#ue4-general
1 messages · Page 454 of 1
They disappear because the thumbnail gets updated when you hover/open them
You have an issue with a parent
What you are seeing is the thumbnail from the last successful compile
no wait I take that back lol, @plush yew the sound asset or cue file follows the same normal rules for master mix and sound classes so if you set a master mix in the project settings and adjust it using the Set Sound Mix Class Override in a blueprint you can override the sound as it is playing in a sequencer and adjust the volume
@weary quest that looks fine? in the uniform grid panel you have the min desired slot width and min desired slot height which I changed to make the buttons the size I wanted.
is the button inside the grid set to fill for alignment?
Is there a way for you to parent these missing materials back actually
UMG is a weird system if you have not worked with other stuff like XAML. The key is the parent is in charge of the child for size and layout, the child only does what the parent says it can do
@grim ore is it true that blueprints can work in between levels?
blueprints themselves are items you can re use? you can have a blueprint in one level and the same blueprint in another with different/same settings. Blueprints in general cannot persist between normal level changes if that is the question (open level -> all blueprints are destroyed, new level is loaded -> all the blueprints in that level are created)
The way I imported these assets is going into the Unreal Engine folder inside User Documents, the project's folder and Content
I tried to import the whole thing using UE itself, but apparently they can't seem to detect these files, nor importing a folder was an option
ok thanks Matt
@regal orchid you put the files directly into the content folder on your disk? if so that will not work UE4 needs to import them preferably from outside the project folder.
unless these are .uasset files then they "might" work if you drop them into the content folder but it's far from guaranteed and should not be done as well lol
what files were in that folder before you moved it in?
so you have .uasset files from somewhere else and you want to use them in your project without importing/migrating them in?
I'm actually new to UE so I'm not sure how to import assets
well .uassets don't get imported is the first problem, those are the files that UE4 creates from the source assets (FBX/png/ETC)
Guys can messing around with blueprints yourself teach you or do you have to watch tutorials?
.uassets are versioned to a specific version of the engine and can cause problems/not work if simply dropped into the folder. You need the original project these came from and use the migrate option to move them to another project.
if it's a marketplace asset it would have a create project or import into project option. If it's the create project one you can right click -> asset actions -> migrate anything that you want to move then select the content folder in the 2nd project to move them over correctlyt
Is there a way to maximize the viewport after you hit play?
it looks like if you are doing PIE (play in editor) and are in the viewport F11 maximizes
Is 'texture streaming pool over xxx MiB budget' a bad thing? Or should i just raise the budget
ah maybe it was just the file depth too long in this case
you can make the pool larger, it's a warning and you can adjust it based on your target
Alright thanks again mathew 😄
most people just seem to set it to a large number and ignore it lol
Ok I have an issue i need help with
The third person project i changed the projectile blueprint for it to destroy the actor if it doesnt simulate physics and on hit it deletes the actor and the whole floor
Oh you followed that tutorial also 😄
Thanks 😄
Ok do you guys know about fortnite?
nah never heard of it
im having a hard time getting into UE4. im not sure how to approach learning it.
ive messed around with basics of C++ and learning about characters, controllers, game modes, etc.
im not sure how to go from these basics to learning about making gameplay elements, or a complete game, i guess
do most folks just learn by making small projects that focus on one or two techniques? i see a lot of people post videos on twitter of small scenes theyve made
Personally at that point you should just jump in with a idea and just learn as you go
That's what I'm doing. If your ever confused on how to do something google it.
Prototype. Prototype. Prototype.
Dont forget. Prototype
when im not doing something specific for someone, I like to just make new things. Tools for the editor. Basic games. Keeps me learning new things and not getting stale on specific tasks. Also helps when you get bored of that specific task. Just let yourself run free and try stuff
it took me a long time to get comfortable with the C++ and BP workflows, and know kind of when to use which. I feel pretty comfortable with that now and I guess I just need to think of stuff to try out now
I need to get a nice, simple rigged skeletal mesh that I can use for my various prototypes
whats wrong with the UE4 mannequin?
true I can use that - I forgot about him
How can i limit all of my assets and or textures to 1080p ( not 2k or 4k )
Well im stuck
:(
If I want to bake lighting into a level but have objects that will be swapped out and back in again, how do I go about getting dynamic shadows on those objects without a baked shadow? I'm trying to keep performance high for VR.
geez "sometimes" the errors in UE are SO useful, like, how do I even (start to) solve these:
PackagingResults: Warning: Can't find file '/Game/UltraDynamicSky/Materials/moon_material' PackagingResults: Warning: Failed to load '/Game/UltraDynamicSky/Materials/moon_material': Can't find file '/Game/UltraDynamicSky/Materials/moon_material' PackagingResults: Warning: Can't find file for asset '/Game/UltraDynamicSky/Materials/moon_material' while loading NULL.
=> while loading NULL... ok? So what is being loaded that doesn't find a material that does not exist?
or
LogCollisionProfile: Warning: Profile (NoCollision) - Custom Channel Name = 'GameTraceChannel4' hasn't been found LogCollisionProfile: Warning: Profile (NoCollision) - Custom Channel Name = 'GameTraceChannel5' hasn't been found
=> hasn't been found... Who is looking for this channel, that BTW does exist in DefaultEngine.ini?
or
=== Lightmass crashed: === Assertion failed: rtcDeviceGetError(EmbreeDevice) == RTC_NO_ERROR [File:D:\Build\++UE4\Sync\Engine\Source\Programs\UnrealLightmass\Private\Lighting\Embree.cpp] [Line: 581] 0x000007fefd9da06d KERNELBASE.dll!UnknownFunction [] 0x000007fea5baed57 UnrealLightmass-Core.dll!UnknownFunction [] 0x000007fea5bb16e7 UnrealLightmass-Core.dll!UnknownFunction [] 0x000007fea5a4233a UnrealLightmass-Core.dll!UnknownFunction [] 0x000007fea59cd689 UnrealLightmass-Core.dll!UnknownFunction [] 0x000007fea59cddd9 UnrealLightmass-Core.dll!UnknownFunction []
=> UnknownFunction... ok then
/rant, now if some enlighted soul could point me in any direction... 😃
I have a few 15k poly meshes, which isn't much, but they go basically all around the level... they are very large... does that interfere with performance in any way?
in essence, it's a race track... how do people do LODs and culling and so on with race tracks?
