#ue4-general

1 messages ยท Page 517 of 1

grim ore
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so preview week , package/deploy week, release week

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*usually and this is Epic so for all we know there is an internal release date for someone that is Sunday lol

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"My birthday is next week and I am taking the week off so ship .23 on Saturday!"

stoic cobalt
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please help me

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how can i attach something to a bone/socket in a blueprint class

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ive been trying to figure it out for an hour now

grim ore
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what have you tried?

stoic cobalt
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parenting in a blueprint

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making an event graph

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like this

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doesnt work

grim ore
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so you are trying to attach a scope to a weapon?

stoic cobalt
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yes i want a render target to be attached to a specific place

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and not only the blueprint itself

grim ore
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is this weapon part of the blueprint, a component, or where is this weapon at?

stoic cobalt
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its just a skeletal mesh

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inside a blueprint

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the weapon

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i have made a socket inside the skeleton

grim ore
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ok so then the weapon is a component which is your first thing to remember

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and this weapon is a skeletal mesh?

stoic cobalt
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yes

grim ore
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ok so that is the second thing to remember, what is the name of the socket on the weapon?

stoic cobalt
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scope_socket

grim ore
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what type of object is the SCOPE_2DRT

stoic cobalt
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scene capture component 2d

grim ore
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so the issue is there are different nodes for Attach To Component and Attach to Actor and you need to use the correct one like this https://i.imgur.com/nPj9S1C.png

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your Weapon is a component so you want Attach to Component

stoic cobalt
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oh

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that makes sense

grim ore
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your Scene Capture is a Scene Component at the root so you want it to be the one that targets the Scene Component

stoic cobalt
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i never did any blueprint related stuff so

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yea i see

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thanks going to try that now

grave nebula
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What was the highest preview number UE4 ever reached? 7 ?

grim ore
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yeah the attach to one are super annoying as there are atleast 3 of them all different but the same lol

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4.22 hit preview 7 as well

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4.7 hit Preview 8 soo....

neat forge
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Im trying to adjust the first person camera in my game and when I click the arrows to translate the camera, it doesnt even matter if Im using the y axis or x axis camera it will just go where ever it wants when I try moving it
Anyone have any idea why?

grim ore
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this is a first person template?

neat forge
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No its third person that Im turning into a first person

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I attached the camera

grim ore
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is the camera attached to the spring arm?

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or this is a new camera?

harsh tiger
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is it possible to have a regular fps project. an then you press a button an it spawns a VR pawn and works in the headset?

neat forge
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Its attached the the head, its the original camera

stoic cobalt
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do i have to loop it somehow? @grim ore

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did this and still doesnt seem to work

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oh wait

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wtf

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shouldnt this be inverted

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yeah nevermind

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its working now

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thanks

grim ore
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@neat forge so the original camera is attached to a spring arm and the camera is attached to that, did you just move the camera or how is it set up now?

neat forge
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@grim ore its socketed to the head

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What is a spring arm?

grim ore
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in the default third person project you have a CameraBoom component (spring arm) that the FollowCamera (camera) is attached to

neat forge
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Sorry, Im a noob lol, Im following tutorials

grim ore
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did you just drag the camera from the CameraBoom onto the Mesh for the player then change it's socket?

neat forge
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Yes

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And then I adjusted it

grim ore
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ok so then it shouldnt be on the boom anymore, you should be able to move it around maybe your snap is too high?

neat forge
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But Im trying to fine tune it and its all screwed up when I use the arrows

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Its like the arrows dont matter and im just grabbing the whole thing

grim ore
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the top right of the viewport has snapping options (looks like a grid with a number to the right of it)

neat forge
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Yeah that was it lol.. I thought that was just snapping for intervals. Thanks!

grim ore
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ah ha

real hound
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Anyone have any ideas for how to spawn terrain actors to keep my viewport full?

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In a topdown

latent fable
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Okay, so I know i'm stupid, but I forgot how to make it so you spawn as a pawn already placed into the world instead of using PlayerStart, can anyone remind me?

grim ore
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look for the auto possess option in the details panel for the pawn

latent fable
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Thanks!

mossy trail
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Anybody know whats up with the shadows turning competely black in deep parts, its like the mesh swallows the light ๐Ÿ™‚ normals have been checked btw.

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of course I found the solution just after I posted, distance field was setup incorrectly...

plush yew
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Unreal Engine 4.23 final when ?

static viper
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apparently on september

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9th

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can still change

tough marsh
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Is it okay to delete a lot of the files in the derived data cache? Because its eating all of my disk space ๐Ÿ˜ฆ or at least I think thats what is doing it

fierce tulip
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its fine to delete

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just expect some shader recalculations

tough marsh
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okay cool thats fine if it gives me back over 400gbs of space ๐Ÿ˜› thx for the quick answer btw @fierce tulip

fierce tulip
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np

hallow compass
harsh tiger
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does anyone know the date epic will be announcing the summer jam winners?

misty creek
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According to their Twitch page it should be the fifth of next month

harsh tiger
misty creek
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It is under the schedule section

harsh tiger
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ah sorry, i'm from the UK. the america date format always throws me off haha

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thank you

misty creek
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No problem. ๐Ÿ™‚

dawn gull
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Hey, does anybody know how to make a clay material like in this game?

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Please tag me

hallow compass
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How can I stop grass from overlapping my sand? I have them both as a landscape layer

scarlet birch
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@hallow compass If you're using procedural foliage you can set the required weight for any layer and set which layers to exclude. I would think you might be able to do the same while painting.

hallow compass
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Doesn't work. So I have tried weight preview, height preview and alpha preview

static viper
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the grass is very poorly done

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you can literlly see the planes

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and the grass brushes are too big for detail

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and no variance

wary wave
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it's more because there's no change in material underneath the grass, so it looks jarring

slim oxide
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not sure yet myself how Unreal works but you should add a different material like sandy gravel and greener undertones. Most beaches have some form of ground under grass, since grass itself makes it more of a stable ground and it has to show in the model imo

real hound
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Attach the grass to the material layer with a grass node

scarlet birch
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I think I normally do it with procedural foliage. I blend my layers in World machine to make weight maps before importing to UE and set the grass to not grow if there's more than something like 0.2 sand to the location. I'd have to look to see if I've done it in the material or not.

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Ok, I started out doing it in the material in the way the doc describes but had issues and moved to using procedural foliage and in there I set it to only place grass if the grass material layer had at least a weight of 0.5. This is how that looked on a lowpoly island map.

inner cloak
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I can't move anything in my scene .. no idea what is causing this. I can select any objects but can't do anything ... help !!!!
I have been using Mesh Tool from Mary Nate, i uninstalled it to see if it was related but still not working

carmine spruce
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where do you guys learn the most from about Unreal Engin 4?

inner cloak
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mostly Youtube for me !

manic pawn
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this server

inner cloak
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and yes, help from the nice people here !

steep ferry
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I was trying to make a lookout tower out of box brushes

inner cloak
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looks good !

steep ferry
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Thank you

manic pawn
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u failed then, cause I clearly see cylinder brushes there ๐Ÿค”

steep ferry
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Bruh

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why failed

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whats wrong with cylinder brushes

manic pawn
steep ferry
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I just used cylinders for the barriers

inner cloak
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and the ladder ?

steep ferry
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Oh yeah

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the ladder too

fossil ore
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Can someone explain me why do we have a "Sequencer" tab in Anim BP ?

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(4.23)

grim ore
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it's the generic Window menu and you can dock a sequencer pretty much anywhere

olive pendant
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Hello - not sure if this is the correct channel or if I should ask in the Paper2d channel itself, but i was just curious if anyone has found any alternatives for texture packing and atlasing? I'm fine using paper2d, i just wanted to explore other options as well ๐Ÿ™‚

stoic cobalt
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any way to exclude a material from being ray traced?

