#ue4-general
1 messages ยท Page 556 of 1
Was purposely importing a super high res landscape to see if UE4 could handle it
it did
Its functional but extremely laggy so It will probably be replaced with a normal landscape.
Yeah the displacement on that particular mesh I have in the shot (Here's a better pic) is just made of noise so it shouldnt be hard to replicate in Unreal
Anyone know how tall the Mannequin is in relative to a human?
180cm i believe
^
You can recognise a Unity game simply by the angular and motion drag, right?
I was looking at Dead Frontier 2 and found out it was Unity after noticing that there was a slight sliding motion whenever force was removed from any object like the player
it depends on a few variables, like the team, under-the-hood edits to engine, and how things are set up.
I do find it harder to point out specific engines nowadays than with previous gen.
I could spot a ued 2.5/ue3 game quite often.
ue4 bit harder, but depends on the type of game.
Does anyone have the ActionRPG here? Evidently, it's supposed to have "the proper way" of showing a smooth, asynchronous loading screen using UE4, but I can't for the life of me get their loading screen to show up.
I added a delay of 4 seconds to force the loading screen to persist before it is removed in the beginplay of the level blueprint in the gameplay map, but it's still not there.
Ah, apparently it only shows up when running as Standalone Game, and not in PIE
any horror game tutorials for UE4?
so i have this material that on the preview ball looks small but on here it looks big af
how do i shrink it or something
tex coord node old chap
or if that's a static mesh ur uv map
or if bsp there's some scalar in the properties
If I wanted to use a character class for a spaceship I wouldnโt be able to? Because of the capsule collider being a requirement
hi my face mesh looks like this in unreal
but in the uasset after packing it looks like this
any idea what is causing this?
@hasty osprey i am an absolute beginner, but when you pack it, does the file extension change before and after you pack it? If yes, does the file extension after packing support colors?
wrong material id's
I imported the materials from the fbx, was that a bad idea?
I'm not sure how to fix that.
i personally wouldnt import from fbx, and prepare the material and some instances beforehand, or even set up one material with all the textures and proper masking.
just practice a bit and youll be fine ๐
I'll try that thanks
Please help me in #multiplayer ๐ That would be very much appreciated
@plush yew can u show me hoch I can make realstic landscapes?
@noble barn is it possible that you have an empty material slot on your object in blender? I had that issue before and it turned out to be an empty material slot on one of my objects
Yeh I had an empty one and some extras that weren't supposed to be applied
ah oaky, if you remove the empty one it'll export just fine
@radiant haven Its just a displaced plane that uses many layers of noise to generate the displacement.
@radiant haven https://www.youtube.com/watch?v=yrMee2gcS20 Here's a link a video if you want to try it like this (Might be better painting it in UE4 though because there are a ton of polys if you use this method)
This video demonstrates the basics of generating a landscape with procedural textures. Enjoy!
C++
Quick question I imported a 3d Landscape how to do make it where I can walk on it without falling through the ground
@fierce tulip sorry to bother you, saw your comment above about not importing from FBX. Can I ask the reasoning? ๐
@icy mulch Quick answer. Add a collision to it. You can add generated collision from the mesh editor if you didn't created/imported it in the import process
@thick herald unless things changed, you get very basic material setups trough that.
I rather make a proper master material and create proper instances from that master that contains more functionality.
not to mention (again, unless things changed) and you have to edit the mesh, you need to be sure it still contains all the textures.
Ahh. I see ๐
i rather have source folders seperated for textures, meshes, etc.
Thanks Luos, these things are handy to keep in mind and beginners like myself may not realise these things ๐
its personal preferences partially
I like to be able to make informed choices ๐
but if i ask a client where a source texture is, and they go "its in the fbx" i'd probably quit right away.
disclaimer: personal opinion, please form your own ๐
Yeah I see your point. Keep control of all the bits, seperately
Always like hearing people's reasons/opinions on things. Always learn something that way.
cant find proper documentation about it really
but besides one client that had a team that always imported the textures with the fbx, I never came across one tbh.
and omg, the material names where never renamed
๐
try finding the right materials when there are a few 100 and all named M_2626436315135353
abit like having multiple material slots all named Lambert1 Lambert2 etc etc
yuz, etc. etc.
back when I used to do a bit of amature film work, some models were just insane.
hmm more people should make tutorials on workflow suggestions, thoughts, etc.
Yeah that could be useful but probably difficult to structure in an engaging way
depends on the topic prolly
I think Ryan Laley does a live stream where he kinda does that, he explains in more detail the whys of what he's doing than normal
Cheers again ๐
I'm having a weird issue with a packaged build of my project
For some reason I get a "cycle node" fatal error after building a development version from AsyncLoading
The supposed node that would cause the crash doesn't even create a cycle and the crash points towards a data-only BP (I've made sure any parent BP doesn't have a cycle, infinite loop, etc)
The function that calls the crash is the UE_LOG line in Engine/Source/Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp, line 1429
Engine version is 4.23, compiled from source with Chaos enabled
I've been building the project for the 10th time now and am considering entirely removing the cycle check at this point
Hey people, new here but been using belnder and unreal on and off through highschool. Graduated 2 years ago and thought maybe Iโll make a walking sim or something as a little side project between classes
Havenโt touched unreal in ages though
Maybe some simple spooky game with some big spooky monster that chases you around idk. Something easy to start off with and relearn. I made a little driving game ages ago but that was 9th grade and I'm in 2nd year college now
are there any known bugs with input on 4.23...? kind of stumped. no input is received on any character or player no matter what i'm doing... i've tried manually dragging in a character & setting it to autoposses player 0, spawning via gamemode, c++, blueprints (defined input actions/axes in project settings and hard coded input on keys), nada. not new to unreal and have never had this issue
figured out the issue, i guess - having bCanEverTick = false on the playercontroller breaks input
Quick question: Do you know where I can find any good tutorials on cartoon / anime face rigs? I'm wondering how to replicate something like blinking in, say, A Hat in Time. Usually in Blender, you would cycle through UVs with the animation set to constant so it snaps to the blink face. Do you apply the same method in Unreal? Thanks in advance guys :D
For holdable, interactable items in my game I've just been using a skeletal mesh for everything. But now I have a significant number of items that just use static meshes. I'm giving them skeletal meshes anyway but is there some way I can set up my interaction system to just handle objects in general? So it doesn't matter if they have a static/skeletal mesh? Because right now my root items are all skeletal meshes
Question ! is it possible to make an array of download images ?
Can I import blender objects with textures and rigs to Unreal?
as fbx yeah
.fbx extension? @warped tangle
export -> fbx
google ue4 blender pipeline, you'll find tons of stuff going over the export pipeline from blender to ue4
Nice thanks
I was thinking of making a walking sim/story driven game because theyโre easy to program with interaction stuff
But making my objects in blender
Hello im trying to load this project : http://community.metahusk.com/topic/26/community-project-cardinal-menu-system-instructions-help-and-discussion
BUt I keep getting an error
In SEQUENCER - while rendering out my cutscene it crashes Everytime. I'm rendering in the avi format with audio. The sequencer crashes when the scene changes from one shot to another (mostly). Any ideas how to fix?
