#ue4-general
1 messages · Page 468 of 1
If you guys want to talk more about this
we have 10 other developers on our team to talk
high tide, who said it was a boring game?
Your pitch did
what pitch?
Ok. Dauntless graphics survival game with full customization. Would it be survival like rust?
Interesting idea sebb, it will be a little similar
when it comes to servers and the map,
although the game is going to be based around third person
ok nice
All buildings are going to be enterable
Would be kinda bad if its first person and you've spent three hours on customizing your character
ok
Customization in this game is going to very in depth! Here is a concept / Example of what it may be like. You found a wooden plank and some nails on the ground of a construction site, so you make camp and decide to make something out of this, that is your own. You go to your inventory tab, than to your crafting tab, this is where 4 other tabs pop up, 1 handed firearm, 2 handed firearm, 1 handed melee, 2 handed melee. For example you click on 1 handed melee, here it shows a 3d preview of nothing at the moment, you have to select your base component , there will be multiple ones such as baseball bat, wooden plank, and more, so you select the wooden plank and it appears on the 3d preview. Now below you can add any types of resources you want onto it, to make it your own, you can also name this weapon as well. The customization goes the same with vehicles as well. Because customization is a key component to many games, and makes it very entertaining for players!
Sounds cool!
Although, this is a concept of course
Have a prototype?
Indeed
Do you have a platform to show your work?
On our server we show our work in the updates channel
But not on twitter or youtube?
We mostly have the movement and character down at the moment
Youtube is going to be made soon
When did you start?
est. 2-3 weeks ago
How have you not come further if you are over 10 developers?
On the youtube we will share the content made every month
Or are you making full customization to the character too?
Customization to the character will defiantly be implemented
alright
ok
True HightTide
i made a simple blueprint to make a point light flicker but it only seems to toggle it only once
well, yeah
did i do something wrong?
i made a little loop to repeat toggle
so it should toggle it every second
you have a timer that you haven't hooked up
and you expect it to wokr?
you never call the timer
regardless of whether it's calling a function you are never calling it
👌
i get an error saying
Blueprint Runtime Error: "Accessed None trying to read property CallFunc_SpawnSound2D_ReturnValue". Blueprint: Rain Function: Execute Ubergraph Rain Graph: EventGraph Node: Deactivate
It didnt access the sound you spawned
This should work @topaz thunder
make sure to check New visibilityon one of the nodes
thank you vary much sebb ^^
No problem! 😃
does this look right ? cos nothing happens
I mean you don't need the branch, but it doesn't look wrong
Did you check to see if the cast was failing? @blissful trail
Hey everybody! I'm trying to make a simple door that slides when the player overlaps a collision box. I found videos where people use the matinee system to basically animate a static mesh when the player overlaps the collision box and then it returns to it's starting position when the overlap is no longer true. The matinee system has (legacy) next to it in UE 4.22 though. Is there another way to achieve the same result without using the matinee system?
Unreal Engine 4 Blueprint Creations - #1 Sliding Doors This is episode 1 of my Unreal Engine 4 Blueprint Creations Series where we create a variety of script...
The BP code is something I tried, But It was not even close to what I was expecting it would do.
@gaunt eagle use a timeline for such a simple scenario. otherwise sequencer is a replacement of matinee
hey guys im used to using c++ for my ue4 stuff was wondering is it worth learning blueprint? seems itll speed things up or is it just gonna cause problems using it with c++
100% learn blueprints
alright thanks
Thanks Yeats
@gaunt eagle and I'm not going to watch a virtus tut - but you should be able to drive something simple like that via BP just fine.
yo can anyone help
why cant i get my displacement to work
usually the quixel megascans should work with the bridge
but no way i can get them to work
sometimes when i use UV mapping my displacement gets messed up for no reason. Then I delete the Mapping and it works fine its wierd
It just recently started happening too
can anyone tell me the best way to go about uploading a custom engine build to a perforce server?
specifically what files should i upload and what ones should I not upload to the server
Does anyone know why UE4 no longer generates lightmaps if you animate your models with Vertex group weights
Anytime I link vertex groups directly to armatures UE4 disables a bunch of options when I import it
Hey everyone 😁
Kind of new to ue4
I can't seem to find much info on hierarchical Instance static mesh components.
I'm trying to adjust the scale of individual instances that are added to the HISMC, but can't find any info on how to do it.
The only out put from the add instance node is a integer,
Any help would be appreciated.
I'll try post a picture of current setup once I'm home
I'm having this weird issue importing an fbx from blender
as soon as the file has an animation on it UE4 refuses to generate lightmaps for it and a bunch of other settings go missing from the import form
Are lightmaps only meant to be used on static meshes?
Hey guys, I’m looking to start a 2d “3D looking” type pixel game. Is unreal engine a good engine to use or does anyone recommend any other engine?
Unreal is probably too heavy for 2D pixel game
I'm a big fan of phaser and web tech for 2D
You could look at Godot, its ightweight apparently its pretty good
Unreal for a 2D pixel game is like getting a Ryzen Threadripper to play minecraft
It’ll work, but it won’t work as well as it could and you won’t use most of it
hello everyone
i have 1 question
its that posible to make server for my client game ? like MMORPG ?
ACE-5.1.1 -> C++ Linux server
and ACE its compatible with UE4 ?
so by changing my page file size to the same as my ram 8 gig and using the usb stick with ready boost seems to have fixed the ram issue I was having with the editor. Blueprints save faster, map loading times are faster and I can use other programs like discord and internet with no issues.