@latent moth looks like a #packaging question?
not really no... the first one, yes, the second one also happens on project load and the third one relates to building lighting
my rant is more on how to get anything helpful from logs so that I can fix those. Are there other verbose logs?
@latent moth actually it seems you have an issue with a material being present or not
if you moved things around you may have a broken link
so NULL is looking for a non-existant material?
where do I even start to look? 😃
if it was a broken link, how can I solve it? I've run the redirector fixer to no avail
it's a c++ project or a only bp?
BP with tiiiiny C++ and a couple of C++ plugins
if you are referring to first error: that is a self-contained BP asset with no external dependencies.
I would delete [Path/To/Project]/ProjectName/Intermediate/Build/Win64/UE4Editor/Inc and probably Binaries too and recompile the project
i've already removed intermediate & saved folders and recompiled
quite frankly, that is not even the error that worries me the most, rather the 'GameTraceChannel4' hasn't been found one since it's there in DefaultEngine.
It'd be nice to know WHO is failing at doing WHAT so one can pinpoint and try to fix
These look a lot like hyundai car not found in garage but you don't own a hyundai
and you don't know who was looking for it
but then, for some reason, your garage doors won't open
It means mostly that you have it referenced somewhere in your code or your BP
check plugins too because it can be them
well
of course I reference these custom object types from a BP, I can see them, I can enable the collision response I'd like etc
but then: not found on project load
so I don't get it
do the collision preset appear in Project Settings -> Engine -> Collision
in default engine:
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,Name="Bullet",DefaultResponse=ECR_Block,bTraceType=True,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,Name="Environment",DefaultResponse=ECR_Block,bTraceType=True,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel3,Name="GondolaPylonTrigger",DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel4,Name="GondolaInner",DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False)
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel5,Name="GondolaOuter",DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False)
but... not found.
Custom Channel Name = 'GameTraceChannel4' hasn't been found <= yup that's correct custom channel name is GondolaInner
not afaik. as you can see the first GondolaPylonTrigger can be found.
and i cannot see any differences between that one and the others
i think that the internal IDS stay the same for custom ones and are the ‘channels’
there must be one tiny difference tho otherwise it should work,
btw: thanks for your help... appreciated
yeah indeed
i’ve also removed/recreated, cleaned the intermediate/saved, recomplied c++, etc.
saved has no impact Intermediate/Build/Win64/UE4Editor/Inc and Binaries are the two that are actually affecting your game
the weird thing is that objects are considered traces BUT with bTraceType=False...? Maybe a code legacy
ok, removed also builds binary
the whole thing
they are trace by default
ok
i really don’t know what to do with these three errors.
- missing texture from NULL: will check for references but i know there aren’t any.
- object types not found: dunno, find an alternate implementation...?
- lightmass exploding: force non computation of static (all dynamic anyways)
sometimes I recreate a project and start from sratch importing every asset until I find the faulty one, and if there isn't any usually it solves the issue
i had to do this a couple times alteady.
but this is a 14 months 25 GB project and quite frankly this time i don’t want to. 😃
it’s lovely to have new features but i would prioritize:
- the linker!
- structures getting broken on BP
that would solve many of these weird things, imo.
@proven ivy how do you import them? copy directories?
export from the other project?
just copy past
the trick is that some of them depend on others so you might have broken links
yeah
Should my demotivation for making a game stop me?
Hard to say say without knowing much.
Demotivation is generally not the real issue
"I'm not motivated anymore" usually either means "I'm doing GTAV alone" or "I have a working game but it sucks"
If it's really just the motivation, well, just do it ^
or self doubt and fear gets in the way
just, do it
motivation is just another muscle you need to train
Though it's also an opportunity to look back objectively on projects
I motivate myself by wanting to eat food occassionally 😄
just.. EAT IT
“Eat It” by "Weird Al" Yankovic Follow "Weird Al" Yankovic on Spotify: http://smarturl.it/WeirdAlSpotify Check out more great videos from the 00's here: http...
weird is so young in that video
Yeah my game is pretty much complete but not that good, I wanted to do a commercially viable one but might be my next as still learning
I just realized that I was given the wrong axis directions by some tutorial again. For me, Z is up and down. Same way it is in UE4, same way it is in blender. When I export from blender to UE4 what do I want to set my bone axis as?
because XZ is not it.
UE4 has XForward and ZUp
That's what I set my stuff to in the FBX export settings of Blender
Thanks, I just started messing around and that looks like it's right. I'm mainly looking for bone axis though. It looks like XY is possibly what I wanted but I'm not sure yet
blender export is not Z up X forward by default btw
I'm not on the default anymore I've gone through two different export threads and it turns out the last one I was in was either outdated or wrong haha
XY is also not correct, I'll try a new axis setup now
sorry I am really new to programming
But I am setting a Timer
And I want to change the value of a boolean variable
do I have to declare new functions for small things like this?
or is there a smaller way
if you're using a timer, you'll need a function or event
@wary wave any other way to add delay?
I do delay loops
With a branch checking the value of whatever float im using to measure time
Just to make function for one statement
I just hate the timer node in general so I do this. It's a lot messier but it works for me
@leaden dust
@plush yew you can't use delay in cpp
@leaden dust yea C++ sucks in the sense that you have separate header and code files
Hey guys, how do i delete c++ from my project completely?
delete the files under source folder
But its still there.
Okay thanks
@fierce tulip Discipline > motivation 😛
wont argue with that
I think every game has a point where the motivation fades. Starting an interesting idea/vision -> oh god this is taking ages why did I even want to make this -> game starts coming together and motivation returns
sometimes you are not motivated, then discipline needs to kick in
even for more experienced ones
At least if you're getting paid then thats always a form of motivation hehe 🤔
What is this "discipline"?
