#ue4-general

1 messages ยท Page 464 of 1

pseudo swift
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im not following vor, i generated one which is set to single but the resolution is even lower

cinder iron
royal cobalt
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Is it possible to place a camera in game, and have it record footage that can then be timelapsed?

pseudo swift
cinder iron
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Static Mesh Editor under the Static Mesh Settings category

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also you have some buttons on the top row that showcase the collision of the car

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the complex and the simple one

pseudo swift
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yea well this is a skeleton mesh so i dont have the same editor im afraid

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or wait am i stupid

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i mean im setting up the collisions in the physics asset

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is there also a way to scale collision boxes down further? they seem to stop scaling after reaching a certain size

cinder iron
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okay lol xD good you said it's a skeletal mesh

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if you are creating the physics assets then do it by hand, it will be better anyways

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however, there is a automatic convex hull generation tool included in this editor

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that you might find useful

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take a look here for more information

pseudo swift
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hmm, weird my collisions are close to what i want but now my car stopped moving with the new collision shapes

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the wheels are spinning body not going anywhere lol

cyan bough
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How can I run a delay in a UI blueprint? The delay node isn't in there...

pseudo swift
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okey fixed it

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collision boxes clipping into ground

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preventing movement

cinder iron
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oh fine, nice.

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@cyan bough cause you are not supposed to add a delay node there

pseudo swift
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wait ill send a vid this is so funny

cinder iron
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delegate that functionality to other Blueprint

cyan bough
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Ok thank you :)

pseudo swift
carmine scroll
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youll want a negative forward mov

pseudo swift
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ah yea like i can add for ex. S to negative throttle

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ofc

carmine scroll
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yes, just like that

pseudo swift
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๐Ÿ˜ƒ

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any easy way to increase turning speed? not sure if my collision affecting it somehow or if i just simply doesnt have settings for it

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turning speed might be the wrong word, i know i can change the turning but it seems like the speed slows down alot everytime the wheels turn

cyan bough
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Ok I am going a bit crazy here. I have written this a ton of different ways moved it into its own blueprints, put the counter on the event tick, tried moveing it all over the skills event chain.

No matter how I write it it eaither breaks the skill casting or just flashes on the screen without moving the progress bar. Can someone please tell me what I am doing wrong here.

visual belfry
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is it possible to share a derived data cache between projects? or will name collisions make it go boom

umbral patrol
radiant haven
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i imported a mesh but it wont appear

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what to do

pseudo swift
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its like the timeline doesnt play when exporting

grim ore
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@plush yew that does not look like the wheels causing problems, they should not visually spawn anything. I also see you are spawning another vehicle at the same time. perhaps you are seeing something else spawning in as well?

plush yew
grim ore
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@radiant haven what should it looks like? that looks like a skeletal mesh . Is it possible you imported just an animation or skeleton without any mesh on it?

radiant haven
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@pseudo swift nono .... hang on

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it should look like a hand

grim ore
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@plush yew Gotcha, yep I see that now. The only difference I can see on your vehicle compared to the stock on is it has a base bone after the root then all the tires are offset from that not the root

radiant haven
fringe pivot
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Is there a way I can determine the order in which actors in the scene are created?

pseudo swift
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i can record an animation of the bp but only the wheels are visible

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if I check root motion then the whole mesh is visible but then of course its not moving along its path

grim ore
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@radiant haven at the top is a set of menus, when you are in the menus for Character -> Mesh is Mesh checked? if so what does the skeleton lok like on this

radiant haven
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what do you mean

grim ore
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yes one of them says character in the viewport

radiant haven
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no

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show me the option

grim ore
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I see it on your screen, it says Character in the viewport at the top. Next to Show and LOD Auto

radiant haven
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ahhhh

grim ore
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yes then Mesh and see if it shows Mesh checked in the next menu

radiant haven
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well i know whats the problem is

manic pawn
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@umbral patrol your bug got "backlogged" which is basically the same as "won't fix"

radiant haven
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@grim ore its the ES2 thing but idk why

manic pawn
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so that wasn't very successful lol

grim ore
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so when you click the ES2 Preview button the mesh comes back?

radiant haven
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no

grim ore
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then it is not that

radiant haven
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without ES2 it shows up

grim ore
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oh

radiant haven
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with es2 it disappears

grim ore
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well do you need it to run on android?

radiant haven
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yes

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android game

grim ore
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and when the ES2 Preview is disabled it shows you mesh stats in the top left of the mesh window? like LOD 0 and Current Screen Size and the Triangle count of the mesh?

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but with ES2 enabled it just says Previewing Reference Pose?

radiant haven
pseudo swift
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the scale is fine before recording, so i have no idea why this happens

radiant haven
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@grim ore they are just people who have the same problem xD

grim ore
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and there are solutions to the problem and an explanation of the problem in there

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@plush yew you can set the default pawn in the game mode that is currently running, it won't save it permanently just for the time that game mode is loaded

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change default pawn class? yes it has a setter and getter in the game mode.

pseudo swift
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any ideas why my wheels / carbody become so scaled after being recorded?

plush yew
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Hey, apologies for the silly question. But I'm trying to import a railway track to UE4, which should have the correct measurements (1,435 mm) But it appears to be rather small compared to the starter content chair. Is this because my model is wrongly scaled or are the starter content props wrong?

cloud cobalt
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@plush yew Check in the mesh viewer the approxmiate dimensions

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For 1435mm long, the larger dimension should be 143.5, using UE's default to one unit = one cm

zinc rivet
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it looks like it was imported with 1 unit = 1m

cloud cobalt
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Can you check that your design software exports something that is 143 units long ?

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If that's not the case, you need to apply scaling at import (uniform scale).

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By the way, 1435mm should be 1.435 meter, so accurate in this case

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Though I'm guessing you meant 14.35m

plush yew
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I did a little test, a friend sent me an fbx that he exported using blender, which has the correct scale when imported into UE4. But when I import the same mesh into 3ds max and then export it again as an fbx the size is shrunk. So it's definitely something wrong with my export prosses

deep basin
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how can I check of a given input was done by a keyboard or a mouse?

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*if

plush yew
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Looks like I have to set the units to cm in the fbx export settings, and not millimeters or meters. Thanks a lot for the help btw!

wary wave
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more likely your mesh is scaled incorrectly

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hehe

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you found it anyway

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"priority playercharacter (0)"

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I don't even know what that means

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the local player controller however is always index 0

plush yew
obtuse timber
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as I haven't found a material channel I thought of asking it here...
I've received textures/materials uassets not through a repo since it's not a public thing I can ask for unfortunately, I didn't even get the correct structure so I opened in notepad to check at least the structure, made it, textures load in well.
Materials find the textures, but I get a few "Unspecified Functions". Are those some custom made things that I should ask for? Are they material functions that I should ask for? Any help would be great, didn't really found a conclusive answer on the net so far.

kindred viper
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here is good too tho

obtuse timber
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@kindred viper cheerio

devout flint
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Is there a way to trigger an event when the game starts?

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found it

ember notch
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Has someone a good name for a open world game?

cloud cobalt
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"Unreleased Title" ?

ember notch
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No

visual belfry
ember notch
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Is the name Lyte City good?

devout flint
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sounds good to me

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though if someone asked me if I had seen lyte city and I hadnt and googled it, i would google light city @ember notch

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I just want it to spawn a cube every 3 seconds

wary wave
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"Open World Game"

ember notch
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Stop trolling lol

pseudo swift
devout flint
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carl can you help me?

pseudo swift
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idk

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wsup

devout flint
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above your post

pseudo swift
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check your console log

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what is the error u get

devout flint
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and look at your vehicle movement component you might have a max speed

pseudo swift
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max rpm?

devout flint
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I need an event in the event pin but the beginplay doesnt work.