Anyone know how much it cost to run a game online?
Like a website that lets you run your games online.
ACE its all what u need
to make mmorpg
like Cabal online its on ACE
miliardes packet send and receive
no one left
i have thats alredy
texture ?
shadows
It's my first import of a custom animated mesh
my meshes that aren't animated have perfect shadows
It's a super simple bin, all it does is lift its lid
i dont know i use dds texture for model and UI
Is this a texture issue>
I assumed png would be fine
even then
my other meshes use png
and their shadows are fine
from dds can u select image and use on models
one files 50 image
😃
see
1 slot
?
look
1xx2
2x2
2x6
can u do that ?
item to msql like Data Byte
like my
😄
do another wey
I removed the png texture
and still shadows
This is a blank material with a base colour
u have 100 place slot ?
u can make 1 item take 2x - 6y and slot make camera teake model item from model3D and render
Server or Client ?
my own
😃 my own xDD
i can help u make server
Login its a UI
i have no world
what u need ?
for server
sql
yes
u want see my login ?
its biggggggg
my server its finish
now just add nnew section packet
😄
yes
movement its finish
full pak character
yes
skill
spawn
cord
map
i have all time all day for the game
Anyone knows how to change a partical syatem's color through blueprints?
is there some example how to use Unreal AutomationTool BuildGraph to make custom build process from build to packaging for deployment
Howdy all, does anybody know if there's a way to assign a new skeletal mesh to an existing animation BP? Assuming the skeletal mesh uses the same skeleton?
@left citrus AnimInstances are assigned to SkeletalMeshes, not the other way around
@mossy nymph I assumed as much.. can you therefore think of any reason that with one skeletal mesh the default pose is t - pose? afaik it's not a skinning issue..
Need some help, for whatever reason my spring arm isn't "colliding" with anything even if told to
@mossy nymph oh snap.. nevermind, how's the pose (in editor/blueprint) decided, for a skeletal mesh with an anim bp on it? seems to be really random
@left citrus have you tried changing the animation mode of that new mesh and then setting all the new BP variables to the old ones?
@dense gate as far as I can tell all of the settings are the same
I'm not talking about settings, but the variables
(Usually what makes your anim BP work)
Also, for the pose of the animBP in-editor, it assumes you're using the default character class with 0 velocity/acceleration/etc
Sorry I'm picking up work from somebody else's set up - will changing the skeletal mesh and then setting the animation mode back to the animBP that was being used destroy references anywhere? It seems if I change the skeletal mesh to a new one, then back to the old one, it no longer functions and remains in T-Pose. If so, is there any way to find these references before changing skeletal meshes?
I presume so given they go from the first frame of animation -> t-pose, the moment I change any animation @dense gate
It creates basically a new animBP as far as I'm aware
What is harder? To make a open world game or a battle royale game
which is longer, a red piece of string or a green piece of string?
...
Hi guys, anyone knows how i can move e.g. a static mesh, along with its material and textures to another folder, without doing everything manually?
@dense gate can i autoselect all assets?
@dense gate @mossy nymph Thanks guys, some room temperature IQ had a 2nd skeleton with an identical bone structure hiding somewhere.. meant no errors were being thrown but the skeletal meshes weren't sharing the skeleton..

// Accessors.
FUniformBufferRHIParamRef GetUniformBufferRHI() const
{
checkSlow(IsInRenderingThread() || IsInParallelRenderingThread());
-----> checkf(UniformBufferRHI.GetReference(), TEXT("Attempted to access UniformBufferRHI on a TUniformBuffer that was never filled in with anything"));
check(UniformBufferRHI.GetReference()); // you are trying to use a UB that was never filled with anything
return UniformBufferRHI;
}
Anyone an idea what could cause the marked check to fail? Recently started shortly after pressing play
Callstack is barely telling me anything, would love to get my hands on some actor/component that is causing that >.>
Also doesn't always happen of course
Anyone know how to fix z-fighting when dealing with large maps?
I have an 8 mile long map, and the ocean vanishes when you zoom out.
Google results aren't very helpful so far.
Checked if there are any clipping options?
I don't know what to check, the googling results are all about "limiting the draw distance"
which is not what im looking for
I feel like this has something to do with the material being translucent.
Perhaps, do you have LODs for the mesh or is it just landscape?
You can adjust clipping in Engine.ini apparently
That looks way to aggressive to be z fighting
but the ocean isnt clipping
Tesselation
it simplifiest the geometry when looked from distance
there should be an option for it in the material settings
There you have it i think
so you want me to enable tessellation on the terrain?
disable
there is no tessellation on the terrain material
You can select the landscape for the island and go in to Details, change Max LODLevel to 0
thats not doing anything
what about -1
-1 would give it the max value available, should be default
that was the default
i can tell you, its because the material of the ocean is see through
because, if i put an opaque material, it doesnt do it
tho I dont think it's lod, as the effect is gradual
and based on scene depth
so it is somewhere in the material
you have checkbox for "Disable Depth Test" in the water material?
Well, as far as i know the LOD settings for the landscape is pretty much a tesselation thing. So same effect based on scene depth
Yes, but if you try checking wireframe while moving from your landscape, the "LOD" transition is smooth, dynamic tesselation, and not actual iterative LOD
well, there's the option of enabling tesselation and tweaking the max displacement on the terrain material
if it was the terrain, wouldnt the problem continue with opaque materials?