I hear it's some kind of kink
Money is a driver
hello
can some1 pls help me fast
LowLevelFatalError [File:Unknown] [Line: 6963]
LoadPackageAsync failed to begin to load a package because the supplied package name was neither a valid long package name nor a filename of a map within a content folder: ''
0x00007ffe51319129 KERNELBASE.dll!UnknownFunction []
0x00007ff641cddd97 UE4Game-Win64-Shipping.exe!UnknownFunction []
0x00007ff641c8bcb8 UE4Game-Win64-Shipping.exe!UnknownFunction []
0x00007ff641d49efe UE4Game-Win64-Shipping.exe!UnknownFunction []
0x00007ff641e81c00 UE4Game-Win64-Shipping.exe!UnknownFunction []
0x00007ff641e818f4 UE4Game-Win64-Shipping.exe!UnknownFunction []
0x00007ff642e74c24 UE4Game-Win64-Shipping.exe!UnknownFunction []
0x00007ff642e593cc UE4Game-Win64-Shipping.exe!UnknownFunction []
0x00007ff642ae5ac9 UE4Game-Win64-Shipping.exe!UnknownFunction []
0x00007ff641a0f4a3 UE4Game-Win64-Shipping.exe!UnknownFunction []
0x00007ff641a1581f UE4Game-Win64-Shipping.exe!UnknownFunction []
0x00007ff641a1592a UE4Game-Win64-Shipping.exe!UnknownFunction []
0x00007ff641a1cebd UE4Game-Win64-Shipping.exe!UnknownFunction []
0x00007ff6435a7727 UE4Game-Win64-Shipping.exe!UnknownFunction []
0x00007ffe51757974 KERNEL32.DLL!UnknownFunction []
0x00007ffe5457a271 ntdll.dll!UnknownFunction []
whats this
i exported my game but i cant play it
LoadPackageAsync failed to begin to load a package because the supplied package name was neither a valid long package name nor a filename of a map within a content folder: '' should give you an idea of the problem
there's a problem with the map its trying to load
uh
probably didn't package the map at all
by specifying the maps to package in the packaging settings
I need help setting up a simple first person camera player in my VR project
to switch between the vrpawn and the fpscharacter
yes
select the map files
@lusty carbon what do you have so far?
you select the files in Windows Explorer (for some reason)
with the "..." button next to that text box
.umap or .uasset?
@sudden agate just the VR character.. should I migrate a fps character from the template or create a new one ?
or both of them?
...the maps that you need in your project
.umap
he may be talking about the assets UE generates with maps
like lightmaps and such
just the umap files suffices
arent maps usually included by default? 🤔

¯_(ツ)_/¯
ok ok im exporting
the whole map packaging system is awful
i just have to be ready in 20min
why you select them using Windows Explorer rather than the content browser is beyond me
i also have to put it on my stick..and its 2gb
you'll be lucky to be ready in 20 minutes
Pretty sure I can package without specifying the maps 🤔
it's not impossible though, if you've already cooked and packaged once, it won't need to cook a lot of stuff again
I always have to include mine
¯_(ツ)_/¯
I'll take a look when I am at home :D
I think it did at one point?
I know out current project won't package anything that isn't referenced in the ini files
hmm
The UE4-Projekt_Arbeit Game has crashed and will close
LowLevelFatalError [File:Unknown] [Line: 6963]
LoadPackageAsync failed to begin to load a package because the supplied package name was neither a valid long package name nor a filename of a map within a content folder: ''
OK
wtf
NOO
welcome to gamedev
I don't suppose you've done something stupid like include German characters in file names or something?
must be very brave to start experimenting with an apparently never used before unreal feature on such a short deadline
aye
not leaving packaging to the last minute is something every newbie learns the hard way, heh
Yeah lol, it's a pain if you dont have build machines, but every day you should build
whenever I do a game jam, packaging gets tested regularly
you don't want to get to the last minute and find everything's borked, hehe
yeah.. i think our build's are broken, we (despite what i said above) tried building on day 4.. failed. bunch of errors involving K2node, so I'm trying to do a build on the actual dev machine that has the steamvr drivers and such and see if that helps, tomorrow morning i'll find out
if it's not thats what im fixing first thing
build machine for unreal would have to be quite expensive, that's annoying
unless the build is supposed to take 5 hours
ours take a couple of hours on dedicated build machines

at one studio I was at, we were using Jenkins for continuous delivery
the server's name was Leeroy
true story

it felt appropriate
oh god my build is completely borked
not that expensive aws is pretty cheap
for the essentials
in the future the aws instance will also handle some auto deployment sicne we work in custom branches pretty much all the time now
and there are issues we have to deal with regarding IT meaning we need to do complete redownload/recompiles of the engine way more than you'd think
does anyone know what this is about when packaging?
it seems to always re-cook everything, I don't know if that's normal
go to your packaging settings
theres a setting that does that
unless it's being caused by another thing but i dont know what could invalidate a cook?
there's not much that would invalidate an existing cook
vs proceeds to freeze for 1 minute because the editor hit an ensure during start
hmm I'm not seeing a relevant setting
there's a setting for fully rebuilding and another for cooking from scratch in there somewhere
the full rebuild is off, but I can't find the cook from scratch
hmm
whats the best method of removing an outdated plugin from a project on a branch you dont have? its just some unused assets that are tied to it and some placed in a level but nothing else really
well, mystery one:
can i just delete them ( i know thats not really good)
that one's off too
but im curious if i can go to 4.22 now we're not using nvidia blast
I think that setting is just how you get it to put everything in the pak and not just things referenced from the maps?
it explains the discussion we had earlier about needing to include maps
but I'm sure there's cooking settings missing from here
e.g. 'Cook Like the Game'
heh, yeah, there are settings missing
there should be setting for iterative cooking
if it is not enabled, it'll recook every time
how would it know what needs re-cooking when you change the c++ 🤔
but if you cook from the command line:
https://docs.unrealengine.com/en-US/Engine/Deployment/Cooking
I guess I can't test it while the cook is broken
it has changed the log a bit at least
looks good
not that many packages
wait how
that's less things than files in the content folder
and doesn't it add some of the engine content too 🤔
I wonder what the cook on the fly is for
doesn't it make the game load slow as hell when it has to wait for each individual file to be cooked
I think it makes the editor cook things all the time as you edit
so when you finally package the game it should be faster?
What is better this https://sellfy.com/p/Ho2F/ or this https://www.unrealengine.com/marketplace/en-US/slug/survival-game-kit
well the second link is broken
but from the title it looks like they're too different things entirely 😐
right, well, they look like two completely different things
so I'm not sure how anyone is supposed to compare the two
so is the chaos in 4.23 just destruction and niagara support?
or is it going to be a full replacement of physx 3.4, because i cant wait for that engine to be dead
eventually the idea is to replace the current physx entirely with Chaos
but it will be a while before that is the case
definitely not 4.23
that's still early access chaos
I wouldn't expect a complete PhysX replacement any time soon
I mean it's taken how many years for Niagara to not-yet replace Cascade?
isn't Niagara still partly in beta?
I can understand users not wanting to shift yet
yeah it hasnt reached feature parity yet
and also it's not quite where it needs to be in terms of performance for games
@wary wave what is complete physx replacement for games ?