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i have a particle system which is basically a muzzle flash but it doesnt appear when i have raytracing translucency enabled

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nvm got it

rain venture
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I have recently downloaded a plugin called "GLTF importer" plugin for unreal engine. And downloaded the stable version for 4.22
everything went ok installing the plugin

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but when I tried importing the gltf file, with skeletal mesh, it crashed

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why did that happen?

stoic cobalt
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yea well my particle doesnt work while rt translucency is toggled

hallow compass
glacial pecan
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must the post process volume be a rectangle? it appears to be a brush, but I can't figure out how to subdivide it...

glacial yarrow
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Hi, I'm trying to profile my game. I'm doing stat SceneRendering and I'm seeing "Cache Uniform Expressions" taking more than 1ms and is having more than 700 calls. What is it?

glacial pecan
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@grim ore thanks, apparently it works the way I thought, I just need to learn how to use the geometry editing panel... it's not exactly intuitive

grim ore
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that it is not lol

glacial pecan
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holy shit, what I thought was disabled and greyed out is actually selectable!

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who designed this? ๐Ÿ˜›

plush yew
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I have this really annoying problem

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so I've been trying to recreate procedural animations, I have this BP that is literally just a 'cross' (two cylinder meshes intersected). I basically just want these rotate like a wheel (my plan is, on the tip of each of these cylinders, I'm going to have an overlap trigger that detects if it's touching the ground or not, and my character will interpolate between keyframes for each time the tip touches the ground)

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however, I'm having problems with the rotating axis BP thing

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basically, I put it into the center of my capsule component

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but when I hit play and move forward, the BP axis rotates perfectly as intended, until about 45 degrees when the back rod reaches the head. Once that happens, it kinda just locks up then the axis that's pointin upwards just wiggles around alot

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any solutions?

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for reference, this 'X' thing. I'm trying to have that rotate like a wheel, but for some reason once the the back spoke reaches the head, it just wiggles out instead of rotating

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I've turned collision off for the cylinder meshes, tried everything in the options, I really don't want those cylinders to interact with the world in any way other than rotating based on the players movement speed

olive pendant
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are you using quaternions? it sounds like locking gimbals

plush yew
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I'm just using BP rotators, but I did have that thought as well, I was wondering at one point i f maybe the rotational axis was changing in a way i didnt expect

olive pendant
dawn gull
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Anybody about that last question of mine? Is it possible to replicate the clay effect from Claybook?

plush yew
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im not sure if i have to do anything fancy with rotaters in BP to make them play nice

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ok thanks, i'll do some reading

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I also realized I know nothing about working qith quaternions

dawn gull
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Oh, here is the steam link for a video

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(sorry to interrupt) ๐Ÿ˜ฆ

fierce tulip
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just find the pbr values of clay, and model things to look like clay

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done.

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as for the liquidy stuff, kinda looks like nvidia fluid stuff

grim ore
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Metaballs is also a solution to look at for connecty stuff

plush yew
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huh found a solution sort of, so apparently, UE4 has a bug where you can't set a pitch rotation outside of the range of 90 and -90

grim ore
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that and stuff like a render target for the deformation on the object itself in the material

plush yew
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i just used addlocalrotation

gentle crypt
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Im using Blender and exporting fbx but for some reason when i import it into ue4 and certain geometries have been randomly rotated.

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How can i fix this?

scarlet birch
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Try applying all transforms before you export.

gentle crypt
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I want use Pivot painter. wont applying the transform put it all in world origin?

scarlet birch
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I have no idea.

gentle crypt
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oh wait I applied the scale and that fixed everything! Thanks @scarlet birch I was stuck for a while

plush yew
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I have 2 vector variables in a function that I am watching in BP, however once I subtract the 2 vectors, the difference is out of scope, any workarounds?

broken parrot
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I'm a ways away from dealing with this setup, but I'm laying the groundwork now. For a scene like this is there a preferred way to handle collisions? Is my intuition right that the metaballs are actually a stream of actors which apply a dynamic mesh paint and the floor would have a check on "collision" check on portal spawn to see if the area is covered by a render target which is recoloring the mesh?

celest jackal
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Anyone here set up a dedicated server before with steam?

rain coral
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How do i move up and down with the Ghost command line ?

grim ore
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Try the q and e keys

rain coral
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nope

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wont work

dim plover
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How come sometimes I have to manually set bShowMouseCursor and other times not?
Usually when I set InputModeUIOnly/GameOnly, the MouseCursor will show or not show itself.
Sometimes not, in which case I have to manually set bShowMouseCursor.

static viper
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in what version does that happen

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this usually only happens if you click

dim plover
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I'm in 4.21, but I don't quite understand what you mean.

static viper
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what you are experiencing doesnt happen for me.

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the mouse cursor cant just appear

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you should not worry tho

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just ALWAYS set the mouse cursor

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and be done with it

dim plover
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Hmm, alright. Unfortunate, cause I had just removed all the manually settings.

static viper
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^^ experience comes along way

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now you know

bleak aspen
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Hi. Can someone help me? There was some strange bug and I canโ€™t find the reason. (
I have blueprint at the level with the objects of the trading shop, but when I build the project and start it, then half of the objects are simply not there. What could be the reason?

static viper
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show some code n stuff

bleak aspen
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there is no code

static viper
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you said you have a blueprint

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show me that

bleak aspen
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its just a blueprint whit static meshes

static viper
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show

bleak aspen
static viper
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oh

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thats alot

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and you can place that just as normal?

bleak aspen
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yes

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some same blueprints also looks normal in buid and in engine

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just one of them

dusk steppe
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has anyone ran into this issue before? this cylinder I've stretched out here just for testing has normals facing the outside. Using a 2-sided material so I can see it from inside as well as the outside but for some reason the back face gets drawn in front of the front face. If that makes any sense..

static viper
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translucency

dusk steppe
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right, I want it to be see-through, but I don't want the back face to draw in front of the front face

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I just set opaqueness to 1 just to make it stand out

bleak aspen
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I have no idea what it could be. That I just didnโ€™t try... Even duplicated the blueprint in the browser. Nothing helps...

stable grail
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any resources for a newbie? ๐Ÿ˜ƒ

fierce tulip
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@dusk steppe thats not gonna work with translucency.
either have the inside (slightly smaller, few pixels) and have that masked (not double sided) and outer hull translucent, or double sided with a masked material with dither (like the glass in roborecall)

plush yew
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Anyone got tips on resources such as coal, Fuel, Wood, Stone and use for a survival game?

wary wave
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define 'tips'?

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that's a peculiarly ambiguous question

plush yew
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Somone tell me why im getting this error in the packagin proccess i have delted saved folder intimediate folder config foler

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Please help im stuck

wary wave
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I assume there's more to the log than just that?

plush yew
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nope

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thats it

wary wave
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but I assume this is happening because you've deleted things you shouldn't have done

plush yew
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any suggestions

wary wave
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undelete it?

plush yew
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lol i dont have it anymore

wary wave
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then you're probably screwed

plush yew
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great advice

wary wave
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sorry, but that's just the reality of it

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it's hard to say what's actually missing, but it cannot find those packages

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it could be just because configured paths that were stored in a config file are now missing

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but restoring those by hand isn't exactly easy

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if this is the only error, then removing that plugin from your project might work

fierce tulip
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^

sudden agate
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"Hey, i deleted some things and now it doesnt work anymore!"

fierce tulip
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^ me, the last hour trying to fix two blueprints

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I managed to get a fire-related vfx blueprint to spawn water

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even when the emitter-slots where in fact fire-related emitters

cloud cobalt
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@plush yew Use source control to revert to a working state

plush yew
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not to worry figured it out

cloud cobalt
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Uh

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Well you ain't blocked

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But I have disabled random DMs

fierce tulip
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phew, unbreaks heart

storm venture
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does it make sense to use a BP Interface for interactable objects if there's only one event (Interact) in the Interface?

wary wave
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doesn't seem unreasonable

static viper
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stranger did the same as i did :3

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blocking just everything out.

coral talon
teal tulip
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probably happend like back in the time

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when they gave something

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and was stolen content

coral talon
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no its ue4 free contetent

wary wave
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it's clearly 3rd party (Dragon Motion)

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if you search for their stuff, the pages have been removed

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so it probably was copyright violations

teal tulip
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That I mean

wary wave
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ah wait, no, got redirected

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it's right here

teal tulip
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@coral talon that happened back in the time, Epic gave free content from a creator and was stolen, as result they shutdown and gave other thing

coral talon
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ah got u!

wary wave
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it's still there and available

coral talon
teal tulip
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I can download it

coral talon
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only on the web

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but

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in launcher can u?

teal tulip
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lets see

storm venture
coral talon
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hmmmm

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:C

storm venture
coral talon
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feel cursed

teal tulip
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Yeah

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you have any project created ?