Sure, but those are for a different purpose for use with displacement i think?
its only happening with translucent
No probably not, i was just getting a little off topic
the terrain is higher than water, and if you average the vertex height it would end up above the sealevel
Well that's not normal
ye that's bit large
true, it just cant handle it at full detail
but this issue is translucency
cause i used a simpler ocean plane before this, and had the same issue
not yet because, that ocean there is the community ocean
and i dont think it can be opened in mat editor
i can try with another material
okay, so i did a material that is just blue color with 0.5 opacity, and its not doing it
so, its a little more than just translucency
its something that 2 different ocean shaders both do
how i can switch gamemode by blueprint?
no
@paper kernel the depth test boxes are unticked, i tried toggling them and compiling, no changes.
mkay then I'm kinda out of ideas what could cause it
the effect both oceans are doing, when they clip, is that "im hitting terrain" blending effect
its like, once you move far, it thinks its closer to the terrain than it actually is
and starts behaving like theres no distance
so yeah, its not quite z-fighting
Guys can someone help me whit shooting a gun. its coming out of the side of the gun and nothing Thad i know would fix it
but w/e is checking for collision or distance in the material, is not doing it accurately
it almost looks like a float limit
but its not working with the same precision as everything else
okay, its definitely something thats ticked in the material
but the trouble is finding what it is
i think it is something to do with this depth fade
there are depth fade nodes in the material
@undone sinew I dont know, But i would recommend you try making a new material adding one thing at a time until you get the same issue
https://i.imgur.com/FLqUwI5.png holy moley this looks astonishing
so how can i now see what needs the most ressources i nthis level?
Guys can someone help with UMG text inputs? How do I consume keyboard input? I've added the input, focus it, caret appears, but when I type - nothing happens
@plush yew profilegpu command
Try creating a new Blueprint based on the same parent class and check if it shows up
If it shows up, your Blueprint was corrupted, probably because you used hot reload
@errant mist This maybe:
@cloud cobalt it shows up
But I resterted the engine many times since. how can I fix it?
the duplicate is broken too
Then you'll probably need to re-do the Blueprint.
dafuq
Welcome to "hot reload is dangerous"
100% the cause of the issue
Also why I never do any significant work in Blueprints.
hey guys! Any1 got an idea lighting why not render in mobile preview? All light sources are invisible in Android preview.. I cant seem to find a solution for that.
isnt hot reload for when you're in PIE mode?
I always close the editor before compiling UPROPERTIES anyway
Yes, that's what it is.
Changing UPROPERTY, default values for them in constructor, or custom types used in there needs closing first
It's easy to forget
@plush yew thanks a lot! it helped
good to know
Anyone got an idea how i can set up Blendspace 2D with walking backwards? My character is blending the Strafe animation when i walk backwards.
Hey guys! What software would majority of people work on for 3D mesh designing? Maya Or Blender?
Hello, I have a issue in my project and I have no ideas to correct him ^^'
I explained here my issue https://answers.unrealengine.com/questions/902234/input-doesnt-work-in-packaged-game.html
For people don't want to click in link, this is the issue :
I add a new inputs mappings actions in my project and they work very well in editor and appear in options menu but when I package it, new inputs don't work and their are not take in my automatic option menu.
I'm take a video to show you : https://youtu.be/S5tkSGDtdL0
I also search in defaultinput.ini (I package without .pak files on) and my inputs are in this file so I don't know where is the problem ^^'
Thank you a lot for your answer, I'm so confuse ^^'
Edit : I just see the problem is only on a package with build configuration shipping
In developpement build, I have my inputs defense in options menu but I can't use their in game :/
Hey all,
Random question - what tools do people feel are missing from the engine or marketplace that they would really love to see?
Got some spare time to do some development exploration and I'd really love to develop something that you'd all find useful!
@obtuse path Would love to be able to create a new skeleton asset directly in UE
@obtuse path Even better if could bind that to a static mesh and create a skeletal mesh - eg weight paint bone influence
@orchid marsh Great idea, definitely a super complex one but I'll add it to my list of ones to explore. I imagine creating bones would be relatively simple (could just start with a static mesh with a root bone, and then hold alt and drag off to drag a new bone into place).
The hard part would be the weight painting. I imagine there's potentially a way to utilise paint brush tools of UE4 to paint verts in a similar way to how you would in other 3D packages.
I'll definitely add it to my list of ideas to explore!
@obtuse path Yeah not sure how difficult - but would be great to have the capability.... 😃
*and a great learning opportunity 😉
@orchid marsh I imagine very difficult, probably doable with enough time though!
Haha yeah of course 😛
what's the proper way to disable character input keeping controller enabled so it can still work on UI?
@ashen steppe There are functions for setting input mode to Game, UI, or both within the player controller (callable in blueprint)
Set Input Mode Game and UI
Set Input Mode Game Only
Set Input Mode UI Only
first time I saw super camera. Was it used to capture black hole? Any idea how to get rid of it?
@obtuse path yes I know but I'm sure I had some issue with Set Input Mode UI Only
It disable keyboard I think
not cool
Really? Are you setting the focus correctly/
By default, UMG are not focusable at the top level (Canvas panel by default) there is a checkbox to set IsFocussable. The input is then able to be handled via override functions such as KeyDown etc
I think it's jsut the way it works
Hello, can someone from this comunity help me? I am trying to set up an autorun button for a third person game. The idea is that when the player presses G, the character runs forward indefinetly, until another movement command is given.
