character is not a FirstPersonCharacter
which is why I said to debug it and find out what it actually is so you can fix it

Ok. It was the firstpersoncharacter before the migration
so how do I set it to be that again?
go to your project settings, maps and modes, default game mode, and change the default game mode to the correct one or the default pawn to the correct one.
this assumes you are not overriding it in your code or your world settings
in case you use a different player actor: https://docs.unrealengine.com/en-us/Engine/Blueprints/UserGuide/CastNodes
ok then the next step is to check your code or your world settings on the map that is loaded or.... or....
12:52 PM] MathewW: breakpoint on the cast, mouse over the input object, read what it says, fix the issue.
you need to identify the issue before you can fix it
Thank you for helping. But I dont understand where to mouse over
is this what you mean ?
the left input, blue roundy thingy, on the cast to node when yo mouse over it and it's on that node it will tell you exactly what is coming in
the one that says object
so in this case since you re using Get Player Character it should give you the object that the engine is using for your player character and it will tell you which class that is and what you should be casting to. Now since you don't want to be doing this you need to figure out what is going wrong
there you go, this code is running on the AI enemy
So what can I do to change that?
well should it not be running on the AI Enemy?
there is a drop down on the top with objects you can filter out your code on. Chances are you have this code running on multiple objects which is why the cast is fine as it would just ignore the non player
This cast is running inside my AI companion and the node is gettting variables from my firstpersoncharacter
you can hit continue and see if it stops again on another object
according to that node your player is of type AI Enemy, not First Person Character
I dont understnd why
so what do your world settings show for your game mode?
and the default pawn in that is set to first person character?
in the override settings, not in the project settings, since you are overriding the default game mode
at the worst set the override back to none since your project settings should be correct
its set to firstpersoncharacter
in the project settings btw you have the player controller set to AI Enemy Controller for some reason
where?
the screenshot you posted in your project settings for default game mode
at this point you must have something overriding it then. run the game in Play in editor, hit Shift-F1 to release the mouse from the viewport, click on your player in the world, and see what his class is in the world outliner
installed codeworks yesterday
ok that screenshot shows first person game mode
but your earlier one shows a different game mode
I changed it to the right one but it didnt change anything
greetings
where is the code at that is not working?
All the FirstpersonCharacter cast nodes are always failing
did you copy-paste the nodes in to the blueprint from another project?
I don't know what else we can try then. You change stuff but I can't see the changes so it's just a guessing game. If the get player character is returning something other than your default pawn then something is changing your player at some point to the wrong thing. but you just showed a screenshot showing your player is the first person character so shrug
I wish I didnt migrate that stupid behaviour tree ๐
i think the references are messed up then
Probably but I cant find where its messed up
try to remake the casting nodes
I'll try now
set the default game mode back to third person character and see what happens
I dont have a thirdpersoncharacter, did you mean the firstperson?
It didnt do anything :/
yeah I think your default game mode is messed up possibly as well since your default game state seems to say its the first person game mode from that picture and your default game mode being FPS Controller seems weird since it says its a controller
Hmm. What should I do then?
Make a new game mode base blueprint, use that as your default game mode, and hit play
what do I write inside that gamemode?
are you using C++ or BP to make it?
BP atm
Any neat features you guys have seen in survival/horror games lately?
Trying to practice with blueprints by recreating mechanics.
BP is fine, just a new one without any other options or changes
if you are using it you should not spawn in as your player at all
ok so I've made it. Should I just set that to the default gamemode?
yes your default in the project unless you are overriding it in the map
you should put the map back to none at some point if you plan on using the default mode
ok done. Now I cant control my character. What now?
so you can fly around?
yes
ok then go back to the game mode, open it up, and change the default pawn to your third person character
double click the game mode, or go back to your project settings and change it in the list
ok now I am back to the same still not anything from firstperson cast
are you controlling the first person character?
yes
now how do you know you are controlling them?
what do you mean?
well how do you know you are controlling the first person character and not an enemy ai?
because I have the camera and the guns for my firstpersoncharacter
the enemies are just pawns without anything
thats one of many places its at yes
well you have to focus on one thing to work on, jumping around won't help
ok for that one then in the event graph for the first nodes what does it show when you debug the input object for the cast attached to try get pawn owner
is this when running and not in the editor?