Chaos
well, everything that PhysX does
so collisions and scene queries would be included, yeah
to implement destruction you need to implement basic things
if the idea is to deprecate PhysX, you gotta replace it with something, hehe
and I doubt most games use more advanced parts of physx
basic things are scene queries and collisions
I guess the first step is to do physics interface
and then replace parts of it with chaos
I bet ragdolls will be the last replaced thing, and collisions and scene queries first
I mean chaos can at least replace parts faster than niagara
niagara is just one big package 😄
nothing
it's not going to be integrated in unreal by epic
at that point I'm more interested where the epic OSS for online services 😄
well everyone, even those not using the EGS should be interested by that
an API for online services that is multiplatform and store agnostic? heck yeah!
One that puts your game behind an additional login screen on every platform but EGS, though.
that in itself is annoying to customers
And forces people to create an EGS account for their Steam/GOG/Switch game or whatever
but it is what it is
not really
you can get account linking I guess 😮
that's already what happens on consoles no?
pretty sure there is Nintendo/PSN/XBox Live account linking to EGS accounts with auto login from one auth into into them
Pretty sure Nintendo, Sony or Valve aren't cool with sharing their user accounts to Epic.
requires an account yeah
doesn't require you to login constantly to that extra one
can do the same with a game on Steam, just link Steam account to the EGS account
nope
Steam provides an API with limited functionality for that kind of thing
so if both player profiles are public, Epic can see the friends
but Epic scraped that data dodgily from user PCs
which shouldn't have happened
if a Steam profile is not public, it would not be possible
Your players on Steam needing to create an EGS account to play your game is clearly something to keep in mind, because it will be unpopular as fuck. Of course, if you're providing console crossplay as a result, it's something to consider.
if you're going to be on Steam only, there's no point
but all EGS does is look at the Steam data they have access to and allow you to link friend accounts on EGS already linked
the game has the Steam auth info available
if you have a Steam game using EOS, you'll still need an EOS account additionally
it can then start the auth operation with any game server that knows the protocol, like EGS can
EGS will matchmake with your EGS account, not the platform account.
That's pretty much the point
^
crossplay is the important part of the EOS 😃
the fact it's not linked to a store basically
But of course it does come at the cost of needing an additional account if you play the game on a service that has accounts already
Nope.
well outside of the initial EULA 😃
Epic won't get access to platform user information
They won't.
the game client itself has the info
It would be wildly illegal
^
what? no
Yes it would
there are plenty of games that do that already
I don't think there are
they use your identity on Steam and basically do the whole matchmaking and accounts themselves
Every platform owner has extremely strong incentive on both legal and financial topics to not allow sharing information to Epic.
And they don't
and use your Steam identity as an authoritative way to access your account there
that doesn't make sense
Epic only needs one thing
the game client connects to the EOS services and says "hey, I'm steam user 7516876156", the EOS will validate this request with the public API Steam provides
and then they'll say "welcome 7516876156, your EOS account is ready to use where you left it the last time"
Here's how it works : for Sony, Microsoft and Nintendo, the online subscription is a major money mover that brings in lots of revenue at an incredibly high margin. The only reason people pay that is because matchmaking is gate behind it
Letting Epic handle it for you is complete nonsense
what's EOS?
Epic Online Services
@serene birch Which games ?
Elite Dangerous?
Elite Dangerous uses EOS on PS4 ?
Fortnite doesn't use the platform, that's the point
If it did, it would need the subscription
if you play Fortnite on console you need to create an account
You don't need to be paying the PSN sub
I don't think Fortnite even uses EOS
which means if you play on PC, you can't then play with the same account on any other platform
Epic can afford to use their own matchmaking and shit on Sony because it's fucking Fortnite, and Sony needs Fortnite even if they're going to be paying for it
of course it does
Now that doesn't mean Sony is ready to give up on PSN
they use their own matchmaking system
the EOS sales pitch was basically "hey we built this for Fortnite so now it's done, all that remains is make it open"
a lot like Rocket League
Sony has extreme $$$ to loose if every dev moves to EOS
So they're absolutely never going to be sharing the data
Making it easy etc
That would be suicide
Same goes for Microsoft, which is doing exactly the EOS move on the Switch and PC
"Just use your Microsoft account for matchmaking"
pretty sure Rocket League on switch still needs the Nintendo subscription to be played online
Question, where would I go for troubleshooting, regarding reinstalling the Epic Games Launcher at in here? I've been having issues reinstalling the Epic Games Launcher.
RL uses EOS ?
no
That's why then 🤷
they just have their own platform independent match making
it's crossplay
you don't make sense
you already have Fortnite users linking their PSN or Nintendo online accounts to an Epic account
they probably will switch up to the EOS api once it's ready btw, I think
And you will still need your Epic account on top of your PSN account
Which is what I was saying to start with
yup
I don't understand what you were saying XD
of course you need
any game with any amount of crossplay, or even just with custom online services
you were arguing that you don't 😐
has "local" accounts that are linked to the local platform account
They don't really have to be linked.
I was saying you don't need a "EOS login" form to play those games
They do if the platform does not cooperate.
they are linked, your PSN account is your indentity
Only if Sony cooperates.
the online services need at least that info to identify you and your persistant data
they are ALREADY connected
there's Steam too
and github 😄
Github matchmaking when? 😛
And any of these partners can pull the plug at any second
practically impossible
they've had connected accounts for most platforms for years
used to appear in your forum profile
I've been having this error when I try to install it.
"connecting" an account basically means "user PSN xxx has linked his PSN to this EOS account"
I don't know that they have much access to user data outside of user names etc though
nothing is store on the PSN servers and the like
But I'm pretty sure that means you still need to have an EOS account.
but you don't NEED a login form
your PSN identity is enough to allow you to play on EOS games
once the accounts are linked
and the PS game knows your PSN identify
eh, if the platform allows it, it allows it
Sure
since Epic PSN identity auth comes through the same servers than Fortnite
but you as a developer have to run all your own servers etc in these cases
Sony would need to cut off Fortnite to cut the rest of the EOS
pretty sure you can access user data who play your game
so it's kinda expensive
at least from my skimming of sdk docs
yes but to be honest, you need the EOS game servers to validate the identity of the user by asking the PSN servers
studios build KPIs of their players and part of that is the games they play too
without that, the game would need the standard login form combined with a "remember be" option instead
it's VERY unlikely that Sony cuts that whole service though
the one that validates users identity
They don't need to cut all of it
Just stop taking new API keys
You don't just connect to PSN auth servers lmao
they don't need to do that
Hi friendos, I'm trying to get a looped grain texture but get weird issues in two methods,
First one is the flipbook and a spritesheet, when played on pc it works great, but on mobile it comes out flipped and gradually losses quality.