Press G -> set boolean for isAutoRun = true. on tick apply input like you would be holding your forward button if isAutoRun = true. on any movement input besides G set isAutoRun = false. Good idea? bad idea? try it and find out!
the game is set to input mode game probably. You can set it to ui and game if you want ui and game to take input or use your player controller and show cursor if you want the cursor to show up
will UI and game input ever be unified 🤔
@visual belfry In what way?
handling inputs in widgets feels awkward and the whole Input Mode thing bugs me, why not just have a place for it on the normal input stack by default?
Well what you could do is add the controls into the normal input config, and then in your player controller make calls to an interface that you attach to all your UMG (then just make sure to call it on the relevant one)
that falls under the awkward heading
I think potentially what you're after is an input set that is directly for UI.
Basically a config file that has the same layout as the standard input config in project settings, but for UI
sort of? I just want to deal with inputs the same way across everything 🤣
let me expose input events in widget blueprints rather than registering listeners etc
how do you understand gpu visualizer?

This is tilting me
No spring arms collide with anything whatsoever
No probe channel fixes it
Alternatively you can use a data table
If you need to store the data in a place that's basically interface accessible
Then read the entire data table and get the data from it
And open levels from there
Hey. I'm looking for some help
Shoot the question out
ok, this needs a bit of backup
so
I'm trying to make an FPS
I would want to know how can I pick up different weapons
the way I have it now is connecting all existing weapons to the player character on event begin play, and hiding them all
and then making them visible when they're collected
ooof
but that's incredibly messy when it comes to weapon switching (once you have multiple collected)
ouch
maybe reduce flora?
when i turn on my flashlight it goes from 50 to 30 fps
@plush yew Profile it
there isnt even much foliage
how di i do that stranger... the youtube videos are .... complex
How to optimize the GPU demands of your game.
@willow siren Try taking a look at this series: https://www.youtube.com/watch?v=DywBqQtTHMo&list=PLL0cLF8gjBprG6487lxqSq-aEo6ZXLDLg
If you've ever wanted to create a first person shooter game but weren't sure where to start, this is the tutorial series for you. You'll learn everything you...
That is what he did?
xD
quick question, is it possible to create
lava rising upwards
in ue4
I can't find any tutorials
yeah thats possible
@cloud cobalt is it even normal that i have to use the gpu visualizer?
its the kite demo. nothing else
The Kite demo is extraordinarily not optimized
could you give examples of optimized?
hmpf
u mean stuff like 8k texture?
Any reflections used?
Don't give random hints to people before they profile, it's a waste of their time.
when you downloaded the Kite Demo did you read the min specs and the fact it was running in realtime (24ish fps) on a titan X?
lul
Seriously, just spend some time learning to profile (on your packaged, development game)
This is an essential skill 😃
Yup, editor is twice as slow.
i dont have a amd cpu god damn
very impressive frame time stability for empty scene
The editor has zero optimization at all, the UI alone will eat up a millisecond of your frames
Right click your uproject and hit launch
You can profile from there
the gpu profiling guide doesnt even mention to build your game
Well you can profile in editor, it's just not the most accurate thing.
Start there if you want results quick
Best results are on a "Test" built project, but you need to build the engine from source for that, so I'm not telling you that 😛
Not talking to you, @paper kernel
Should the engine block for like 4 to 5 seconds whenever i load a new asset like a tree or a rock?
Is it normal?
It only happens the first time i try to use an asset in a project
ya :/
@clever smelt Depends on the asset
oh dear.... gpu visualizer is opening itself automatically. help
@plush yew Looks like you have shadows rendered far away on a lot of geometry
@cloud cobalt yes, it seems that some load right away and some take a while
@cloud cobalt i need shadows in far or you see bright trees
It has to compile shaders the first time you open it
Oh
@plush yew There are ways to handle that differently - you could do a post-process based on depth that makes far objects darker, for example
via post processing volume?
Yup
so eassy
Like get the scene depth, divide by max view distance, clamp, and you've got yourself a 0-1 value that says "very far" at 1 and "really close" at 0
wait. thats a blueprint
Material
Find a tutorial on post process material if you need to 😉
You basically want to linear interpolate between scene color and 0, using an alpha that's clamp(scenedepth - min / max - min), min & max being distances.
Gonna take you a while to learn, again, but it's fairly easy
i know what interpolating is 😮 via alpha
Is any1 familiar with vectors?
i need some help making a control system for a 0g game i have tried to make movement system but it wont work properly i have tried to make a way for if the the player hits a celling they would rotate to the correct angle but it wont stop moving can i have some help
What is the difference betwen Paint Density and Density/1Kuu
@plush yew thx
i was thinking that 1Kuu is some sort of metric mesurement in ue4
@plush yew wow look cool
sounds like a job for a blueprint function library in C++ to expose that function!
I have a small series on how to use C++ and BP together for stuff like this but I don't know how useful it will be based on I have no idea how to do what you need in C++ lol
welp this playlist is intended to do just what you need, expose something in C++ to BP that is not normally exposed. https://www.youtube.com/playlist?list=PLSlkDq2rO1t6FCotFtvQEyURMThnQYKQD
yeah that is code for a blueprint function library right there
@plush yew no i mean, your style appears like world of warcraft
all that code seems to do is block the level load tho, not get the current level
welp that code is set for a blueprint function library but it is missing the .h declaration 😦 its figureoutable but still missing lol
you have the implementation there in the .c file so the .h is easy enough to reverse out of it
I would help more but I literally have to go leave to drive 8 stupid hours to San Francisco to help out a friend and I am hating my day already lol
anyone wanna pair or partner with me on a game
i need a mentor
im knew to programming, but i have plan written out for the game
is it possible to know at which lod level is an object rendered at?
how do i change the max resolution of texture/material when baking/building ?
let's say i have 2048 now, but i want the maximum to be 512 when building/exporting
can i have some help making a character movement system for a 0g game
depends on what you mean by 'help'
well i have a vauge idea how to move but there is a problem with moving
when i go forward i tried to make it go in the direction your looking but it wont work
i get a pic
how to make a old marketplace asset compatible with a newer ue versin?
how do i install UE4
epic game launcher, library and click + button
Hi everyone
Play as standalone seems to only ever boot 1 client
Even when number of players I have set to more, like 2 or 3
It use to work previously, anyone know why now it only does that?