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that or max velocity

pseudo swift
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yea but what does it say

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can u send a scrnshot

devout flint
pseudo swift
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so what do you wanna achieve? spawning a cube?

devout flint
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yeah

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without the timer it works

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just I want it to spawn every 3 seconds

devout flint
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I do not need that it is the timer giving me trouble

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the only other timer is function and that needs like 3 things I dont want to plug in

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I just need to know what to put in the event pin

pseudo swift
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try this one

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here they are spawning bunch of shit

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i know its about the conveyor belt but they also have a bp spawning cubes

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Im not good enough with Bps to know what you need otherwise I would just try to look at your bp but idk

devout flint
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thanks

devout flint
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ah ok thanks man

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did you test if RPM helped?

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brilliant before you posted that I did something that froze UE4 ๐Ÿ˜ฆ

pseudo swift
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haha

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always

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yea i also found a video on the topic but its still fkng too slow

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seems so weird that something this easy would be so difficult

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lol

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im messing with the torque curves and the rpm and it only feels slightly better

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theres also like nothing about it on google lol

blazing shell
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When somebody tells me do edit r.MipMapLODBias, how do I find the correct ini file for this?

pseudo swift
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hmm i can decrease the mass of the car but then it does of course less impact with collisons

storm burrow
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If I already have a bunch of existing Material Instances, is there a way to automatically assign these to newly imported objects?

I've tried using the SlotName blueprint nodes, but they only work on a component, not actor level.

devout flint
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@pseudo swift can you send me a pic of the vechicle movement settings

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you could maybe decrease the mass mut increase the inertia.... why cant you just supercharge the torque?

pseudo swift
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so i can make it go faster if i set the mass to 1 but i need it to run into things and push things around which is why its really nice if it is 1500

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i have no idea what the inertia does

versed spear
pseudo swift
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@devout flint any ideas? it turns really slow also

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hmm the curves reset

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everytime i modify them wtf

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man i dont get this like i changed the input values and the curves and followed a forum thread and i still cant turn in a circle since the handlings so terrible

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was reading this

devout flint
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@pseudo swift looking at it sorry was playing Vader Immortal

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@pseudo swift Try multiplying your gear ratios by 100

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Also try changing the MOI

pseudo swift
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changes gear ratio makes car stand still

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changing moi to 100 also prevents it from moving, 0.1 seemed maybe slightly better

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the weird thing is when im driving forward i can barely turn

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its soo slow

plush yew
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Any whatsapp grup please add me there,

pseudo swift
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@plush yew i had this issue also

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are u using blender?

plush yew
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yes

pseudo swift
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same

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so apparently a lot of people had this problem, the solution is said to apply rotation and scale to your model before you export

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but it didnt work for me

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another issue is that blender is by default meter and unreal cm

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so you have to mess with the scaling its a pain

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i did a workaround by importing them and having the wheels at root, then offsetting their position in the BP so place them correctly

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you can tweak it in your vechicles BP here

rustic imp
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wut

sudden agate
urban meadow
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anyone have any problems not being able to remove sublevels in the level window? (4.22) i remove them but when i reopen the level sublevel returns. this is a project upgraded. from 4.17 to 4.22

grim ore
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I think he is upset that we are not making enough money off the engine

visual belfry
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sometimes it makes me upset too ๐Ÿคท

pseudo swift
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its like its driving forward trying to turn but has no turning power

ember notch
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Is your vehicle system self made

pseudo swift
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yea

ember notch
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lol I bought a vehicle system for 5โ‚ฌ xd

carmine scroll
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Well @ember notch no point making games if you didnt actually make it ๐Ÿ˜›

ember notch
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What?

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Stop trolling

carmine scroll
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Just speaking some truth lol

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๐Ÿ™ƒ

rustic imp
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it's not truth though

pseudo swift
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any one know how I can improve the handling?

rustic imp
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it's a smart decision to invest in premade tools to help speed up your development process instead of spending time and money on making it yourself if the thing you find works perfectly like you want it

carmine scroll
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you dont spend money if you make it yourself

rustic imp
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well you do if you work at a company

carmine scroll
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companies dont buy car systems.

rustic imp
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lmao

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they do

visual belfry
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Sure they do

rustic imp
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believe me

visual belfry
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By outright hiring people as well

rustic imp
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maybe not the billion dollar studios, but definitely indie to mid size companies

ember notch
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PUBG using a house kit from marketplace

carmine scroll
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Im more of a believer of ' Learn to do it yourself' Buying marketplace blueprint systems to me, is cheating and something that wont be unique to your game.

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plus, many, many people use only marketplace assets

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and its terrible

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not everyone, but many ppl

rustic imp
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I'm all for that too, I'm just saying it can be a wise decision to buy premade tools

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of course I love learning things myselfl, but I'd rather have the company spend 20 euros on a plugin than someone working on it for a week for 100s of euros

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you get me fam

carmine scroll
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I understand it from that point of view yes

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for people on here, many are new or learning, so simply saying 'buy it from the store' isnt cool

rustic imp
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but saying it is not game development isn't cool either

carmine scroll
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maybe not. But you wont understand what your doing, buying it all

visual belfry
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the idea that everything has to be handmade has held back many a prospective game dev

carmine scroll
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I dont think so. Over 40 games a day go on steam, many of different types

visual belfry
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that's unrelated

carmine scroll
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people arent held back

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if people want to make good games, they will learn

visual belfry
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๐Ÿคฆ

polar hawk
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you tell me do things i dun runnin

visual belfry
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don't forget to make your own engine, etc etc etc

maiden swift
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@polar hawk I actually know what you're referencing. lmao

rustic imp
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yeah lol, was thinking the same @visual belfry

pseudo swift
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alright well is there anything I can change in my BP to improve it, i tried changing like all the settings and nothing seems to improve it

carmine scroll
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@visual belfry I dont understand your point. People need to learn to make good things and not use free stuff all the time?

pseudo swift
carmine scroll
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whats the issue in that

pseudo swift
visual belfry
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there's no harm in learning, but there is harm in gatekeeping

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difference between "It's good to learn" and "You have to learn or you can't progress past this point"

maiden swift
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Marketplace assets are fine and plenty of companies use them wisely.

rustic imp
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yeah e.g. if you're interested in programming, you don't have to spend months becoming decent 3d artist

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of course asset flip games that use everything in their entire game from bought things is an other thing

visual belfry
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it's unfortunate that code is one of the least visible things ๐Ÿ˜› I heavily rely on asset packs to flesh out my game atm until I have a more complete vision for contracting out

maiden swift
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That's another great use for Marketplace assets. Higher-fidelity placeholders for quick prototyping.

visual belfry
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or even as stepping stones for learning

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I learned a lot by dissecting Allar's interaction component ๐Ÿ‘

carmine scroll
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I suppose its fair for coders to buy 3d models, or the other way around. I didnt want to sound like it was the worst thing in the world. But my main point is regarding those to buy everything or use all free stuffs, and throw a game out.

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That I dont think is cool

maiden swift
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Sure, I get where you're coming from there.

carmine scroll
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And, on the same note, to someone who is learning, to then turn around and just say they can buy a pack online, isnt cool either. Since they wont learn but turn to buying it all

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which is what sparked this from a comment ^^

maiden swift
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I could say the same thing about so-called tutorials that are actually just recipes for x thing. You don't learn much, but you get a result you need in the moment.

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I think it's OK for both to exist. They serve different needs.