Do i need to render every shot isolated?
@twilit quest what kind of error ?
So I'm trying to open that project I linked above. And it wont open. It just keeps saying this
go to project the files and right click on the project icon .uproject file and switch version or rebuild
is there an option for rebuild ?
nope
Install DirectX runtime
Install Windows 8.1 SDK
Install Visual studio 2013 (pro or community)
make sure your windows is updated
I have the visual studios installed
Its fine tho. I'm giving up on getting that sucker to open lol
Maybe you can open it and show me sometime
lol
Its a public file
do you have all of this ?
i don't use people's work it's better if i make it my self but i'll give it a try later
I wanted to look at the code lol. I looked at the demo and thought it was cool
i got it ! so unreal engine and your projects works fine ?
What?
Lol I couldn't get it to open and I don't know where to find where that pic is showing me
I mean, I have created UE4 projects lol
my Question is does unreal engine works fine in your pc ?
Yeah everything is working besides that project
try to create a new project and move the content folder from the downloaded project and replace it/move it to the new project
Let me play with that and see what results I get
it may be a mess tho
i'm hope it works lol
and go to control panel in your windows and check the instaled program and check if the microsoft visual redistributables are instaled or no
your welcome
@twilit quest i gave it a shot on 4.23 w/ vs2019. rama's victory library plugin fails to compile (no surprise there lol). maybe there's a newer version of that
R:/Projects/Unreal/CardinalMenu_Project/CardinalMenu_Project_v181120_421/Plugins/VictoryPlugin/Source/VictoryBPLibrary/Private/VictoryBPFunctionLibrary.cpp(4667): error C2248: 'FActiveSound::WaveInstances': cannot access private member declared in class 'FActiveSound'
trying it w/ 4.21 now.
nm can't use vs2019 on 4.21 ๐
i knew it it's the version or something missing is his pc
So i have to use 2015?
different errors on 4.22 w/ vs2019
Lol Idk man
4.21 w/ vs2017 should work, but take that with a grain of salt... pretty skeptical of using all these plugins
Yeah i feel that. I may just not look into it
you unzipped all the zips in plugins right? i noticed those are all zipped up
@plush yew use a new collision object type and use it with traces, like SphereTraceForObjects
So, after commenting the UE_LOG line so it doesn't crash, it logs literally every relevant blueprint to have a "cycle node" and in the end crashes with an "No outstanding IO, no nodes in queue, yet we still have 5843 AddedNodes in the graph (with 0 boot nodes)"
Seems like nativization is broken this engine version
And as a bonus, it generates "cycle node" even in structs
Yep, building with nativization disabled works just fine with EDL, something's fucky with nativization wrongly detecting cycles
I'm trying to test my loading screen, but the level loads too fast becuse it's just a few placeholder assets. Anyone have a good idea on how to intentionally make a level slow to load?
Delay nodes won't cut it
Try adding some random assets from high-footprint packages, like Paragon heroes
Though caching will still make short work of the loading screen anyway
Yeah, once it has loaded one time, I'm guessing it will be much faster the subsequent times
If your project is small, you don't need a fancy loading screen
It's not meant to be small forever ๐
Can you test the loading screen without transitioning levels?
I guess that depends on how you make the loading screen. There's no set way to do it, but I'm following a guide.
If the guide has you create a widget on a map's BeginPlay, nothing stops you from opening that map and just watching it
No I've been down that route and it doesn't end well. Unfortunately, making smooth, animated loading screens without resorting to hacky level streaming still needs C++ and Slate it seems.
Though I can't get it to show despite following the guide to the letter...
I have a mesh of a connect4-board, with a function to add a coin in each slot. How do I call that function from within a FirstPersonCharacter when a key is pressed? I can intercept a keypress, but I cannot call the function from there?
@plain tiger Add the following nodes in your FirstPersonCharacters BP: GetAllActorsOfClass(MyBoard)->Get(0)->AddCoinToSlot()
Upon hitting the key that is
@shell compass Yes ! Tx Man ๐
hi can anyone help me with a situation? Pm me
jusrt ask your question
hi, is it possible to hide a part of a staticmesh by index?
if it's attached to a socket I don't believe you can retrieve it, but I mean, you should already know what it is
@frank iron just ask, odds of someone dm-ing you with "sup?" is extremely low, not to mention most people consider them having to contact you to help you with a problem rather lazy.
So, find the right channel, and ask the question.
Looking to remotely add/remove the parent socket of camera
nor can I imagine why you'd want to?
you can reattach the camera to a different socket
How can I chech which socket is attached
you can't
GetAttachSocketName()
does that exist?
Get the socket we are attached to.
Am using blue prints, java dev dunno any c++
huh, neat
as an aside, if you're in BP, you should know which socket you're attached to
because it has to be doing the attachment somewhere already?
^
Fair point, let me reevaluate my logic
Hi all, are there sound notifies? Kind of like anim notifies but for sounds?
no, I don't believe so
Looking to sync a gun firing with a looping sound
Ahhh
Thanks, prob just need to sync manually
normally you would do that the other way around
there are not? i think there are unless my client modified and added em
I know you can make anims play sounds, haven't seen a way to trigger code during a sound
Ahh okay, thanks
audio playback isn't guaranteed to be in sync with the gameplay thread
you prolly can with the new sound system
so it wouldn't be reliable anyway
Yeah sound in games seems to do its own thing
As for why I'm letting sound control rate of fire, my guns have over 1000 rpm which gets poppy it I'm queing it up per sound
is there anyone here can help me setting up the in app purchases and get it working on android
oh someone helped with me out with the main issue. My other issue is how to scale resolution of UI for different mobile phones so you dont get black bars?
Okay so just switching sockets isn't work for me now?
if you want to attach to a new socket, it should be as easy as calling 'attach to component'
you've passed in no parent
Appropriate parameter for said parent would be?
I thought parent was derived from target, otherwise I figured compiler would show an error?
if you pass in nothing, then it will be 'none' and fail
Okay I dont think thats my goal, nor what I seem to be doing?
so you need to pass in the thing you want to attach it to
Indeed I have, per screenshot.
no, you've passed in the name of a socket and no parent
I think you're totally misunderstanding what a socket is?
a socket is a transform in a static or skeletal mesh
Somewhat, in traditional programming sockets are much different.
you have to attach the camera to a scene component
and then you can apply an additional socket if there is an asset-derived offset you want to apply
so, noneone knows: its possible to hide a part of a staticmesh by index?
err, what index?
so like the material slots
apply a non-rendering material to that material index
IIRC masked and passing in fully transparent will simply not render
would that also exclude the mesh in wireframe?
wireframe still shows. its just invissi when 100% masked/transparent
you'd need to collapse the vertices
CC: @grave nebula as he is knowledge itself.