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or the last engine versions downloaded

coral talon
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not the last but

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yerstaday its was fine

high cedar
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is it easy to go from unity to this engine?

serene sorrel
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Well unreal engine is pretty easy to use and has similar methodology as unity, ticks, actors, etc

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but if youve got a lot of C# done youll hve to convert it obviously

high cedar
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to cpp right?

serene sorrel
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you can do pretty much everything in blueprints, up to you to decide which is better for you

high cedar
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ok

crystal wind
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Someone's wanting to ask for advice about the engine's capabilities.

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Anyone in this channel feel down to help?

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It's in lounge.

dawn gull
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Hey, anybody know how to replicate the clay effect from Claybook? Please tag me if you do

fierce tulip
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@dawn gull we gave answers to that last night, thanks for listening to us

dawn gull
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What time

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I go to sleep early

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Sorry ๐Ÿ˜ฆ

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Wait pbr?

fierce tulip
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but zeblotes link is prolly the best resource

dawn gull
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Also how do I set that

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Oh

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ok

fierce tulip
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if you dont know, you are far from ready. start with easier things hehe

broken parrot
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Is there a solid way to manually set a render target value? I am doing an additive scene capture and I have two render targets running from the same location and need to diff them when they overlap. Context for avoiding XY problems I need to keep track of collision for an Aperture tag gun.

dawn gull
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No, it's just summer and I litterally woke up 3 minutes ago.

placid arrow
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if i rename a map thats part of a world, with level streaming volumes, will anything break?

broken parrot
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I'm making progress, it's slow but feels good

placid arrow
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i still have one of my ancient map parts named ThirdPersonExample :p

dawn gull
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Ohhhhhhh, pbr I'm stupid. Physically based rendering.

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I don't think I've ever used it in UE4.

fierce tulip
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ue4 is a physically based renderer

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you are using it even if you dont know about it :p

dawn gull
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Ok

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Wait it's that weird purple texture right?

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(Also I can't find anything on what clay's pbr is) Also is it possible to just do it with a default cube?

wary wave
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that Clay effect took an experienced engineer months to build

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and a whole lot of engine and renderer modification

next badger
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@fierce tulip glad to see you're back

dawn gull
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Lol

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I thought it was made in flex for sure. Put I don't think flex does that

wary wave
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I mean, it's in the PDF you were linked

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but we're talking about something built by a top-tier rendering engineer with two decades of experience

dawn gull
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Dang

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ok

fierce tulip
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using resources and documentation from people who have had two or more decades of experience in their field

dawn gull
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Also I don't see any pdf

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Sorry โ˜น

next badger
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oh, gpu clay...quite incredible, SDF GPU is some kind of voodoo...i've made a raymarcher of metaballs and it was hard already

wary wave
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Claybook is mad science

dawn gull
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Yeah it is like, one of the coolest games in UE4 I have seen

next badger
dawn gull
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!!!!!

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lol

next badger
dawn gull
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Ok

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Thanks

dawn gull
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Ok thanks idk why the link I used did not work

manic pawn
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you put a d instead of a b

next badger
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you actually typed it???

manic pawn
dawn gull
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oh ok

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@next badger yeah I typed it why?

manic pawn
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this thing is completely insane anyway

dawn gull
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? the pdf?

broken parrot
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The tech inside it

dawn gull
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Oh yeah, I don't even know how it's possible

next badger
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I think only 0.1% of devs here can modify RHI

dawn gull
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lol not me

wary wave
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I've modified RHI before

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but absolutely nothing like what's in that PDF

manic pawn
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modifying rhi to add one extra thing is like a minor side note compared to the rest of the pdf

wary wave
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aye

dawn gull
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lol

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The developers must have gone crazy

plush yew
manic pawn
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the error is further up

next badger
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the SDF thingy is similar to the Cloud Rendering stuff that Guerilla made for horizon, they have some papers afaik

plush yew
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seems it is not

manic pawn
halcyon summit
#

hey can anyone point me in the direction of an example on how to implement a real money payment system using an external API? (desktop for now)
i can 'charge the account' with some kind of money/token on a website external to the game but looking for the best way to implement the connection to the server and display/spend in game...
sorry if this isnt the right topic for this - please feel free to point me somewhere else...

manic pawn
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something is preventing it from writing the file

plush yew
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ahh i did not see that

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hmm okay

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this all started when i activated perforce

manic pawn
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you don't just "activate" perforce, it's gotta be configured properly with type maps and ignores

broken parrot
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Can I roll things back up for a new person question. Is it possible to reset a render target texture to a particular state. I know I can clear it to a color, but I am trying to keep track of two different painted textures and stop them from overlapping. Happy to break out C++ if needed and I am on the right path.

manic pawn
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binaries should be writeable in workspace for example

broken parrot
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Perforce scares me

manic pawn
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or ignored if you're not syncing them

plush yew
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of course I didnt just "activate it"

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It's all been perfectly setup and works fine

manic pawn
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well

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looks like its not

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since it's preventing you from writing that binary

dawn gull
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Dang why is Nvidia flex only up to 4.19.2 ๐Ÿ˜†

next badger
dawn gull
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Ooh :()

manic pawn
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have yet to see any game make proper use of flex

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I wonder if it was any more than a mad science experiment for nvidia

dawn gull
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๐Ÿคฃ

wary wave
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3/4 of what Nvidia puts out seems to be limited to the realms of mad science

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there were SPH fluids in Unreal Tournament 3 ffs

next badger
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@dawn gull it's 0lento's fork, you always may ask him about it

wary wave
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but the only game I've ever seen use them was Borderlands 2, 7 years ago

dawn gull
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Ok

wary wave
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Claybook has it's own custom implementation, lol

broken parrot
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Also flexing on AMD

dawn gull
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Yeah borderlands is old now.

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But still a REALLY good game

next badger
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but not thanks to Flex

inner cloak
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I'm having an issue with my UE 4.22.3, out of nowhere, i suddenly can't move any models/objects at all, i can scale, i can rotate but not translate ... ?!??!?!