when running the game yes
then something must be broke somewhere for sure. If your anim instance is running but not running on anything then your project is broke at a basic level
๐ฆ
it makes no sense that this graph would fire an animation update if the animation graph was not on anything
that is breaking on the wrong node
you want the node above it connected to the try get pawn owner
I did both
plus
the top where it says preview instance needs to be your player
what does it show in that preview instance list when running, is it more than just your player?
yea
does your player mesh have an anim instance assigned to it?
anim class slot under Animation in your character blueprint
Ok. I gues I'll have to start all over, again.. But thank you so much @grim ore for helping me. If you happen to think of a solution please let me know, but I dont think there are any
Do you have a Performance Channel ?
no, but generally depending on what you want to optimize, it fits in one of the other channels
Wanted to ask the Efficiency of either 1. driving a Character with vectors to create animation. Or 2. Make the Character animate and control it from the cinematics control ? What is more efficient when running in game?
probably the latter, but dont take my word for it.
You could try #animation perhaps.
thanks
hi
I want to ask a question
why a simple starting scene has to compile about 3000 shaders??
scene is just default with vr camera
i dont understand from where the hell all these shaders come
what starting screen?
this is the scene
it takes me about 20min to compile all these shaders on my 9600k 5.1Ghz
this is so stupid
useless shader permutations that the engine is never going to use
how do i disable or delete them?
you can't
will they recompile when i build again?
every material makes like 100 more of these
i need to test a lot and with waiting 20min just for one change this is not possible to make anything....
they get stored in derived data cache folder
it only compiles them if they're missing
this shouldn't take 20 minutes idk what went wrong there
more like one
or less
oo great
cant believe this they hardcoded android ndk
cannot use new android versions
๐ซ ๐
Anyone know what the cost for map makers are? providing them all assets etc
(if provided them all assets)*
That would depend heavily on what you want them to do
A rough idea might be to think of how many hours it would take them to do whatever it is that you want them to do, then apply a reasonable price per hour (for a reasonable rate of pay given their skill level, adjusted by the costs of living in the country where they are based)
when I switch map I get a 12s spike - but only on the first instance the level is loaded into memory
if I switch to it again, in another PIE session it loads in a few seconds, what can I do to fix that?
does that happen for a blank map?
anyone here use auto rig pro?
no, it only spikes on a specific map which has a lot of data to load, but if I close the PIE session and start a new one, and switch to that map again, it loads much quicker
im trying to optimize it but cant really find which bp is responsible using the session frontend, a lot of the event calls that are taking time are in the cpp layer
how does it perform in the actual package project? is it an actual issue
hm i guess its loads faster.. beause some data are still in the ram?
maybe you level is to big and you should use some Level Streaming?
big landscapes have a long load time... more information would be helpful
idk where to post this question but i bought assets off of store and it will only let me create a project with it instead of add
You can migrate asset from a project to another
They should be bundled in a subfolder under content
All assets
can migrate teh whole thing, or grab a single asset and it will pull all assets in the reference chain
right click -> Migrate
Target the Content folder of the project you want to move to
ALT is one of the binds for my game but it also seems to have some function inside of unreal, I think it frees the camera or something? Whatever it's doing, is there a way for me to turn it off? Because it's hard to test the functionality of the key when the engine is also doing things related to it
this is the code in my player controller
not character
giving this error per client
I just set the variable
so why is the property null
I have spent 2 hours on this error already
moving code from game instance to character to player controller
tried replication
using functions, evnets and that all
if I try and debug like this it prints "Not Valid"
why is that?
anther thing: on listen server debug it works fine
this is only in run as dedicated server mode
maybe the dedicated server has no screen to add things to
I am not running it on server
this is player controller
it exists only on client
and also
UI is not replicated as far as I know
I'm trying to make a flashbang effect similar to https://youtu.be/eZ6suH8uw70
Inspired by effects from CS:GO and Insurgency :)
But I'm having trouble getting post processing effects on the widget
I have it use scene capture 2d and render target to go to a UI. But no post processing effects appear.
are docs down again?
seems that way
I can open it
Free program to make your free asset
oh lol
||look at this month marketplace content||
^
I usually just modify the stock sky tbh
fiddle with some colours, swap some textures
unreal's default skybox is pretty nice
lol
so should i try the default sky box? from ue4
it's up to you
The player doesnโt look up anyway ๐
what looks better tho
probably the default skybox
hmm
a custom HDRI skybox would be better
if you wanted to make something similar yourself it would take some time
yah
seems like you expect a bit much
or you just want to download something
it's better to practice
ye
and even if it looks bad you'll at least learn something
true
well lemme try these two sky boxs first and ill see
if i dont like it ill try hire a dev
cause i like a skybox that is nice and bright and has vibrant colours
colours are just colours
how far along are you with your project @plush yew ?