@fierce tulip collapse verticles.. hmm how? also i still see the shadow when i use a mask material on it
you'd need to add a vert-offset to the material parts you dont want to render, and make sure they are all on the exact same spot.
like a local 0/0/0 or whatever
besides that, above my paygrade :p
๐
okay so, actually im trying to do this with foliage
seems the shadows are not updated when i switch a material
kinda beyond my knowledge, but moving vertices trough material comes after lighting.
That is why bending the view trough materials>verts causes odd shadow things.
hah ive just figured that out, ive set verts to local, wireframe works well, but still have shadows ๐
which is why I dont get why this: https://www.unrealengine.com/marketplace/en-US/slug/curved is still a thing.
oh well, others prolly enjoy it hehe
any idea what the mentioned "landmass" plugin is? https://github.com/EpicGames/UnrealEngine/commit/1b621e4fd0bbec09130cc1e920ebd9c65e7997fb
seems to be for creating landscape heightmaps
It references landscapes
Hello. Is it possible to write geometry to an SVG file from a running game?
Yeah
I think we will find out more soon
Why I say that ^^
My guess is that it has something to do with the large world toolset in UE4
@plush yew I will admit that I have not paid much attention to UE4's development in the past few months. I have been super busy ๐
ok
Any SimplexNoise users here?
The noise isn't working somehow (It's always a super small Z difference
If anyone came from unity, do you happen to know how to organize a level's outliner to nest actors? For example, in unity if I had a modular house built, I would nest app of the house pieces under an empty gameobject(actor).
instead of that, simply make a folder
Ah you can make folder's in the outliner. That's cool.
How can a first person character BP know if its playing a server or client?
oh, lol, the node is litterally called 'Is Server'
@frank silo
Yeah, folders as @manic pawn said,,,, you can also merge geometry to a single object,,, but yes, i gess you are asking for the convinience of selecting,,, top or side views allow you to drag select objects,,, folders, to keep them together for easy selection,,, merging geometry for multiple geometry behave as 1 when selecting, anddddddddd...
Bluprints !!!
That is the empthy of unity.
But instead of dragging a script to a prefab,,, you drag a prefab to a script (in a sense)
You can create a bluprint actor,, in the viewport you arrange it the way you want,,, then you can just drag the bluprint(prefab), to your scene,,,, and its all done in one place,,, in the blupruint itself,,,, all the programing, and appearence of it
Hey guys , I updated from version 4.21 to 4.23, my map now won't open , is there a way I can debug this?
Read the log
Guys any idea on how to modify the mesh distance field parameters in a skeletal mesh? I can do it on a static mesh, but I can't find it in the skeletal mesh menus ๐ฆ
Yeah I'm reading something like that hahaha but I'm having something weird with the shadows
can you see those black lines that appear when I move the car?
This only happen when I have mesh distance field enabled
Anyone here who knows how to do voxel terain gen??
I'm running a survey about @EpicGames @UnrealEngine and their documentation and learning resources. If you use #UE4 in any capacity, please respond and share for great #gamedev justice.
er
anyone knows its possible to bulk edit material instance parameters in ue4 aye ?
@polar hawk got to say the survey turned my morning from sucky to livable lol ๐ Hopefully it gets some traction and Epic sees it
they gonna see it
the world will
maybe
iunno
and let the record show I didn't get your permission to use your name in this form beforehand
don't sue me
Somehow the engine isn't picking my player pawn class
It's always picking DefaultPawn
i don't have an .sln file for my project and i can't generate it, does VS2017 have to be installed? (i have VS2019)
Its not picking it up there the f
@buoyant viper ok 2 things. Did you make a new game mode?
it looks like you did and called it Base Game Mode, but your default in the editor you can see above is still Game Mode Base (not your custom one)
@plush yew no you can use 4.21 and above with 2019
so your default game mode in project settings is now your new Base Game Mode and it shows your custom pawn in the drop downs below it?
i have 4.23.0 and VS2019, and i can't get an .sln file
is it a C++ project?
when you right click the .uproject you dont get the option to generate the solution file/project file?
I have generate Visual Studio project files, but they dont generate sln
does it do anything when you do that?
it generated intermediate and binaries folders when i generated
hmm.. ok how was this project created?
new project -> empty c++ project
and does the little popup log window show up when you do the general solution file?
thos?
yeah and what does show log show
also did you do this from inside the editor already open or the launcher?
where is the log saved to copy it?
Do we get complementary prizes for completing Allar's survey ?
Saved/Logs should have any logs in it
it has these files
the unreal version selector is the ones when you run the generate, check out the newest one
or delete saved, intermediate, binaries, .vs and try again let it go from scratch
I created from inside the editor and the launcher a blank and it did work here so that is certainly weird, all I could think is something is missing in your VC install
but the log should have more info
I am assuming after you created it, visual studio did not open up?
yeah it didnt
https://pastebin.com/2ndZyqc5 here's the log
idk what to look at in there
well it says it wrote it, I am assuming you are running the .uproject right click from the folder... I dont think you can do it any other way lol
like if it was writing it somewhere else but that would be weird
trying to compare logs here, my VS was out of date so updating it. wheeh. It looks fine tho
lmao fucking straight up 0% of respondents say documentation is very useful for networking
heh
i made a new basic code project and it didnt generate an sln
100% of your respondents want a full MMO stack sample project and documentation
true
@plush yew yep your log matches mine and mine does it fine. I assume VS is up to date, you have the correct stuff installed (it looks like you do or it would error out)
so maybe this is a virus protection thing
something is stopping the file from being written
the last time i remember seeing an sln file in a project's folder was when i had vs2017 instead of 2019
also is it bad that i dont have an sln file?
it is, you need it to compile the project in the end and when you add stuff
I even tested the same path as you in unreal project and no issues here, the .sln was created with the project
so something on your machine is going "nooooooope"
does the project even open up for you in the editor?
ok inside of the editor go to file -> refresh visual studio project
then file -> open visual studio
I am wondering if you have one drive installed
also does it make a difference that i have VS Code selected in editor preferences as the coding thing
it does yes
vs code does not use SLN files
it uses a project directory instead
so if your project says Refresh Visual Code project then.... that would be the reason why lol
Can we use the sound effects packaged with the engine for commercial use?
wait so there is no problem?
yes as long as you are using them in UE4
@grim ore Of course, thanks!
if you are using VS Code then there is no problem
oh lol
if you want to use VS itself you need to swap back
VS Code does not use .sln files, that would be why you don't have one. It would be trying to use VS Code for the editor/compiler
you just happen to have VS 2019 installed so the engine is using the VC++ toolchain installed in VS
if i have vscode set as the code editor does it still use vs2019 to package or does it use vscode?
aka do i even need vs2019
ok so... you need a VC++ compiler no matter what
if you dont have VS2019 installed it will ask you to install just the toolchain then
VS2019 just happened to have installed the toolchain for you when you installed it so if you remove it you will have to install the toolchain again
so no you do not need any visual studio 20xx product if you just want to use VS Code and the Toolchain
but man.... code completion is a pain in the rump with VS Code, even intellisense is a bit better in that regard in 2019 lol
I don't like vs2019 because it's slow and not responsive
@charred bane Post the issue here, maybe someone can help.
its hard to explain
screenshots
lol
just ask the question and make sure its in the right channel
lol
And done expect people to join your call/voice/dm you with a "I need help"
write out the problem, explain what you tried, and what your expected result should be.