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Any of you ever had this happen ?

next badger
#

@inner cloak what's the snap value?

inner cloak
next badger
#

@inner cloak disable the surface snap

inner cloak
#

still not working

#

that's insane .. grrrrr

next badger
#

also check if you could set the position in the Location properties

inner cloak
#

lock actor movement is not set, and i can move items with the transform panel

#

but not by dragging the translate tool

#

my level is not locked

next badger
#

yeah, when level is locked you can't select actors

#

you tried to reload the editor right?

inner cloak
#

Yes, i did

next badger
#

try to reset editor preferences, there are Level Editor - Viewports settings

inner cloak
#

i did, still no changes

#

going to try with a brand new project .. see if it still has issue

#

in a new project translation works

dawn gull
#

I am trying to add a component to VS but this shows up:

#

I am using Visual Studio 2017

#

Do I have to update?

next badger
#

@dawn gull probably...it's not update to 2019...it's minor update

dawn gull
#

Ok

#

thanks

#

Cause' Visual Studio 2019 kinda sucks

next badger
#

well, you have to switch to it eventually

dawn gull
#

Yeah ๐Ÿ˜ฆ

next badger
#

cause ue4 will

dawn gull
#

Where's the "NuGet Package Manager" ?

next badger
#

@dawn gull under Code Tools

dawn gull
#

k

#

Wait what? I don't see code tools

next badger
#

@dawn gull switch to Packages tab

dawn gull
#

k

#

I don't see that either ๐Ÿ˜Ÿ

next badger
#

@dawn gull is your setup even opened?

dawn gull
#

Yeah it's up

next badger
dawn gull
#

Ah cool

#

thanks

brazen hull
wary wave
#

what do you mean "tested for UE4"?

static viper
#

its just a tool to make fotos

#

no assets for ue4

#

or else

brazen hull
#

ah

#

thought you could like export it to ue4 or 3d softwares

fierce tulip
#

lol, i bet most of those flowscape comments are from the not-so-artistically inclined.

#

"It's almost TOO easy to produce stunning artworks"
bob ross quality, not da vinci quality

brazen hull
#

xd

serene birch
#

they set it up as a game instead of as a tool

#

makes it kinda weird to read the store page ๐Ÿ˜„

fierce tulip
#

cant export

serene birch
#

next step: adding achievements? ๐Ÿ˜›

fierce tulip
#

place 10k trees achievement get

brazen hull
#

dont see the point of making a game like that should just have been made a tool xd

wary wave
#

I mean, there's nothing there tool wise that isn't already in the UE4 editor really

#

it's basically a load of assets you can drag into a scene

grim ore
#

https://www.youtube.com/playlist?list=PLSlkDq2rO1t7eEyfF8eiTsGGGtFOBz1vb so my intro series is now 3 years old and 11 versions behind so I think it's time to update it ๐Ÿ™‚ It's 17 videos but the feedback I have gotten so far has been to add more which worries me. Any opinions on just going gung ho with as many sections as needed and maybe making the entire flow longer or my thought was keep the "intro" part tight (even shorter than now) and then do the other stuff as "Now What?" type stuff that are optional but super important to know stuff like Source Control, Importing from DCC programs, C++, stuff like that.

#

Also if anyone has any important features that they think are "must know" for someone who is literally learning the engine for the first time feel free to toss the ideas out I am working on the outline now ๐Ÿ™‚

midnight sparrow
#

Hey guys, i have this ugly shadow on the table which copies the geometry underneeth, but isnt caused by a lightmap UV. Any idea? ๐Ÿ˜„

wary wave
#

ambient occlusion?

midnight sparrow
#

Yea, i think so but the geometry isnt even intersecting it.
Is there any way to find out or solve it?

#

Turning of AO in postprocess volume doesnt help. its baked into it

static viper
#

that looks baked ๐Ÿ˜ฎ

#

it also looks like the light is bouncing through the ceiling.

#

it clearly from above somehow

#

and the light above the table isnt doing shit

midnight sparrow
#

yea its just a shader for now

#

that light.

#

but its in every room the same, so i doubt its from the ceiling

wary wave
#

and I assume the rooms are different layouts and lighting setups, more or less?

static viper
#

but what is above the ceiling

midnight sparrow
#

above my ceiling is the same ceiling scaled by -1 to block the shadows

#

i had some shadow bleeding. so prevention

static viper
#

but it is inverted so that light falls on it

#

not through it

#

if it were to be ao then it wouldnt be that sharp

#

and gi would need to be very high res

#

and then the table itself

#

it has no shadow on the floor

midnight sparrow
static viper
#

oh i thought it was the lamp

#

lol

#

you can test that

#

drop a cube right under the table.

#

and bake

#

if thats true then clearly its AO

#

but the material is very thick

#

its odd

midnight sparrow
#

The building takes like 20 minutes so im not that flexible to experiment with it ๐Ÿ˜„ ๐Ÿ˜„
So i guess you have no other idea right?

static viper
#

no other clues found

serene birch
#

FlowScape does look a lot like what you can do with TwinMotion btw

#

which is free right now reminder

sly coyote
#

Quick question, im trying to use kitbash3d cyberpunk world assets but when i import it, every peice is blown apart and nothing is prefabbed , from any videos ive seen of the assets being used they seemed like prefab pieces....am i missing a step after import? Or forgetting something import i need to check at import for the pieces to import correctly?

midnight sparrow
#

I probably wont help you, but a screenshot would help to understand the issue

sly coyote
#

I'll ask again later when i am at my computer and get a screen shot...

grim ore
#

is this the free one from Kitbash3d? if so which format did you download it in

sly coyote
#

Yes, fbx

#

The kits make it seem like you'll be getting assembled building and items...my import is just basically every piece i have to lego together myself

grim ore
#

it looks like the fbx is just 271 different pieces so I don't think it's intended to come as premade prefabs

midnight sparrow
#

Its supposed to be like that. Its called "modular" you can build any city you like from it, its used all the times

sly coyote
#

They use some pretty deceptive advertising.... Anyways guess I'll wire into houdini then and call it a day ๐Ÿ™‚

grim ore
#

yep about the only way I would think it would come in pre built sets is if you had a native package for Unity or UE4 but these are just the source files

midnight sparrow
sly coyote
#

That's what i expected... Not what i got

wary wave
#

Kitbash3d stuff isn't really meant for games

#

though what did you get?

grim ore
#

thats not a picture from that kit tho

sly coyote
#

Its more like every single peice, windows, roof, each wall peice, ect

static viper
#

it looks like lego

wary wave
#

looking at that screenshot above, that shot is not the meshes

#

I can see the repeated mesh elements

#

that's just examples of meshes snapped together

grim ore
#

ok so I imported the file into Blender and it does indeed have 12 complete buildings, UE4 is just not respecting the groups

wary wave
#

heh

grim ore
#

but the groups are made up of the individual parts which UE4 is importing

sly coyote
#

That's the issue I'm having Matthew

static viper
#

you can make ue4 respect those.

#

if they are merged into a group

#

you can do combine meshes on import

#

it works that way in maya

gleaming creek
#

You could always make nice blueprints to configure which part goes where

static viper
#

or use the prefab plugin

gleaming creek
#

That's probably a better idea

sly coyote
#

Nah if i have to peice it together myself ild rather just rig it in huodini instead

#

I'm sure it's just some stupid mistake on my part... Like a check box i am forgetting about

static viper
#

combine meshes is a box

grim ore
#

oof 8gb ram is not enough to import this kit in a timely manner lol

sly coyote
#

Yeah the import is brutal...

grim ore
#

the individual went fine, 271 meshes. I am trying the combine option to see if i get 1 mesh or 12 meshes now lol

azure shore
sly coyote
#

Thank you for clarifying that i wasnt just taking crazy pills matthew lol

azure shore
#

when I build lighting it just messes it up as I show there

#

the stairs literally use the same material as the other ground which looks just fine

grim ore
#

yep combine meshes pulls it all in as one mesh so that wont work. The better option I guess would be to use like blender to export out the individual buildings lol

azure shore
#

oh really?

#

but wouldnt that be a lot of unessescary individual objects?

grim ore
#

I don't know who you would blame in this case as groups and such are just containers in the modeling program and I don't know if UE4 should respect them lol

azure shore
#

wait are you not talking to me

#

dear

sly coyote
#

The shitty part here is those kits are 200$ each and in there faq they claim unreal and unity can use them

azure shore
#

๐Ÿคฆ

grim ore
#

so there is a 3rd option, they are all respecting the pivot point so ifyou drag all the meshes in they reform to combine the buildings correctly.

