#ue4-general

1 messages Β· Page 430 of 1

wispy raven
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why does this happen?

azure shore
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what's the problem

sudden agate
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@wispy raven bad uvs

wispy raven
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so, what do i have to do?

sudden agate
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make better lightmap uvs

azure shore
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if I wanted to make a doom clone, how would I even start to go about the logic of detecting what angle they're at and switching to the right sprites

sudden agate
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FaceDirection Dot CameraDirection

azure shore
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oh ok, but I wouldn't know how to turn them themselves

sudden agate
#

this returns a float from -1 to 1.
1 means 90Β°, 0 means looking straight towards each other, -1 would mean same direction

azure shore
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if they turned their back to you whilst you're still in the same place

wispy raven
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i took the cubes directly from the explorer on the right, so it was something built in

versed spear
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@azure shore you any good at math? The rotation is -180 to 0 and 0 to 180 . You can use look at rotation node to get the rotation of the monster from its location to the point it is moving to. Then you would use the look at rotation from the camera to the player. With the output of both the monsters look at rotation and the players look at rotation you can set the correct facing of the monster. The whole issue I ran into and had to account for is that when doing the math between the two rotations it can go under -180 or it can go over 180. Say the rotation math came out to -190 the math would add 180 to get it to -10 then you would -10 from 180 to get a rotation of 170. It took me a long time to get that math right.....

scarlet birch
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Is this correct about Anim Notify States? It states in the doc you are guaranteed to get the tick between the beginning and end notify, and you are guaranteed to get the end notify. So can I rely on that even if the animation is interrupted and not played in full I will still get the end notify event from an Anim Notify State?

swift yarrow
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@fast finch did you figure this out? I'm having the same issue trying to build unreal 4.21

fast finch
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@swift yarrow I uninstalled both vs 19 and 17, reinstalled 17. Now building again

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so dont knoe yet

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I'll let you know once the build is done

azure shore
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thanks yeah I assume it wouldnt be too hard to program just takes a while to get your head around it

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static objects would be easy

swift yarrow
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@fast finch yea installing vs2019 was something i did recently too

solar quarry
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I've set it up, so my character can run if I press shift, but I want it to also work when I'm crouched

latent moth
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i simply need to kill particles on collide

weary bridge
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Does this discord have like a help channel for users that need help within Unreal?

lime cobalt
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btw double clicking on a blueprint node makes visual studio show up... is there any way to disable this ?

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@weary bridge also yes you can ask the questions right there or in specific channels if you feel your question belongs there

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but it's ok to ask there... worst case scenario the question gets redirected to a specific channel

fast finch
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@weary bridge this is basically the channel for that

upbeat peak
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So it says the reason I’m getting my error is because InitializeModule function was not found.

worthy flame
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i asked a question before on where can i learn ue4, and i wend away so couldnt respond and im currently learning something on udemy, so im asking if udemy is the best one out there. since i want to know how to make a game from scratch. i have some knowledge on programming and i just need help with the steps, what do i need to do first in order to have it functional

weary bridge
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So I ripped a map from assettio corsa and I have imported it into maya. Everything looks good, texture are all there. I then exported it as fbx (with its textures), then tried to add it to Unreal. When I add it to unreal it shows the object with no textures and the object is no longer smoothed. What do I do? I needed I can send the maya file, so that you may export it yourself or do what ever you want to do to the file

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The model that I ripped from Assettio Corsa, was the Akiba Mountain Pass (Initial D map), so that I can Import it to my racing game

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I would appreciate any help I can get with the matter

wary wave
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you're probably not going to get help with ripping assets in here....

regal mulch
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@weary bridge Yeah we don't really like ripping assets :P
You are free to do whatever you want (as you have to deal with the consequences), but please don't expect much help from here.

weary bridge
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@regal mulch ah okay, sorry about that. It was just to make a school project of mine look good. Copyright stuff dont apply right if I dont use it commercially and only use it for education value, ie only my teacher and I have it. And I dont actually think its from the game itself. I pretty sure its just from a mod that someone created for it

cerulean sorrel
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@regal mulch I watched some videos

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πŸ˜€

regal mulch
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I never looked into it that much, but even ripping and using stuff in free games is really a shitty move. Also wouldn't your teacher know it's not from you?

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How is that adding any value to your school project?

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If I know you added a ripped asset I wouldn't count it into your grade.

cerulean sorrel
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Haha I make my own stuff in blender

weary bridge
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@regal mulch We are allowed to use already made stuff, like maps and and characters. All he cares about is the code and if it works

cerulean sorrel
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Wait we're Llowed though right

regal mulch
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Fair enough, well up to you.

cerulean sorrel
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@weary bridge

weary bridge
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Which is all done. I just wanted to add an extra map to the game. Oh, we have to reference it though

regal mulch
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Well okay, people here still might not want to help you with ripped stuff.

weary bridge
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@cerulean sorrel I dont think we are in the same class, so Im pretty sure its changes depending on class

fading yoke
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Hellooo

regal mulch
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Most of us earn money with what we do here and ripping is not so welcomed then :P

cerulean sorrel
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@weary bridge no I'm just on my own

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Loll

weary bridge
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@cerulean sorrel lmao why did u ask if we are allowed to do it then? Like I mean u decided on your own if u can do it or not, just dont break copyright ect....

cerulean sorrel
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Like I can use the free epic stuff right

weary bridge
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@regal mulch yeah sorry about that I didnt know, btw has anyone ever said that u look like voyboy before?

cerulean sorrel
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Wut

weary bridge
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wrong preson

cerulean sorrel
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😬 😬 😬

weary bridge
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lmao thats better

cerulean sorrel
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Voyboy?

weary bridge
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professional league of legends player

regal mulch
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Is he newer?

cerulean sorrel
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Haha I like to be @weary bridge

regal mulch
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I stopped watching when Krepo and Snoopeh were still a thing. :P

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However that's offtopic, so let's keep it at that

weary bridge
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ah okay

cerulean sorrel
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Leaning unreal engine hardest part I find is the scripting logic snice I've never programmed before

azure shore
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in that case it depends

cerulean sorrel
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@azure shore

azure shore
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yeah

cerulean sorrel
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Yes

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8 found it hard

swift yarrow
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@fast finch I uninstalled 2019 then did a repair on 2017 and it worked - i had to do a reboot first

azure shore
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...

cerulean sorrel
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If I went to make something hard

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I can make basic stuff

azure shore
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well, I already had some programming knowledge, and my first game is pretty much an indie shooter thing kinda like doom but Im struggling all the way

cerulean sorrel
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I only made something on the fitst person thing that an ammo system

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That's it

kindred viper
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if you are struggling, embrace it. Fight against the urge to quit and you will learn more than you ever thought you could

cerulean sorrel
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@kindred viper yes want to quit right now

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Feels like it

kindred viper
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I once had to teach myself calculus. I understand how you feel.

cerulean sorrel
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I worded how long before I can make a shooter from blank

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Long way to go

kindred viper
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it depends what your expectations of the final result are. I mean, it could go on indefinitely.