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I personally prefer tutorials that teach concepts and empower me to do more on my own.

polar hawk
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if people spent as much time shipping their own game instead of wondering how other people ship their games, we'd probably still not be any better off

visual belfry
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rather than ones with misleading AAA game thumbnails and 30 minutes of wordlessly scrolling around blueprints for something that's sorta the same if you squint? ๐Ÿ˜›

azure shore
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guys, hows the best way to speed up map load times? I know one way is baking lighting but that feature is completely broken for me so its not an option

maiden swift
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The best tutorials - and Marketplace assets too, honestly - enable developers to be more autonomous.

polar hawk
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the best tutorials are when you create something from scratch because a marketplace asset does everything you want wrongly

carmine scroll
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Just gotta make sure you watch the right tutorials. As @visual belfry said, many are miss leading

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or teach quick 'get it working' systems, that are not efficient

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but then I suppose, as a learner, its not easy to tell them apart

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you dont know whats good and bad until you find those good tutorials

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which can involve redoing many systems etc.

visual belfry
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builds character ๐Ÿ˜Ž

carmine scroll
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yeah its true, it does

rustic imp
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you learn from mistakes

carmine scroll
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which I think is far more worth it, than buying the systems

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using an exact matching skeleton @plush yew ?

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to the ue4 one

azure shore
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guys, hows the best way to speed up map load times? I know one way is baking lighting but that feature is completely broken for me so its not an option

polar hawk
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delete levels

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makes em load real fast

azure shore
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does it literally just come down to better pc, faster load times?

carmine scroll
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also can depend on how much your loading on start

azure shore
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well, wouldnt that be the whole map?

polar hawk
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ahaah

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ahahahahahahh

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yo

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whatever that fucking animation is

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ship it

azure shore
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am I supposed to make some way to load it in chunks or something like that

visual belfry
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new fortnite dance \o.

polar hawk
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its the sequel to the stanky leg

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yeahhhh

azure shore
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soooo

visual belfry
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how big is your map?

azure shore
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some way to load the map as you progress through it could be good I guess?

visual belfry
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right click it on the content browser and do Size Map... to get an estimate of how much actually needs to be loaded to open the map

azure shore
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not even that big right now, but any maps seem to take ages

visual belfry
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in standalone and not editor?

azure shore
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its quicker to load in editor

polar hawk
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inb4 3gb map

rustic imp
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I don't see any problems with that animation

azure shore
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much quicker

grim ore
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so you probably cant make it load any quicker but maybe you can make it feel quicker? load just the area near them with a streaming level then stream in the rest while it is playing?

azure shore
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yeah, how would I do that?

polar hawk
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@grim ore I googled a thing and the only thing that came up was a WTF Is and I was like... heh, neat

visual belfry
azure shore
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thankss

grim ore
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@polar hawk awesome ๐Ÿ˜ƒ

visual belfry
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someone's quick on the draw ๐Ÿ˜ข

polar hawk
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hes got it bound to his elgato steamdeck

grim ore
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.... I uh.... considered buying a stream deck lol

polar hawk
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ayyy

visual belfry
#

I've used a G13 in previous jobs to run small scripts ๐Ÿคฃ

polar hawk
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you're only cool if you use an Elgato Streamdeck

grim ore
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I use the F Keys for OBS shortcuts but sometimes I fubar and end up in wirescreen lol, considered the stream deck for that purpose

visual belfry
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useful when build is bound to some monstrosity like alt-shift-รฑ-b

polar hawk
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I bought 20 streamdecks

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I don't even own a keyboard anymore

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its all streamdecks

visual belfry
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chord 19 of them for a ton of keys ๐Ÿ˜Ž

polar hawk
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hey I got 10 fingers and 10 toes

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need more input

visual belfry
#

you got one finger left over for the actual input

polar hawk
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so actually you only need 7 stream decks to replace a keyboard

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who has got $1050 so I can make a dumb youtube video

pseudo swift
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mine looks like this @plush yew

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try change your bp if you cant steer

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check also you have binding in the project settings

polar hawk
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You may want to look into using axis inputs

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instead of wasd

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or not

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sometimes you only know one speed: go

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booo you broke it

pseudo swift
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im just doing a really really simple cartoony car and do not need any accurate physics stuff, but i want to increase the handling/the top speed how can I adjust that @polar hawk

polar hawk
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handling will definitely be better with axis value inputs

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top speed, iunno, im sure the wheeld component has a max speed property

pseudo swift
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alright, is there alot of tinkering to get up and running?

polar hawk
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nah

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project settings -> input -> axis mappings

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im sure if you made a new project with the vehicle bp template

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it'd show you how

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i think

pseudo swift
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hmm, and after the inputs?

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do I need to change the bp?

polar hawk
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aye bp needs to use axis inputs

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you just shove the axis value into your set x input

pseudo swift
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got any example? sorry my bp stuff is horrible

polar hawk
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the vehicle bp template

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it'd show you how

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i think

pseudo swift
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like this you mean

polar hawk
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yes

pseudo swift
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and in the project settings how do I setup the inputs?

polar hawk
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with the editor

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I'm sure you'll figure it out

pseudo swift
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its like this atm

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wait

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here are the axis ones

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maybe they're fine?

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hmm i changed everything out but my behaviour is still the same

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i dont get these car things feels like nothing i change make a difference lol

polar hawk
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well now you can use a gamepad and use analog input

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which is way better for handling

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to change how the car actually handles you're gonna have to dig into the vehicle component

pseudo swift
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the bp?

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im tweaking the VechicleMovement inside my carBP but it hardly affect it

polar hawk
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you gunna have to talk to a vehicle expert

pseudo swift
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yep i guess

honest vale
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...

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I was running automation tests and they crashed the engine without any stacktrace

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nice

thorn prairie
#

I'm not sure where this go but I need help with Unreal Engine, I've downloaded UE4 launcher but when I click it to open it nothing happens

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I even check the task manager and it'll just sit there before vanishing

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How do I open it

pseudo swift
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did you download the epic launcher

thorn prairie
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Yes

pseudo swift
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and what engine version are you running?

ember notch
#

Where i can get free car models?

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for UE4

plush yew
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sketchfab

polar hawk
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ask your neighbor

ember notch
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Hahaha

thorn prairie
#

The latest launcher

pseudo swift
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if its not working then reinstall? check that your system is compatible with it?

sonic panther
#

Hey guys. I'm looking to be involved in a project. I do a lot of different styles of art but I need some project based work. My friend is working on a game but he keeps asking me for art and isn't implementing any of it. I would like to be involved in something that is actually going somewhere

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Please contact me here if interested. Thank you for your time.

thorn prairie
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@pseudo swift Epic games launcher won't open so I can't

rustic imp
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have you tried opening it as administrator specifically maybe

thorn prairie
#

yep ๐Ÿ˜ฆ

azure shore
#

ok so I timed it and it takes about a minute and a half to load my maps playing in standalone

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level streaming better help me out here

thorn prairie
#

I'm not sure if I need to customly download vs redistribution 2017 - 2019

lusty meteor
#

Is there a way to set the scalability options for the editor without having the editor up? (project not opening, so wanted to see if it was scalability related)

thorn prairie
#

Does anyone know how I can fix my problem ?

bright plume
#

dont want to be that guy who post a problem right when someone else is having a problem :<

thorn prairie
#

lol

pseudo swift
#

do you also experience issues opening other software?

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what happens when you open to launcher?

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what location did you install unreal at?