#

you could then just convert that one building back into a blueprint and then wire up the materials

#

I mean technically it does work in the engine it's just not designed for it specifically so it requires some work https://i.imgur.com/Li0wScD.png you can see they all imported as buildings and the one in the front is a blueprint for just 1 building

#

@azure shore do you mean the solid black on the stairs? Does that item have a UV map to be used for static lighting?

midnight sparrow
#

@azure shore These issues might be caused by lightmap UV or a terrible topology.
If you doubleclick the mesh in content the window pops up and you can check the UV. Uv channel 1 is for textures and Uv channel 2 is for a baked lighting.
If its overlapping somehow it might be it.

azure shore
#

oooohh, so should I assign the UVs in blender?

midnight sparrow
#

But my UVs, topology, and normals are fine and its happening anyway. ๐Ÿ˜„ so i would like to know aswell

azure shore
#

ah it worked, thanks!

#

had this problem for so long as you can imagine, with no idea where to start to fix it, so glad its that simple

carmine spruce
#

anyone know why?

grim ore
#

Is this just an actor in the world?

lusty comet
#

Anyone know how to export models with their textures?

calm widget
#

works fine for me when exporting fbx with material and textures added

lusty comet
#

That's odd. Do you just click export on the static mesh?

calm widget
#

yupp

lusty comet
#

Hmm I don't know what's going on then. Doesn't help I know nothing about unreal yet. Just trying to get the character models into blender

grim ore
#

are you trying to export out a model from UE4 into blender?

lusty comet
#

Yes

grim ore
#

that will not work, UE4 won't export out meshes with textures. You will have to export out the mesh and the textures separately then recreate the material in blender

#

there might be plugins out there to help but I don't know

cloud palm
#

Is it possible to create your custom skybox using pictures in photoshop?

mint cedar
autumn elbow
#

Ahhhhh.... I'm stuck again! Using attach actor , I was able to attach a bunch of boxes to one main box, and to each other. Now I can't spawn them !! Nooo... ideas? Help?

#

Whats the best way to store, in an array of structs, a hierarchy of actors ??

wary wave
#

I'm going mad trying to do something very simple that I've done loads of times before - in a material I want to get an alpha value based on camera distance to pixel

#

How to do that? I can't seem to get it working

plush yew
static viper
#

the reason is that you didnt set a key

#

you need to set these

wary wave
#

argh, I think it's the blend mode

#

additive won't do this for some reason

plush yew
#

@static viper pretty sure I set a key

static viper
#

they way you do it tho

#

is this 4.22?

#

4.23?

#

i use umg animation alot

inner cloak
#

is it normal that when i reload my project it does not open my last opened scene in 4.22.3?

static viper
#

yes

plush yew
#

4.22

static viper
#

the map that always opens is the in the project settings.

plush yew
#

Thats the way i have always animated my frames never had this issue before

static viper
#

well bejamin

#

it works fine in 4.21.

#

thats all i can say

inner cloak
#

were those comments for me or for Benjamin ?

plush yew
#

@static viper yeah sorted it, turns out you cant manually move them anymore you have to type the numbers in -_-

inner cloak
#

is it normal that when i reload my project it does not open my last opened scene in 4.22.3?

static viper
#

the startup map is always the same

#

read my comment

inner cloak
#

ok, guess its new or its my alzheimer kicking in !! lol

dim plover
#

Does setting FullscreenMode work in PIE or Standalone (from PIE)?
It's not doing anything for me, just wanted to make sure it's not a mistake on my part.

quasi star
#

Any ideas on how I can smoothly animate back to idle here https://vimeo.com/355391854 The first 12 seconds shows moving forwards/backwards everything is fine while I hold down the movement input buttons, however after 12 seconds I tap the movement buttons which tweens between forward/backward and idle but looks pretty jarring.

#

I have a simple 1d blendspace for this pawn which I hook up to the pawns speed, this is the first time doing any animations in UE4 just looking for tips / tricks to make this smoother

grim ore
#

#animation might have smarter people but it definitely looks like it's not blending in and out of the animations very well

quasi star
#

I'm thinking the issue is with how I handle the pawn speed. Right now using the W and S keys toggle speed between 1, 0 and -1. The speed doesn't gradually increase/decrease (accelerate/decelerate) maybe I need to slowly increase and decrease speed as I hold down the keys?

grim ore
#

but even then unless you lock the animation to be played fully that might be expected

#

yep that's going to do it as well, check out the ue4 mannequin for the exact same issue

quasi star
#

@grim ore I'll check animation channel out and the mannequin too, I've tried to produce the simplest animation I could from the information I've gathered online but I should look at examples more ๐Ÿ˜„

#

To be honest, I'm surprised I was able to get this far ๐Ÿ˜„

grim ore
#

stutter stepping is sorta expected if you are literally just doing that with input tho

#

about all I could think of is making another in between animation that is very subtle, more like the idle, that is used for the lower speeds so if they do this its a different animation basically

quasi star
#

Yeah, that's what I'm thinking too. I'll see what it looks like if I accellerate and decelerate the pawns speed when pressing/releasing the keys. It would probably look/work pretty well with an analogue controller compared to keyboard.

grim ore
#

yep on a controller stuff like this always "feels" better but even then who the hell walks anywhere in a game ๐Ÿ˜› it might be why most of these are designed around walking as the default speed and run has a hard cooldown on the animation when starting/stopping

quasi star
#

:p very true!

grim ore
#

this is probably why it takes weeks if not months for a character to properly be rigged and animated in games ๐Ÿ˜ฆ

#

all us programmers have to do is push some buttons and type in some words and the rest of the game is done

autumn elbow
#

thoughts on saving objects in hierarchy ?

grim ore
#

no real clue here, figure out the data you need and store it. Vector3 for location and a class ? maybe a struct for that then an array of those structs or a list or something. it's all specific

autumn elbow
#

I have that system now.. the issue is when I load, it doesnt know how to construct the objects again

#

mostly because it spawns based on the class.

grim ore
#

store the class then respawn based on class?

autumn elbow
#

all the objects are off the same class.

grim ore
#

the hierarchy is the issue, what is attached to what?

autumn elbow
#

1 sec.. i'll show ya

glacial pecan
#

quick question: InputActions... in the Pawn or in the Controller?

grim ore
#

yes

glacial pecan
#

great!

#

or rather, as I suspected ๐Ÿ˜ฆ

grim ore
#

Controller generally unless there is a good reason for the pawn but you can always have it in the controller and pass it into the pawn if you want

glacial pecan
#

right, I suspected that too... because when you're in a menu the pawn doesn't do anything, right?

#

the controller can even take away input for the pawn then

grim ore
#

if you have the pawn set to take input it can

#

hell anything can take input soooo

#

well anything in the world lol, so actors

autumn elbow
grim ore
#

just find one place to keep input if possible would be the most sane idea

glacial pecan
#

hmm... that makes me almost want to leave inputactions in the pawn and then just have the controller take the input away when in a menu...