Second method is using a MediaTexture and a MediaPlayer, tho in that method I can't make it loop seamlessly as it stutters when looped.
Anyone got a suggestion?
they can just refuse games that use EOS
there's no need for them to go nuclear with their API
valve with portal 2 got some form of steam integration on ps3 actually
No one ever talked about that.
if Sony doesn't want crossplay, they just refuse to validate a game that does crossplay already
you did XD
constantly
No.
sony is now allowing crossplay for certain developers
They don't need to cut all of it
Just stop taking new API keys
You don't just connect to PSN auth servers lmao
considering the fact Epic doesn't NEED new API keys
they already got one
Sony would need to revoke the whole Epic access to stop identity linking from working
And I thought Fortnite wasn't running on EOS yet 🙄
epic says it is
EOS basically IS the Fortnite system
There is no catch. We built these services for Fortnite and are now operating at enormous economies of scale. We also rely on these services for our store and engine, and we are happy to offer them to game developers for free with the goal of encouraging wider adoption of all of Epic’s offerings.
With Epic Online Services, we're making it easier and faster for developers to successfully manage and scale high-quality games. As a game developer ourselves, we've tackled numerous hard problems over the years. With Epic Online Services, we're sharing the fruits of our labo...
and they clearly already have an API key for linking PSN accounts to EGS accounts
I showed you the page
Okay, I'm done here, there's just no point debating
I'm sure you know about this much better than I do
dumb argument to have imo since sony has allowed this already and there is no issue
I've implemented an OAuth provider service once, and it might even be working, AMA!
If this isn't the correct place to ask about my issue, which section would I need to go to? Because this has been going on since yesterday.
does your windows username have any non basic ASCII chars?
No, it does not.
pretty weird for sure then
did you download the most recent installer? maybe it's an old one with a bug
Yes, it was downloaded from the Unreal website itself. I did have it installed in the past, but removed it. Well, I wanted to reinstall it again, and this is where this issue has been coming from. There's a lot of old registry key entries I was deleting with Epic Games, because they were left over from the last installation.
remove, like "brutally deleted" or using the uninstaller?
if the first, you might need to remove some registry keys to finish cleaning up
hmm yeah the windows registry is really a problem often, it gets "messy" so easily :/
Well, I used the uninstaller to remove the Epic Games Launcher, and I also just regularly deleted the Unreal Engine Files I had, due to space reasons.
I was removing them for awhile, but I still wasn't getting anywhere with that. I think I spent up to 30 minutes maybe cleaning up the registry keys, and it still wasn't working out too well.
Hey everyone, im very new to all of this and i have a question. I download some quixel megascans files and would just like to import them/use them in unreal engine. How would i do that
by using Bridge to export them into the proper file formats
I guess there's no other way without clearing up the Registry keys?
If not, are there any specifics I should be on the lookout for?
does the launcher not ask you were to install it when you try and install it?
No, it doesn't.
oh crud 😦 yeah nuking the registry of any entries might be the only option since it seems to be partially installed
Does it normally take a long time? I was at for some time, and was basically wiping out anything that had "epic games" in it. With other programs that weren't Unreal Engine or Unreal Launcher, but were from Epic games.
you could try to launch the installer while monitoring the registry keys it touches
getting down into the belly of your computer 😃
Through Registry Editor, right?
not sure which dev tool does that
Oh.
Well, if anyone does know which tool does that, let me know. Because I don't have the faintest idea of which one does that.
maybe Process Monitor does it
Well, I'll try this and hope for the best.
As I've never used this before.
I have no idea what I'm doing, so I'm just running a search with the keywords: "Epic Games".
Hey ! Any idea how to change the default settings of a set of static meshes (For instance, change their collision profile) after that you have import them ?
Do I need to do all manually ? is there an easy solution ? Or is it possible to do automation ?
Bibni, I don't entirely know what you're talking about. But perhaps, highlight the ones you want to edit, and then click Bulk Edit Properties or something like that.
Oh I will try
I want to edit massively the collision profile of all my static meshes
Yes it was that thanks !
can anyone tell me where i goofed ? as soon as i connected the multiply node to opacity mask my entire texture is gone and not just the black BG as intended
When I have my item built in 3ds and want to import them as a single object with multiple materials how would I do that. I can bring then in using attach as a single item but then I can only put on a single material. I can import them as seperate peices and add materials to each but that is hard since it's a bunch of parts.
Any guides or advice would be much appreciated.
@serene birch What process would I be specifically looking for? Because I have a lot of RegOpenKey, RegSetInfoKey,RegQueryKey, etc.
you are connecting the whole RGBA pin? maybe you only want the A or (R, G or B) pin?
honestly, no idea 😄 but the keys the installer looks at must be the one where it found that "wrong" entry 😛
@serene birch ❤
that method completely relies on the fact you'd be able to parse the list because it's not too big 😃
Hey :)
Quick question regarding interfaces in C++
When I check for an interface implementation in C++, to call a certain function that my interface has, I still need to cast the actor I am checking to a specific childclass of actor, which in the long run kinda takes away the benfit of an interface. Is there a more generic version? Like you can do it in BP? You check for an interface and if it returns true, you can call an interface declared function?
Or does the fact that C++ is a purely compiled language destroys the proper use here and it is something to set in C++ and use in bp?
Interfaces aren't just to avoid casting chains, but if you need to cast, then you might have some logical issue there with your usage. A asks if B has an interface. B says yes. So A calls Interface Function with B passed in. So whatever happens in the function is where you go from there.
Oh.
I was implementing a damage function that only certain classes shall posses, so I though an interface would not be the worst idea.