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wait wtf you have 2 ram

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im really no expert at these things but it seems like your computer (laptop) is really old/would need more ram to run unreal

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i think basically you cant run it cause you lack the hardware

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@thorn prairie

thorn prairie
#

Yeah I experience the same thing with Cryengine but fixed that by downloading vs redistribution 2017 and up. It might be like you said low on RAM lol darn it all

heavy ether
#

i just realized i can have multiple virtual desktops in windows that span all 4 displays.. so i can run each of my environments simultaneously.. without having them cluttering up.

#

though the computer really drags down with two copies of unreal and a copy of unity running

pseudo swift
#

@thorn prairie I would seriously recommend investing in a better computer if you wanna continue with any 3d/animation/game engine type of stuff

#

@thorn prairie dont even think you have to spend that much to get a laptop which you can start running ue etc. with, good hardware is getting pretty cheap these days

thorn prairie
#

ok

vapid karma
#

hey guys

#

I did an inteview for Unreal

#

here

latent fable
coarse basalt
#

Im trying to paint tree foilage without aligning to normalbut want to get rid of these gaps under my trees is there a way to push them into the ground so theres no gap

radiant haven
#

@409009686134915072

carmine scroll
#

should be a setting for the height offset ?

#

@coarse basalt

ember notch
#

How to import a fbx model???

heavy ether
#

press the import button

ember notch
#

No he import 62 models...

rustic imp
#

can't you normally just drag drop into the content folder?

#

maybe there's 62 separate objects in the scene you exported?

sudden agate
#

there is a "Combine Meshes" Optione when importing

ember notch
#

Where I can get good vehicle models?

dark depot
#

that are game ready? nearly no where

ember notch
#

How long does it take to import a 117 MB fbx?

cloud cobalt
#

A 117MB FBX is probably an issue

#

Is that textures, or geometry ?

wary wave
#

does not sound game ready

cloud cobalt
#

Basically if it has more than 100k triangles, it's probably not going to work well in UE4 (and will take hours to load)

frank escarp
#

not at all

#

ue4 eats the 100k tris fbx no issue

#

hell, ive dealt with million triangle fbx just fine

ember notch
cloud cobalt
#

I'm just saying, rule of thumb for random Internet assets.

#

I've also used 500k tris FBX before or worse - just saying that, if you get that from someone, it's likely to not be game ready (no UVs etc)

ember notch
#

How long does it take to import 5mb fbx?

carmine scroll
#

like 2 seconds

dark depot
#

depends on your pc

cloud cobalt
#

Depends on what's inside

dark depot
#

but yeah that shouldbe instant nearly

ember notch
#

How I can make when I click V that I change from third person to first person?

#

mode

grim ore
#

make an input and set it to V, make an event from that input in your player blueprint. use the Set View Target with Blend Node to swap between Camera 1 and Camera 2 (2 cameras in your character, 1 for first and 1 for third). Alternately just move your camera from one spot to another in your player and adjust your spring arm and camera settings

carmine scroll
#

people need to read my username before posting here

#

damn lol ๐Ÿ˜…

pseudo swift
#

guys when i enter my firstpersonCharacter i can only look up and down, (yes i did google) is there a specfic setting i should look for that enables free cam movement?

grim ore
#

how are you entering them? and yes it's going to be one of the settings on the camera and character movement and the springarm if you have one about rotation and using rotation and such (unless you just messed up your input settings)

pseudo swift
#

might be my input cause its the same project where i messed with the input for the vehicle

carmine scroll
#

is it also the default fps ?

pseudo swift
#

yep its the default one but i made a lot of changes in the project so might be a bit wonky

#

entering through play by possessing at event start

carmine scroll
#

is that level bp?

pseudo swift
#

yes

#

these are the action mappings

grim ore
#

well we know it goes up and down so how are the mappings for left and right in the player?

pseudo swift
#

how can i check that?

grim ore
#

and if its the camera it would be axis mappings not action

pseudo swift
#

axis ones, does have input for look right etc.

grim ore
#

find the look right node then in your character

carmine scroll
#

can we actually see the BP

#

for the movement

pseudo swift
#

found the issue in the bp

#

from the firstpersoncharacter default bp

carmine scroll
#

lol that would be it

pseudo swift
#

yepXD

#

so how come it get the reference unknown?

#

my bindings wrong?

ember notch
#

How I can crash UE4 Editor?

dark depot
#

plenty of ways

pseudo swift
#

alright I got it, added the missing bindings in the seettings thanks @carmine scroll @grim ore

carmine scroll
#

ah awesome

#

cool cool

pseudo swift
#

@ember notch just use it ๐Ÿ˜ƒ

ember notch
#

xD it's a bad idea to import fbx

cloud cobalt
#

uh...

dark depot
#

are you looking at the spec of these random FBX your adding in

#

for all you know your attempting to bring in multimillion poly things haha

cloud cobalt
#

^

heavy ether
#

@carmine scroll your name doesn't appear at the top of the list. not that that would matter much

#

@ember notch fbx as far as i can tell seems to be the preferred format .. so..

carmine scroll
#

lol what list?

heavy ether
#

the list of people in the room

cloud cobalt
#

FBX is obviously the default format to use

carmine scroll
#

okay....?

#

thanks for letting me know? ๐Ÿ˜…

heavy ether
#

you said people need to read your name .. but they won't see it unless they scroll waaaaaaaaaaay down

carmine scroll
#

its a joke dude..

heavy ether
#

... :shocked pikachu: ๐Ÿ˜ƒ

cloud cobalt
#

Might want to move that fascinating thread to lounge ๐Ÿ˜ฌ

honest rune
#

Would a poly-count of approx 120K for character models be reasonable with average modern PC hardware? Assuming say 40 characters and perhaps a few thousand lower poly inanimate actors?

polar hawk
#

yes

#

and

#

no

honest rune
#

that would be including all armor & weapons etc and submeshes would be merged at runtime

lilac wedge
#

Ive got a very large planet that renders in my viewport but not visible when i start the game. Any ideas?

#

it only gets visible when very close and thats only bits of it not the whole thing

polar hawk
#

mesh bounds?

pseudo swift
#

yea sounds like bounds

lilac wedge
#

This option?

#

still doesnt seem to be working

honest rune
#

so character poly counts should probably still be kept down to like 60k or 80k at most if I want lower-end hardware?

#

I don't plan on having too much going on in the levels really; plan to use static mesh instancing where possible and not a ton of clutter

#

I'm not even sure what common low-end hardware would be capable of nowadays lol I would figure modern hardware should handle a fair bit more than say 10 years ago

visual belfry
#

I seem to recall the docs had a page on rough mobile optimization guidelines

honest rune
#

I don't plan on targeting mobile but I suppose if I go by that, pretty much any PC should be fine

#

I'll try to find that. thanks

visual belfry
#

it's not a bad stand-in for low-end hardware, except actual low end laptops seem to have worse GPUs ๐Ÿคฃ

honest rune
#

ugh tell me about it. My "work laptop" is crap lol can't even run minecraft lol

pseudo swift
#

hmm think it is actually only the shadow on the guy in the air

ember notch
#

How to make undo

plush yew
#

ctrl+z

hidden aurora
#

Does someone knows about a complete replicating guide

polar hawk
#

yes

upbeat tendon
#

I am calling my http service and pulling back some json, i am controlling the actor from umg, i want to emit an event the umg can use to update the UI

grim ore
plush yew
#

hey, everyone

#

i'm new to unreal engine 4 and hope to make some cool things with it

hidden aurora
#

Thanks mathew for you persistent and fast help

grim ore
#

make a box, then make the box turn into a cat! โฌœ ๐Ÿฑ

ember notch
#

Can someone send me a vehicle model? xD

polar hawk
#

no

grim ore
#

There is a buggy in the driving demo on the learn tab

ember notch
#

I know I have this vehicle

#

But I need more xD

wraith lark
#

then use google @ember notch to find some more

grim ore
#

there is a blue car in the normal Vehicle Template, that is 2 then

ember notch
#

@wraith lark I tested the vehicles that I found but there don't work

#

@grim ore I have this car

polar hawk
#

you can try Grid

#

or Gran Turismo 2 if you want old school

fickle iris
#

Hey can someone lend me a really quick hand, I have what is most likely a simple problem, except im not very smart so have not been able to fix it. It would be greatly appreciated!