Else odds of people helping you are small.
4.23.1 Hotfix is live!
no one fixes my hot's
The hottest fixes.
Greetings, everytime I try to open UE 4.23, it gives me the error "Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG')". I have already tried reinstalling my drivers but that didn't seem to fix it. I heard this issue is common, are there any fixes for this?
What would be best way to setup character, first person shooter character if I want whole body not just arms ?
grab the whole body from the 3rd person template
combine the two
so the fake arms are visible to only the owner and the full mesh is visible only to everyone else
@plush yew
could be anything, from actually having a broken-ish gpu, to bad luck, or your house being build upon a pet cemetery
https://answers.unrealengine.com/questions/670166/unreal-engine-is-exiting-due-to-d3d-device-being-l-8.html
https://www.drivereasy.com/knowledge/solved-unreal-engine-is-exiting-due-to-d3d-device-being-lost/
^ quick google search result.
ah I know that error
And if match would end or I would want some emote which makes camera slide away from first person to third person I would have to swap meshes ?
(dont install that driver easy thing)
it's a plague that affects pretty much every survival game I've played
ark, conan exiles, atlas all have that crash haha
First link doesn't work.
totally random too so unless it's constantly happening I would just ignore it
works for me
huh
Seems to have been one of the google extensions I use
totally random too so unless it's constantly happening I would just ignore it
It is constant.
again, could be anything. (and I honestly think its some ue4 bug thats just so random they dont think its a ue4 bug)
if you have tried anything on those urls, try downclocking your gpu some.
else /shrug
My guess is it's because my GPU is a Intel(R) HD card.
But I'm getting myself a Nvidia
soonโข
lol what exactly are you trademarking?
Describes something that we are told is coming soon (game updates, TV shows, etc.) but we have heard it enough times to know better. Whoever is saying x event will occur soon is considered to own the trademark on the word because they have used it so many times.
yes.
very soonโข
do you also get a crash or a big lag when you compile/save too quickly?
I get this Error :
https://i.gyazo.com/1f0f1d79a72087169450480771718646.png
While I do still feel this is the case, looking back at the chance/alex era.. I do really feel this has been diminishing.
CC: @polar hawk
Hi there! has anyone successfully built a project with Coherent Gameface?

No jab at the current community people whatsoever though, more a general epic thing.
ho ho.. so I was going to toss out that there are community manager positions open that might help with that @fierce tulip but look what I just found https://epicgames.wd5.myworkdayjobs.com/en-US/Epic_Games/job/Cary-NC/Community-Coordinator--Contract-_R1908-1
I would try but at this point I just get ignored when applying lol ๐ข
but hey maybe they have heard the cry for more support to the community and want to fix it ๐
yep yep, I joked about it on Twitter when i saw it ๐
iunno man, if anything contact seems to have been less and less.
And while it might be because I have been a bleep in the past, last year or so they almost never respond to me anywhere.
I know they try, we can see them try. I think we just want more and we had it for a bit and now we are sad pandas
too few people stretched too far
true, that I agree with
but even if it was just the weekly livestreams, they feel less community and more.. well.. regular livestreams
but that is prolly just personal opinion
definitely less community in the stream itself for sure but we were spoiled with 2 which left us with one learning stream and one community stream
not to mention me and a few had access to their twitch account and where able to pick ue4 streamers.
that was loads of fun
that was cool
There was more, there is now less, there is atleast something so lets all hold hands and hope!
yeah i miss those days except when the autohost would host some ghetto streams randomly
haha
and everyone here should apply for that community job because why not lol
*that there will be more :p
well I was trying not to be pessimistic and go with *that we will not get less ๐
I also just realized that job position is more for the game stuff and less for UE4 ๐ฆ
hehe
i see an unreal 4.23.1 update today
anyone know where i can find a changelog?
ah well, there are some tech writer positions open so better docs ftw
@latent crest Check the link we posted in #unreal-news.
or in the #unreal-news lol.. I always forget about news
I'm gonna be honest I get scared when I leave this channel
Can't win with news channels on Discord. If you ping people too often, they get upset. If you don't ping them, they forget about it.
It's a delicate balance.
really people just need to learn to mute stuff
Create a news role that people get by doing something like clicking a reaction.
I have everything muted by default ๐
ok so semi serious question here, can you "opt out" of the unreal studio stuff once you are in? I really really really want to get rid of datasmith on my main account
Then you could just @ news and ping anyone interested in constant updates
Hi, quick question: Can I with a Windows OS, package for Mac Platform?
And if people want them to stop they just unreact.
@idle garden only if you have remote access to a macos machine
@grim ore I would ask the same question! Been thinking the same thing.
that is over complicating things epic
ok thank you @grim ore
@vague plume Yeah something like that could work. Worth considering. ๐
Well itโs that or guess when everyone will want to be pinged 
people already cant read what channels they are in let alone have to add themself to things like that
Currently we only ping everyone for new engine releases and critical events like security-related stuff.
we just need an overly aggressive bot that reacts to all the keywords with DM's
or when I make a booboo :p
Or that. ๐
that was a fun day
I was in a car on the way to the airport. ๐
Panic was taking hold. Someone had to hit the brakes.
How many people actually read the rules and reference them? Something like this would mostly be for people who want all the updates, and then any really big stuff youโd ATeveryone
I never have an issue with that, with everything muted it's just another red mark in the browser tab I look at eventually lol
anyone that doesnt want it just mutes the channel its that simple
it resulted in thousands of people flaming, being offensive, breaking the rules, and worse hehe.
they would still get everyones and stuff unless they change the channel settings
total caos hehe
Who's excited for the Epic MegaJam next month? ๐
i need to look for a team this time
lets see. Holidays, extra work, stress about the holidays, epic mega jam. Yep that fits right in there
But thatโs like a website saying
[] Check this box to not receive our spam mail
[Big olโ next button]
:p
gonna be hard with work and uni but Imma do it
ooh I think the better question is.... we should have 4.24 preview by the time the mega jam comes out, will we have final?
I think the mega jam should require .24!
hmm
Hahah, definitely not final. Maybe a preview release.
well .24 is branched for a week now so preview for sure unless someone falls asleep
Unless preview 1 comes out this week, then it's feasible.
or if it has million previews
hell, require .24 and don't put out a preview on the launcher
limit the pool of contestants ๐
hahaha
turn the mega jam into a big ol bug jam fest
1st place is the team that reports the most bugs and makes a working project
bonus prizes for the most submitted pull requests with fixes
grade on a curve based on how many experimental features you use
would be interesting to see some type of code quest type of thing like that
I'd still love to host a jam based on design constraints instead of a broad theme.