#

almost...

tame star
#

speaking of input, is there a way to make something that is not a controller a source of input? I'm looking to get coordinates coming in from outside hardware to act as a sort of input? Maybe that sounds silly.

grim ore
#

a good question to ask on that one will be is there more than one pawn that takes input, if so the controller would make it easier

#

@tame star depending on the item sure, there is MIDI input for example

tame star
#

okay, great! just knowing there's something to go on is heartening, I'll look into the MIDI more to see how that works

grim ore
#

@autumn elbow yours is going to be tough. How are those blocks connected internally, like the hierarchy, or are they all just physically attached at some point without any real way of knowing what is what

autumn elbow
#

they are Attached via , Attach Actors

grim ore
#

hmm that's gonna be fun unless you start tracking it somehow

autumn elbow
#

i can use GetAttachedActors to get all the children.

grim ore
#

i mean you can walk thru using yep

autumn elbow
#

lol

grim ore
#

the issue I can see is not duplicating stuff. if A has B connected and B has C connected, when you spawn in A do you then spawn in B since it's connected or do you spawn in B since you stored that as an object as well or lol

#

oof.. your gonna need to do alot of looping and checking

autumn elbow
#

the alternative idea i have is to use 'Child Actor Component'

#

instead of AttachActors

grim ore
#

like A -> B -> C you could start with A, see who is attached, and record where it is attached relative to it and what class it is. You would then go to B, see that it's already been recognized so you know not to spawn it in but the issue is you need to know that C is attached lol

autumn elbow
#

Yea.. so spawn the parent, then spawn it's children, then spawn its children's children

grim ore
#

I really don't have a good idea for this one ๐Ÿ˜ฆ

autumn elbow
#

me either ๐Ÿ˜„

grim ore
#

doing the locations and classes is easy, knowing the parental hierarchy and attachments is the issue

autumn elbow
#

yup

grim ore
#

ok so

#

stupid idea but an idea, give each item a unique ID

#

then you can store that ID when you save out and restore it when reloading and then use that in your save game mapping to know who has what for a parent for re attaching

#

so your save for each item might be something like "ID", "ParentID", "Transform", "Class"

#

then when you reload you would spawn everyone in, then you would be able to attach the children to the parent using the ID's

autumn elbow
#

ooo.. thats a good idea!

grim ore
#

you can use GUID for unique ID's but I dont know how big that might make the save

autumn elbow
#

not sure what GUID is

#

is it a node?

grim ore
#

it's a variable type

autumn elbow
#

ok.. i''l research that

grim ore
#

it's intended to be used when you want a unique identifier as it's supposed to be near impossible to get a duplicate in a reasonable amount of uses

#

if you somehow kept track of how many you had and just used 1,2,3,4, etc it would work but I don't know if you do that lol

glacial pecan
#

I love Enums in Blueprints, but is there a way to have them correspond to a value?

autumn elbow
#

ok Thanks again for your input. Its starting to turn on some lightbulbs ๐Ÿ’—

#

I'll try the ID idea

grim ore
#

like Enum = 55?

#

if so in BP I don't think so they are all mapped at the base level to bytes

glacial pecan
#

yeah...

#

my ugly "workaround"

grim ore
#

it works tho lol

glacial pecan
#

I guess ๐Ÿ˜›

#

slightly cumbersome way to hide the implementation details from the controller, though

lucid lagoon
#

@glacial pecan

#

Make yourself a function library which takes the enum as input and a float as an output.

(really any function, but a library is generally accessible)

The function takes the enum input and uses a node called a Select. The select goes to the float output.

OR you can do a Map (variable type like an array) of your enum to floats. Map -> Find (enum)

#

two decent ways.

glacial pecan
#

@lucid lagoon you first suggestion seems like what I did, except I didn't bake it into a function call...?

#

@lucid lagoon and Map variable type is not something I can have in the Content Browser though?

autumn elbow
#

I was going to sugguest Map also

cloud palm
#

Is it possible to make a mix of two skybox by using blueprint?

ripe chasm
#

hello?

#

is anyone here?

grim ore
#

nope

#

the chat above you was not here either

ripe chasm
#

i meant at this moment

#

but i see your online

#

noone else

grim ore
#

there are a few 100 people online they are just all doing other stuff

ripe chasm
#

oh]

#

are you pretty good at using ue4?

grim ore
#

depends on the subject, ask the question in an appropriate channel and you might get help

ripe chasm
#

ok

obtuse lantern
#

Is there anyway to get the content examples for 4.23 before it is released?

lucid lagoon
#

@glacial pecan Nah its not an asset type.

ripe chasm
#

oh one question

grim ore
#

You can get hired by the content examples team at epic @obtuse lantern

obtuse lantern
#

Funny.

ripe chasm
#

if a map doesnt load and says it was saved in a newer version what do i do im on the latest version

grim ore
#

find the version of the engine it was saved in and load it in that?

ripe chasm
#

ok but how do i change it to the latest version

grim ore
#

change what? the map or your engine?

#

where did the map come from

ripe chasm
#

my project?

#

im kind new to ue4

grim ore
#

well 4.22.3 is the latest unless you opened it in a custom version or the latest 4.23 preview

ripe chasm
#

ok ill try changing the version, thanks

glacial pecan
#

anyone know why this happens twice in my player controller?

#

if I remove the auto posses on my pawn in my level that I currently have, it still happens once, but the subsequent cast to my pawn fails

grim ore
#

once for the default pawn and once for the pawn in the level?

glacial pecan
#

well, I just set the default pawn class to none in the project settings, and it still does it twice...

grim ore
#

do you have your game mode overriden in the map as well?

cloud palm
#

@grim ore last time u were telling me how to draw lines, I just have one thing that I do not get, how do I know the position of the point that I need. For example, 0.0 means bottom, how did u get that 0.0 point?

glacial pecan
#

@grim ore no, I do not

#

anyway, minor "issue"... will find out one day when I do proper spawning, I guess

grim ore
#

๐Ÿ˜ฆ I just tested and I get 1 print string with the default pawn and player start setup and 2 print strings with the default pawn and player start and another pawn I put in the level with auto possess 0

#

@cloud palm lines on a material?

cloud palm
#

yup

#

so I just need to play with the number , I guess

grim ore
#

it's the UV Map, 0,0 is the bottom left in a UV and 1,1 is the top right

cloud palm
#

Is it possible to create line in the middle?

grim ore
#

that would be 0.5

cloud palm
#

emm how did u get that, that is what I am confuse about?

cloud palm
#

kk thx

ripe chasm
#

guys wheres the best place to learn blueprints

cloud palm
#

virtue learning hub

ripe chasm
#

oh ok, thanks

#

finally someone answered my question

#

bye

cloud palm
#

bye

autumn elbow
#

This saves it as BP_Cube_03.SM_Snappoint_01 .. 02

#

I would like SM_Snappoint_01

real hound
#

Is there a way to essentially do a trace just at a point? I just want to know if a point is inside the collision of a specific type of actor.

#

Tracing some arbitrarily small distance seems like a waste

autumn elbow
#

you can try isOverlappingActor ?

dawn gull
#

Hey, just for future reference, how do you make liquids in Flex? I could never figure that out.

#

(Sorry to interrupt)

real hound
#

Hmm I could make that work, but I am not using a component with the querying actor that has collision. Right now I just generate a number of points to check at. My current method of checking is kinda computationally taxing, I could eliminate a lot of that if I could just do a trace/query to see if something is already present. I think. Versus converting every point to its hex coordinate and polling a tmap of currently spawned hexes.

autumn elbow
#

what about getActorBounds ?

grim ore
#

Get Closest Point on Collision seems to return back 0.0 if the point is inside the collider

#

it even says that in the tooltip for the Return Value which is why I tried it, it seems to work on a test sphere and testing inside the sphere

cosmic matrix
#

Hi everyone,
I got a conception question i don t know if it s the greatest place to post but i don t find other solution .
My question is:
What s the greatest way between data table vs data blueprint to save items etc properties both seems to do the job?

real hound
#

Oh neat thanks @grim ore (tomatos?) I will try that.

#

The only thing is I am not really testing for a specific collision but all of a class

#

like not for a specific actor in the world but all of a class of actors

grim ore
#

oof... yeah testing inside the bounds of all of them is gonna be rough

#

oooh ok so there is a is point in box node and you should be able to get the bounds of all of your actors so perhaps?

#

I really dont know the use case or edge cases here so lol

cloud palm
#

@grim ore How much dose UV coordinates go by for each line?

#

since the mid line is 0.5, then Is the second line 0.25?

#

then 0.75 and 1

real hound
#

Here let me post a little vid showing whats up. Just ignore the horrible fps loss on having terrain spawned, I already know what I will do about that.