Nevermind figured it out! ^_^
hello excuse me where the channel I can discuss about my unreal engine problem?
I have problem about running dedicate server in ubuntu rn 😦
Lots of people talking about their problems over here
Does anyone know why selecting the landscape tool or certain meshes will randomly slow the editor down to a crawl? Everything will be running smooth 30 fps and then it drops to 10-12 fps when I try to paint foliage, even with a tiny brush. I have to restart the editor to get it running smoothly again but it seems like I am restarting every 5-10 minutes. to be able to work. The base pass, prepass, and shadow depth just jump drastically for seemingly no reason.
Same on a new project?
Yes. It runs fine in a packaged game but makes life a pain in the editor
Sometimes it "wakes up" and snaps out of it if I minimize the window for a second, change cascade settings, run stat commands... etc
is there a way to select multiple buttons in umg and add a on clicked event at the same time
having to click it individually for hundreds of buttons is just such a time waster
do you actually have hundreds of individual buttons in one ui 🤔
how else do you make a main menu
with online options
campaign
and like option options
okay hundreds at once may have been an exageration
its more like 5
reusable widgets
your custom widgets where the best thing since sliced bread partly 👍
but still , have to click on each one's on clicked event, or run a switch to check which button was clicked, etc.. i dont know whats faster actually
hi guys is it possible to the screen borders inside the game? like im making a game where I want to have an event when the players touches or passes the left,right or top of the screen
how to make a old marketplace asset compatible with a newer ue versin?
Open in the compatible version >>> migrate asset
bu tthen doesn't mean that everything will wor kor?
@abstract relic and how do i copy paste fog, sky, directionallight, skylight to another level?
Created an image variable and i can not set its default. Anyone know why?
image variable or texture variable
image variable. I created a binding on the image for my loading screen. I want the binding to randomize the loading screen image.
use a texture2d variable 😃
Image is for Image widgets
that's why you can't find a default to set
(reading again, it's possible I'm misunderstanding you though)
no I think you nailed it
Anyone can help me figure out season?so i followed this tutorial right here https://youtu.be/E6T-l9g4lTs and basicly he changed the color of the texture for ground trees etc.i wanna know what node are there for texture because i have bunch of textures
Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source code Support my work on Patreon : https://www.patreon.com/CodeLikeMe This video will de...
yay my loading screens are working 😃
https://gyazo.com/a3dcdd3d89356e2f72258c366f206dd1 im new to unreal trying to rebuild lighting for my level and get this no clue what it means any help is appreciated!
anyone know if Github pages is suitable for a UE HTML5 singleplayer game? I'm mostly looking for a cheap hosting option to host the +200mb packaged game
Nice lookings @plush yew
why can't there be 3d models in good quality for little money...
and free programmers everywhere
who want to make my game become true
XD
3D modelling is rough lol # low poly
@merry gazelle
itch.io
?
my Unreal4 HTML5 game is hosted there
https://pandan.itch.io/hollow-priest
Does anyone knows how to use for loop and anim montage?
@lapis bronze fyi I get this error (Firefox)
@merry gazelle
yeah some browsers dont work with it
also try reloading the page, ive gotten it to work on firefox that way before
but it was just an example
Hi, does anybody have MAYA, I have a missing plugin and I would be so appreciative if someone would copy and send it too me. Just need the .mll file called decomposeMatrix.mll
@tranquil rose where is it, i can send it
God I'm working on what amounts to a [PROTOTYPE] fan remaster and I have no clue how to do particles in uE
UE*
I've been using it for years for everything but particles, how would the tentacle particles work? I'm assuming just a cloud of 2d animations of tentacles
Hey there! I have a question that probably doesn't have exactly one right answer, but i'd like to hear what experienced devs opinions on that matter is. Im also sorry if this is not the right channel, but since its ue4 related it fits better than in lounge imo. I have around 40 hours in ue4, by which i mean i followed a few tutorials on youtube. the issue i have is that not a single tutorial i found actually explain how they came up with their solution or anything, so the only thing i've learned is how to do the exact same thing as the people in the tutorials. So, to finally reach the question I have, how would you guys start learning the software if you were pretty much new to it (as said i do have around 40h so its not like im opening it for the first time). And to be more specific, my focus is mainly on 3rd person role playing games, may include multiplayer. So in the end I'd like to have the knowledge to understand how to create something like darksouls, but also like wow or black desert. I do know it takes more than one person to make something like that but id like to get the skillset so i can work on games like that.
https://gyazo.com/a3dcdd3d89356e2f72258c366f206dd1 im super new to unreal just trying to make a basic land scape and get this no clue what it means any help?