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or you can settle for a prototype

cerulean sorrel
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Just very basic

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Not aaa noooooo

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Impossible

kindred viper
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what is your strongest area of expertise?

cerulean sorrel
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Wut

kindred viper
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well programming? artwork? animation?

cerulean sorrel
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Artwork I guess

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I don't understand UE4 ANIMATION systems

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I tired

kindred viper
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its the best animation system I've worked with so far. its got key concepts down in a solid fashion and its modular nature in terms of code let you do magical things

cerulean sorrel
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I don't understand I tried diving into it

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@kindred viper yes because you understand it lol

kindred viper
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yeah I knew how to do animation before Unreal though and it doesnt change much between apps. But Unreal has a few tools that make it super easy to do magic stuff.

cerulean sorrel
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Ah

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This is my first one so

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Never done this before

kindred viper
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harder than you thought it would be?

cerulean sorrel
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Yep

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I'm guessing thats common

kindred viper
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It never stops being that way. Its what makes it interesting for the long term. But burnout is common

cerulean sorrel
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Burnout?

kindred viper
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Im always learning. Thats my true goal in life

fast finch
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@swift yarrow thanks for the info, I uninstall 2017 and reinstalled it, should have the same effect as a repair. Still building though :p

kindred viper
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yeah when you work too hard and end up worse for wear

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I've taken 6 month breaks before because I was spending my time doing 2 day sessions

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have to be careful

cerulean sorrel
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Hmmmmmm I wish I understand everything so I can get to work

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😬 😬

kindred viper
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dont try to understand everything. Just try to understand what is in front of you

cerulean sorrel
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Yes nodes are a problem though

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For me

kindred viper
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what is the issue? Just remembering things or are you having a specific issue you cant get past?

cerulean sorrel
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Lke the logic

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Which nodes to use where

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Where everything links

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Ec

swift yarrow
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I need that new 30+ core 5ghz I9 - my 4790K is starting to feel slow with UE4 builds

cerulean sorrel
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@swift yarrow hell yeah

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I sometimes don't understand why a mode is needed there

kindred viper
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all that comes with time. But in the case of a shooter game, you can pick a lot of important stuff up from the official projects and perhaps the Generic Shooter project on the marketplace.

cerulean sorrel
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Yes I tired I don't even undertand the official template it's so sad😭

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I can make the meshes and put the in the level set lights ec

kindred viper
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sometimes I dont like to use tutorials because I waste time trying to understand why they did it a certain way. So what I do is break down the project into parts and take on each part seperately. So I know with a shooter I need a first person setup, with an ADS system, and various other staples of FPS games. Just take one at a time and learn that. Write it down if you have to. A giant TODO list somewhere

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I tell you now... you have an advantage of being an artist. You can teach an artist to code, you can't teach me to be an artist

cerulean sorrel
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Haha

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Yep coding is whole different thing

delicate turtle
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If you struggle and your project feels like too much to handle: Make something simpler. Do not try to build your dream game in your first project, this will only crush your hopes. Start with Pong or Tetris or something like that.

cerulean sorrel
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@delicate turtle I can't even program that

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It's so bad

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😬

delicate turtle
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Then learn how to program first and forget about Unreal until then. πŸ˜‰

kindred viper
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You can use Unreal to learn programming

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in fact I wish I had it back in the day :p

cerulean sorrel
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Huh I thought blueprints was not coding

kindred viper
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of course its coding

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every node is a C++ function, event, etc

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its just a shiny wrapper

cerulean sorrel
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That's why I decided to learn it

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Oh great

kindred viper
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there is a plugin called Code View you can enable which shows you the code of each node. And if you have Visual Studio installed and run a C++ project, you can double click a node and goto the code. Its pretty cool

cerulean sorrel
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I thought it was....

kindred viper
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you can inline edit but I dont do that. sounds dodgy to me :p

delicate turtle
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Personally I'd say: Learn programming somewhere else, in another language that is not bound to a framework or engine. Just learn how to program in Python on a simple shell.

kindred viper
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but then with new live coding it might be worth it

cerulean sorrel
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So it's still c++

kindred viper
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python would be good. plus it transfers to ue4 now

cerulean sorrel
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Huh

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Really

kindred viper
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yeah its stlil experimental but its built in 4.22

cerulean sorrel
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C++ is so trickly to lrean for me

dim plover
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What can you do in UE with Python?

kindred viper
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its tricky if you take it as a whole. But the individual parts are pretty easy to learn

cerulean sorrel
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Ohh

delicate turtle
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The point is: Throw all the garbage that bogs you down overboard. If you want to learn to program in Unreal, you have to learn how to use Unreal as well.

cerulean sorrel
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Oh no I know how to use UE4

kindred viper
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@dim plover whatever you like really. Dynamic editor stuff, core engine interfacing at realtime. Create tools on the fly. loads of stuff really

cerulean sorrel
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Just the blueprints....

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I'm gonna try making something really simple

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Realy really basic

delicate turtle
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That is the best start.

cerulean sorrel
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Like really

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Some nodes don't make sense to me

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Other problem

kindred viper
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Sometimes I get bogged down in a complicated task. So I take a break and make something random. This weekend its a slot machine πŸ˜„

cerulean sorrel
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Loll

kindred viper
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I haven't done the RNG code yet, so it just wins every spin :p

cerulean sorrel
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I know what the events do

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But not the get nodes

kindred viper
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im gonna see if I can use the new niagara random generator to make some funky RTP

cerulean sorrel
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Get
Vector

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Get pawn

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Ec

kindred viper
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Do you understand the object heirarchy?

cerulean sorrel
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Nooooooo😭 😭 😭

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I don't think so

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Maybe that's why

kindred viper
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basically everything derives from an Object. And is an object of some kind. An object can have properties. These can be variables or functions or events. That you know. Everything else is just pre-built functionality. So all you need to find your way is the concept of this and some good documentation. Then follow the rabbit hole.

lament star
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How expensive are complex line traces compared to normal ones?

cerulean sorrel
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I did do something once I made rain and made it rain

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Success

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I was so πŸ˜€ πŸ˜€ πŸ˜€ πŸ˜€

kindred viper
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@lament star relatively negligible in most cases

cerulean sorrel
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@kindred viperI tired didn't work

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😭 😭 😭 😭 😭

kindred viper
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yeah it didn't work the first time I tried. So I tried again. I've been trying for years. But I know more than when I started.

cerulean sorrel
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Years?????

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Wut

kindred viper
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well I've been coding for 20 years. Been doing game dev for 10 on and off. Been using UE4 almost daily since it launched. Taken some time off though post-projects.

cerulean sorrel
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@kindred viper I just started

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You proπŸ˜€

kindred viper
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not a pro. experienced. I just have the time served

cerulean sorrel
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20 years 😬 😬 😬

kindred viper
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a pro to me is some aspberger's kid who codes an OS before he leaves school :p

cerulean sorrel
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No I need too. Make something on a month

abstract relic
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Welcome to the beginning of your journey. Get comfortable and enjoy the ride 😜

delicate turtle
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I'd say you are jumping WAY ahead of your current knowledge and abilities. Personally I would forget about Unreal for now and learn how to program in general first. At the moment it is like you want to run a marathon but just learned how to walk. One step at a time.

proven oxide
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I want to reparent a blueprint to use a class I have, but its not letting me (not showing the class in the seelction)

kindred viper
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did you compile when you added the class?

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well you must have derpy me

cerulean sorrel
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@delicate turtle sso I should lrean programming consrpts first?

delicate turtle
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consrpts ?

cerulean sorrel
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Ops

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Should I lean c++ first then

kindred viper
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if you want to learn programming, do that first. If you don't, find a programmer who needs an artist and ask them to do the work in exchange

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you can't do everything

delicate turtle
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I would recommend Python.

kindred viper
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sorry you can do everything, but you wont do it all well

cerulean sorrel
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Wait so this is different then arts

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Whole different area

delicate turtle
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Once you know how programming in general works learning a new language is easy. Although C++ in general can be rough, but still.

kindred viper
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there are things I learned in C++ that I had never touched as concepts in other languages. That was my wall to climb over.

cerulean sorrel
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What is in general?

proven oxide
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Does it need to be a specific type of class?

kindred viper
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like function pointers.