hidden aurora
#

Tell me

grim ore
#

everyone in here might be able to help if you toss out the problem and wait a day or 2 ๐Ÿ˜›

fickle iris
#

Ok Ok ๐Ÿ˜„

#

One second

#

Basically, I have a blueprint setup where I can change from a top down camera to a free move camera which is moved by the cursor nearing the edge of the screen, and can be toggled on and off using a keybind. Much like in LOL. Also, when you enter the free cam mode, the initial starting camera location should be the same as that of the regular top down, so if you were to press the button, there would be no teleporting to the camera spawn, as the spawn would be = to the world location of the main top down camera

#

I can send a screenshot of the blueprint if I am allowed, and I kind of overcomplicated it.

hidden aurora
#

Whats the issue

fickle iris
#

It doesnt work

gusty dune
#

Hi all ๐Ÿ˜„ Just joined the Discord

fickle iris
#

The starting location of the freecam is not that of the location of the main camera, its the spawn, and the movement of it doesnt work, moving the mouse cursor to the edge of the screen does not result in a movement

#

And hi Josh

hidden aurora
#

Can you share screenshots

fickle iris
#

Do you want me to Dm you or am I allowed to post here?

hidden aurora
#

Its the same

fickle iris
#

?

#

Ill take that as a yes

#

In logical Order, not including function order;

#

They're not uploading, Ill make an imgur quickly and post the link: (Its a gallery not a single picture)

#

There you go

#

I hope you can fix it ๐Ÿ˜›

hidden aurora
#

Whats the value of speed float

fickle iris
#

For the interp speed in the move function? 1

hidden aurora
#

yep

fickle iris
#

Yeah its set to 1

#

Thanks for the help btw

hidden aurora
#

Let me see the photos

fickle iris
#

What photos?

#

The link shows all 8

#

it should be a gallery

hidden aurora
#

My internt is running so slow

fickle iris
#

No problem

#

take your time

hidden aurora
#

Literally 32kbps

bright plume
#

i :<
enabled a plugin (Unrealvoxel Toolkit)
says ue4 needs to be restarted
Restarts ue4
everything in world outliner is deleted and im left with a blank viewport
how to bring the default scene back :<

hidden aurora
#

Delete the plugin foolder?

bright plume
#

it worked b4 and in a new file i havent even the slightlest clue as to why it just decided to do this

flat idol
#

Unreal keeps backup of saved files earlier versions in the Saved/Backup also /Autosaves might have some remnants of your work if the map is lost, you should lokk in these locations. Disable the plugin to not cause further issues.

bright plume
#

actually...

#

i was organizing stuff so that might have a caused the issue

dense gate
#

Do you ever wonder why a character doesn't dash for so long that finally you find out you were applying a status effect that specifically doesn't allow moving

bright plume
#

derp

dense gate
#

I feel incredibly stupid because I was wondering what was causing that "bug" for 2 months

bright plume
#

derp

azure shore
#

I really hate how I get angry way too easily with ue4

#

anyone would say that I shouldn't be doing it because of how stressed it makes me, but I usually resolve the problems soon enough in some way and the stress wasn't worth it

dense gate
#

I avoid getting angry at it by having multiple things on the todo list

azure shore
#

but when it's CONSTANTLY crashing and undoing loads of work at a time, it's hard not to get angry

dense gate
#

Oof

#

Even though I'm with a garbage PC under the min requirements, I know what's causing all my crashes, and it's most commonly running out of RAM or VRAM

azure shore
#

I mean with the pc I have I really shouldn't even bother, but I'm stuck with it and I'm not gonna let it stop me achieving basically all I ever wanted to do with my life

#

I can't even run my own game for crying out loud and it's a really cheap to run game

dense gate
#

I'm with the equivalent of a GTS 450 right now, I know your pain

azure shore
#

sometimes for me it literally freezes and crashes because I hit undo

dense gate
#

Resolution scale is a saving grace tho

azure shore
#

undoing usually takes like at least 5 seconds

flat idol
#

Use autosaves, you loose least amount of work. Find the reasons of crash and avoid to happen.

rotund scroll
#

I mean one thing is being angry about it, another is constantly posting about it

dense gate
#

Undoing is indeed slow

azure shore
#

yeah, all games I play I have to use tiny res scale

#

I do have autosaves and they never work

dense gate
#

I can't even run most games released from 2015 onwards no matter the settings

manic pawn
#

undo is just so powerful it undoes all of your work today by crashing

rotund scroll
#

lmao

dense gate
#

But the editor has been arguably the most stable program in my entire PC

#

Learn to press Ctrl-Shift-S regularly

azure shore
#

when I play test my game in standalone I have to have it super blurred with lowest effects and shadows settings

dense gate
#

Does it need to be standalone?

#

Unless you're doing multiplayer, I don't see a reason

azure shore
#

nah but I can't quite get the same fps in the editor

#

standalone runs a LOT better

#

but I rarely touch it because of how long it takes to load

dense gate
#

Weird, PIE in selected viewport runs a ton smoother for me

azure shore
#

thanks to my pc at least pretty much anyone will be able to run the game

#

generally quite cheap to run

dense gate
#

Also, one thing I've noticed, static mesh tabs soak up GPU power even if they aren't focused

azure shore
#

models aren't super detailed, textures are often just slightly blurred, shadows have to be on low because I myself can't run high, etc

dense gate
#

Check if you have any of those up and close them whenever possible

azure shore
#

oh wow, thanks for telling me

#

I do worry though that at some point my pc just won't even be able to handle my damn map

#

the maps are generally sorta like doom maps in some ways

dense gate
#

Also if you want to test "optimal" FPS at high settings, use "t.OverrideFPS 0/30/60", it slows or speeds the game up to match the FPS

azure shore
#

oh that's good

hidden aurora
#

@manic pawn CTRL + Z spam lol

dense gate
#

It's kinda what the Record Movie does if you've used it

#

Quite the useful tool to record max settings demos even if your PC is garbage

#

Check #work-in-progress to see mine

#

Ran on an i7-3632QM (4 cores, 2.9 Ghz), 8 GB DDR3, Radeon HD 7650M 2 GB (OCed, equivalent to GTS 450)

#

As a wise man once said, if there's will, there's a way

fickle iris
#

@hidden aurora did you ever find a solution?

hidden aurora
#

Still looking at it but it doenst seems to be an is sue

#

Can you remind me the pr oblem please

fickle iris
#

Scroll up a bit if you can, I'm on my phone now and C+P crashes it for some reason

#

Sorry

#

Anyone else have any ideas either?

dense gate
#

I'm missing context on the entire deal my dude

hidden aurora
#

Have you checked that the code is the same as in the video

dense gate
#

And discord is painfully slow at sending messages right now

mellow turret
#

hmm im not getting any autocompletion with visual assist

#

first time I use it

fickle iris
#

Ye I have, you can too if you want

#

And meh, basically the code I sent doesn't work

#

And it should do

dense gate
#

Have you tried setting control rotation instead?