@split jungle were the same people lmao
that means you are trying to bake lighting into different LODs
so i need to do what exactly?
as for your question, there are a lot of tutorials on the unrealengine youtube page, using that the documentation, free marketpalce assets you should be able to create an RPG
How do I tell the server to do something from a player controller?
your make an event with a RPC call
I attempted to but it only seemed to work for client 1
On a dedicated server by the way
Thanks but I've read it a few times :)
I'm just very stupid when it comes to networking apparently cause no matter what I did I couldnt get it to work.
The playercontroller only exists client-side, you can make a remote call to the owning controller of an actor, or all controllers and filter them out by their ID
Could I dm you if you dont mind?
I can only help so much
I know I just wanted to send a screen shot quickly to see if I'm on the right track:)
@dim arch ah so you mean the official ue youtube channel. i always looked for series that other devs do on youtube, but they dont do a really good job explianing what they do.. from what i can see the ue youtube seems to be very broad (in terms of a wide variety of topics). how do i know as a newb which ones are relevant for me?
ok @plush yew
as for your question @split jungle you have to learn a lot of different engine modules from the editor end, probably some external applications and techniques for creating the assets, and also how to code. So suggest you start looking at the introduction to the editor and blueprint videos.
are blueprints worth learning though? i've seen performance tests that show that even packaged projects are like 7 times slower then using c++
i know its kind of a meme that blueprints are slower, but from what i've seen it doesnt seem to be really wrong.
if you aren't a coder and want to make an RPG, you will need to learn how to create gameplay systems, the learning process will be a lot quicker using blueprints to test your designs
i see. i do want to be able to do most parts of an rpg myself someday. so for learning bp is fine then, it should teach me the logic of c++ anyways since its the visual version of that language. thank you for your help @dim arch i really appreciate it!
Does 7 times slower logic really matter when it's probably a misclick in graphics settings or lush transparent grass that's gonna be costing you frames :P
bp is actually not terrible
I find I tend to use it constantly for level scripting
Anything that really needs to be reliable and consistent with timing and is really heavy in general processing wise, C++ is going to generally be better
Is this the official ue4 discord server
its made by the community for the community, but you can find epic staff in here too
anyone here that can help me get the movment to work on unreal.... got most of what i need but cant find any thing on youtube
maybe i can help
(also), is it possible to trigger an event when a boolean variable becomes true?
who here has experience with procedurally generating things in levels?
not sure which channel to post my question in, maybe I could PM it to you !
Hi! Practical ways to make fade to black end screen to my project? I want to make it fade out and text appears "Thank you for playing blabla"
there are too many ways to do it. not sure which one is best suitable for my VR project + overlaying text.
fix what?
If I use this method, can I overlay text on the black faded screen? which one is on top?
changing an overlapping collision box from 'WorldDynamic' to 'WorldStatic' profiles - would you expect any performance gain?
could someone quick help me creating a text that shows it on your screen when ur enteringa triggerbox
anyone?
https://i.redd.it/8gjitu2z0m331.png
ok guys
darkness is here
get your flashlight
get out of the forest without peeing yourself
#work-in-progress
@sudden agate isnt really wip
So you didnt make this?
sure i did
buti ma not posting any wip
😄
its just an UE related image.
but this isn't any work
!
I donno man! Not sure this counts as a loophole
omg dont be so.... uph
I'm calling the 🚔
@calm widget better give me some critique
Thought this wasnt wip?
hm
not sure
what if i make the map new?
then this isnt wip
to be it a wip this needs o be released withoutmajor changes
ok now feedback
hurry up
It looks nice, spooky feeling. Nice grass. But for the composition i'd sasy there is far to much happening on the right drawing the eye
u took it literally lol
this is a ingame rendering.. not a photography critique course
😉
how do i make a rotation thing for a character this is what i have so far
What?
I have a 3D widget in my motion controller BP and want to only make it visible in a certain time. how to do that?
Hi there. How do I upload a 'looking for work'-poster in here?
#looking-for-work , look the pinned message
@plush yew for a start you probably want to add local movement input though what you have could work in some setups. To rotate you probably want to rotate around a local axis.
omg.... suddenly my trees disappear when i get to close to them. what happened?
we don't even know how you're moving it
a car that a third person character drives.
if we're talking about stopping the character
Oh thought u said eject XD
lol
Hi, is a Ryzen 7 1800x a good prosessor for use in UE4 editor?
How i fix this? When i leave the car i can´t controll the player
We don't know. We don't know what your code is doing.
yes. we don't know.
how i make that i get the player controller back to my character?
@ember notch You should be possessing pawns to switch from car to character
Look into that
the car is a character?
guy can someone help me with this error in ubuntu I was trying to run dedicate server 😦
"Enter car system" doesn't mean anything
Third person controller is not the main character
it's a controller
we really can't help you if you don't know how your own stuff works
@wary wave im sorry 😦
Hey guys, have any of you ever created a project where you insert a 360 video material (with 2 sides option) inside a sphere and the camera actor inside the sphere?
@vale bison - I wasn't talking to you, haha
@ember notch - we have 100% no idea how your stuff works
if it were my system, it would be as simple as possessing one character and unpossessing the other
Did you like, buy a car Blueprint ?
If so there's nothing we can do to help you here
You're not talking about engine concepts here, but things that are specific to your project
@cloud cobalt no i have a another car system too but this is saving performance
What's a car system ?
the currently?
You say "car system" but UE4 doesn't have a "car system"
@sudden barn - #server-feedback - but also, I would really prefer it if people couldn't embed stuff. You can also just copy paste from notepad
vehicle system i mean
As I told you. You can't if it is an attachment, and you are rushed into getting the application made.