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and memory management

cerulean sorrel
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Wut

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I have no idea what that is

kindred viper
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neither did I until I needed to know

proven oxide
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class UNREALGHOSTS_API ASectionNineWeapon : public AActor

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so the class extends AActor

cerulean sorrel
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I want to do everything in the engine if it's possible

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😬 😬 😬

frosty bloom
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Step one to becoming a game dev, learn how to do research

kindred viper
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its possible. I;ve used every part of the engine in some way

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i wouldnt say im a particle expert tho

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or even good at it

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in fact I would say avoid my particle work

cerulean sorrel
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Oh yes I'm great at particle

delicate turtle
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@frosty bloom very true

cerulean sorrel
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I understand that

kindred viper
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im gonna get into niagara. thats more my thing now its a full scripted setup and not cascade modules

cerulean sorrel
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No I like cascade

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I understand it

kindred viper
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its restrictive but yeah its useful for purpose

cerulean sorrel
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Not the new one so much

frosty bloom
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Step two is do your research, ask questions later

cerulean sorrel
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I can make lava in cascade lol

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Rain

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Trails

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Ec

kindred viper
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when the creators of Cascade write an entirely new system to replace it, you don't think "awww I like cascade". You think "yeah screw that crap it's just old hat now. Niagara forever!"

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if you think you can make rain in Cascade, wait until you see the rain that will come with Niagara.

cerulean sorrel
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Now I need to learn niagra

kindred viper
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Cascade is great if you want to code your own modules but thats hard work and requires recompilation etc.

cerulean sorrel
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Yes I can make rain in cascade it's easy actually

kindred viper
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niagara is fully dynamic though

cerulean sorrel
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Wait nooo

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Wur

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Really

kindred viper
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if I were to put it any way I would say it like this. The difference in potential between the two is purely based on what you do with either. But given a good artist and a good coder, you can do more with Niagara than Cascade lets you.

cerulean sorrel
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Do you need to code for niagara

kindred viper
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not to mention all the new GPU stuff that it supports. And raytracing is here now. Games are gonna be sick pretty soon

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well, its like blueprints for particles

cerulean sorrel
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Great more blueprints

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Whyyyyyy I

kindred viper
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because logic flow

cerulean sorrel
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Anything with blueprints I can't do

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That's why l like cascode

kindred viper
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do you want to do the coding or is it just a necessity?

cerulean sorrel
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A wut

fierce tulip
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cascade > particle editor
niagara > special effects editor

cerulean sorrel
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@kindred viper I just want to I don't have to

kindred viper
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then you can do it.

cerulean sorrel
#

?

kindred viper
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@fierce tulip so you would be making the base particle system in cascade anyway with niagara? Then just scripting it out instead of relying on modular functionality?

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@cerulean sorrel I firmly believe that if anyone wants something enough, they can do it. By that I mean really want, not just desire. 100% commitment

cerulean sorrel
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Yes I really want this 😬 😬 😬

fierce tulip
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you can recreate or use the pre-build modules in niagara to recreate cascade stuff.
but you can do a lot more than just generic particle stuff with it

cerulean sorrel
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Hmmmmmm going to try it today

fierce tulip
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it can be used as a cascade replacement, but since it has hooks in almost everything, you can pull data from a gazillion sources

cerulean sorrel
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How do you use the new raytraceing

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I don't see a setting

kindred viper
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Im gonna see if I can get the editor to throw out some particles when I crash the editor

cerulean sorrel
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Lolllll wut

kindred viper
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you use the new raytracing by having a GPU addiction

cerulean sorrel
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Lollll

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How to use realky

kindred viper
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I don't know im only using a 1080ti

cerulean sorrel
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I'm using an imac

kindred viper
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lighting and art are not my thing tho

cerulean sorrel
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Yes I'm sooo good with setting up lighting

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Like really good

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Is there setting to turn it on or something

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.????

kindred viper
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im sure there is a documentation page on it

abstract relic
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I don’t think you have the hardware to support it

cerulean sorrel
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But you need the new gpu. To see it on game right

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@abstract relic yes I don't think so

ebon hedge
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Dunno. All i've seen in the docs is in blueprints

worn sparrow
versed siren
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how do I apply an impulse to an actor?

dry moon
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What does he mean speedtree grass

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Just the speedtree node in general?

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He might have set it up wrong

blissful willow
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For some reason, Volumetric Scattering Intensity is greyed out on my spotlights. Is there a way I can turn it on? I can't get the volumetric fog to work. I have an Exponential Height Fog object in my scene with Volumetric Fog checked...it just doesn't seem to be doing anything.

worn sparrow
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@dry moon Yeah that's the problem... When I remove the material from the mesh (so it's the default world grid mat) it will render, but once I try plug ANY material (speedtree or otherwise) it stops rendering... Can't see any geometry rendering in wireframe either

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adding a material with only a v3 for the basecolor doesn't work either

dry moon
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Try typing foliage.InstanceRun 0

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and see if that helps

worn sparrow
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@dry moon nope :/

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if I replace the mesh in the grasstype asset with something other than speedtree grass then those will show

dry moon
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Yeah then you might need to edit the wind settings in speedtree or in the material editor

turbid wigeon
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allright, friday night, spring sale time, let the kidney selling begin

dry moon
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if the values are incorrect, it'll just disappear

worn sparrow
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@dry moon what do you mean by incorrect?
Does landscape grass not support the wind effects?

dry moon
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It does. Try using something larger than grass from speedtree

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like a tree

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and plug that in and see

worn sparrow
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ok, so this is supper freekin weird...
When I try add in a speedtree tree it wont render, but if i change any one of those material slots to some random material then the tree will render

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@dry moon

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exporting with no wind doesnt fix either

dry moon
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Hmmm not sure then, I wouldnt think it would be an issue. I know few people using speedtree bushes in their landscape grass type

worn sparrow
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ah bummer... thanks a lot for taking the time, I have a bit more info to take with me ❀

fresh hemlock
#

Hey I was wondering if any of you guys could help me with my parallax textures in unreal

mortal cedar
#

the 4.22 blog mentions a new
Animation Sharing Plugin but I cant find where to get or how to use it

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has anyone used it?

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Oh, its on by default. does anyone know if it gets utilised automatically or if theres something I'm required to do

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oh never mind, found the page for it:

dark depot
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they need a page that shows all recently added docs

manic pawn
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there used to be one and then it was killed

harsh kiln
#

Hi all, I have a really silly problem, should I ask it here?

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Solved, I had to restart it

analog blaze
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@dark depot lmao docs is not Epic's strong point

dark depot
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idk about that

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i would say the site isnt

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but it have never not covered what i needed

analog blaze
#

do you code?

dark depot
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and yeah zeb i remember when they removed that bummed me out

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bp only i know the code side is lacking

deep kernel
#

Hi, I’m completely new to Unreal. Have no prior experience with game dev or any other engines. Can anyone point me to any guides and such? I have a large amount of time on my hands and am willing to put in several hours daily to learn.

analog blaze
#

@deep kernel Do you model?

spare sun
#

nice nickname

deep kernel
#

No prior experience in that either, no. πŸ˜…

analog blaze
#

A game engine is just a tool to put everything together

dark depot
#

youtube/docs/learntab of the launcher

analog blaze
#

if you can't model, then UE4 is useless to you

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i mean you could use existing assets, but there's no fun in that

dark depot
#

that isnt true haha i have seen plenty not know how to model and release a game

analog blaze
#

Those asset flippers are the worst

dark depot
#

hell learn to code then pay someone

#

some of the top indies just payed for art im not talking asset flip πŸ˜›

deep kernel
#

I’m not here to publish a game. I have no financial interest in this.

analog blaze
#

You mean outsource

#

those are totally normal

deep kernel
#

@dark depot Thanks I’ll take a look.

analog blaze
#

@deep kernel First learn 3d modeling if you wanna make something 3D

spare sun
#

2 hours aint a lot of time but you can try udemy paid ue4 c++ course, heard it's quite good. or academy.unrealengine.com
Then there's always documentation. I see youtube guides in most cases as a last resort

deep kernel
#

Where could I learn? @analog blaze

maiden sundial
#

Hey, got here a generall question about working together with someone else.
Let's say a level designer wanna join my team, how should we share the same content/ made level from him ?

analog blaze
#

@spare sun There are better Youtube guides than there are Udemy courses

#

most of them are crap

#

same goes for Pluralsight

icy mulch
#

Does anyone know how to make a ai chase similar to baldi?

spare sun
#

well that's your opinion, I only used 1 course from udemy so can't speak for all of them.

analog blaze
#

@spare sun I speak from experience

#

and I've watched pretty much most of it

deep kernel
#

@analog blaze Thanks.

spare sun
#

had a bad experience with youtube though

analog blaze
#

I doubt you have watched even 20% of the content on youtube tho

#

Udemy is not that big

spare sun
#

@maiden sundial he wants to join mid-development or you starting out together?

maiden sundial
#

More like early-development πŸ˜ƒ

analog blaze
#

@maiden sundial What parts of level design can he do?