gusty dune
#

I've downloaded a running animation from Mixamo, and when I try to play it in the anim blueprint it is facing the wrong direction. All the other animations worked fine though. Any idea what would cause it?

dense gate
#

In my Countess vid in #work-in-progress I had the same issue and instead got the pawns controller and set the control rotation instead of the actor or component's rotation

#

It's a rotation interp to look at Countess in the vid if you're curious, then that interp is set as the control rotation

plush yew
#

@gusty dune not sure, but if you've ever used a 3d software like maya or blender, you can just import the animation, rotate it, then export it again

dense gate
#

Alternatively add a curve value with a single key to the root bone that rotates it by whatever angle you need

#

In the UE4 editor

gusty dune
#

Ah alright. Thanks Biscuit, although I don't know how to use 3D software yet

#

Oh it can be adjusted in engine?

dense gate
#

It's tricky to get used to

#

But yes, it can be

gusty dune
#

It only messes up the animation when I enable root motion

plush yew
#

The alternative I suggested is much simpler no?

gusty dune
#

Otherwise it looks smooth in the animation preview window

plush yew
#

Takes about 15 seconds

dense gate
#

It's not simpler for me since I work with marketplace assets with high visual fidelity

plush yew
#

But you're not a mere mortal like the rest of us

gusty dune
#

๐Ÿ˜„

dense gate
#

Also the Paragon assets can't be exported for whatever reason so that has been extra hard for me to do out of editor

gusty dune
#

The thing that makes me hesitant to do anything is that the animation looks fine when it moves without root motion

plush yew
#

Probably because they are not intended to use outside of UE4

#

so they dont let you export them somehow

dense gate
#

I couldn't export a texture to generate normal maps and such for it

plush yew
#

@gusty dune Do you want root motion in a running animation?

#

Running in place works better most of the time

gusty dune
#

I may be a bit confused here, apologies if I go over the same thing at all

plush yew
#

Do you have a 3d software installed?

gusty dune
#

All my other animations have been set up with root motion enabled, which has worked great. When I tried unchecking root motion on this run animation it made it look good, but it snaps back to the character when moving

#

I have Maya installed, yeah

plush yew
#

thats because

#

when you download the running animation from mixamo

#

you need to check

#

"In place"

#

or whatever that option is

#

and then download the animation

gusty dune
#

Ahh, not 'fix' it by messing with root motion in engine?

plush yew
#

nah

gusty dune
#

Gotcha

plush yew
#

You want your running animation to be in place

gusty dune
#

Sadly the Mixamo website was changed recently, so when you download an animation pack you can't edit each animation. You can only select it if you do it one by one

plush yew
#

Yeah just download the running animation by itself

gusty dune
#

Thank you, I'll give it a try

crisp hawk
#

So if you have for example, hundreds and hundreds of floor tiles in a level, and each tile can do something, such as use a different texture, i've realized that making a blueprint actor for the tile and then in the construction script spawning all of them is NOT a solution (i assumed that ue would instance these)

#

anyway, i realize i have to create static instance meshes, which is totally fine, but i'm trying to figure out how i might be able to provide some per instance values

plush yew
#

did you drop to 5 fps?

crisp hawk
#

i could do this easily in ogl or dx by passing an instance array buffer

#

haha, yes i did @plush yew

plush yew
#

Ive been there

crisp hawk
#

didn't take me long to realize that was not the right thing to do!

plush yew
#

20-25 cubes that did something

#

was enough to drop me to 5 fps

#

from 240

crisp hawk
#

yeah, i think i had like 200 cube tiles

#

instance static meshes will totally work, i just can't figure out how to give the material some parameter for each of these instances to choose the correct texture for a tile

#

i'm only coming across some setrandomint or something

plush yew
#

well, I quit the project because I didnt want to bother figuring this out so, Im tapping out here .D

crisp hawk
#

but its not exactly random, so that won't work

#

hahaha

gusty dune
#

@plush yew it works perfectly now, thank you ๐Ÿ˜„

plush yew
#

you're welcome โค

crisp hawk
#

if ue doesn't have a way, i'll probably just do something like they are doing with the randominstanceint or whatever but make it not random, but there's gotta be a way

#

an per instance buffer is no different from a vertex buffer really, so it seems strange they would only implement a random int for per instance data

plush yew
#

Do your tiles switch texture at points during the game?

crisp hawk
#

yeah, they do

plush yew
#

yeah

#

the issue is the draw calls

crisp hawk
#

basically like, the tiles will blink, and if your not on a "good" tile, you die

plush yew
#

yup

#

I was doing something similar

#

I'd be very curious to know if you solve this

#

so I can resume my project one day ๐Ÿ˜„

crisp hawk
#

the worst case scenario i suppose i could create multiple instances each with different materials, and just show/hide an instance

#

that would give me like 3 or 4 draw calls instead of hundreds

#

alright, i plan to solve this within the next couple days ;P so i'll let you know when i do! haha

plush yew
#

best of luck ๐Ÿ˜ƒ

crisp hawk
#

haha, thanks

#

"How do I set per-instance material parameters on instanced static meshes?" -> answer: "According to someone at Epic, you can't do this. Just thought I'd update this post for reference."

#

haha, not very promising

plush yew
#

okay so

crisp hawk
#

i know thats not true though

#

because you at least have the random int thing

#

and if they can do that, they can certainly do NOT a random int

plush yew
#

you know the classic games of like, when you walk on a cube, it turns into your color, and whoever has the most floor tiles colored by the end of teh game wins?

crisp hawk
#

yup, totally

plush yew
#

well

#

it has to be done in ue4 somehow

#

its stupid if it couldnt be done

#

lol

crisp hawk
#

that exact kind of thing is what i want (the tile coloring i mean)

plush yew
#

yeah

#

there must be a way

crisp hawk
#

that would be ridiculous if you couldn't do that

plush yew
#

agreed

crisp hawk
#

its such a common thing i'd think

plush yew
#

Try asking in the #cpp

#

there are smart people there

crisp hawk
#

alright, i'll try there, thanks

plush yew
#

just pretend ur game is multiplayer

#

:p

crisp hawk
#

haha, it actually is, so i'll need these variables to be replicated too!

#

but, thats step two

plush yew
#

just integrate it into ur question, smart people there too

crisp hawk
#

haha, alright

gusty dune
#

Is it possible to use an Interface for animations, rather than using casting?

gusty dune
#

Also, can you check if an anim montage is complete with a bool?

chilly gale
#

@sand nacelle Why is it we have to wait over a minute sometimes 2 minutes to get the code to log into the launcher, it's painful having such a long delay

flat idol
#

Last month i had to wait 3700+ seconds, checked with the mail logs. Code was dead on arrival, obviously.

grim ore
#

Too many people and not enough bandwidth to handle it

visual belfry
#

if only it had some sort of integration with standard authentication apps ๐Ÿค”

flat idol
#

It's the fault of the mailer service they use i think.

grim ore
#

nothing is capable of being perfect, google had that major outage the other day and its google

#

@chilly gale basically nothing is perfect, they are working on it, it sucks when it happens, and hopefully it doesn't happen at a bad time.

chilly gale
#

Thanks for the reply, it maybe longer to for us at the bum of the world lol

grim ore
#

It shouldnt need a new code every time you log in tho unless your IP keeps changing ๐Ÿ˜ฆ

chilly gale
#

Oh ok I was no aware of that so maybe I shouldn't delete the message as soon as I used it

grim ore
#

not that. It shouldnt ask for a new code every time you log in unless your IP keeps changing. it should also keep you logged in so you don't even need that. I only use a code once whenever I reset my machine personally.

chilly gale
#

Mine seems to, we'll see now that I upgraded to Win 10, it might store info better

#

I'm just wading through the re-install

grim ore
#

hopefully so. the 2FA shouldn't be an annoyance for a steady user, just for people who constantly move or try and login to your stuff

flat idol
#

No it's as MathewW says you shouldn't require code for every single login, unless your IP is in change. There may be someone else is also using your email thus gaining access to the launcher.