I think it'd be really cool to see the results that come from a jam like that.
constraint : your project has to run on a windows phone. go!
lmao
NO
I've got my lumia 521 in storage so I'm game
I was thinking more like "must take place in one room" or "must use a monochrome palette".
oooh... constraint: you must develop on a core 2 duo or older
๐คฆ
let epic dev on an atom machine for a few days and see how efficient the engine gets ๐
constraint: you must use only Slate for any visible objects?
must use unrealbot game ideas
Constraint: must be playable only on a Tartarus mouse
@dark depot We actually did that one year.
Only got 5 submissions, but it was a fun idea.
yeah
I mean if you are going to constrain someone might as well make it super constraining so people have to think outside the box
Yes
A game without a player character, for example
Or even something like a non-violent game
Rarer than you'd think
rarer yes but not too constricting
like any puzzle game? no character
card games, slot machines
I like the idea of having several constraints to choose from, requiring the use of at least one, and awarding more points for using more or all of them.
constraint: a midi keyboard is your only input
Yesss.
Meh
Have you seen most MIDI keyboards
having to get the keyboard, the midi adapter, and making it all work is going to be a big hurdle is the key here
"The flight controls from a 787 are you only input"
lmao
aka DCS World
i juust see this ending like the guy that played untitled goose game as a goose controller
I like all these ideas, everyone here gets promoted to community liason. go forth and spread the joy of UE4 and this channel!
@maiden swift so it looks like you have to manually be removed from the UStudio Beta with a customer support request ๐ฆ
Bummer. Oh well, worth it.
I joined the beta because I wanted to familiarize myself with the tools and workflows for the sake of my client work.
But at this point I feel I've gotten the value I need from it.
ooh ok technical question to put the channel back on topic. Using Get Actor Velocity -> Get Length in the Anim BP and setting the variable in the AnimBP itself during animation updateor doing the same in the Character on tick and having the AnimBP get it out of the character on update? any real disadvantage to either?
@maiden swift yeah I added it to my personal account for work and realized I should have just left it on a new account now that I can't remove it lol
I did a game jam where my only input was a midi keyboard in 2011 lol
I am working on animation learning stuff right now but the questions at this point are less animation and more general practice. for example is there any easy way to keep a reference to a character class in an anim BP without having to cast to it each update?
I just thought of a fun job at Epic. people are polled to see what holes need to filled for education in like discord twitter reddit forums etc. someone looks at that list and picks one to work on. they then ask people again what should be explained/trained/learned/taught on that subject and that person then does that. repeat till every hole is filled ๐
the keys here being not just finding the holes to fill in the learning but to find out how it should be filled. Multiplayer might be a big hole like Allar pointed out but what parts of it need to be filled specifically
That would be pretty sweet. Maybe someone should form a committee inside Epic to do that.
I actually tried doing something like this before but without the traction of Epic it only got so far
Epic has their learning resources teams but "hey we want multiplayer" from people on reddit is much quieter than BMW saying "hey we need help on accurate lighting models in rainstorms"
Hi, any idea when 4.23.1 will be available?
Oh sweet, I just checked and there is already an update available. I had some game breaking issues, hope it will be fixed
the #unreal-news has the update notes, it might be in there
diving deep into materials was a mistake
compiling code is way faster then compiling shaders ;p
@grim ore facepalm Thanks. Forgot about that channel
takes a good 5 minutes to compile and I only have a very primitive snow set up I can't wait to see how long it takes when I add in dynamic wind and wetness too
and if you try and compile against more than one platform!
oooh and quality if you do that lol
heart palpitation intensifies
So Im looking to start making a dynamic sound manager for my game that would play a variety of music depending on the number of enemies, boss fights, etc...a lot of vids on youtube seem to be using fmod for it.. Whats the best practice for that sort of thing?
I could just hard code everything depending on trigger volumes but ๐คข
Unreal Engine 4.23 - Speedtree - Substance Designer (Sorry, no audio) UE4 Plugins : - VICODynamics by VICO Game Studio LLC - Custom Lens Flare VFX by Artyom ...
am going to leav this here.
Woah~!
ah it started here then went to reddit then came back here lol
can anyone tell me where these 'glitches' come from
https://www.youtube.com/watch?v=hfl9QTkTMY8
what is this glitching going on at the mountains base and sluggish rendering near the screen edges where mountains get filled in late and you can see the sky...
looks like the terrain is LOD'ing reducing detail and you are seeing through it
try setting the LOD to -1 and see if it fixes it
when i select the terrain from the world outliner under details it says Max LODLevel -1
is that terrain from the example project?
is it one terrain or two with the mountains on top?
I have a level sequence that's causing one of the actors in it to not be visible anymore (despite "Visible" being true and "Actor Hidden in Game" set to false when looking at its properties while playing in editor). If I uncheck and then recheck "Visible", the actor shows up. If I never play the sequence at all, the actor is visible... does anyone have any idea why this may be happening or how to get around it?
i just to landscapes in Modes and started with a flat terrain,
around the edges i just raised it to look like mountains
just switched to*
did you turn on wire on terrian and see if it was doing this in the editor or how the LOD'ing was happening?
It is clear you are seeing the skybox but for all I know it is some sort of rendering erorr since it is happening on the side of the camera
@zenith narwhal did you "key" the visibility in the sequencer? could you have two keys on top of each other? I have done that before only thing I can think of. Delete the keys and redo them.
for that one object.
I do not see any keys for visibility in the sequencer
(the shape_plane11 is the offending object here)
when i switch wireframe on it's clear that there is LOD
showing different levels of resolution or numbers of triangles depending on how far away it gets
it's only under this low angle that the 'gaps' show
the big triangles at the edges i guess could be expected if it only draws what is in view; they are big clunky triangles at that distance after all
if you are talking about the edges showing up blank then coming in as you whip pan that is culling
even AAA games do it, poor witcher 3 on the switch for example, but uhm I know there are options to adjust that so it's larger than your FOV for example so frustum culling doesnt cause that
i see, that could help
Hm.. would it be easier to make like a gaseous spooky boi or a physical animal-like humanoid I wonder?
Animating the gas would be easier because it'd just need to move
Idk how animation keyframes would work in relation to programming a bot to move in Unreal. Like how to get it to crawl around when it moves instead of the model just sliding
the same way you set it up to walk when it moves instead of just sliding
crawl is just a different animation to play
you guys are right
just have to find a way to go about configuring/changing it
@pearl sonnet did you try changing your FOV on your camera and see if you could make it worse?
set it to 120
the check box for camera being used for LOD is chcked right?
https://docs.unrealengine.com/en-US/Engine/Rendering/VisibilityCulling/index.html but I really can't find any good info on how to apply the normal fixes to landscapes lol ๐ฆ
hehe, changing the editor fov didnt change the game view
nah you have to do that in the main camera
assume it is attached to the car
so go into the car BP and find the main camera that is prob on a swing arm
i see
but the problem is the same in editor and game
increasing the FOV does not make it worse but it's definitely there still
well that is sort of good news
@grim ore can I make, texture and rig it in Blender?
does it happen when you are running the game as stand alone which should give you full FPS
@white plume you can but you will have to re texture it in UE4 using materials
yea, the recorded video was in a full build
I kinda wanna make something like the Demonogorgon from Stranger Things or the Rake
Is texturing with images relatively easy in Unreal? @grim ore by that logic I should just model in Blender and not bother with textures, is that true? I've only really used unreal to mess with physics engines and made a simple driving simulator but that was using pre-made assets
@pearl sonnet trying setting the terrain LOD to 0 and then 1 and see if it still happens
will do thanks
You can texture in Blender fine, you will just have to remake the material (even a basic single texture) in UE4 so it matches is all
Thinking of making the spooky boi keep its distance when its being looked at or has light shined on it but I'd I guess need to make a path that it runs away on when it sees light or gets seen.