#

There's levels to level desin

#

design

#

pun intended

maiden sundial
#

Basically some kind of open world level

analog blaze
#

Nah that doesn't answer a thing, and what tools does he use

maiden sundial
#

Do you mean by tools something like blender ?

analog blaze
#

Have you seen his work or is he a newbie who calls himself a level designer?

maiden sundial
#

This person doesn't exist atm xD
That was more a question for the future

analog blaze
#

Ooo

#

Well then in the future there's gonna be a collab feature for UE4

#

So you can all work together, it's in preview phase right now

maiden sundial
#

You mean by future like 4.23 or even higher ?

analog blaze
#

It's already here

maiden sundial
#

Ow

analog blaze
#

@maiden sundial There's also Perforce

maiden sundial
#

Never heard of that

analog blaze
#

It's source control

maiden sundial
#

So basically git ?

cloud cobalt
#

That's not just collaboration, it's source control, much more vital

#

Yap, like Git

analog blaze
#

Git is shit for games

cloud cobalt
#

Except it works with game dev

maiden sundial
#

What's the big difference which makes perforce better than git in game dev ?

cloud cobalt
#

Perforce handles binary files

#

Git sucks extremely hard at them

maiden sundial
#

Hmm ok

analog blaze
#

There's also something called Plastic SCM which I would say

#

is better

#

in most ways than SVN/Perforce

cloud cobalt
#

Haven't heard anything good about it

deep kernel
#

Thank you! Greatly appreciated.

#

Hahahah.

#

Sounds like my kind of travel.

#

Huh. Damn.

#

New, as in, new to everything.

#

Hahaha. I’ve been blown away by some of the stuff people make and I wanted to give it a try myself.

#

That’s pretty neat.

#

I came across this community when one of my β€œcoworkers” for Front introduced me to it. I’m thirsty to get a taste of it myself.

#

Sick! I really appreciate you helping me out.

#

Oooo, sounds enticing.

#

Hahaha.

#

Hahahaha.

pallid talon
#

@plush yew Are you looking for help or offering help?

restive fern
#

Hi guys

#

Or they just want money

#

Work less

#

I think your keyboard is virused

pallid talon
#

Never mind..

restive fern
#

So in Diablo 1

cloud cobalt
dry moon
#

Error C1083 Cannot open include file: 'foundation/PxPreprocessor.h': No such file or directory
Anyone know why VS won't locate engine files despite it existing?

spark sonnet
#

Hello guys. So I have a weird question. Is it possible to make a map in unreal engine 4 and then use the map in a game thats using unreal engine 3?

pallid compass
#

Highly doubtful.

azure shore
#

does anyone have any metaphorical pills to save me from stressing myself out so much

#

everywhere I look in my project its just problems problems PROBLEMS AARGH

#

cant take it

pallid compass
#

Problems are good, its how you get better.

azure shore
#

but I can never fix them

#

and if I do its always a crappy solution

spark sonnet
#

Guess I'll have to learn how to use unreal engine 3 😦

tame stag
#

does physics and destructibles works on android`?

pallid compass
#

Well that is where you have growth, continuing to improve your skills and searching for the required information to better your own engineering.

paper kernel
#

I don't think android has the computational power to do destructibles

spark sonnet
#

But its so advanced and difficult to use. I just want to create a map for a game

paper kernel
#

as such surely you can do a simpler version on your own

fresh hemlock
#

Yo so the wiki page on landscaping seems to just be completely wrong here

#

how in the world do i create a new target layer so i can paint?

spark sonnet
#

could you send a screenshot of your project @fresh hemlock

fresh hemlock
#

I wanna landscape

#

Pls help

#

I need to make target layers

spark sonnet
fresh hemlock
#

Same problem as the last wiki page i read

grim ore
#

If your material does not have a layer blend then you will not have a layer in the landscape level

#

does your material on your landscape have layers?

versed spear
#

is there a way to change the culling distance around the camera. My assets are getting culled on screen. It is top down angled orthographic view.

fresh hemlock
#

Why are unreal textures so manly?

spark sonnet
#

How do I spread a line trace? Like, make it wider

abstract relic
#

For debugging or function

spark sonnet
#

function. Im using it as sensors for a car

abstract relic
#

Use shape trace then

spark sonnet
#

shape trace?

spark sonnet
#

Thanks but how do I select the object line trace?

plush yew
#

How do ppl do spiral particles in ue4 lol

#

I'm doing one by just appending several different basic radial particles to different sockets on a spiral animation skeleton :s

#

pretty expensive

#

theres gotta be an easier way

#

Here's a weird one: I'm using line trace by channel to try and get the z location of my line. In a

#

in a sample project it works how I'd expect, by returning the z location of the hit in the world space. But for some reason in my BP the same node returns a relative z location? So in the sample if im 50 units up it reports the trace at 50 units. In my case it reports the location as 0, even though it should be 50

grim ore
#

debugging the line trace it's starting, hitting, and ending in the correct spots?

plush yew
#

particles completely invis lol.

#

Yeah in both projects I'm tracing from 50 units above to 50 units below my character. I set the trace to blue and its working and hitting where I'd expect. But in one project It's giving me the world location of the hit and in the other it's giving me a relative location? So normally if I'm standing on a box I'd expect it to return 50 but right now it's giving me a 0 even though it's showing the hit on the box

grim ore
#

and on that new one you can confirm its starting from the same spot? it's not starting at the bottom of say the capsule now instead of the middle of the mesh. Technically it would be reversed since the actor location of the capsule would be the middle where as the mesh is probably the bottom for alignment purposes

#

confirming it with the line trance debug visibility I mean

deep basin
#

Anyone else has the problem, that since 4.22 VS doesn't find the classes in the Kismet directory anymore?

#

and intellisense goes nuts lol

plush yew
#

Yeah I'm looking at the traces in both projects and both are starting and stopping in the same relative position. It's all based on the mesh I think. I'm using "GetOwningComponent."

grim ore
#

does not appear to be an issue here with a small project and VS 2019 and 4.22. no abnormal intellisense issues and Kismet includes and class files and functions seem to be working

deep basin
#

mhhh weird, I am using VS2017 though. But doubt that makes the difference.... weird

grim ore
#

I would check with 2017 but I installed 2019 only to see if it works with new projects in UE4 and forgot I did that lol

deep basin
#

I see^^ thanks anyways, now I know that it seems to be a problem exclusive to me xD

plush yew
#

Haha, let me check out a totally fresh project and see how it's working for me there

humble ruin
#

Hi. Has anyone encountered a problem that UE 4.22 generates UE4.vcxproj file without filled NMakeSearchPaths, so my VS 17 cannot find any included headers in engine sources?

deep basin
#

yep!! I got that one too

#

haven't found a soplution yet though. I am currently downloading VS2019 lol

plush yew
dry moon
#

I fixed it already πŸ˜ƒ

#

thanks tho

plush yew
#

@plush yew That's not quite the issue. https://i.imgur.com/F8niLuY.png

Here's an image I drew of two different scenarios. On the left is what currently happens, where the trace reads 0 if I am standing on flat ground. On the right is what should be happening, where it reads 50 because it is impacting at a height of 50 units

#

If I open a fresh project and use the line trace it outputs the values that I would expect it to, but in my project for whatever reason it's always outputting a 0 if I'm on flat ground. OR if I move my foot off the ledge it traces beneath the foot and gives be the difference between the impact location and my character. But it should always be giving me the world height of the hit location

#

I have a question about why when I look down it gets brighter as if the sun if reflecting off the ground and shining in the camera?