#

Change the password on both places, see if that helps.

chilly gale
#

Could it be because Google in it's wisdom ( much to my anger) merged both of my email address's now I get two of everything

#

really pee'ed me off I had a private email and a gaming email and they linked em so bot get all my mail

flat idol
#

I'd say unrelated issue, but it is indeed can be annoying. Not sure how such a thing have happened to you.

#

You probably have a redirection from one address to the another, which makes a carbon copy on arrival. Check with the settings in both accounts if you can log into separatedly.

chilly gale
#

Might be a little/lot me as I got older I seem to loose the plot abit with tech stuff at 70 I might be getting slow lol

#

Will go through my setting again a little slower

#

It' keeping the brain active for sure lol

flat idol
#

Well you should remember the new passwords. Time to unleash the yellow stickers to the monitor.

chilly gale
#

lol

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To true mate

bright aspen
#

Is there a quick way to check whether a hit actor off of a raytrace has a specific component?

hardy flume
#

couldn't you just cast to the actor and do a branch? (not an answer, asking someone)

flat idol
#

@bright aspen No if there would be such a thing, it would be a similar implementation to what you probably already have. For.loop->hascomp()

grim ore
#

Break hit -> Hit Actor -> Get Components by Class (your class) -> see if array has any results?

#

assuming you aren't trying to get the actual hit component and just want to see if it has say "InventoryComponent" or something

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I guess technically the Get Component(without s) version would work better if you just want to check if it exists at all lol

bright aspen
#

Well, I have a "pick up" component and I just want to check if the thing I'm hitting can be picked up (my character already has a "pick up" function)
are components not the correct way to do this?

grim ore
#

... Most annoying thing ever getting VR again is the damned steam vr popping up every time you run the editor because epic

#

usually an interface would be easier to implement to handle this IMO

flat idol
#

MathewW you can disable steam plugin by default won't show up again. You can enable in project where needed.

grim ore
#

but I dunno if your actual pickup component does anything or you are just using it as an indicator

bright aspen
#

I was just using it as an indicator, yeah

grim ore
#

I know I can disable it but... too lazy lol

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yeah if just using it as a boolean check basically look into using interfaces

bright aspen
#

okay, will do

#

Thanks MathewW

hardy flume
#

I have a quick question. I was planning on having someone in my game knock down doors, would a level sequence be the best way to do this?

grim ore
#

make an interface like CanPickup. add the interface to any blueprints you want. when you hit an actor you can use the Does Implement Interface node to easily check to see if something implements it. The other alternative is to use the interface for your "pickup function" on the item and just go randomly calling pickup thru the interface on everything lol (but it sounds like your player is handling the pickup event and not the item which this wouldnt work well for)

chilly gale
#

If I unpack an asset I brought of, say Gumroad into a folder in the vault will I be able to use that the same as a asset I download via the launcher or will it not show up please?

bright aspen
#

Thanks a lot you're always a big help when you answer my questions : o

chilly gale
#

I'm hoping to make adding those assets easyer to add to projects

flat idol
#

Without a manifest file i think it won't show up ever, tho don't take my word for it just go ahead and try.

grim ore
#

@chilly gale in theory yes if they are following the correct format. "unscrupulous sea faring people" do that and it adds them to their launcher just like a purchased asset

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but yes ^ you need the correct manifest for it

chilly gale
#

Thanks guys

grim ore
#

@hardy flume it depends on how you want knocking down doors to be. sequences for animation would work if its more of a one and done, like hit E to break door -> pause player -> break door -> resume player playing if not there is a way to use animation in the mesh itself and you can just play it if you want something more dramatic.

chilly gale
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I brought The Old Scandinavian Village and hate having to copy it every time

hardy flume
#

alright that makes sense thanks @grim ore

flat idol
#

MathewW so the manifest is not unique to launcher. Launcher should do evaluation of vault contents and automatically delete illegal content that is not assigned to a particular user.

grim ore
#

darn there is no way to make your own manifest yet but... what about making your own feature pack instead and using the add new option in the editor?

flat idol
#

Probably this is exactly why it never deletes content, because multiple user can login.

chilly gale
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If it check it would NOT know about stuff brought from outside site either and delete those which might upset a lot of users right

flat idol
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The launcher is for the marketplace content only :)

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Thanks for using our services, here is the clumsy launcher for ya'll

chilly gale
#

that shows the vault library tho right, so it would show what ever is place in that folder structure I was thinking

grim ore
#

man I can never find the docs for it but the feature pack would work fine for what you want

chilly gale
#

Worth a shot I guess that can't hurt they can only say no or just do it

flat idol
#

You can try seller too that's more likely actually

chilly gale
#

I did that and he said he was working on it but that came to nothing

flat idol
#

More people need those yellow stickers, send one to him

chilly gale
#

Will do thanks for ALL your help

dull rapids
#

Hey guys, not sure where I should put this question but:
Off the top of your heads, what naming restrictions for Unreal assets do you guys know? Like "if you want Unreal Engine to recognize this asset automatically like this, you must name it with this suffix/prefix", or stuff like that. I heard something about that with some of the texture importings, but I wasn't actually sure. If you guys know a good place where all this is compiled, feel free to point me to it as well, because I couldn't find it on google...

tight sun
#

Hi, Just looking for some guidance on how I can tackle this, I want to make a very basic level with two floors and an elevator that moves between them. I'm just wondering what the best way to go about this is, should I say animate the elevator doors in blender, or would you just use matinee or sequencer? Then either move the floors or move the elevator between the floors when triggered by pressing E on the control panel, again I'm mainly just trying to see the best way to do it.. most tutorials seem to use matinee but it shows as 'legacy' now and it seems that sequencer is the correct tool to use now? Is that correct? Sorry I know this seems super stupid, just looking for some guidance on terms or concepts I should watch tutorials on etc, Thanks

plush yew
#

Hello

tight sun
#

๐Ÿ‘‹

plush yew
#

I have a question

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If you have the editor open, can you move uassets into the project folder or does the editor have to be closed?

tight sun
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I think it can be open

#

just test it

plush yew
#

Ok installing it now

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Also question

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If I RIP a blueprint file out of a game with UE viewer and move it into your project folder, will UE recognize it as a blueprint file?

scenic warren
runic narwhal
#

Is there a way to tone-down the eye-correction of the default camera? It's making working in the engine and gauging results a little ridiculous. I've even got bloom turned off and just looking at a brighter texture on the ground pushes white levels higher and higher.

wind siren
#

@scenic warren World's been going around that Nvidia users need to update their drivers. Don't know if that's what it is, but that's all I've got

steel patio
#

I believe that flickering is just Z-fighting, happens in all engines. Doubt drivers would make any difference tbh but happy to hear (and update) otherwise.

scenic warren
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i dont have any intersecting geometry or geometry that's occupying the same space. unless i'm mistaken on what z-fighting is, I dont think that's it

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I will make sure I'm using the most recent nvidia drivers

dark depot
#

BSP's just do that

#

would imagine it has to do with its generation and AA

wind siren
#

@runic narwhal Make sure there is a post process volume in your scene. Make sure the post process volume is set to Unbound. In the details panel, under Lens > Exposure, enable Min and Max brightness, set them both to 1.