Oh. I see. Basically just re-unwrap it?
cool, the screen edges thing are fine doing as you suggested
the mountain base thing is unchanged
in Blender you will have X material slots with X textures/materials in them (depending on if you get fancy or not). When you bring it into UE4 you will have X material slots just not textures/materials assigned to them. You will have to remake them which is easy and very similar to the node editor in Blender
Ahh yeah. I see
Kinda thought it'd be like that seeings how the behaviour programming is based on that system
Often when I look at a survey, I find myself answering a few questions, seeing increasingly more where I have no clue how to answer, then end up giving up about halfway through and not submitting
I really want to one day make like Dead by Daylight but fun and with good graphics
I def feel walking simulators are easier to program than other games
Depends on your definition; if by "walking simulator" you mean a game where you can do absolutely nothing except walk around, then yes
But they need to be story driven I guess
But that would be a very boring game
Otherwise you still need some fairly complicated interaction mechanisms
Something like, say. Amnesia has all the object manipulation with using your mouse pointer/hand to grab things and move them around
I think I'll make my first game low poly perhaps? Just to get back in the feel of modelling
I haven't touched unreal or blender really since grad
anyone using the 3900x yet?
thats what i do
i'm cripple when it comes to artsy stuff
however i did change to 3ds max and the previous issues i had with, for example in my little project, the car physics stuff, are completely resolved
blender would do some weird stuff with the exported fbx
be cool if we had hardware channel so we could trade hw specs
as for hw, ancient i7 2600 and a 1060 3g which was an upgrade to the i7 920 i've been using for i dunno.. 10 years or so lol
only recently getting into 3d projects again ๐ not worth upgrading quite yet
I run a i7-2600 and 1050ti here at work so nothing wrong with that ๐
tho the 10gb of ram is horrible when trying to compile anything
and i bet the #lounge would be fine for hardware talk, that's where they send us whenever we do it anyways lol
ssd was heaven for compiling large projects
The lounge is a horror show you cant have a real convo in that channel just spam of morons sorry I tried 2x there
but my machine is 10 years old and just waiting for the 3950x or the new intel which dropped in price by 50% so I am trying to figure out if anyone has had trouble with the AMD hardware using Unreal Engine 4 since I have only used Intel for 20 years.
I've got a 2700x I use now at home and 0 issues
running on a b450 platform with 64GB of slow ass ram I pulled when I upgraded from my 5820k
or you know, join a hardware discord
lol
Hardware discord that talks about compiling code and using unreal 4?
join hardware discord -> Do you guys have any problems with UE4 and XXX -> "why don't you go ask in the UE4 discord" ... lol
haha
I plan on going with the 3950x when it comes out if I can find it and expect no issues, was going with the 3900x but nothing local or affordable anywhere so I said screw it and I will wait.
putting a Noctua DH15 on it and going to pump that sucker full of C++ lol
Roger that MattW that was my plan as well, and a few other devs, we are all waiting.
They have an all black Noct better then the all brown
the funny part is the laptop I just got with an 8750h is pretty damned sexy for a laptop. all 6 cores 4.2 is nothing to sneeze at tho I can't hear anything when the fans are running heh
only reason i'd consider the new amd line is because supposedly they do sha256 a ton faster
but for my project i'd still need, oh i dont know, a couple thousand of those
Anyone lese seeing huge drops in framerate in 4.23.1?
Render ViewFamily Is taking up way too much draw time
Im using the stock cooler for the 2700x right now until I get the bracket for the DH15 to work on the AMD and the new CPU. the 2700x is a very good CPU for the cost if you just need a cheapy upgrade
at the rate we are going we keep machines much longer like 10 years for some of us here so when you make the call you going to be using it a long time.
yep
My current machine is a brick shit house it never crashes but it is i7 4 core 3770K OC on AIR and I have a 1080GTX
but i have 32 gig of DDR Memory
so shader compiles can take like 20-40 mins
went from 16 to 8 and i havent missed it yet
I finally got over 32gb used memory the other day in a specific project so the more the merrier lol
maybe some day when my UE projects get as candy filled as yours ๐
I hate less than 16 now
Yeah I have had 32 gigs since I built the machine but it is ddr3 it is great to run maya, photopig, and unreal at the same time.
anyway I thank you for speaking about this subject I will shut up now, if I am following @grim ore in to hardware hell I am feeling pretty good about that.
he is a hero to the people
Can I please get some help guys when I added a level into my project. Everything seems to work in the editor, but in viewport/play/launch, the character/scene has litterally 0 light.
this is in the editor
This is in launch/play
I figured it our
im dumb
What was the problem?
Ahh i see
Hey guys, I'm starting to use UE4 for rendering, so I'm trying to display this simple hair cards on UE4 (exported from Blender default Hair tool settings), and it's invisible on viewport after applying the material, am I missing something?
I just realized I could totally remake my 8th grade text game in Unreal with graphics and stuff
Basically the concept was simple - save your friends cat from a tree. But you needed a ladder, so you had to get one. Doing the game properly resulted in saving the cat and getting a gold star sticker from your friend. However, there was a web of alternate routes with really twisted endings. One of which involved literally becoming Satan or being locked in some guys basement and kept as a slave
There was like 30 endings
3 of which ended in some kind of warcrime
And making point and click interactions would be easy. I could add a timer to get to the end or something too and some cutscenes
lmfao, go for it, that sounds awesome
A point and click adventure about saving a cat from a tree, though through an unfortunate series of events you become the lord of hell. ๐
poop, i ended up making a new account because the academy website would not let me login with my 1st account; now i'm not receiving an activation email + accepting the EULA alone does still not give me access to the forums :P
man they made a great engine and tooling but the website is lolwtf
the github link wont work without activating either so lol
I imagine integrating a map function would be pretty simple?
std::map
does your name on the online learning website have a . in it @pearl sonnet
it's a known issue that is "supposed" to be fixed "soon"
lets see if changing my name works
that would be sweet
Hmmmm.... do I get a frozen lemonande for like the 8th time this week or not get diabetes?
I want to create a skill system like EVE online's one, that uses real world time. Is there any commands for accessing real world time or the local player's machine time?
I dont know if you can change it and it will fix it on that site, I thought the names were separate between learning and the main account but shrug
@thin tendon uh I think you'd need a dedicated server?