#

oh okay my b

dim plover
#

That's auto exposure, you can disable it in project settings or in a post processing volume settings.

plush yew
#

alright thanks!

#

That's weird, I don't have to do anything extra in the other projects. I'll keep looking at the thread you linked though maybe I can figure it out. Thanks!

#

I'll look into that right now

#

So weird, it works totally fine after being migrated

#

I haven't dealt with anything like this before, should I just migrate everyhing over to this blank project or could that cause other issues?

worthy oyster
#

Guys! don't know where to ask this, but how does everyone manages loading screens and main menues? i've seen that the common case is to use level streaming, but that has some issues with changing game modes

#

just wanted to get some feedback to know if that's the common way to do it

#

(besides for some reason, level streaming takes less to load a level than normal opening levels, i assume because it doesn't unload everything like when closing a level)

#

sorry if i'm not on the correct channel

wicked onyx
#

Im not sure where to ask for help either, but I would recommend trying to ask questions in rooms related to your question maybe?

versed spear
#

I add the loading widget in the level blueprint begin play. When everything is loaded, I remove it.

timber bloom
#

huge problem

#

i accidentally closed the thing and idk how to get it back

silver crown
#

Window->Reset layout

#

lol

grim ore
#

ok man @plush yew you can't figure out this problem because you aren't isolating the issue.

#

I watched your video and it looks like that trace node is correct, you are asking for the location of the item you hit in the Z and I see it go from like 20 to 40 to 70 to 120 as you get higher up which indicates that is the Z location of the item you are hitting under you. the whole 0 and -20 is a completely different print string....

#

you need to only have one print out, you need to debug out what you are hitting to make sure it's hitting the right item (which it looks like it does but you can print the actor to find out), and you need to clearly define what you are trying to do.

plush yew
#

Oh come on, I feel so dumb. Glad I threw in that "probably just me misunderstanding something." I initially started typing about how that second string belonged to the AI roaming around but I went to double check and no, it doesn't. That second string is what I was looking for. This is so embarrassing. I wasn't paying attention to it because I thought it was the AI's. My bad everyone

#

the reason it's a 70 is because the whole map starts 20 units above 0. Thank you so much I can't believe I wasted everyone's time about this

grim ore
#

yep I assumed as much watching it

#

and not a biggie, the video helped obviously πŸ˜ƒ

plush yew
#

If I ever get to the point where I actually have engaging gameplay I'll be sure to give you a shrine in-game

plush yew
#

thinking of buying this

#

as I can't find a decent tutorial on youtube for maze creaiton using procedural on youtube

#

ideally in c++

#

not in blueprints

flat estuary
#

@plush yew lol, just copy the logic from BP to Cpp, what's the point?

proper wharf
#

Hey guys! The question is, is Unreal Engine really so freaking freezing? I mean, it freezes ~10 times a day without any particular reason. But, for instance, I 100% can't bake a light. Am I the only problem with such problem?

Windows 8.1, x64

cerulean sorrel
#

@proper wharf nope

#

UE4 FOR ME IS CRASHING very unstable

#

I mean before

proper wharf
#

Hm. Wow. But what's now? πŸ˜ƒ Thank you for the response, btw.

cerulean sorrel
#

Seems to be much better with 4.22

proper wharf
#

Lol, I have 4.21.2

#

How come? I installed it this Monday... Hm...

cerulean sorrel
#

@proper wharf no it's 4.22

#

You sure it's 4.212

#

Lastest is 4.22 that is stable update fix

#

@proper wharf

#

😬 😬 😬

proper wharf
grim ore
#

I can say that the engine should not freeze that many times a day normally, something must be conflicting with your setup 😦

cerulean sorrel
#

4.22 is alot more stable anyone notice this

#

Everything feels faster too

#

@grim ore

#

@proper wharf nice

hallow frigate
#

Hey guys I have a question about physics in Paper2D

#

I want a platform to fall down but it seems stuck in one place

#

I've done everything exactly like the official tutorial

#

Also, if I try to do the same thing in the premade/template 2D Side Scroller project the platform falls down

#

Can someone explain why it works with one project and not the other and how to fix it?

plush yew
#

@timber bloom activate windows xd

leaden dust
#

i am moving to unity

#

the c++ building is too f**ked up for my liking

#

The same code will sometimes compile and sometimes throws like 40 errors

median vale
#

Hey guys I want to export several wav files in my project. Is there an easy way to automate this?

sullen wraith
#

Anyone know why it's not firing when the players walks into it?

proven oxide
#

WTF i can't upgrade a 4.21.2 to 4.22

#

says something about UnPosess not allowed

sullen wraith
#

nevermind

#

fixed ity

plush yew
#

@patent cobalt yo man

#

@proven oxide you might have a blueprint / c++ system that's using depreciated code that causes a mesh / char / pawn to be not possessed anymore?

restive fern
#

: s

leaden dust
#

What is the best way to add new parameters to an already defined UFUNCTION which has already been given a definition

hallow frigate
#

Stupid question, but how do I select multiple sprites at once?

heady locust
#

so I'm creating a kinda warning material
with a sine going on
and I'd like the sine to be dorment
then the BP of the static mesh would power the sine at like 1 or 2 value
then do its thing
which I've programmed
but I'm seeing that setting a constant or scaler paremeter isn't powering the Sine
there is a more expensive method of setting up this asset, which is setting it to change to an instanced material that has less emmissive
in a matter of ticks

plush yew
#

@flat estuary how do I do this?

#

lol

flat estuary
#

@plush yew just like in another game or engine, but in this engine you'll need to spawn some meshes as "walls" =)

plush yew
#

ok

#

I forgot my question

true leaf
#

oh dear. So in 4.21 my project is now crashing and not opening. The editor wont even open. Says some class has missing variables, like ArchetypeClass and bAllowInstancing are erroring 'variable is optimized away'

#

is there an easy fix o.o

plush yew
#

why does unreal assume int/int = int... so annoying

true leaf
#

this line of code is the breakpoint

#

if ( !ensureMsgf(!bSuperHasBeenRegenerated, TEXT("The archetype for %s has been regenerated, we cannot properly initialize inherited properties, as the class layout may have changed."), *Obj->GetName()) )

#

okay i fixed it by recompiling the Development Editor, running Debug, 'continuing' through the erroring breakpoint and then Reparenting the glitched blueprint

#

fun times !

fleet sundial
#

Not sure where to post this, but does anyone here have much knowledge of Gamespark with UE4?

azure shore
#

wtf, I have a reload animation that works fine but when I respawn my player it just refuses to play

#

what could be preventing animations from playing?

#

the player actor is destroyed and then spawned again

hoary pier
#

Are you possibly originating that call from a reference to the character that is not being updated to the new character you spawned?

azure shore
#

which call?

#

the gun is a component in the actor, and I just used play animation

foggy horizon
#

Hello all! Random tech/scripting question: I've been checking forums/vids etc and can't seem to find out how to...