Copy pasting in itself can be a task of it's own.
I wouldn't add that pressure to my own community.
I mean, just look at how messed up my poster looks!

Just a suggestion (which has been suggested in server-feedback, dw)
whom do you mean?
ok guys i use my old vehicle system what i posted in #work-in-progress
we don't know anything about your vehicle system - for the umpteenth time, we cannot help you
i know
So I have this 3d widget aka TextWidget in my MotionControllerBP . I want to have it hidden until the end of the game when I want to set it to visible through a different class (cause that's where the end game logic happens). How in the world can I do that?
bHiddenInGame flag?
that's the obvious answer. I asked how to set its visibility in runtime, from a class that isn't my vrpawn
you can set that flag from anywhere
yeah? how?
Which part of this doesn't make sense?
the part that i want to set it from a whole different actor blueprint which doesn't know of my pawn or my widget
gotcha
right well, that whole different actor is probably going to want to know of your pawn
how you get that reference, is up to you
once you've got a reference, the rest should be fairly trivial
I'd use a function in the pawn class to control the widget visibility and call that function from the other actor
Yes
cast only works if you already have a reference
Get player character or pawn
you have to get one from somewhere
im gonna need you to be more specific
GetPlayerController(0) gets the local controller as an example
Well if there's a pawn in your level just reference it with get player pawn
If it's multiplayer get pawn by index I think
that's the controller, you need the pawn
the controller knows the pawn
you probably can get the pawn directly from another function, but the controller is the most reliable
The controller is like an alien parasite inside the pawn telling it what to do
that would probably work
well in the screenshot above the visibility is set to false...
screen is faded by this method.
if the camera is faded out there is no camera to see your widget
You don't need a camera 99% sure
it's a world space widget
you need a camera
honestly, I'm not sure how I would handle this in VR
Ok
post process material would be the obvious choose in flatspace
but that doesn't work in an HMD environment
so fade out in umg method?
you can try that
not sure a 'full screen' widget works too well in this case, but it's worth a shot
should i create a different, regular widget for that?
and spawn them both? (the text and the fade widgets)
no one widget is fine
What if you somehow set the ambient lighting color to black in a post process volume? Then, if your widget is unlit, it shouldn't take ambient lighting into effect at all, but everything else will be solid black.
Just a note, not certain if this will work with Forward Rendering.
Disregard all of that, I just tested it and it doesn't work like I thought.
Whats the best way to make collision for wheels? The sphere would not work for that
physx has no cylinder primitive, so you just use a convex with 32 or 64 sides
How do I get a convex?
i downloaded some marketplace assets like a boat and trees, and when i open the sm the material isn't on them wtf
if i open any material, the texture is not on them double wtf
Have you tried importing to a different project @plush yew ?
What if you try adding them to project through the epic library?
i got them from somewhere else
Ah ok
Do you know that they come with texture?
I got some assets that had textures in the screenshots but were white in the downloaded file
the thumbnail from the sm has material on it, and when you open the sm it's empty
Can you see the texture in other 3d programs?
its an uasset,
do I have to recompile the whole project every time I create a c++ file ?
recompiling takes ages
sounds to me like the references are broken
which suggests to me they didn't come from the launcher and are likely pirated
Are there other file formats you can download it in?
other file formats?
yeah can you download it as a .fbx or .obj?
Where did you get it?
https://www.youtube.com/watch?v=AmQcnlHhfp8 does anyone know how to make this jump to work in unreal?
I think you just need some animations @viscid locust
not the mesh the movement... click mouse and jump to location
ah
@spark sonnet from a friend
you could get cursor location and tp the character to that location
ok
Sounds like your friend just dragged it from his project folder @plush yew
Ask if he has an .fbx file instead
Are you using blueprints @viscid locust ?
yea
I could try to make a blueprint for it later today
that would be amazing
i have been trying to get it to work as much as i have done is jumps half way mid air. stops. hits ground and runs rest of the way
Does someone know how to loop an anim montage x times
Because I’m trying to make a real shotgun reload and I need to play the reload shell@montage se many times as necessary
just play the montage again each time it finishes
that way the player can interrupt it
you want to be event driven
I’ll try
hey. Does anybody know how to use radial damage? I can't get it to work (trying to make a grenade)
Send a screenshot
ok its alost done @viscid locust I'll send it once its finished
oh snaps sebb
is it possible to mask a material/mesh based on another mesh?
translucency would be fine. I was looking at render custom depth
I'm not sure custom depth has alpha?
What I'd like to do us, use the 'face' mesh to mask out the hair - so I can still use two-sided materials, but generate the hair 'cut out'
so, with the face disabled, you would end up with this, minus the bits circled
idea was maybe... face to depth pass 1, hair to depth pass 2, subtract 2 from 1, use that as mask for hair transparency
@wary wave some people use pirated software to test software. good old times with demos.
if its good they buy it
nobaody wants to buy a pig in the poke
that may be true, but discussion of such items is banned here
So what you're saying is you are using pirated MP asset?
Sure looks like it by all the previous comments 😛
i just want demos as a obligatory thing
Haha thats true but not a good way to do it @plush yew There are tons of free assets that im sure you could use instead
a requirement
I guess that's a good reason to pirate?
omg
I want money. Guess i'll just rob a bank
What kind of model is this @plush yew ?
Just want to add before I take my leave... Unless you and your friend is working together on the same project, sharing MP assets with each other would still be counted as pirating.