simple material fudges and texture swaps can do a lot there
Thatโs far from halfway mate ๐
well if you have your style locked down already, then you can probaly hire someone to get a custom sky solution that fits your game, otherwise i'd suggest postponing that .. things change during the project
o
ok wow
the hdris heaven has good ones
whats the def from 1k to 16k
is it like realy heavy ?
yeah
so u need a good pc
1k is too little for a skybox
Those arenโt even seamless much less for a skybox
what
yeahh
you can use it on a sphere with correct uv's
those don't do what they think you do
but you probably want to make a cubemap
are you new to game development? @plush yew
well kinda
i know abit of blueprinting
i can show u what iv done so far
ill dm u a video
ok
I doubt many people use it
you'd probably be better off finding and asking in a Gaia community
then I would expect you're just gonna have to work this stuff out
Can we remotely build for Mac using a windows machine
like we can for IOS?
should be able to
Can i make particle effect size constant, no matter how far away from the camera it is ?
Is there a way to move a character with modifier from Blender to Unreal engine 4? I have a character which has Lattice, Boolean for mouth posing, Armature and Subdivision.
I was thinking about using Blender for modeling and texturing and Unreal Engine 4 for CGI
Yes export import as fbx
If it's animated especially there's some caveats you need to follow to get the import to eork
I think you can export/import animations and morphtargets.
Animations either as Vertex Anims or actualy anims
But that goes beyond me
I understand that but what about the modifiers?
+Lattice for shape deform like for cartoon eyes.
Boolean for hole cutting.
Here's my demo
Rendered in Cycles
Anyone know the best place to ask lighting questions on this discord?
Hey guys I'm doing a VR based project for uni but I don't have one at home so I've been playing around in a first person project. Is there anything special I need to do to convert the fp project to VR so I don't have to start over and recreate everything?
IF you check out the first person project you can see it has a section for handling the VR in the character, out of the box VR will just work
with that said you aren't exactly going to be interacting with anything out of the box. There is a VR Pawn you can use and a VR map you can create and you can import the VR template into that project later and get the default VR pawn with controllers set up to use in your existing project if you want.
Is it absolutely inhuman to want to do more than one project at a time?
Iโm not having fun with my current project and thereโs other stuff I want to work on instead
Will you be able to use functionality that you build for the second project in the first project and vice-versa?
Probably not. Theyโre different game modes
having a playground project(s) is not uncommon, it helps prevent burnout
Whatโs a playground project?
a project you play around in. no real goal just hey how can I do this or this and you make a buncha folder and stuff and have fun
maybe a map with some AI in it, maybe some neato materials. playing with decals on a landscape, etc.
you can always migrate out anything that has merit into another project if you want or just remake it for example
i have a quick question how much of this formula would i have to modify if i wanted to use it in my game, it for raising magic level by using mana points, b is a constant
1600โ
(b^mlvl)
uh, how is anyone supposed to know?
@late olive shouldn't be an issue especially if you keep things compact and separated. small unique parts you can re use
And possibly show off in your portfolio
Has anyone ever recreated the portal 2 gels in unreal, Iโm making a puzzle that needs something that works similar to it
Finally! We got around to do doing a UE4 tutorial on a topic people have been dying for, a seamless portal door effect! This one was inspired by a post we sa...
Iโm trying to make a card game that has 4 phases per turn. Do I put the stuff that handles the turn phases in the game mode blueprint? Or game instance?
Quadric point+attributes evaluate detected possible degenerate. Returning 0
anyone know what this means?
Not a portal the gels
If a variable is 'private' , is it allowed to return it via a function call?
Thats what i thought, but could look like i wasnt even able to read them
Nvm, seems like i had a fault. Thx
@gleaming creek bit late on reply: if its a fun/learning project as side chick is fine. I have a side project to learn c++. Its just a struggle not to get lost in to it too much
That was @late olive who asked that, not me (I just replied)
๐
Is there a way to have a Preconfiguration of the AWorldSettings stored in INIs?
I would like to have unified Lightmass Settings
Can the Subtract Brush work with the characters?
the editor BSP thing one ?
yes