Adjust post process settings via either a level blueprint or a class blueprint. My goal is to use a timeline to fade a transition to the effect. I can only seem to get the effect to appear binarily. It's a blur I've set up as a material instance. I've tried to put it as part of the player camera, the post process volume in the level, nothing works. The effect is either toggles on or off. No fading. Checked a million places and am pretty stuck. Anyone else had a similar problem? Thanks!

grim ore
#

how is the material set up to do the blur?

meager grotto
#

whats this error anyone know ?

upper quartz
summer turret
#

is there a way to return min/max value range of a variable in blueprints?

hoary pier
#

@summer turret I don't think so, especially not in game. It's a editor only value if i am not mistaken

summer turret
#

okay thanks coz im trying to set my reload function to set the value of the ammo to max

hoary pier
#

@upper quartz Not too sure what that is but the problem comes from you needing to get the NewLocalVa0 struct, break that, then get the ModifierMagnitude and break that to get magnitude

#

Any of which may be inaccesible to blueprint depending on how/where it was implemented

#

@meager grotto It looks like your LevelExosystem expects a different owner than EnvQueryManager. Maybe where that is being loaded you could provide it with something it expects. No clue about the actual systems though

meager grotto
#

How I fix

harsh kiln
#

Is there a way to decrease the audio in unreal? I mean the audio of all the programme

hoary pier
#

No clue, I don't know what systems those are :/ Is this a plugin @meager grotto ?

meager grotto
#

no

hidden aurora
#

Does anyone knows about a tutorial of spawning actors in grid

meager grotto
#

no have any plugin

hoary pier
#

@harsh kiln In the windows Volume Mixer you can lower the volume just for unreal

#

in the start menu search paste "sndvol" in windows 10

harsh kiln
#

@hoary pier where is it? Settings? Windows?

delicate turtle
#

Oh my, I just realized that you can right click on a Get/Set node in Blueprint to replace a variable with another! How could I miss that?! 😍

dusty elm
#

Hello My Name is Nick and i am from Athens Greece i am looking for people to make a team to create a video game with unreal engine . The video game i want to make its like tag with guns, zombies and with a lot of players i am noob on unreal and i still learning who ever want to join me contact me here. Thnx guys have a nice day πŸ˜ƒ

abstract relic
timber bloom
#

@plush yew and why would I do that?

worthy oyster
#

guys, i'm having some issues opening levels via "OpenLevel"... there're some weird things happening like the character not initing correctly (the character movement component has a null owner).
Also, some physics constraints send errors due to weird things like saying the ends are static... which they aren't

#

is that a bug or am i missing something here?

#

GOTCHA!

#

if i call
/Path/to/Map/Package/MapName.MapName

#

it won't work

#

but calling /Path/to/Map/Package/MapName

#

works

#

is that intended guys?

mental shale
#

yo, How should I check if my game has a memory leak?

#

like, which tool do I use?

#

I wanna leave my game open for like an hour, and come back to see if the memory usage has increased

plush yew
#

@mental shale task manager

mental shale
#

the engine doesnt have anything built-in?

hoary pier
#

@harsh kiln I'm talking about Microsoft Windows 10, your operating system

plush yew
#

MemoryProfiler2 maybe

#

program in ue4

mental shale
#

ah, ok

worldly axle
#

hey i wanted to make an animated button for a menu of my game so i followed a tutorial and when i wanted to create a media texture from my video, it didnt worked and i cant open my video in the ue4 player (im a newbie so this might be stupid)

cerulean sorrel
#

@worldly axle you nub

worldly axle
#

ye

shrewd shuttle
#

Hey, i am using the First Person Shooter Template and i replaced the default weapon with another gun mesh but it is not letting me adjust it around, i want to resize it and move it around so it fits in the hand. Help

grim ore
#

what does it do instead of letting you adjust it around?

worldly axle
#

But please @cerulean sorrel answer my question anyways xd

kindred viper
#

@worldly axle if your media texture isn't working then 99 times out of 100 it will be the codec of the video at fault

shrewd shuttle
#

@grim ore it just kinda glitches the gun to the side for a split second and moves the arms slightly, it doesnt go any where else after that

worldly axle
#

Ok thanks ive been trying others codecs but imma try others again

kindred viper
#

there is only one codec you will be using per platform I guess

#

look for the page that gives you the perfect settings for your media texture's video

worldly axle
#

Ok GWczoneMayushi

wet blaze
#

Hey i'm new here and i'll probably be joining the UE4 game making club soon

#

Is an rtx 2060 and i5 9600k enough for not-very-complex game development?

grim ore
#

@shrewd shuttle which mesh did you change on the character?

#

a 2060 and 9600k will be fine for most game development

proper wharf
#

How to remove a C++ component? I created my new FloatingActor, but, actually, derived not from Actor, but from ActorComponent class πŸ˜ƒ Now I want to remove it: I removed the .h and .cpp files, but, seems, it's not enough. What else should I do?

cloud cobalt
#

Generate the VS solution and build

#

BTW, ActorComponent isn't an actor

proper wharf
#

Yeah, that's exactly the reason I'm asking how to remove it.

worthy flame
#

um okay ive beeen following a tuotiral and ive somehow clicked something and i when i click play i dont start with my player that i started with everytime

#

it starts with everything but i cant control the player, its zoomed out and i have the crosshair and i cant do anything more

proper wharf
cloud cobalt
#

"Generate the VS solution and build"

#

Like I said

kindred viper
#

close editor, delete cpp/h and recompile

#

yeah regen solution too

worthy flame
#

that will fix mine @kindred viper ? ^^

cloud cobalt
#

No, @proper wharf 's issue

kindred viper
#

^^

worthy flame
#

ok

kindred viper
#

perhaps you switched the game mode or a property of it?

worthy flame
#

i was adding ai and added the nav mesh and after that this happened

proper wharf
#

It didn't help 😒 Yes, I can't 'Edit' the source code now (since I removed the files). Yeah, I 'build' the solution and 'compile'd it in the Editor. But, FloatingActor is still in the Content Browser.

kindred viper
#

did you absolutely regenerate the solution files before you built it?

worthy flame
#

well since it was a tutorial ill just abandon it and continue watchin since im almost done with it

proper wharf
#

No, I just clicked on 'Build'. How can I regenerate it?

kindred viper
#

should be a batch file in your base dir

grim ore
#

should be an option in the file menu as well in UE4

kindred viper
#

yeah right click the uproject file

cloud cobalt
#

And build from VS, UE4 closed

proven oxide
#

is there much to be fixed in upgrading from 21.2 to 22?

#

mine is just sitting there Building 5 actions with 4 processes...

kindred viper
#

dont upgrade if you dont absolutely need to yet. Let a few patches settle in

proven oxide
#

unfortunately we need some of the new stuff, like faster compiles and live++

kindred viper
#

yeah go for it but be aware there are still things to work out

cloud cobalt
#

Right now faster compile isn't a thing because of a UHT bug

#

It's not going to be like 50% faster either

proven oxide
#

sure, i think i did see something about UnPossess declared final

#

function declared as 'final' cannot be overridden

cloud cobalt
#

Yes that's the point of final

proven oxide
#

yep so that means that possess and unposess are declared final in the new engine

#

they werent before

cloud cobalt
#

Possess has a callback

#

Unpossess might too

proven oxide
#

well the code use to work fine in 21

cloud cobalt
#
virtual void OnUnPossess() override;
#

Problem solved

proven oxide
#

also : error C2039: 'bTraceAsyncScene': is not a member of 'FCollisionQueryParams'

cloud cobalt
#

There's an API migration thread on the forum.

grim ore
#

right from the notes // DEPRECATED(4.22, "Posssess is marked virtual final as you should now be overriding OnUnPossess instead")

#

so its OnUnPossess and OnPossess now

kindred viper
#

Whatever unpossessed them to change that? :p

grim ore
#

it looks like they split it out now into separate C++ and BP Functions as the BP one is now ReceivePossess

cloud cobalt
#

I'd rather have more methods split into a final one with all the internals and a nice shiny event

kindred viper
#

sounds kinkier I must admit

proven oxide
#

ah! but does the event have furry handcuffs?

kindred viper
#

no the dispatcher failed

proven oxide
#

Stranger, have you got a link to the forum for API migration thread

#

warning C4996: 'APlayerController::ClientPlayForceFeedback': Use version that specifies parameters using a struct instead of a list of parameters Please update your code to the new API before upgrading to the next release,

cloud cobalt
proven oxide
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ta

kindred viper
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I wonder how difficult it would be to create safe migration tools for purpose. I mean I know very, but impossible?