Then why is it a uasset?
What kind of model is it ?
a boat
What kind of boat?
small wooden boat
There are many free boat models out there
that was something else
lol.
And there is a really nice free tree asset pack on the marketplace
yup
looks like female trump
hah. Shame though, can't use scenetexture sample in masked material
That's the point of masked
They are rendered like opaque. Masked pixels are discarded
yeah, which is what I want to do. I have the mask (via the stencils) but can't access them
<@&213101288538374145> ^ meh
Thanks for the heads up.
when i spawn an actor with a collider of some sort that creates an overlap event at the position of my player, will it trigger the event?
Y'know you can never really value determination until you become an unreal dev trying to do a thing
(unless you're already a master)
@safe rose ban
how do I make a movement system for a character that only moves in the direction that the player is looking
thats what i have so far
With what?
I need to implement Arrays in minimum 4 systems
In what?
that's pretty vague
Do you use Blueprint or C++?
is that some homework assignment? 😄
Maybe (?
I was doing good but i had to skip that day
So im having troubles understanding how to use arrays
And i cant find a good array tutorial
It's not that hard, but you don't really present a specific problem. But there's a huge array of tutorials on youtube
i need to make 4 examples of using array
nothing specific
Like, idk, making a random Spawnpoint with arrays
i need to make 4 things that use arrays, it doesnt matter what it does as long as it works
So pick 4 simple things and we can get started with something?
print 4 random strings from an array to screen
random spawn points
hey guys im rather new to learning unreal 4 and have achieved some basic tasks within the editor (using blueprints) and was wondering if anyone would have a suggestion as to how i can go about learning c++ for unreal as i intend on implementing the GAS eventually and wouldnt know where to start
When is winning performance important? For gamers, it’s the moment when you can’t spare a millisecond of lag. For streamers, it’s when you deliver uncompromi...
who gonna buy?
I plan on getting the 12 or 16 core if I can convince the kids to go without food this year. It should really improve those compile times lol 😃
well I would need a new Board and I should get new memory to go with it so it's a chunk of change 😦
how old is your system?
not old, 5820k, but my memory is only 2133/2400 so I would want to upgrade it to faster memory if possible.
sure it is, 6 core 4.3ghz. runs great.
games don't use more than 4 cores?
some do now, and more will in the future
folks who buy 6+ cores don't just care about gaming though
we value small as possible compile times
and video editing
offloading more and more "stuff" to other cores is the hip new thing. Offload AI to another core, offload stuff to another core, more cores! more stuff!
i value gaming and little lightmap baking times 😄 recommmend me a cpu!
- other random stuff
lightmass takes advantage of more cores and speed so faster! more! betters!
but how many cores does it can
my UE4 source build at work from the master branc his 13,187 commits behind.... that's alot of catching up to do lol
Lightmass can do 1 mesh per core basically so as many cores as you have it can use
that not related to cpu or?
Is there a way to loop a montage X times
@grim ore that means we need a cpu with 100 cores for 100 meshes and 2 sec bake time?
I want to say there is a way to set up looping in montages/anim clips so you can just start it and then stop it when you are done looping it. one of the default ones in the engine already has it built in I think the falling one?
How do i do that
I cant open the engine or I would look but I dont think there is a "animation has ended" callback but you can put an anim notify on the end of the animation and have it call back and repeat the animation if needed
I want to say anim notifies are what you want to use for something like this. Animation plays, anim notify fires off saying the animation ended, you can then listen for that and play the animation again. repeat X times
Im trying to make shotgun reload, if 2 shots were fired play the anim 2 times
My team just finished up an interview with 80 Level where we go into the technical details of our workflows and tools we've built using Unreal Engine 4. Hopefully some of you can learn something from it and build other cool stuff: https://80.lv/articles/dreamscraper-game-dev-in-ue4-shaders-and-animation/
A unique perspective of how a 3 person team can leverage technology to compete with the bigger studios.
Should i handle th is on the blueprint or the animation bp
3 sounds like a nice team size
@plush yew it's perfect, especially when you get full discipline coverage across all three members. Luckily one of our members, Ian, is a jack-of-all-trades type that can fill in most of the gaps.
@hidden aurora I know I am not help right now but the action RPG handles repeat combo attacks using montages you can look at and the learn content examples has an animation setup where the guy is Punching repeatedly using anim montages.
This is so hard
Hi everyone, whenever I try to paint my landscape it lags super hard per click for 1-2 seconds, anyone familiar with that issue?
PC spces?
I have the 2990wx 32 core, doesn't run great
I swear my i9900k compiles quicker (8 core)
@plush yew sometimes you must go photorealistic
then baking it matters
once oyu made 1 million with a very simple game
it's time for realism
i am past 1 million euro in my paypal
;D
i need one too
buy me
patches?
i5 4460 too?
3700x would be best cpu?
3950x is too expensive 😦
16 core is good value also. But completely unrelated to unreal ;)
Unless we talking conpile times
All the goodness that CPU cores give us in Unreal
16-core would have been better at $699 only to keep it in line with the rest of the upcharge. unreal compile performance per dollar
guys how can I check if an actor is outside the camera?
like not in the view of the camera
or if an actor is touching the camera bounds
@little warren was recently rendered might help you
Thanks, I found some stuff on that and realised I shoulda been more specific
K
I want to see if an actor is touching the camera bounds
Line trace it
Otherwise, you can use really small number on WRR
Bit silly, but you could use box collision also
how would the box collision work?