I then created the interface giving it a take damage function and let certain classes implement said interface so I have the flexibility to let each class take damage in a different way. If I however try to check the actor I shot at, by getting the actor from the outhit and asking if it has said interface implemented, I still need to cast it. that is my actual problem here
I probably miss some syntax here I guess
Hm, ah well.
if(OutHit.GetActor()->Implements<UITakeDamage>())
{
UE_LOG(LogTemp, Warning, TEXT("true"))
AAICharacter* HitActor = Cast<AAICharacter>(OutHit.Actor);
HitActor->ITakeDamage(OutHit.BoneName, Stats.DamagePerBullet, Stats.HeadShotMultiplier);
}
this is the code snippet and how it works, but by casting I somehow make my interface useless in that case xD
oh, found a solution. if anyone has the same problem, here it is:
IITakeDamage* HitActorInterface = Cast<IITakeDamage>(OutHit.Actor);
if(HitActorInterface)
{
UE_LOG(LogTemp, Warning, TEXT("true"))
HitActorInterface->ITakeDamage(OutHit.BoneName, Stats.DamagePerBullet, Stats.HeadShotMultiplier);
}
Can anyone please explain the pooling enum at the bottom of the spawn emitter node.. there is nothing i could find on google about it... should i set it to auto for optimization ?
Sorry for that but is there anyone that can help me in DM with some JS stuff please?
code > #cpp
blueprint > #blueprint
shader/graphics > #graphics
special effects > #visual-fx
hint nudge wink
:p
anyone got some good starter points on what to create for a beginner?
an MMO
Lol no
ok two MMOs
then goto Megascans, buy some grass, trees and plants, then close your eyes, and drop them everywhere :p
Make sure your textures are lower of 2.
*power
^
check out the landscape mountains example on the learn tab and try to recreate it or something similar
gotcha thanks!
it not great that one
I mean, you can investigate how it works and stuff but its not best practice for sure. It's a specific set peice for learning, but its also old
what do you think is the best practice then?
Ask EvilMrFrank
Learn your debug tools
the Landscape Mountains example is pure arse
do not use it as an example
the landscape material is a spaghetti nightmare where half of it doesn't even do anything
its performance is amusing. Especially when you put it in VR
I can imagine
you should generate the project files the first time you need to, after that the project files (sln file) will be updated if you create your files in the editor. you shouldnt have to worry about generating it again unless you have some weird out of sync issues.
what you need to compile is based on what you change. if you change the editor, you need to compile your editor again. IF you are just working on the project you would build the module in VS or in the editor (VS is recommended with the editor closed)
Hello everyone, hope you doing good, i dont know much about making blueprints but i have this flickering light and I was wondering how I can control the speed of the random flickering?
I build with the editor open (hot reloading) with no real issues. I've heard the horror stories but I haven't had any issues
@warm flicker sometimes the plugins are built when you build from the solution in VS. If not, there is usually source code with the plugin and you can compile it individually with it's own sln file
well that is one way. Usually though they just require your project be compiled in VS. The plugin metadata will pickup that it's there and try recompile it with the project.
@pseudo swift what do you mean by controlling the speed? right now it looks like you are turning it off and on within a random range
@warm flicker more than likely yes, compile/build based on if you are in VS or UE4. if you are trying to add in plugins that is going to be a larger pain in general so I would start with not having any plugins and having the project compile and run in the editor then add 1 plugin at a time based on the instructions for them. Some of them might be project specific or editor specific as well.
Hi everyone, I'm currently doing a project in unreal and I need to ask some questions. Specifically about level construction, importing, texturing etc, if theres anyone that could help id be extremely grateful, i dont want to bombard this channel with spam so if you could drop me a pm that'd be amazing<3
any idea when 4.22.2 will be released ?
Anyone know if fortnite uses blueprints or C++?
i would also like to know
it uses both, and generally it used anything the engine provides
it depends on if it's a source plugin or compiled plugin as per here https://docs.unrealengine.com/en-us/Programming/Plugins @warm flicker
@fierce tulip im not but if i were to recreate fortnite could i do it using only blueprints?
you could, but you'd limit optimizations
what do you mean?
A little help, everything in the editor is now showing up as "k2 node" x,y,z ect
@warm flicker it doesnt hurt to generate the project files so I would say if you add things like plugins you can generate them again then open it up and compile your project.
I made sure this was set
but if you are just editing your project, adding code, etc. , you have no need to re generate the solution files/project files
like i said it. a lot of things that where once blueprints get converted to code for optimisations. and then the code gets refactored a bleepload of times for more performance. etc etc
how does blueprints get converted to code?
by coders
a robot named roberto
lol
but basically, if you have to ask, you are not ready
@grim ore you shouldve called him roboto
@fierce tulip I know im not was just asking if i could do it in general
code in BP might be "do this thing every 2 seconds" so you then take that blueprint, make the code in C++ to do the same stuff, and replace that blueprint stuff with the C++ stuff
C++ and BP co exist in your project
you can add C++ to a project that was BP only, you can add BP to a C++ project, you can swap back and forth and break stuff
the C++ editor is normally Visual Studio
you read the error message and start debugging
@grim ore regarding the light it is correct that i am turning it on and off, i just wonder if I can control the speed im turning it on and off
how do you want to control it? right now it's a random number between 2 numbers
do you want to adjust those numbers in the editor? or have something else adjust them? or just make those numbers different
@plush yew It uses a virtual machine as a middle-man between the blueprints and the C++ compiler. So everything you can do in blueprints, would have an extra step in the process of conversion. Now it's optimised as heck, but its still a step you can remove with pure C++. That is why all (almost) blueprints can now also be converted to a kind of "internal raw C++" file for the compiler to use instead.
bear in mind, also, that the complexity of your project would create an exponential overhead with pure blueprints. This might be where optimisation internally comes into play, but the more blueprints you use, the more overhead you create.
You could tell me im wrong, and I don't mind, but I don't think even a snapshot of what Fortnite is on a cycle could be done in pure blueprints AND be fully functional
i would like the light to flicker on its own, just not as dramatically as it is now, like a dying light bulb etc
is that too vague?
Are you looking for fading?
well I just made a light turn on/off on player collision
you might want to look into a Timeline then @pseudo swift and not set the visibility but change the light intensity over time
would it be tricky to change the blueprint? What do I plug where? timeline is that the name of the module?
@pseudo swift a timeline is something that runs and does stuff over time, like changing a value from 0 to 100 which can be your light value. you would replace most of what you are doing with a single timeline node than would change the light value over however long you want it. https://docs.unrealengine.com/en-us/Engine/Blueprints/UserGuide/Timelines and it looks like there is an example of a flickering light on that page as well
well how about that, juicy, thanks alot master blueprint warrior
😃 weird coincidence it has that example
haha blessed for once
hello
I can't solve a problem, please help
'' Launch '' I get this error in navigation
what happens when you try and package the project, what error come up then?
package project >windows : error @grim ore
Hello everyone! I'd like to play some sound effects after some events triggered(like when your fire from pistol and it plays some cue sounds). I'd like to implement it in C++. How can I implement this? Thanks.