cloud cobalt
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It's not like it takes a lot of time to upgrade the C++ API

kindred viper
#

true if you keep up with it. Miss a couple of versions with an important change between and you get no error messages from the upgrade tho as the deprecated stuff is removed

carmine wind
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guys does someone know how can i rebuild a plugin manualy to move it from a older version of ue4 to a newer version

cloud cobalt
#

That's true.

proven oxide
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@carmine wind If you find out let me know, I need to look at recompiling a module that is on the market for 18/19 only but the github code is for 22

kindred viper
#

you simply load up the plugin solution and recompile it in VS

proven oxide
#

so there is no config that needs changing?

kindred viper
#

there might be a few things pop up but it should tell you what you need to do

#

going from 4.18 to 4.22 is probably not gonna be nice for some complex stuff tho

proven oxide
#

the github code should be up to date

kindred viper
#

i would wager 4.18 to be not worth the time either

proven oxide
#

UETopia

carmine wind
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it says could not be compiled. Try rebuilding from source manually

cloud cobalt
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So compile from VS and read the errors

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Of course it's not going to build without changes

plush yew
#

How can I stop my characters being pushed by flying bits of debris out of the plane constraints I have set them?

proven oxide
#

untick the "apply impulse on damaged"?

plush yew
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doesnt work right off but I will have a look at those settings

carmine wind
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@cloud cobalt how

cloud cobalt
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How... what ?

proven oxide
#

I am still learning but that sort of thing seems about in the right area

carmine wind
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how do i compile it with vs

hoary pier
#

@carmine wind You must download Visual Studio (there are free version) and open the source code solution and rebuild manually. This process is involved and moderately advanced.

cloud cobalt
#

I'm guessing he does have VS or UE4 woudn't offer building at all ?

hoary pier
#

Odds are good it will not compile and changes to the source must be made. If you do not have the source, there is no way to do what you want.

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It will still try to rebuild local plugin modules

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without VS.

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It will always fail in my experience

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But I have gotten the popup. Also he may be on a school/shared computer that has VS installed.

proven oxide
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what that means is close UE4 and double click the sln file in the project folder and build from there

cloud cobalt
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@carmine wind Do you have VS installed ?

proven oxide
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and on the loaded solution you right click your project name at the top not the UE4 bit and select build

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then debug where needed

carmine wind
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yes i do

proven oxide
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You can also delete the following folders with VS and UE4 closed and they will be regenned when you right clikc on the uproject file and select generate vs files

carmine wind
#

i dont see the option to build

proven oxide
mossy pike
#

new environment

proven oxide
#

@carmine wind Have you compiled before? or are you missing the C++ stuff in VS?

carmine wind
#

i never use visual studio i only have it there

kindred viper
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time to dust it off πŸ˜„

low zenith
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I just started using unreal engine today and I tried import a 3d character for my 3rd person and seem like it comes broken even I tried converting it to FBX and still looks damaged

carmine wind
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well i did used it to make websites for my class lol but theres no build option here

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ill reinstall it

low zenith
lament plaza
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Would anyone know where in the editor where is the default resize for tabs? Each time I open a character or an asset, it only appears as a thin line with a tab sticking out in the middle of my screen before I can grab it and carry it next to the viewport or whatever.

plush yew
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when I call open level from within that level does 'begin play' fire from level blueprint?

low zenith
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any suggestion for a newbie??

plush yew
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whats the matter with it

low zenith
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I imported a 3ds model and it comes as broken
can you see screenshot I showed above?

plush yew
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yes but what do you mean 'broken' because I can't tell it's broken unless I know the original

low zenith
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in blender it shows as the model is intact with textures

plush yew
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show the blender then

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Blender gives a lot of issue, make sure your export orientation is 'x forward' and 'z up' also make sure smoothing groups is face or edge

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sometimes you need to change the scale to .01

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but saying something is 'broken' is useless as this is game design anything goes, how do I know your model isn't of a floating torso

low zenith
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I didn't make it tho I just download it online to practice

plush yew
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are they all joined and selected?

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is it one mesh?

low zenith
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4 meshes

plush yew
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join them

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select them all and press ctrl J

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or export separately

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one possibilty is the normals on your legs are flipped

low zenith
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now it's one mesh

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but foot is kinda touching together

plush yew
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select the mesh in edit mode

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and press N

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give me a screenshot

low zenith
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edit mode where?

plush yew
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at the bottom where it says 'view' 'se;ect' etc to the right it says 'object mode' click on that and go to 'edit mode'

lament plaza
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@plush yew To answer your question about OpenLevel: Yes. BeginPlay fires up when a level is opened, either directly as a default level when you start the game or indirectly when you use OpenLevel at any moment.

plush yew
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ok thanks

low zenith
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ah yes now it's editable

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wait cropping image

plush yew
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make sure to press N

low zenith
plush yew
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if you press N a window will come up you need to scroll down in that window until you see three cubes one has a face selected, that will show face normals

low zenith
#

now it's gray again

plush yew
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press A to select all

low zenith
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got it

plush yew
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and deselect

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it's possible your leg normals are flipped but not certain, could be export settings

low zenith
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which 3 cubes hmm?

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sorry for late reply, forgot my pizza in oven

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I selected second cube or the middle one

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or third cube

plush yew
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but you should see lots of lines sticking out right

low zenith
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it is

plush yew
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those are the normals

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show

low zenith
plush yew
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zoom in on the legs

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wait

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first you see to the right of the cube it says 'size', change that to something bigger like 1

low zenith
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now it is set to 1.00

plush yew
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that makes the lines easier to see thats all

low zenith
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now it looks like cactus lol

plush yew
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yeah well

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show the model and make sure it is a bit closer up

low zenith
plush yew
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they look ok you could try pressing ctrl + N

low zenith
#

seem like nothing happened

plush yew
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go to exporter

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make sure you have x forward z up, then face or edge smoothing groups

low zenith
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file > export right?

plush yew
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yes

low zenith
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FBX

plush yew
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yes

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well fbx it says in blender

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FBX is what you get if you import into blender

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idk if the same

low zenith
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blender uses obj and autodesk use fbx I think

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now it has legs but at least it doesn't look like ray man anymore lol but how do I import textures to this

plush yew
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ah so the issue was to do with materials

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odd that the legs would just appear invisible

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well it looks like your model is not UV unwrapped

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specifically the legs

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either you can UV unwrap the legs, but it will be disconnected from the body. or you can remove all the UV maps and put a UV map on the whole body]

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but then you won't have separate materials for the body parts

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You should probably reseparate the mesh in blender and then you can assign a different material and UV map to each part

low zenith
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Sorry my Internet just got cut off

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strange
I just looked in autosdeask and it appeared as texture is intact and the window 3d model viewer

plush yew
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oh wait

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You have some material slots

lament plaza
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@plush yew A good mini-blender tutorial πŸ‘

plush yew
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On the left, try plugging materials into the slots

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haha ty

low zenith
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I need to practice on blender more

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what's material slot?

plush yew
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How do you enable Unreal Engine Beta?

lament plaza
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@low zenith On the left, the green slots left over. You have one used but three unused.

low zenith
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oh dam I was looking all over blender

lament plaza
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Unreal Engine beta is usually on your Launcher, marked "Preview" when a beta comes out. We're now at 4.22 release. There's no more beta for the time being.

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Unless you want the bleeding edge with the source code ... πŸ˜‹

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@plush yew ^^

plush yew
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Oh okay xD

low zenith
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@plush yew sorry they were busy helping me <(^-^)>

plush yew
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Its fine xD

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I did ask something in #visual-fx a while ago but didnt get an answer so Im asking again

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Not sure if its even possible tho

low zenith
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Do I have to move texture into my project folder?

plush yew
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Also oh snap I was on Unreal 4.21

lament plaza
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Yes, if those textures are identical to your blender / 3ds . You will then need to transform them into a material to put into those slots.

low zenith
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ok because seem like I can't browse outside this folder

lament plaza
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No. But there is a shortcut to open Explorer and import your textures inside the Content browser.