@thin tendon there are a few ways in the engine to get real world time but having a dedicated server to prevent "time hacking" would be recommended unless it's single player
Thanks guys. I'm not worried about cheaters. Its a single player project.
aaaaargh... I have finally got a working prototype for my connect-4 game, but the mesh looks awfull when I play it in html5, preview is fine though.. what can I do?
preview
html5
lol, changing display name fixed it !
I wish I had a team to work on this
man, i even emailed with epic and they could not figure it out
Doing all this modelling, programming and bugtesting myself will be hell
@plain tiger are you using the HTML preview in the editor to test with?
How do I even make my unreal game into an .exe or .zip to function as a game?
you use the package project option
Oh thanks
@grim ore Hmm, not sure, I use the play button to preview (works fine), I do a build then launch html5 (ff-dev), its garbled
Haven't touched unreal in ages. Really should just watch a basic tutorial
The standalone windows launcher looks fine, btw
Does anyone know of any crippling issues in 4.23.1?
there is another option in the menu to change your preview to a certain platform, stupid UE4 updating or I would show you
so you can preview what the game would look like in OpenGL and such
I'll be upgrading tomorrow and don't want to waste 4-5 hours of build time for something that doesn't work
don't upgrade unless there is a fix you need in there
There is one I need
My PC is borderline garbage so build times are very slow for me and I don't want that time wasted
the only one I have seen in here so far has been about performance being less
but only one person saying that so far
On what rendering API tho?
I'm sticking exclusively DX11 at the moment
Or in terms of what exactly performs worse
I wouldn't mind a bit of a CPU overhead as I still have some utilisation left, but if it's GPU it might get bad for me
i dont know any more details it's just the only thing I saw popup today in chat
Aight, thanks
search for 4.23.1 in the search bar at the top right, blakeanator had the issue
Ahhh Blender 2.8 is so different
Hmmmm.... Maybe using the first person template and just deleting the guns and arms and then going into the nodes and removing the bullet sound/animation was a bad idea
So many errors
As soon as I could, I moved to my own character-derivative "Unit" as I don't trust templates much
Though I am making a multiplayer so that's probably why
hey everyone im new to unreal... never opened it before... I want to render my character and some particles that I made... will rendering be a pain in the ass for a complete noob?
import, drag & drop
animations are painful
not technically but artistically lol, imho
Yo what the "goto" standard for source control on ue4 projects? I've only ever used git but I know it has issues with larger Images and stuff so I was wondering if SVN or something else might be worth checking out
it says beta and SVN doesnt...
Perforce seems to be the "professional" system when it comes to having binary files
yea i dont use git, always svn just because im a rusty old dumbass
you can use any source control outside the engine so having it supported inside is just a nice thing to have especially on teams, if solo just do whatever is fun
ofc but shows whats integrated
it's one of those "big boy" things is why ๐
us noobs just use git or svn and call it a day
anything that promotes agile on their website i stay away from
not my philosophy
lol cool, just noticed that @grim ore did the videos in the course im doing now
@pearl sonnet is it really that simple? Yes I do have an animation... Thats complex to render?
if i can do it everyone can lol
i'd recommend watching some tutorials though because you gotta setup some logic to get the right animations at the right times
but at its bare basics its literally just import drag and drop
I have packaged my multiplayer game for windows. I have this as the shortcuts: Client: F:\Unreal4\MyProject3\Packed\WindowsNoEditor\MyProject3.exe 127.0.0.1:9999 -game -logs
server: F:\Unreal4\MyProject3\Packed\WindowsNoEditor\MyProject3.exe FirstPersonExampleMap?Listen -game -log -NOSTEAM -Port=9999
but, I only get the server/client when I start, never the client ( I dont run dedicated server)
Any ideas?
@grim ore hey Mathew, I upgraded to 4.23.1, and the problem with animation jittering still persists for some reason. i then went on to create a sample 3rd person c++ template, and oh boy the bug exists there too but it is less noticeable. I've uploaded a sample gif here as i'm unsure if it can be classified as a bug. the movement speed should stick to 600 at ALL times, but with a bit rotation it seems to dip down to 487 for some reason. near the end, if I hold down W + A keys, the speed will go from 487 to 600 lol. any time it is 487, if I begin to corner walk it increases it to 600 again.
the gif does lag towards the middle/end, not quite sure why but it was not lagging for me during recording.
https://gfycat.com/meantinteddinosaur
you think i should submit it as a bug? this is a clean C++ thirdperson template after all
Btw: this works: server shortcut:
"F:\Unreal4\MyProject3\Packed\Nieuwe map\WindowsNoEditor\MyProject3.exe" ?listen -server
Client shortcut:
"F:\Unreal4\MyProject3\Packed\Nieuwe map\WindowsNoEditor\MyProject3.exe" 127.0.0.1
Hey everyone....
Anyone else having issues opening 4.23 project in 4.23.1.... Get crash on load. Tried reinstalling, still crash on load.
anyone here have any experience with houdini to unreal? Having trouble importing...
sounds like you got a 5 on your hands
@polar hawk I tried to take your survey earlier, but I gave up after a couple of pages because I just didn't know how to answer half the questions.
Hard to really know about the Epic documentation stuff when I've rarely used it (partly because some of it seems rather poor and I prefer to watch someone on YouTube explain it instead)
Yeah you're the second person who told me that today
I added a description saying "if you don't know about this, mark as Somewhat Blah"
but aye
That page with the three options needed a "Don't know", I think
The neutral responses are actually pretty good as also a default in terms of analyzing opinion
imo
I'll change them to Somewhat/Don't Know
I even had trouble with the first main question - what would you describe as your specialisation and how good are you at it
Well if you had trouble with that then just blame me for being a terrible survey writer, I don't normally write surveys
As a hobbyist I got a bit confused because I'm a professional programmer and quite good at that, but the question is probably about gamedev specifically
I tried to word it different ways and wanted to branch it out better but google forms was a pain in the ass to use
I made a point that on the non-professional one, I said relate your role to gamedev
but I didn't do that on the professional one as clear
hey it hit 150 responses
neato
eh it was pretty well done overall in the end people can use the writting forms if they think the way they answered could of skewed things because they meant it in a different way then asked
surveys are hard to get right you dont want 100 options for everything
Yeah, it's really hard to write one which covers any weird things that might be in the participants' heads
some of these Other answers though
are like
Programmer or Engineer
Other: UI Engineer
god damn it
You even had things like "generalist with specialisation in engineering"
@polar hawk are you gonna start an unofficial Documentation ?
someone put in the option
Blueprint Coder
yeah those ones have to be interesting considering no company can decide what someone does because it honestly depends on the project so we have 20 names for the same basic job
@next badger nah
it could be interesting for someone to do tho
well, I mean I have created unofficial documentation
but I'm not going to set out to replace all engine documentation
i wanted to start unofficial docs that has ability to edit pages by users (not like wiki but similar)...but got no permission from Epic to copy the docs
There's a question on there "How likely do you end up asking the community for help when looking for some information or solving a problem?"