@proven forum are you using the advanced sessions plugin?
according to the internet you are supposed to put the advanced sessions plugin into the project folder and not the engine folder after 4.20
exactly where do I need to add?
https://answers.unrealengine.com/questions/819453/package-advanced-sessions-plugin-cant-find-part-of.html you would remove it from the engine folder and put it in your project folder in the correct place
I am looking now
is there an equivalent to check/assert/ensure in Blueprints ?
Like can a normal rig made in Maya with complex facial rigging be imported into UE without breaking?
Yes
< non bp guy
seems like multiplier
It's a float * float node, I believe.
float float seems right!
thanks 😃
okay so as another non bp guy, more questions: how do I get these marked nodes?
Its a variable that you create, a boolean
it's to prevent it from playing again when it's already playing
do i need to change any of the boolean settings?
you shouldnt, default is off. This causes it to turn on when the timeline starts then off when it stops.
alright, everything seems fine now except the set brightness node which doesnt allow me to plug in my point light, idk if they changed this node
so the bad part about that example is they don't actually show you the timeline itself 😦
its referencing fog instead of my light
drag off the light and find the node you want so its the correct one
this is what i have so far
i switched the first event one also since i just want it to be on all the time
yes you should be dragging off the item you want the node for so it gets the correct one, you got one for another item
silly question but how do i 'drag off the item i dont want'?
drag off your point light variable and search for the node you want
you mean remove my point light var?
delete the set default brightness node since it is for fog
yea
drag off the right side of your Point Light variable and type in brightness to find the one that is for that item
it just says get or set ?
the variable in your graph that you are already using
this is the right side, nothing i can drag off and search with?
im sorry for being so stupid lol
i dont have a variable for my point light, i guess i create one ?
sorry i do its the one on the screnshot
yes you drag off that and get the brightness node
i can drag it out the menu on the left but that doesnt help, and to the right is whats on the pic and i can interact with any of it
the graph is the grid area in the middle
yea i know but theres nothing i can drop there?
you have a blue point light variable in your graph already right?
yea i have one
hey, sorry to randomly hop in, but I have a (hopefully) simple help question that someone could answer?
you already have 2 things hooked up to it, the set ies and the set light color
yea
just drag off it again for a third wire and get the brightness node
but if i drag it off it only ask for set or get light?
I just started messing around with unreal today, how to I make a box brush cast a shadow/prevent light going straight throuugh it?
this variable, https://i.imgur.com/0YtPIzN.png
is that in rergard to my question ^ ?
@primal forum right now your geometry brush allows light thru it?
yeah, I have a box which light goes straight through
its the wall with the window
yes a point light uses Intensity for the brightness value
isnt that the one that i had in my bp?
no, the IES intensity is not the Intensity
@primal forum in the details panel for the brush , under brush settings, is a drop down for advanced. in there is Create Static Mesh to turn it into a mesh that should then cast shadows and block correctly
it would be Set Intensity if you want to change the brightness. Look at the light itself in the details panel and the options to see which one you want to change @pseudo swift
the reason it's a box is because I needed a hole in the wall, turning it into a static mesh means I can put a hole in the wall for a window
box brush*
select both of them, the window subtractive and the wall additive and then create the mesh with the hole in it
i think i got the bp right but the point light vanish when i play, i might just stick with my initial bp since its a working flicker light, this might be too detailed
thanks for the help though!
must be something it doesnt like with event begin play since it works with the original node player overlap collison etc
@manic pawn whats that?
it just appeared on the "roadmap" with no details
for 4.23
I'm assuming this is niagara stuff
so i have this wheel i wanna keyframe but the rotation pivot point seem to be somewhere else than the centre even though i moved origin point bfore importing, is there a way i can change it in ue?
might be quickest to reimport maybe since its not located at world 0 even though the objects origin point is centered
I made this with brushes and want to keep the hollowness, however when I do create static mesh it turns out like this....
this is what I do with brushes
nvm got it
didnt select all the brushes
I've got a line trace for objects that is looking for three different object types. On hit I need to know what type of object it hit but I can't figure out how to get that
How are you looking for the 3 types?
And how are these 3 different object types? 3 different blueprints or ?
its a mess in here but this is the basic setup. I could make three separate traces but if it's possible to differentiate with just one that'd be great
am i looking at a glimpse of madness? 😃
check collisionobjecttype of hit component
Basically I needed my characters to react to attacks before the attack hit their mesh so I made a wider capsule that only reacts to attacks
Thanks I'll check that link out. Yeah the deeper I get and the more I learn the more I realize my earlier setups are a total mess
Sequence has been helping me clean stuff up
there is maddness down and there is madness right 😛
and the maddness comes back aswell 😛
Wow that was fast @grim ore Thanks as always! I kept checking the out hit actor pin.
Hi everyone. Quick question, is it possible to copy a scene I already assembled in UE4 into another level ?
I keep walking through a static mesh I just made... I made it so that there is collision on it
gave it complex collision
and then changed settings
did you make the mesh inside a 3d modeling program like blender?
no i used brushes
combined the brushes to a static mesh
can you take s creenshot
so you added a staticmeshcomponent to a brush?
open it up and look at the collisions. im not sure if a brush will have any sort of simple collision, so you may need to force it to use the complex collision UE generates
looks good, is it set to use the complex collision?
is the object itself recognized as a static mesh? let me make a brush real quick and look
hmm, mine has these options
wonder why. atleast its workin
has anyone here made fps animations with blender and put them in UE4? or even tps?
when you give a democrat logic
Well fuck my overall neutral statement
lolwat
^ wert?
nah isk
Is a for each loop the most efficient way to check if an item is part of an array? I take the array and run a for each loop to check if the item is equal to any of the entries but is there a better way?
thats probably your best bet
Alright that's what I figured. Just wanted to see if there was an "array contains X" node or something. Thanks
if there was then it would probably be doing a foreach loop inside the function anyhow. regardless that is something you will want to be performing via code if its going to be happening alot
anyoone have experience with flex emitters
what are flex emitters?
nvidia flex
trying to spawn an infinate amount fo aprticles
particles*
but it keeps capping
@plush yew Array ->Contains (var)
which just does a loop behind the scenes btw 😛
yeah buts its an official Epic loop so its all good :p
based on what I post here we all know I could use it
always found it funny it does that but what else can you do
the other way to do it is a hash typed array. Then you can use dictionary methods on it. But that requires structural definition in your code
I want to know why there isnt a Reverse For Each with Break in the Standard Macro lib still. Any Epic folk want to chime in on that? 😃
oes anyone here know how to animate in blender?