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Right-Click: Import asset ...

low zenith
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wait they don't accept png images

lament plaza
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Of course πŸ˜ƒ

low zenith
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why it's not showing a png file?

plush yew
#

Will projects become corrupted if you update them to a newer version?

low zenith
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@plush yew shouldn't be

abstract relic
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No. If it’s simple

lament plaza
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Always keep a backup. πŸ˜ƒ

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Always. Keep. A. Backup.

plush yew
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I will back it up, I was installing a newer version of UE4 right now while working on my project lol

low zenith
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@lament plaza where do I press to import a png file?

lament plaza
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@low zenith Right click on your destination folder, Menu item: Import asset: Import to ...

low zenith
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open asset?

lament plaza
low zenith
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I tried right click in that area and nothing happens

abstract relic
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There’s also a giant green import button or you can just drag and drop onto the grey area of the content browser

low zenith
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ah I need to go to another window

lament plaza
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@abstract relic True for the second option, but are you taking about the Add New green button? It is only to import packages or templates from inside the engine.

low zenith
azure shore
#

why do physics assets seem to have such huge size limits for shapes

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like Ive just got this shotgun and the capsule shape size limit is like 3 times the size of the barrel

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wont let me go any smaller

low zenith
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@azure shore try shrink capsule maybe?

plush yew
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do you think players will notice if the main character has no head until he has died at least once

azure shore
#

wdym

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lol no that wont be obvious at aaaall

worthy flame
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if any of you know any tutorials on how to start a game from scratch ping me with a answer thank you

lament plaza
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@low zenith Looking good.

low zenith
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what's next?

lament plaza
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Let's do this the simple way: For each of the texture needed on your character, create a material.

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Right click on it, Create Material.

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Materials are shaders, they can be very powerful and complicated, but a simple diffuse shader will suffice for now.

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Open up the Material and show me a screen shot when done.

low zenith
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@lament plaza sorry for late reply

lament plaza
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Don't tell me. Eating your pizza ?

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πŸ˜‹

low zenith
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@lament plaza

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eh yes lol and

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how does it look?

lament plaza
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Open it

low zenith
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it's opened

low zenith
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the ball looks weird lol

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@half acorn you made that?

half acorn
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yes

lament plaza
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So, you should see nodes and stuff that completes your material and a sphere on the left that shows, yeah, a weird mapping.

low zenith
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wow impressive

half acorn
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the light broken

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@lament plaza its my first try

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i just install unreal today

lament plaza
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Very nice.

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Unfortunately I know nothing about lighting. 😩

low zenith
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@half acorn are you new to 3ds modeling?

kindred viper
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Well photons travel at a constant speed. /insert further naked gun jokes

lament plaza
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+1 Naked Gun.

mossy pike
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what do you think?

lament plaza
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Ok, @low zenith. So whatever that weird ball is a part of, simply drag and drop that material in one of your character's material socket.

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@mossy pike Dude, that's hot. Can't wait to shoot in there. πŸ˜‰

low zenith
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wtf my texture just got bland
the ball I mean

plush yew
#

does it say compiling shaders

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go into the material and save

low zenith
#

finally it works!
Seem like it took like a min to load

lament plaza
#

Normal.

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Shaders take a long time to compile.

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Wait until you have a full room of shaders to compile. πŸ™„

low zenith
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dang it!

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not even if I build this pc with 3.5Ghz to process all of this??

lament plaza
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3.5 ? I've a got a custom i7 4.0. So yeah, πŸ€“ Trust me, it can take some time.

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But the results ... πŸ˜™ Unreal ...

low zenith
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whoa! graphic looks better than PS2 itself

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which it was ripped from

lament plaza
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Image plz

low zenith
lament plaza
#

Congrats!!!

low zenith
#

lol I can't stop running around on the platform

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as T pose

lament plaza
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It's a start. πŸ˜ƒ

low zenith
#

this is amazing!

lament plaza
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My turn for dinner. Good luck. Welcome to the family.

low zenith
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thanks for welcoming!

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anyone know a best rigging video with unreal?

plush yew
#

you are better off looking at how to rig and/or animate in blender, then how to correctly import animations

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you can change software if you like but I see you are using blender at the moment.

worn spade
#

yeh a basic skeletal rig aint too hard in blender.

cerulean sorrel
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wtf how conpex can i make

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this engine is so powerful

low zenith
#

@plush yew which is better Austodesk 3ds max or blender?

cerulean sorrel
#

πŸ˜€

kindred viper
#

which is better? one is free. one is expensive. take a guess :p

cerulean sorrel
#

@low zenith i'm using mac so got no chice

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have to use blender lol

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@kindred viper i tired learning AI it's so hard

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wtf

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whole page of blueprints for one basic task

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wtffffff

kindred viper
#

3ds took me a good 6 months before I got my head around it for sure. But then Blender messes with me too. Not taking anything away from blender but 3ds always does the job so switching is moot unless its for the money

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id use blender more if I could

plush yew
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I only use blender and I'm not even good at that. I think blender is quite bad for beginners actually

cerulean sorrel
#

i use blender @plush yew

kindred viper
#

its probably worse for those who have used other software and have their setup down

abstract relic
#

Of you’re a student, you have free access to autodesk stuff for three or so year

plush yew
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It's extremely confusing at the start with the bad layout and is quite unintuitive, now I have used it a bit I don't find it so bad but still have issues with animation a lot

low zenith
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using student version free for 2 or 3 years doesn't sound too bad

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I have both tho

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but it does crash few times with me

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I haven't experienced more deeply with blender because it was too complex for me

abstract relic
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It crashed every 30 mins for me. It’s about as unstable of an industry standard software as you can get

kindred viper
#

its never the complexity that bothers me with blender. Its the time I need to invest to learn it all when I can use what I already know in another app

cerulean sorrel
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@low zenith wait for the update

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shouuld be out soon

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for blender

low zenith
#

@cerulean sorrel what does the update have?

cerulean sorrel
#

huge update

#

huge

low zenith
#

so massive update to make it less complex?

abstract relic
#

Blender is simplistic it just has an ui design intended to be tweak by the user.

plush yew
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I am sure to the intermediate user it's just as easy as other software but as a beginner I was very stressed by it

low zenith
#

@plush yew yes it was very stressful as for beginning

abstract relic
#

I don’t know about that. Autodesk user usually raise more of a stink when they try blender for the first time.

low zenith
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my first try was with autosdesk but I might consider blender

cerulean sorrel
#

@low zenith

low zenith
#

yes?

cerulean sorrel
#

the update @low zenith

low zenith
#

wait it's already out?

cerulean sorrel
#

also ratchet is not last lombax

low zenith
#

oh a BETA

cerulean sorrel
#

should be out soon

#

spring 2019 date so

low zenith
#

I know

cerulean sorrel
#

@low zenith ratchet and clank remaster UE4

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anyone want?

low zenith
#

oh yes!

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better than PS4 "remaster"

cerulean sorrel
#

haha it will take a year at least @low zenith

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gane is huge

low zenith
#

As long I stay focused and I still need a job
I need new Power supply unit before buying a graphic card

cerulean sorrel
#

@low zenith the rtx card

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πŸ˜€

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ratchet and clank remaster with ray tracing support

low zenith
#

If I could do it I would remaster and make it exact same only better graphic
same music and everything no storyline changes or bullcrap

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dang! the graphic card cost $1200

cerulean sorrel
#

@low zenith

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Yep

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It's not cheap

low zenith
#

can it run on like 10 televisions??

kindred viper
#

because internets

plush yew
#

is there any way to mass edit scenes? If I build a scene of 100 meshes and import it do I have to check 'use complex as simple' 100 times really?