#

@grim ore

#

Just trying to get a light weight method of knowing where I need to spawn (or unhide, move from a pool of already spawned and hidden actors) with respect to the screen edge

#

The terrain is crazy and right now I have it on tick but its just for testing. I will change how often it updates based on a day night cycle (that also forces the camera in or out). Not to mention I will be throwing that on its own thread for vert calculations.

#

Think of it like reverse culling

#

Got to run out and grab some groceries. Be back in like 15

grim ore
#

@cloud palm that would be correct, you can think of it as percents of a whole (1) so 25% of 1 would be 0.25

cloud palm
#

kk

#

so if I want to create the second line, I will just type0.25 and 0.0 in the value right?

#

actually the UV coordinate map is exactly what I want, I want to make 4 track

#

thx for that picture

gentle crypt
#

Hi I've run into a problem with Pivot Painter. Has anyone here used Pivot Painter?

plush yew
#

Why does UE4 get super laggy when a recording software is used to record it?

#

I see it running over 60 fps but in the recording it is super laggy (using OBS)

undone cape
#

@plush yew it happens if your recording software uses GPU

plush yew
#

Its using a software encoder thinkeyes

midnight timber
#

Are you refocusing the editor after beginning the recording?

undone cape
#

I use Nvidias Shadow Play Recorder because it doesnt cause any lag.
Or you can use the implemented windows 10 screen recorder
But with OBS I got lags too and I run witj 120 FPS

plush yew
#

Alright ill try Nvidia's recorder

real hound
#

back

undone cape
#

But I got the same issue many times. I tried recording the VR preview and it got laggy as hell. After I tried Nvidia and Windows implemented Screen Recorder both had no lags and all worked with 120fps.

plush yew
#

It even happens with packaged games for me thinkeyes

undone cape
#

Does it happen if you try any other game you own?
I believe it might be OBS issue, so I always would try a different software.๐Ÿคท

plush yew
#

Happened with templates too, but it was smooth on official games... (I did only package it for development tho not for distrobution)

grim ore
#

I would suggest disabling the editor option to lower usage when it's not focused but if you tried it with a packaged game that is weird. I can say I have 0 issues with OBS and my setup using X264 encoding

#

overlay software can cause the issue you are mentioning, stuff like afterburner, but I haven't seen that with OBS unless its a laptop? or maybe you have it recording a window and not the display?

plush yew
#

It was recording the entire display... Ill just switch to Nvidia lol

grim ore
#

it can't hurt to try, you can even try the NVENC inside of OBS if you want

fringe pivot
#

overlapping 2 meshes at the same height/Z level causes flickering at the point they join

#

does anyone know how to avoid that?

grim ore
midnight sparrow
#

Heyy ๐Ÿ˜„ it seems like my Lightmaps baked onto my first UV channel.. Does anyone has an experience with this?

grim ore
#

did you generate new lightmaps when they were importing or use existing ones?

midnight sparrow
#

i just built lighting if its your question

#

Did you mean that?

grim ore
#

when you imported the meshes it has an option to generate lightmaps

#

sorry generate a lightmap uv

midnight sparrow
#

You are right i probably forgot to uncheck it, but anyway when i inspect the UV channels it looks as it should

#

thats the 2nd channel

grim ore
#

in the details panel under general settings in the advanced part (the drop down arrow) does it show Light Map Coordinate Index as 1?

midnight sparrow
#

it doesnt. do you mean this

grim ore
#

yep change that to 1 and save and rebuild

#

thats telling it to use 0 (your funky one) for lightmapping

midnight sparrow
#

Well i have to rebake it and see if it works i guess but it should. That might have been an issue all along with my many other meshes so thanks

grim ore
#

๐Ÿ™‚

#

usually if you tell it to build it's own lightmaps on import and you only have 1 it will build on channel 1 and set that to 1

midnight sparrow
#

I reimported every mesh like 150 times, so that had to happen i guess ๐Ÿ˜„

quiet rampart
#

Hi there, i have a very basic question. Im working on a furniture piece right now and im using Maya. I have done the modeling and the two doors a separated.

Basicaly, i want each door to open on their respective axis. But the pivot is in the center of the world.

Thanks!

grim ore
#

lol

quiet rampart
#

sorry for the interruption :S

grim ore
#

@quiet rampart export the doors out separately or as 1 mesh and set the 0,0,0 coordinate in maya where you want the pivot

midnight sparrow
#

Well matheww was faster ๐Ÿ˜„

quiet rampart
#

well i hoped not to get this answer XD

midnight sparrow
#

You might rig it

grim ore
#

or you can put this all in a blueprint and use a scene component as a parent for the doors and move it so that the scene component is the part you rotate around

quiet rampart
#

so basicaly i have to set the pivot point as 0,0,0 in maya then place it in the blueprint ?

midnight sparrow
#

are you able to do a simple rig for it ?

fringe pivot
#

thanks @grim ore

midnight sparrow
#

My college told me its easier to work with that if you just rig it.

quiet rampart
#

yeah that is the approach i wanted to do

grim ore
#

0,0,0 is the pivot for any mesh you bring into the engine from an external program so yep you export it all separately or you fake a new root in a blueprint with a scene component

quiet rampart
#

like with controlers ?

grim ore
#

animate it? sure why not ๐Ÿ˜›

midnight sparrow
#

Controlers are not exported to unreal engine. Just put there 2 bones and set influence to 1

quiet rampart
#

im still beginner as about animation + rig in unreal

warped tangle
#

as @grim ore said, just make a BP, add a scene component, and add the door as a child of the scene component. The scene component now becomes the pivot point, so you can move the door around so the pivot is at the correct location

quiet rampart
#

Yeah i am aware of this technique, i already done a door yet and i used it

midnight sparrow
#

Well its really simple, just put the bones where you want them select the vertices you would like to affect find a bone you like select whole column and type 1

#

*in component editor in maya

quiet rampart
#

i want wondering if it would be easier to rig and import the rig in order to have the mesh completely in a blueprint without having to actualy bring the mesh at the right place within an other one

#

im gonna try it

latent fable
#

Does anyone know why im getting this?

quiet rampart
#

@latent fable Do you have a blueprint with one editable vairable called Locsave that have no information ?

latent fable
#

Locsave is in a savegame blueprint

#

its public

#

and its a vector that is 0,0,0

quiet rampart
#

The error is saying that this variable have no information, if you clic on the name on the error, it should bring you directly where you need

latent fable
#

it takes me here

quiet rampart
#

If you look at the bottom of your blueprint editor, you should see the error

#

if you hover your mouse, over the Error! i think, you should see an explanation

quiet rampart
#

On the node ?

latent fable
#

yes

#

thats where the error is

quiet rampart
#

i mean, hovering the mouse over the ''ERROR!'' of the node

latent fable
#

on the node its the same thing

quiet rampart
#

ok

#

so maybe your target should be something else ร‰

#

?

latent fable
#

I don't know what it means by CharacterPawn_C

#

I don't have anything in CharacterPawn Called CharacterPawn_C

midnight sparrow
#

Guys is here someone with a bit of experience in VR? im gonna be finishing VR project soon, i practicly just have to put it to glasses now and there is never anything without an issue so i need someone i could direct to save some time. I could even pay you some $ for paypall, but nothing huge

quiet rampart
#

not me sorry :S

#

@latent fable the information you are putting into your variable is empty, the error on the node is du to something attached to it so look around it

autumn elbow
#

I have a new rule for myself.... NEVER COPY AND PASTE. Just make the nodes manually. It will take alittle longer, but not as long as it would take if i copy and paste and forget to hook something up.

quiet rampart
#

Or, unless, you are VERY organized XD

autumn elbow
#

hahaha NOOOO

#

NEVER!!!!

#

I like to think I'm organized

#

๐Ÿ˜„

quiet rampart
#

XD

autumn elbow
#

I also shot myself in the foot a couple of times.