I know how to keyframe animation, but not in blender. 😦
Probably because I dont really use it but there you have it
MY meshes are really shiny because I baked them
i just need someone who can animate a 3d model and send it to me
is there anyway to unbake
fire up Perforce, revert your ..... wait... do you use source control?
me?
aye
not looking good 😦
@plush yew Yes, in C++ and BPs, there's an array function called exactly that, Contains. returns boolean if the item is in the array.
Awesome, thank you!
oh, just saw that my discord was behind, was answered 😊
Still appreciate the help!
I'm basically going to rubber duck this post so if anyone sees any glaring flaws in my plan let me know, I'd appreciate it
I'm using line traces for hit detection on my weapons. I used to have the block animation play if the player was in a blocking state when struck by a weapon but that wound up looking funny. It basically went get hit by weapon -> play block animation.
To get around that, I made a big capsule called the BlockCapsule that will trigger the block animation if the player is in a blocking state and the weapon collides with that. This works great, except that the weapon now always collides with the block capsule first when tracing since the blockcapsule is bigger. So if the player isnt blocking and it collides with the capsule then the trace is ignored. If it IS blocking then the block plays as usual. So now you can never deal damage.
To get around THAT I'm going to just do two traces at a time. One for the block capsule, one for the player. That should be fine right? Line traces aren't obscenely expensive or so I've been told.
why? you could just check whether a player is currently blocking after the line trace
Because as far as I can tell the trace only detects one component at a time. So if the player is blocking and the trace hits them it plays the block anim and everything is good. If they're not blocking then nothing should happen yet, snice you've essentially hit open air.
And the player is contained within the block capsule, which means that those are the only two options as far as I can tell
you can do a line trace multi which will return multiple overlap and one blocking hit
Hello, everyone, bit of a newb at UE4, slowly learning bits and pieces here and there, So this question may seem easy to someone, hopefully. How would I go about creating a portal effect? I cant figure out how to make the secondary camera pan with the player position, like a parallax effect? Does that make sense? Im terrible at explaining things lol
So when you look through the portal it displays the view from the other end? Like the Portal games?
Yes, exactly 😃
I've never pulled that off, have you tried searching any tutorials?
https://www.youtube.com/watch?v=F28NKqG7ce8
I skipped to the end of this video and it doesn't look like it's as good as the Portal portals but it's the same effect and still relatively nice looking
Finally! We got around to do doing a UE4 tutorial on a topic people have been dying for, a seamless portal door effect! This one was inspired by a post we sa...
yeah he says "delay of one frame"
I'll give that a try, thank you!
I tried jumping right into blueprint, and....
I'm completely and utterly lost.
What.\
I don't understand what any of this means. I worked and practiced on the tutorials, but now I have no idea how to get anything done, or where to start,
How would I get a motion controller such as Touch to work?
How do I make a simple button???
im just
incredibly confused
if someone could give me some pointers or at least basic translation from programming lingo that would be great, as i'm an artist trying to make a game
i can't find my bearings
Guys, anyone know why my Steam integrations not working? Isnt it just a matter of adding the steam plugin and then adding in some values to the DefaultEngine.ini file? Im following a tutorial and thats literally the only thing the tutor does. Hes able to use Steam Overlay and etc after doing this but I cant
Any help?
Epic games is really updating the roadmap allot for 4.23 today
i feel dead holy cow
Nice to hear that
When i import a .datasmith file For whatever reason unreal imports two of them http://prntscr.com/npln1k
Any idea's as to why this is?
i see two different names
Yes. Im not sure why its doing that?
I export using game exporter on 3dsmax.
then use the datasmith importer within unreal engine
maybe those are submeshes?
Im not sure about that.
Thats what it looks like when i drag one of the mesh's out
( ignore the materials )
why not you open the mesh inspector and see what's inside
no, in the content browser, double click the imported mesh
oh, i see now...sorry, was blind
I just have one thing to say
and that is:
I keed

@minor pulsar click - scene settings, then go to details - datasmith - static meshes, there should be 2 sets
well, it looks like it has one mesh only
try to remove the datasmith scene actor from the level and add it again
Already tried 4 times Still the same problem
from the content browser i mean
@minor pulsar load the scene in the datasmith viewer
Datasmith viewer?
yeah, the datasmith scene viewer
Is this within unreal engine? or a standalone program
um, the one you opened before
do you even looked in the content browser ?
Yeah But when i drag the mesh into the level to use. It places 2
I can't for the life of me figure out why
clicking load scene doesn't seem to do anything :0
you click load scene, it loads the list of meshes...then you click the import button (once)
and it imports the meshes in the scene
Oh my bad Im extremely new to all of this
Thank you for everything alexey!
WEll i build the scene and clicked the import button ( once) and it imported it into my level perfectly fine and only displays one
Will I have to do this for every single mesh? ( Last question )
@minor pulsar depends, you may assemble all the assets in 3ds max, then update the datasmith file and use the same buttons...it should replace the existing ones
Awesome thank you again 😄
@minor pulsar you may verify the list of the assets once you press load (it will show all of htem in the scene preview tab
Awesome 😄
"dataprep" is for scripting (like deleting unnecessary parts etc), you may ignore it so far
i also not sure if it resets or keeps all the materials defined in ue4...so be aware
test
/gone
I'm having some trouble with a tutorial
It says that I need to access the physical animation (I geuss it would be called window)
The place where you can change values for a physical animations strength and velocity, but I can't seem to find it. I am able to create the physical animation profile but I can't find out how to alter that profiles velocity and strength
If you would like me to clarify just ask, and thanks
Does UE4 have any tools to validate skeletal meshes in terms of degerate triangles and other defects
why can't I see any curves in the curve editor
why my detail lighting view look like this? i have normal and specular textures, something has flipped cause it was fine not so long ago...
SOLVED
Packaging failed! ERROR: Unable to find plugin 'ApexDestruction'... I have Apex destruction installed and active, it's right there on the list as Enabled.
are you using nativisation
No, i'm very confused. It's literally on the menu as enabled while giving me the packaging error.