oh yeah . i just wish i didnt have to find a single reply here or elsewhere to find something that is undocumented
Feel like that should have had a "if I can't find the information easily by searching"
Which is sort-of "If everything else fails", but that one implies that you'd rather spend a week searching than ask someone
Knowing how many people skip google and go right to community is important
But aye, could have been phrased better
@polar hawk we have no any UE4 related education here in my country btw...no evangelists etc
where is your country
Russia
that is when you learn enough to make yourself one of the certified trainers or whatever they are calling it
you can get a certificate of some sort?
it's not like an issue for me, but i think there are a lot of people here who would love to learn ue4...we have few channel on russian, and some videos there have quite advanced information i can't find in English
specifically about light building, performance optimizations, vr benchmarking etc
i end up watching russian videos because of that reason lol
anyone here have any experience with houdini to unreal? Having trouble importing...
not speaking the language does not help
Well, I filled in the survey now, not sure how useful that was though ๐
In summary I'd say that the Epic docs tend to be a bit vague, especially if you are looking up some specific function (some have barely the API documented);
their videos have a habit of being really long live streams, which I'm not a fan of because you have to watch a lot to get to the interesting bits
@cosmic cedar houdini engine? fbx? other?
@next badger Houdini engine
does it work in general? cause there's a LOT of issues caused by people trying to connect incompatible plugin with the engine
did it install the plugin correctly
damn really? from what im seeing no.. not seeing any hda format files when i hit the import button
just in case, you're no using Apprentice one?
i was hoping you're checking if the plugin was installed correct;y and can connect to houdini engine
I checked to see if the license of my houdini engine is active and it seems like it is from what hkey showed me
unless there is something i have to install for unreal specifically?
afaik engine does work with free license
I have houdini indie, thats not enough?
391 is the last one released, so i just guessed
and it does support your ue4 version?
hey anyone knows how to make like a hash where I can store icons for example
where I can then pass
PS4_TopButton
and Iget the texture 2D assigned to that
I was trying with a Data Structure
but it doesn't have methods to find by name
I believe so... im beasically trying to export and then import into unreal. How would i confirm if its supported?
@cosmic cedar have you loaded the plugin in ue4?
no i havent done anything with unreal besides opening and trying to import the houdini asset. wasnt aware that was a thing... how do i do that lol?
@ornate ice Data Table query rows by names
@ornate ice you make structure and then use it to make a table
I use BaseBP actors for things that will all have common functionality. Like holdable items. If it can be held I make a BP called BP_BaseHoldable. This helps when setting variables such as "held item."
But if half of my objects are static and the other half are skeletal, I don't know how to keep them under one umbrella object type. Do I just make two separate BP archetypes? One for static and one for skeletal? Because that seems pretty tedious but I guess I'll do it.
I can handle the functionality differences with BP interfaces but right now I'm trying to figure out how to set my base items without having to do multiple casts every time the "held item" variable is going to be referenced
@cosmic cedar https://www.sidefx.com/docs/unreal/_getting_started.html
@next badger sorry excuse my ignorance... is houdini engine a separate application from houdini indie? Or is it just a license thing?
@cosmic cedar it is a separate application, but installer has it
https://www.sidefx.com/products/houdini-engine/
I was under the impression it was just a license thing...
no, it's like a core of houdini, w/o gui...it can link to app and generate content inside it
indie engine is free to use
but to make content for it, you need an actual houdini
and apprentice files can't be opened with indie engine (that's why i asked about it)
Seems like the standard installer I think? Basically check that off
interesting... hopefully this does the trick then
it is in the standard installer, as i've said
Ahhh so confused xD
well, houdini has one installer for all the builds of houdini...houdini FX is installed along Indie and Apprentice, but you can't use it w/o license
Houdini Indie is a version of the Houdini app you use outside Unreal. Houdini Engine is the plugin that integrates with Unreal so you can import and edit Houdini assets inside Unreal.
*edit is a bold word
Hmm yeah that's not quite right.
More like... if you define parameters in Houdini, you can tweak them in Unreal.
@next badger Well i just redownload everything and made sure to click all the check boxes from the screenshot i sent you... I should have it now?
ue4 is updating, can't make you an example
perhaps silly question but are there any controls for zooming in/out on UVs in the static mesh editor? I'm working with some pivot point data and most (if not all of it) is outside the 0-1 space.
@shrewd swallow you may take a look on shortcuts settings, but i'm not aware of any
Yeah, haven't seen anything myself either, but thought I'd check to see if anyone had a super secret alt+Ctrl+L-shift+F7 type thing that they discovered. Thanks! ๐
@next badger god damnit... i cant seem to get it going...
Is there any way to use clothing with morph targets? I tried to separate mesh in 2 pieces, one for morphing, and second for cloth simulation. But i cant find anything to combine pieces inside engine. Clothes and character share the same skeleton, maybe i should separate it too, dont know what to do...
@cosmic cedar can you open the plugins list in ue4?
just make sure it's listed there
@next badger nothing pops up when i write houdini..
then you probably have to install it manually
it's under Houdini\engine\unreal\
Houdini 17.5.391\engine\unreal\4.23\HoudiniEngine
copy to
UE_4.23\Engine\Plugins\Runtime\HoudiniEngine
ok i see it... i see three folders
i have 4.19 xD
Hey guys, so how was it I move a blender object into Unreal and then texture it?
Do I just use image textures or can I use nodes?
read the section "installing from source"
UE4 is crashing left and right since I updated to 4.23.1
Anyone else having the same problem?
launcher?
Once I start a project and do anything
It just freezes
along with the rest of the pc
I just wanted to migrate some assets ๐ข
@next badger when i click on the URL from the first point it takes me to a page that can no longer be found. maybe i should just update unreal?
updating ue4 will be simpler definitely
this page requires you to have linked github account
ok ill give that a try
you can link it in epic account settings
installers seem to hate me today... holy crap...
@late lake have it recompiled all the shaders?
@cosmic cedar you have no launcher???
not everyone uses ru.cracked full retail packages =c
@next badger yes i do, whenever i click 4.23 available for download. it takes me to
nono, to install new ue4 you click this plus
@next badger It's not even that. exiting from the editor is enough
It wasn't freezing like this before updating, and I'm quite convinced that my machine is supposed to be powerful enough :/
lmfao i feel like an idiot @next badger
@ornate ice ok...so
Name is just a name, just in case you need one
actual name of the row is on the right
guys, is maya live link able to stream blendshape/morph too?
yes
Hi, before I release a commercial game project I want to make sure that my disclaimer is legally acceptable, can anyone tell me if this is okay: 'Developer name disclaims any representations, warranties, conditions, and liabilities related to the Unreal Engine' ? Thanks
The datatable row is the identifier while you want the name inside the data table to be plain text.
SomeItem vs Some Item
@next badger how do i delete the old unreal? I've been spending this whole time clearing up space for the new one. it takes like 30 gbs ๐ฎ
Pretty sure there is a manage versions button on the epic games launcher
Using data tables rather then objects feels so much better tbh
ugh why is modeling anything that doesn't look awful so hard