#

Now I leave notes everywhere

quiet rampart
#

@midnight sparrow Say thank to your collegue... Joints works nicely ๐Ÿ˜›

midnight sparrow
#

Glad to hear that

quiet rampart
#

Sadly, im kind of alone on my project for now so i tend to understand pretty much everything i do, if not, then i try XD

autumn elbow
#

I'm alone aswel.

quiet rampart
#

@midnight sparrow But the vertices kind of way was a bit confusing, you dont have to do anything, only import the rig and you basicaly have a controler coming with it

midnight sparrow
#

Most of us are, thats why i joined this group so i wouldnt have to solve some stupid issues for hours and i could just ask ๐Ÿ˜„

autumn elbow
#

I've worked on many AAA games, and for my first solo game, I chose something terribly difficult. LOL

quiet rampart
#

Hey! There is worst ๐Ÿ˜›

midnight sparrow
#

What are you working on NIIKY? :]

quiet rampart
#

im an environment artist working for kid tv-show (and one cinematic for RB6: Outbreak) with no experience at all in the gaming side of it... And im building my very first game which is quite huge XD

autumn elbow
#

VR game, that has building components like Kerbal space program. The player can build weapons and tools out of anything they find

quiet rampart
#

The concept is great ๐Ÿ˜ฎ

autumn elbow
#

Mathew has been a godsent! He has got me out of so many jams LoL @grim ore

quiet rampart
#

First time someone answer to me here to be honest XD

#

Not true... but im not really active usually XD

midnight sparrow
#

Nice, well a few scrolls above i was looking for someone understanding the VR, blueprints and this unreal engine kind of stuff {im a 3D artist, and i work in vfx not games so this is not my strong side}
Soon i will be finishing simple VR visualization for client and i would like to have someone to give me an advice in case something went wrong, so i could atleast know what to look for in order to save some time. I could even send you some $$ for coffee ๐Ÿ˜„
Could you be that someone ?

#

@autumn elbow

quiet rampart
#

@autumn elbow i think this message is toward you

autumn elbow
#

sure, i'll do what I can. add me as a friend here.

midnight sparrow
#

Great, thanks Thor, or Hermiod not sure

autumn elbow
#

i must say though.. I'm a programmer, but not in unreal engine api. I'm still learning ๐Ÿ˜„

#

Thor

#

I ordered my Index, but its not here yet. ๐Ÿ˜ฉ

midnight sparrow
#

You said you worked on some AAA games, im courioous on which one

plush yew
#

I have an error saying mesh contains name as root bone but animation doesn't contain root track

quiet rampart
#

@plush yew Check your rig

plush yew
#

It has a root @quiet rampart

#

@autumn elbow
Difficult is good.
Good luck mayte

#

Sometimes, to retreat is the best strategy

#

๐Ÿ˜‚

quiet rampart
#

NEVER!

autumn elbow
#

umm.. my very first game was Spyro: Enter the Dragonfly. (just to date myself) , then The Mummy, Army Men, Silent HIll, Uncharted, Darksiders, Red Faction, Homefront, Gothic 4... i have to check my linkedin @midnight sparrow

quiet rampart
#

I've took nearly 3 month to build a house XD the achievement is very rewarding XD

plush yew
#

๐Ÿ‘Œ just for Darksiders, alone

quiet rampart
#

WAIT A SEC!!!!!!!!!

#

Which Silent hill!!!

plush yew
#

Red Faction? guerilla?

autumn elbow
#

4... maybe 5

plush yew
#

That's a nice list.
As a programmer?

autumn elbow
#

different stuff.. animation, programming, fx

#

it all sucked... I moved to Movies and TV lol

#

too much stress in game dev

midnight sparrow
quiet rampart
#

why would you do that ?

midnight sparrow
#

i work on multiple PCs

quiet rampart
#

you dont have a source control ?

midnight sparrow
#

Well we use it at work but i didnt have time to set it up {to learn it ๐Ÿ˜„ }

#

i use flashdrive for now

quiet rampart
#

you should get into it as fast as you can... have known, i would have started with that before even starting production

midnight sparrow
#

you are right, i didnt need it until now. Its just a one project in VR im focused on vfx

#

and niiky you said that game industry is much more stresfull, why so?

#

@autumn elbow

quiet rampart
#

Game industry have many more deadlines and crunch

woeful wraith
#

does anyone know if it's possible to package in headless mode with no GUI window using the normal binary engine? the only way i can find is building dedicated servers.

autumn elbow
#

There so much crunch and deadlines. so much work.

fading river
#

that's why I do this as a hobby and work in another industry for money

midnight sparrow
#

Well if you do a job that you enjoy whatever :D

quiet rampart
#

I work in tv show for money and on my game on the sideline... both are really usefull for one another

#

Anyone know Mighty Mike (Tv-show)

autumn elbow
#

me also

quiet rampart
#

?

midnight sparrow
#

tv show? like an actir :D

#

you said in so thats qhat i imagined

autumn elbow
#

artist

#

vfx

quiet rampart
#

Environment/props
Modeling, shading

#

and many others XD

autumn elbow
#

LoL

midnight sparrow
#

pretty silly, but nice :D :D

#

And whats your game btw Meurtdessus?

autumn elbow
#

๐Ÿ˜„

quiet rampart
#

A psychological horror game (with an horror based on the Silent Hill serie)

midnight sparrow
#

are you planning to get it on steam or so.
And did you set some deadline to it? like a year, half..? :)

quiet rampart
#

Yeah i have all of it. I will probably go on steam but i don't know... i will see at this point

#

i plan to release the demo on january

#

and do a kickstarter at this point... but i do not go too fast about this... since many stuff can happen along the way

midnight sparrow
#

Well good luck with that. Can i see some screenshot atleast ? :D

quiet rampart
#

Hmm yeah i can show that

#

I did not do the furniture. They are only placeholders

fading river
#

hey speaking of architecture, pretty sure I know the answer but are there any plugins or anything that would let me enter dimensions in feet and inches and have it convert to cm?

midnight sparrow
#

its dynamicaly lit on the screenshot right?

quiet rampart
#

@fading river usualy, you have to set your grid in the 3d software the same as unreal

#

@midnight sparrow Yes, everything will be dynamic

#

Even the day/night

midnight sparrow
#

Really?? Im not sure if it can look good with all dynamic

#

No GI. And in horror game the feel of the game is pretty impirtant

quiet rampart
#

I'll find a way haha!... I searched but i have no other option to do it like this.

fading river
#

I wasn't going to use 3d software, just bsp stuff

midnight sparrow
#

past 2 weeks i suffered alot with lighting in unrral its pretty fucking hard :D

fading river
#

just to make a basic thing

#

otherwise I'll have to do it in fusion 360 or something and export

quiet rampart
#

@midnight sparrow I've spent nearly a month studying lighting in unreal to have it the more optimal as possible, there is ways to fake GI and those kind of stuff

#

its not AS good as baked GI... But it does the job... Look at the game "Visage" everything is dynamic

midnight sparrow
#

Im doing a visualization and client wanted me to simulate the light correctly as possible so it was and still is a bit of pain. 20 minutes for every bake. it kills a day like nothing

quiet rampart
#

Dynamic lighting in a VR simulation... i would say its a big no no...

#

maybe... MAYBE if the light do not cast shadow... but even then

midnight sparrow
#

Im using static only ofc

#

and forward shading

#

2ms for frame for now

#

but i have pretty powerful pc, it will go down alot

#

on oculus quest

quiet rampart
#

jeez, forward sahding in VR is not overkill ?

autumn elbow
#

The Unreal Paris Apartment is all baked and it looks amazing

midnight sparrow
#

forward shading is faster

#

why overkill?

coarse wigeon
#

Hey does any one know If Virtual Texturing in Unreal 4.23 will support terrains?

quiet rampart
#

Yeah but you dont have the option to actuly move the light if its baked

#

i may mistaking then

#

i thought forward shader was very expensive

midnight sparrow
quiet rampart
#

im gonna look at it thanks