steel patio
#

The orange outline would be in the exact same space as the edge of the box, so its z-fighting against itself

scenic warren
#

ah, i see

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i would think that's not desired behavior, though

steel patio
#

the way to fix it would be to offset the bbox + 1px, but i'm sure they're not fussed about it, it doesn't cause problems tbh.

runic narwhal
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@wind siren Appreciated! Thanks.

dark depot
#

yeah pretty much that you can make the lines thicker in editor settings see if that makes it clearer ffor you

scenic warren
#

Alright, thanks for the help, guys. I guess I'm glad to hear this isn't an isolated issue.

coarse basalt
sudden agate
#

Open world and baked lighting shouldn't be used together

real pasture
#

Do you guys suggest Udemy for a beginner?

cloud cobalt
#

Some of the courses are great

soft crescent
#

Is there an equivalent to symbolic links to assets in ue4?

lapis bronze
#

@plush yew i'd try utilizing something to do with Vertex Color painting

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@real pasture yes, there are some good Epic Games certified courses on there too

#

not sure what you're after exactly

#

but maybe Blend Shapes could be an alternative answer

tardy sapphire
#

How do you move a whole level to another position, like, 50 particle systems and 100 meshes at once, how do you move that around lets say 1000 units in the x direction?

whole quarry
#

why would you want to move it tho?

tardy sapphire
#

lol

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Coz I load it in a persistent level

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And I need to position it properly

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In my large world

whole quarry
#

tried selecting all objects and just... move it?

tardy sapphire
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theres a gazillion objects tho

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It lags when I move it

whole quarry
#

thats a lot more than the previously stated 150 objects

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well ye...

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lagging while moving isnt a problem though

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once its in place, its in place

tardy sapphire
#

hmm

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lags a lot :/ but okay I think I know what to do

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I can put all objects under a single object as children

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Duplicate the single object, move the single object to desired position

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Copy position, paste position

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Maybe like that

whole quarry
#

ye idk if you want to do that

#

dont over complicate trivial things like moving x amount of objects

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KISS applies here as well

tardy sapphire
#

I cant move it otherwise

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It lags

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Too many objects

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I have a beast PC but still

whole quarry
#

lags means low frame rate of latency

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not moving is called freezing or crashing

tardy sapphire
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Lol nvm

whole quarry
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since its a editor thing, it wont affect gameplay

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or do it in batches

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like move 50 objects per time

spare sun
#

well cant you just do a +1000x in the coordinates

whole quarry
#

maybe world compositor would be of use for him

lusty carbon
#

Ok this one is driving me nuts! right mouse button click for panning around the viewport, keeps popping the context menu, won't let me roam around. any fix?

spare sun
#

you can move the camera a bit while holding rmb

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or just enable keyboard controls even when rmb isn't pressed

lusty carbon
#

Red

#

"you can move the camera a bit while holding rmb"

#

that's what im talking about

spare sun
#

you sure ur mouse doesnt trigger a second rmb click when you release?
if I move my camera even an inch, context menu doesnt pop anyway

lusty carbon
#

outside of ue4 my mouse is perfectly fine

regal mulch
#

That or you simply never realized it's broken

#

Simple enough to get some sort of key recorder and see what your mouse button does

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Or just bind a print string to it and click it ingame

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:D

lusty carbon
shell jacinth
#

Hey, can someone tell me why my unreal engine does compile 1000+ shader when i make a very very simple material?
In 4.21 it compiled 30+ shaders with the same material and now when i save something its compiling about 1000+ shaders...
Does anyone has an answer for this? ๐Ÿ˜ƒ

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(this happens everytime)

whole quarry
#

Did you apply the material in the world?

somber quail
#

It will do that if it has many instances or is applied to many objects.

#

I've been testing a project on the Quest and it just started doing this out of the blue

rose glen
#

Hey guys,
Im making an FPS game, and i have already rigged the hands and the first weapon (SCAR)
i have done the animation and everything, but since i added everything to UE4 i have to work on two seperate Animation BluePrints , since in the end they are two diffrent skeletons
so i was wondering before i proceed with the rest of weapons. should i remove the weapon rig, and create them on the hands ? this way i will have one skeleton with one animation blueprint and i can control both at the same time
if any one had experince on working on an FPS game before, please enlighten me ๐Ÿ˜ƒ

crisp mesa
#

Selamat berbuka semuanya.

#

Awkwowkwowowk

rustic imp
#

wouldn't your weapon just be a mesh that you attach to the skeleton of your character?

#

or why do you have 2 animationblueprints?

lusty carbon
rose glen
#

@rustic imp because i have already rigged the weapon speratly

#

its own rig

lusty carbon
cloud cobalt
#

It's written on the picture

#

Sampler color, should be linear color

rose glen
cloud cobalt
#

Check the material

lusty carbon
#

it is liner color

#

could be that the color parameter was a vector 3 instead of vector 4?

#

that fixed it

#

although the mask seems inverted?

thorn vector
#

hi idk if this a bug using 4.22.0 source but i cant use procedural foliage volume in world composition

#

anyone can help?

plush yew
#

@rose glen you can simply manage both animation blueprints from one blueprint, that has the hand and weapon actors, just get the skeletal mesh variable pull of it and type in "Get Anim Instance" then cast the anim instance to the anim blueprints

rose glen
#

oh

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i never thought of doing that

plush yew
rose glen
#

ok now comes the next part. after casting the animation blueprint
since i dynamically set the animation sequence in the animation blueprint using struct
Reload animation has sequence for the hand and a sequence for the weapon

#

if i cast the animation instance. i get the variable inside the animation blueprint ?

plush yew
#

You can get and set all anim blueprint variables from the cast node

#

call events, functions and so on

rose glen
#

oh great ! i will try that, thanks @plush yew โค

plush yew
#

your welcome ๐Ÿ˜„

rose glen
#

@plush yew uhh i did the casting and all but that did not work ๐Ÿ˜„

#

the ABP by default asks for which skeleton you want to make it for

#

but both skeletons are diffrent

plush yew
#

So would you make 2 anim blueprints then?

#

I mean you can make 2 anim blueprints and steer them both with each skeletal mesh in one blueprint

rose glen
#

yeah seems so

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2 Animations BPs

#

But i was wondering what could go wrong if i make the weapon Bones with the character bones

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to have same rig

lusty carbon
#

Any good resources on how to do sound design? not just throwing sounds in the level but specifically starting and stopping them depending on movement and params.

plush yew
#

@rose glen When you make the weapons separate actors you can give them physics assets and then drop them f.e.

#

I mean having all of the weapon bones on the same rig would be possible

rose glen
#

Currently i have a base skeleton for all weapons
and a base skeleton for the hands
eventually all weapons should share the same skeleton mesh with diffrent animations depends on the weapon
But since i have to export each animation twice. one for the gun and one for the hand

#

Running is the weapon Animation
Running Hands is for hands
its the same animation but when imported i have selected each skeleton

#

so i had to import same animation twice

#

when i exported the FBX i chose both Hands Bones and Weapon Bones . so the animation has both bones in it. so when selecting the skeleton when imorting it went fine

#

but two animation sequences

plush yew
#

So in your modelling software the animation is on one armature that has the bones of hands and weapon?

#

@rose glen

rose glen
#

two armatures, one for gun one for hands

#

i thought id make it one armature but i dont know what could go wrong

plush yew
#

well why not export them seperately as .fbx?

#

ok so 2 armatures, but they both have keyframes for their bones in the same animation?

rose glen
#

yes

plush yew
#

well I'd make separate actions for each armature though